public bool Generate(Mesh mesh)
        {
            Vector3[] points;
            Vector3   position, vector;

            TriangleAsset[] triangles;

            cells = new CellAsset[mesh.triangles.Length / 3];

            for (int i = 0, cellID = 0; i < mesh.triangles.Length; i += 3, cellID++)
            {
                triangles = new TriangleAsset[1];
                points    = new Vector3[3];

                points[0] = mesh.vertices[mesh.triangles[i]];
                points[1] = mesh.vertices[mesh.triangles[i + 1]];
                points[2] = mesh.vertices[mesh.triangles[i + 2]];

                vector   = points[0] - points[1];
                position = points[1] + vector.normalized * vector.magnitude / 2;

                vector   = points[2] - position;
                position = position + vector.normalized * vector.magnitude / 2;

                triangles[0] = new TriangleAsset(points, null);

                cells[cellID] = new CellAsset("Cell " + cellID, position, triangles, this, Collection);
            }

            return(GenerateConnections());
        }
Exemple #2
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		//private Edge[] border;
		
		
		
		public CellAsset( string name, Vector3 position, TriangleAsset[] triangles, NetworkAsset network, CollectionAsset collection ) : base( network, collection )
		{
			this.Name = name;
			this.Position = position;
			
			foreach( TriangleAsset triangle in triangles )
			{
				triangle.Cell = this;
			}
			
			this.triangles = triangles;
			
			// TODO: Calculate border and position from triangles
			
			/*ArrayList edges, uses;
			Edge edge, existingEdge;
			
			edges = new ArrayList();
			uses = new ArrayList();
			
			foreach( TriangleAsset triangle in triangles )
			{
				for( int i = 0; i < 3; i++ )
				{
					edge = 	( i == 0 ) ? new Edge( triangle.Points[ 0 ], triangles.Points[ 1 ] ) :
							( i == 1 ) ? new Edge( triangle.Points[ 1 ], triangles.Points[ 2 ] ) :
							new Edge( triangle.Points[ 2 ], triangles.Points[ 0 ] );
							
					for( int j = 0; j < edges.Count; j++ )
					{
						existingEdge = edges[ j ];
						
						if( edge.Equals( existingEdge ) )
						{
							uses[ edges.IndexOf( existingEdge ) ]++;
						}
					}
				}
			}*/
		}
Exemple #3
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			public TriangleAsset( TriangleAsset original, CellAsset cell )
			{
				this.Points = original.Points;
				this.cell = cell;
			}
Exemple #4
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 public TriangleAsset(TriangleAsset original, CellAsset cell)
 {
     this.Points = original.Points;
     this.cell   = cell;
 }
Exemple #5
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		public bool Generate( Mesh mesh )
		{
			Vector3[] points;
			Vector3 position, vector;
			TriangleAsset[] triangles;
			
			cells = new CellAsset[ mesh.triangles.Length / 3 ];
			
			for( int i = 0, cellID = 0; i < mesh.triangles.Length; i += 3, cellID++ )
			{
				triangles = new TriangleAsset[ 1 ];
				points = new Vector3[ 3 ];
				
				points[ 0 ] = mesh.vertices[ mesh.triangles[ i ] ];
				points[ 1 ] = mesh.vertices[ mesh.triangles[ i + 1 ] ];
				points[ 2 ] = mesh.vertices[ mesh.triangles[ i + 2 ] ];
				
				vector = points[ 0 ] - points[ 1 ];
				position = points[ 1 ] + vector.normalized * vector.magnitude / 2;

				vector = points[ 2 ] - position;
				position = position + vector.normalized * vector.magnitude / 2;
					
				triangles[ 0 ] = new TriangleAsset( points, null );
				
				cells[ cellID ] = new CellAsset( "Cell " + cellID, position, triangles, this, Collection );
			}
			
			return GenerateConnections();
		}