Exemple #1
0
 public ExploderMesh(Mesh unityMesh)
 {
     this.triangles = unityMesh.get_triangles();
     this.vertices  = unityMesh.get_vertices();
     this.normals   = unityMesh.get_normals();
     this.uv        = unityMesh.get_uv();
     this.tangents  = unityMesh.get_tangents();
     this.colors32  = unityMesh.get_colors32();
     ExploderMesh.CalculateCentroid(new List <Vector3>((IEnumerable <Vector3>) this.vertices), ref this.centroid, ref this.min, ref this.max);
 }
Exemple #2
0
        float Cut(ExploderMesh mesh, ExploderTransform meshTransform, Plane plane, bool triangulateHoles, bool allowOpenMesh, ref List <ExploderMesh> meshes)
        {
            var stopWatch = new Stopwatch();

            stopWatch.Start();

#if PROFILING
            MeasureIt.Begin("CutAllocations");
#endif

            // cache mesh data
            var trianglesNum    = mesh.triangles.Length;
            var verticesNum     = mesh.vertices.Length;
            var meshTriangles   = mesh.triangles;
            var meshTangents    = mesh.tangents;
            var meshColors      = mesh.colors32;
            var meshVertices    = mesh.vertices;
            var meshNormals     = mesh.normals;
            var meshUV          = mesh.uv;
            var useMeshTangents = meshTangents != null && meshTangents.Length > 0;
            var useVertexColors = meshColors != null && meshColors.Length > 0;
            var useNormals      = meshNormals != null && meshNormals.Length > 0;

            // preallocate buffers
            AllocateBuffers(trianglesNum, verticesNum, useMeshTangents, useVertexColors);

            ExploderMesh mesh0, mesh1;

#if PROFILING
            MeasureIt.End("CutAllocations");
            MeasureIt.Begin("CutCycleFirstPass");
#endif

            // first pass - find complete triangles on both sides of the plane
            for (int i = 0; i < trianglesNum; i += 3)
            {
                // get triangle points
                var v0 = meshVertices[meshTriangles[i]];
                var v1 = meshVertices[meshTriangles[i + 1]];
                var v2 = meshVertices[meshTriangles[i + 2]];

                var side0 = plane.GetSideFix(ref v0);
                var side1 = plane.GetSideFix(ref v1);
                var side2 = plane.GetSideFix(ref v2);

                meshVertices[meshTriangles[i]]     = v0;
                meshVertices[meshTriangles[i + 1]] = v1;
                meshVertices[meshTriangles[i + 2]] = v2;

//                Utils.Log(plane.Pnt + " " + v0 + " " + v1 + " " + " " + v2);

                // all points on one side
                if (side0 == side1 && side1 == side2)
                {
                    var idx = side0 ? 0 : 1;

                    if (meshTriangles[i] >= triCache.Length)
                    {
                        ExploderUtils.Log("TriCacheError " + meshTriangles[i] + " " + triCache.Length + " " + meshVertices.Length);
                    }

                    if (triCache[meshTriangles[i]] == 0)
                    {
                        triangles[idx].Add(triCounter[idx]);
                        vertices[idx].Add(meshVertices[meshTriangles[i]]);
                        uvs[idx].Add(meshUV[meshTriangles[i]]);

                        if (useNormals)
                        {
                            normals[idx].Add(meshNormals[meshTriangles[i]]);
                        }

                        if (useMeshTangents)
                        {
                            tangents[idx].Add(meshTangents[meshTriangles[i]]);
                        }

                        if (useVertexColors)
                        {
                            vertexColors[idx].Add(meshColors[meshTriangles[i]]);
                        }

                        centroid[idx] += meshVertices[meshTriangles[i]];

                        triCache[meshTriangles[i]] = triCounter[idx] + 1;
                        triCounter[idx]++;
                    }
                    else
                    {
                        triangles[idx].Add(triCache[meshTriangles[i]] - 1);
                    }

                    if (triCache[meshTriangles[i + 1]] == 0)
                    {
                        triangles[idx].Add(triCounter[idx]);
                        vertices[idx].Add(meshVertices[meshTriangles[i + 1]]);
                        uvs[idx].Add(meshUV[meshTriangles[i + 1]]);

                        if (useNormals)
                        {
                            normals[idx].Add(meshNormals[meshTriangles[i + 1]]);
                        }

                        if (useMeshTangents)
                        {
                            tangents[idx].Add(meshTangents[meshTriangles[i + 1]]);
                        }

                        if (useVertexColors)
                        {
                            vertexColors[idx].Add(meshColors[meshTriangles[i + 1]]);
                        }

                        centroid[idx] += meshVertices[meshTriangles[i + 1]];

                        triCache[meshTriangles[i + 1]] = triCounter[idx] + 1;
                        triCounter[idx]++;
                    }
                    else
                    {
                        triangles[idx].Add(triCache[meshTriangles[i + 1]] - 1);
                    }

                    if (triCache[meshTriangles[i + 2]] == 0)
                    {
                        triangles[idx].Add(triCounter[idx]);
                        vertices[idx].Add(meshVertices[meshTriangles[i + 2]]);
                        uvs[idx].Add(meshUV[meshTriangles[i + 2]]);

                        if (useNormals)
                        {
                            normals[idx].Add(meshNormals[meshTriangles[i + 2]]);
                        }

                        if (useMeshTangents)
                        {
                            tangents[idx].Add(meshTangents[meshTriangles[i + 2]]);
                        }

                        if (useVertexColors)
                        {
                            vertexColors[idx].Add(meshColors[meshTriangles[i + 2]]);
                        }

                        centroid[idx] += meshVertices[meshTriangles[i + 2]];

                        triCache[meshTriangles[i + 2]] = triCounter[idx] + 1;
                        triCounter[idx]++;
                    }
                    else
                    {
                        triangles[idx].Add(triCache[meshTriangles[i + 2]] - 1);
                    }
                }
                else
                {
                    // intersection triangles add to list and process it in second pass
                    cutTris.Add(i);
                }
            }

            if (vertices[0].Count == 0)
            {
                centroid[0] = meshVertices[0];
            }
            else
            {
                centroid[0] /= vertices[0].Count;
            }

            if (vertices[1].Count == 0)
            {
                centroid[1] = meshVertices[1];
            }
            else
            {
                centroid[1] /= vertices[1].Count;
            }

//            UnityEngine.Debug.LogFormat("cut: {0} -- {1}, normal: {2}, tris: {3}", vertices[0].Count, vertices[1].Count, plane.Normal, cutTris.Count);

#if PROFILING
            MeasureIt.End("CutCycleFirstPass");
            MeasureIt.Begin("CutCycleSecondPass");
#endif

            if (cutTris.Count < 1)
            {
                stopWatch.Stop();
                return(stopWatch.ElapsedMilliseconds);
            }

            AllocateContours(cutTris.Count);

            // second pass - cut intersecting triangles in half
            foreach (var cutTri in cutTris)
            {
                var triangle = new Triangle
                {
                    ids      = new[] { meshTriangles[cutTri + 0], meshTriangles[cutTri + 1], meshTriangles[cutTri + 2] },
                    pos      = new[] { meshVertices[meshTriangles[cutTri + 0]], meshVertices[meshTriangles[cutTri + 1]], meshVertices[meshTriangles[cutTri + 2]] },
                    normal   = useNormals ? new[] { meshNormals[meshTriangles[cutTri + 0]], meshNormals[meshTriangles[cutTri + 1]], meshNormals[meshTriangles[cutTri + 2]] } : new[] { Vector3.zero, Vector3.zero, Vector3.zero },
                    uvs      = new[] { meshUV[meshTriangles[cutTri + 0]], meshUV[meshTriangles[cutTri + 1]], meshUV[meshTriangles[cutTri + 2]] },
                    tangents = useMeshTangents ? new[] { meshTangents[meshTriangles[cutTri + 0]], meshTangents[meshTriangles[cutTri + 1]], meshTangents[meshTriangles[cutTri + 2]] } : new [] { Vector4.zero, Vector4.zero, Vector4.zero },
                    colors   = useVertexColors ? new[] { meshColors[meshTriangles[cutTri + 0]], meshColors[meshTriangles[cutTri + 1]], meshColors[meshTriangles[cutTri + 2]] } : new Color32[] { Color.white, Color.white, Color.white },
                };

                // check points with a plane
                var side0 = plane.GetSide(triangle.pos[0]);
                var side1 = plane.GetSide(triangle.pos[1]);
                var side2 = plane.GetSide(triangle.pos[2]);

                float   t0, t1;
                Vector3 s0 = Vector3.zero, s1 = Vector3.zero;

                var idxLeft  = side0 ? 0 : 1;
                var idxRight = 1 - idxLeft;

                if (side0 == side1)
                {
                    var a = plane.IntersectSegment(triangle.pos[2], triangle.pos[0], out t0, ref s0);
                    var b = plane.IntersectSegment(triangle.pos[2], triangle.pos[1], out t1, ref s1);

                    ExploderUtils.Assert(a && b, "!!!!!!!!!!!!!!!");

                    // left side ... 2 triangles
                    var s0Left = AddIntersectionPoint(s0, triangle, triangle.ids[2], triangle.ids[0], cutVertCache[idxLeft], vertices[idxLeft], normals[idxLeft], uvs[idxLeft], tangents[idxLeft], vertexColors[idxLeft], useMeshTangents, useVertexColors, useNormals);
                    var s1Left = AddIntersectionPoint(s1, triangle, triangle.ids[2], triangle.ids[1], cutVertCache[idxLeft], vertices[idxLeft], normals[idxLeft], uvs[idxLeft], tangents[idxLeft], vertexColors[idxLeft], useMeshTangents, useVertexColors, useNormals);
                    var v0Left = AddTrianglePoint(triangle.pos[0], triangle.normal[0], triangle.uvs[0], triangle.tangents[0], triangle.colors[0], triangle.ids[0], triCache, cornerVertCache[idxLeft], vertices[idxLeft], normals[idxLeft], uvs[idxLeft], tangents[idxLeft], vertexColors[idxLeft], useMeshTangents, useVertexColors, useNormals);
                    var v1Left = AddTrianglePoint(triangle.pos[1], triangle.normal[1], triangle.uvs[1], triangle.tangents[1], triangle.colors[1], triangle.ids[1], triCache, cornerVertCache[idxLeft], vertices[idxLeft], normals[idxLeft], uvs[idxLeft], tangents[idxLeft], vertexColors[idxLeft], useMeshTangents, useVertexColors, useNormals);

                    // Triangle (s0, v0, s1)
                    triangles[idxLeft].Add(s0Left);
                    triangles[idxLeft].Add(v0Left);
                    triangles[idxLeft].Add(s1Left);

                    // Triangle (s1, v0, v1)
                    triangles[idxLeft].Add(s1Left);
                    triangles[idxLeft].Add(v0Left);
                    triangles[idxLeft].Add(v1Left);

                    // right side ... 1 triangle
                    var s0Right = AddIntersectionPoint(s0, triangle, triangle.ids[2], triangle.ids[0], cutVertCache[idxRight], vertices[idxRight], normals[idxRight], uvs[idxRight], tangents[idxRight], vertexColors[idxRight], useMeshTangents, useVertexColors, useNormals);
                    var s1Right = AddIntersectionPoint(s1, triangle, triangle.ids[2], triangle.ids[1], cutVertCache[idxRight], vertices[idxRight], normals[idxRight], uvs[idxRight], tangents[idxRight], vertexColors[idxRight], useMeshTangents, useVertexColors, useNormals);
                    var v2Right = AddTrianglePoint(triangle.pos[2], triangle.normal[2], triangle.uvs[2], triangle.tangents[2], triangle.colors[2], triangle.ids[2], triCache, cornerVertCache[idxRight], vertices[idxRight], normals[idxRight], uvs[idxRight], tangents[idxRight], vertexColors[idxRight], useMeshTangents, useVertexColors, useNormals);

                    // Triangle (v2, s0, s1)
                    triangles[idxRight].Add(v2Right);
                    triangles[idxRight].Add(s0Right);
                    triangles[idxRight].Add(s1Right);

                    // buffer intersection vertices for triangulation
                    if (triangulateHoles)
                    {
                        if (idxLeft == 0)
                        {
                            contour.AddTriangle(cutTri, s0Left, s1Left, s0, s1);
                        }
                        else
                        {
                            contour.AddTriangle(cutTri, s0Right, s1Right, s0, s1);
                        }
                    }
                }
                else if (side0 == side2)
                {
                    var a = plane.IntersectSegment(triangle.pos[1], triangle.pos[0], out t0, ref s1);
                    var b = plane.IntersectSegment(triangle.pos[1], triangle.pos[2], out t1, ref s0);

                    ExploderUtils.Assert(a && b, "!!!!!!!!!!!!!");

                    // left side ... 2 triangles
                    var s0Left = AddIntersectionPoint(s0, triangle, triangle.ids[1], triangle.ids[2], cutVertCache[idxLeft], vertices[idxLeft], normals[idxLeft], uvs[idxLeft], tangents[idxLeft], vertexColors[idxLeft], useMeshTangents, useVertexColors, useNormals);
                    var s1Left = AddIntersectionPoint(s1, triangle, triangle.ids[1], triangle.ids[0], cutVertCache[idxLeft], vertices[idxLeft], normals[idxLeft], uvs[idxLeft], tangents[idxLeft], vertexColors[idxLeft], useMeshTangents, useVertexColors, useNormals);
                    var v0Left = AddTrianglePoint(triangle.pos[0], triangle.normal[0], triangle.uvs[0], triangle.tangents[0], triangle.colors[0], triangle.ids[0], triCache, cornerVertCache[idxLeft], vertices[idxLeft], normals[idxLeft], uvs[idxLeft], tangents[idxLeft], vertexColors[idxLeft], useMeshTangents, useVertexColors, useNormals);
                    var v2Left = AddTrianglePoint(triangle.pos[2], triangle.normal[2], triangle.uvs[2], triangle.tangents[2], triangle.colors[2], triangle.ids[2], triCache, cornerVertCache[idxLeft], vertices[idxLeft], normals[idxLeft], uvs[idxLeft], tangents[idxLeft], vertexColors[idxLeft], useMeshTangents, useVertexColors, useNormals);

                    // Triangle (v2, s1, s0)
                    triangles[idxLeft].Add(v2Left);
                    triangles[idxLeft].Add(s1Left);
                    triangles[idxLeft].Add(s0Left);

                    // Triangle (v2, v0, s1)
                    triangles[idxLeft].Add(v2Left);
                    triangles[idxLeft].Add(v0Left);
                    triangles[idxLeft].Add(s1Left);

                    // right side ... 1 triangle
                    var s0Right = AddIntersectionPoint(s0, triangle, triangle.ids[1], triangle.ids[2], cutVertCache[idxRight], vertices[idxRight], normals[idxRight], uvs[idxRight], tangents[idxRight], vertexColors[idxRight], useMeshTangents, useVertexColors, useNormals);
                    var s1Right = AddIntersectionPoint(s1, triangle, triangle.ids[1], triangle.ids[0], cutVertCache[idxRight], vertices[idxRight], normals[idxRight], uvs[idxRight], tangents[idxRight], vertexColors[idxRight], useMeshTangents, useVertexColors, useNormals);
                    var v1Right = AddTrianglePoint(triangle.pos[1], triangle.normal[1], triangle.uvs[1], triangle.tangents[1], triangle.colors[1], triangle.ids[1], triCache, cornerVertCache[idxRight], vertices[idxRight], normals[idxRight], uvs[idxRight], tangents[idxRight], vertexColors[idxRight], useMeshTangents, useVertexColors, useNormals);

                    // Triangle (s0, s1, v1)
                    triangles[idxRight].Add(s0Right);
                    triangles[idxRight].Add(s1Right);
                    triangles[idxRight].Add(v1Right);

                    // buffer intersection vertices for triangulation
                    if (triangulateHoles)
                    {
                        if (idxLeft == 0)
                        {
                            contour.AddTriangle(cutTri, s0Left, s1Left, s0, s1);
                        }
                        else
                        {
                            contour.AddTriangle(cutTri, s0Right, s1Right, s0, s1);
                        }
                    }
                }
                else
                {
                    var a = plane.IntersectSegment(triangle.pos[0], triangle.pos[1], out t0, ref s0);
                    var b = plane.IntersectSegment(triangle.pos[0], triangle.pos[2], out t1, ref s1);

                    ExploderUtils.Assert(a && b, "!!!!!!!!!!!!!");

                    // right side ... 2 triangles
                    var s0Right = AddIntersectionPoint(s0, triangle, triangle.ids[0], triangle.ids[1], cutVertCache[idxRight], vertices[idxRight], normals[idxRight], uvs[idxRight], tangents[idxRight], vertexColors[idxRight], useMeshTangents, useVertexColors, useNormals);
                    var s1Right = AddIntersectionPoint(s1, triangle, triangle.ids[0], triangle.ids[2], cutVertCache[idxRight], vertices[idxRight], normals[idxRight], uvs[idxRight], tangents[idxRight], vertexColors[idxRight], useMeshTangents, useVertexColors, useNormals);
                    var v1Right = AddTrianglePoint(triangle.pos[1], triangle.normal[1], triangle.uvs[1], triangle.tangents[1], triangle.colors[1], triangle.ids[1], triCache, cornerVertCache[idxRight], vertices[idxRight], normals[idxRight], uvs[idxRight], tangents[idxRight], vertexColors[idxRight], useMeshTangents, useVertexColors, useNormals);
                    var v2Right = AddTrianglePoint(triangle.pos[2], triangle.normal[2], triangle.uvs[2], triangle.tangents[2], triangle.colors[2], triangle.ids[2], triCache, cornerVertCache[idxRight], vertices[idxRight], normals[idxRight], uvs[idxRight], tangents[idxRight], vertexColors[idxRight], useMeshTangents, useVertexColors, useNormals);

                    // Triangle (v2, s1, v1)
                    triangles[idxRight].Add(v2Right);
                    triangles[idxRight].Add(s1Right);
                    triangles[idxRight].Add(v1Right);

                    // Triangle (s1, s0, v1)
                    triangles[idxRight].Add(s1Right);
                    triangles[idxRight].Add(s0Right);
                    triangles[idxRight].Add(v1Right);

                    // left side ... 1 triangle
                    var s0Left = AddIntersectionPoint(s0, triangle, triangle.ids[0], triangle.ids[1], cutVertCache[idxLeft], vertices[idxLeft], normals[idxLeft], uvs[idxLeft], tangents[idxLeft], vertexColors[idxLeft], useMeshTangents, useVertexColors, useNormals);
                    var s1Left = AddIntersectionPoint(s1, triangle, triangle.ids[0], triangle.ids[2], cutVertCache[idxLeft], vertices[idxLeft], normals[idxLeft], uvs[idxLeft], tangents[idxLeft], vertexColors[idxLeft], useMeshTangents, useVertexColors, useNormals);
                    var v0Left = AddTrianglePoint(triangle.pos[0], triangle.normal[0], triangle.uvs[0], triangle.tangents[0], triangle.colors[0], triangle.ids[0], triCache, cornerVertCache[idxLeft], vertices[idxLeft], normals[idxLeft], uvs[idxLeft], tangents[idxLeft], vertexColors[idxLeft], useMeshTangents, useVertexColors, useNormals);

                    // Triangle (s1, v0, s0)
                    triangles[idxLeft].Add(s1Left);
                    triangles[idxLeft].Add(v0Left);
                    triangles[idxLeft].Add(s0Left);

                    // buffer intersection vertices for triangulation
                    if (triangulateHoles)
                    {
                        if (idxLeft == 0)
                        {
                            contour.AddTriangle(cutTri, s0Left, s1Left, s0, s1);
                        }
                        else
                        {
                            contour.AddTriangle(cutTri, s0Right, s1Right, s0, s1);
                        }
                    }
                }
            }

#if PROFILING
            MeasureIt.End("CutCycleSecondPass");
#endif

            if (triangulateHoles)
            {
#if PROFILING
                MeasureIt.Begin("FindContours");
#endif

                contour.FindContours();

                if (contour.contour.Count == 0 || contour.contour[0].Count < 3)
                {
//                    triangulateHoles = false;

                    if (allowOpenMesh)
                    {
                        triangulateHoles = false;
                    }
                    else
                    {
                        stopWatch.Stop();
                        return(stopWatch.ElapsedMilliseconds);
                    }
                }

#if PROFILING
                MeasureIt.End("FindContours");
#endif
            }

            List <int>[] trianglesCut = null;
            var          centroid0    = Vector3.zero;
            var          centroid1    = Vector3.zero;
            var          min0         = Vector3.zero;
            var          max0         = Vector3.zero;
            var          min1         = Vector3.zero;
            var          max1         = Vector3.zero;

            ExploderMesh.CalculateCentroid(vertices[0], ref centroid0, ref min0, ref max0);
            ExploderMesh.CalculateCentroid(vertices[1], ref centroid1, ref min1, ref max1);

            if (triangulateHoles)
            {
#if PROFILING
                MeasureIt.Begin("Triangulate");
#endif

                trianglesCut = new List <int>[2]
                {
                    new List <int>(contour.MidPointsCount),
                    new List <int>(contour.MidPointsCount)
                };

                Triangulate(contour.contour, plane, vertices, normals, uvs, tangents, vertexColors, trianglesCut, true, useMeshTangents, useVertexColors, useNormals);

#if PROFILING
                MeasureIt.End("Triangulate");
#endif
            }

            if (vertices[0].Count > 3 && vertices[1].Count > 3)
            {
#if PROFILING
                MeasureIt.Begin("CutEndCopyBack");
#endif

                mesh0 = new ExploderMesh();
                mesh1 = new ExploderMesh();

                var verticesArray0 = vertices[0].ToArray();
                var verticesArray1 = vertices[1].ToArray();

                mesh0.vertices = verticesArray0;
                mesh0.uv       = uvs[0].ToArray();

                mesh1.vertices = verticesArray1;
                mesh1.uv       = uvs[1].ToArray();

                if (useNormals)
                {
                    mesh0.normals = normals[0].ToArray();
                    mesh1.normals = normals[1].ToArray();
                }

                if (useMeshTangents)
                {
                    mesh0.tangents = tangents[0].ToArray();
                    mesh1.tangents = tangents[1].ToArray();
                }

                if (useVertexColors)
                {
                    mesh0.colors32 = vertexColors[0].ToArray();
                    mesh1.colors32 = vertexColors[1].ToArray();
                }

                if (trianglesCut != null && trianglesCut[0].Count > 3)
                {
                    triangles[0].AddRange(trianglesCut[0]);
                    triangles[1].AddRange(trianglesCut[1]);
                }

                mesh0.triangles = triangles[0].ToArray();
                mesh1.triangles = triangles[1].ToArray();

                mesh0.centroid = centroid0;
                mesh0.min      = min0;
                mesh0.max      = max0;

                mesh1.centroid = centroid1;
                mesh1.min      = min1;
                mesh1.max      = max1;

#if PROFILING
                MeasureIt.End("CutEndCopyBack");
#endif

                meshes = new List <ExploderMesh> {
                    mesh0, mesh1
                };

                stopWatch.Stop();
                return(stopWatch.ElapsedMilliseconds);
            }

            stopWatch.Stop();

//            UnityEngine.Debug.Log("Empty cut! " + vertices[0].Count + " " + vertices[1].Count);

            return(stopWatch.ElapsedMilliseconds);
        }