Exemple #1
0
        public static UnityEngine.Mesh Mesh(this Polygon this_, string name = "")
        {
            // Create geometry.
            InputGeometry geometry = this_.InputGeometry();

            // Triangulate.
            TriangleNet.Mesh triangulatedMesh = new TriangleNet.Mesh();
            triangulatedMesh.Triangulate(geometry);

            // Counts.
            int vertexCount   = triangulatedMesh.vertices.Count;
            int triangleCount = triangulatedMesh.triangles.Count;

            // Debug.Log("Mesh.vertexCount ("+vertexCount+")"); // NumberOfInputPoints
            // Debug.Log("Mesh.triangleCount ("+triangleCount+")"); // NumberOfInputPoints

            // Mesh store.
            Vector3[] _vertices  = new Vector3[vertexCount];
            Vector2[] _uv        = new Vector2[vertexCount];
            Vector3[] _normals   = new Vector3[vertexCount];
            int[]     _triangles = new int[triangleCount * 3];

            foreach (KeyValuePair <int, TriangleNet.Data.Vertex> eachEntry in triangulatedMesh.vertices)
            {
                int index = eachEntry.Key;
                TriangleNet.Data.Vertex eachVertex = eachEntry.Value;

                _vertices[index] = new Vector3(
                    (float)eachVertex.x,
                    (float)eachVertex.y,
                    0.0f                     // As of 2D
                    );

                _uv[index]      = _vertices[index];
                _normals[index] = Vector3.forward;
            }

            int cursor = 0;

            foreach (KeyValuePair <int, TriangleNet.Data.Triangle> eachPair in triangulatedMesh.triangles)
            {
                TriangleNet.Data.Triangle eachTriangle = eachPair.Value;
                _triangles[cursor]     = eachTriangle.P2;
                _triangles[cursor + 1] = eachTriangle.P1;
                _triangles[cursor + 2] = eachTriangle.P0;
                cursor += 3;
            }

            // Create / setup mesh.
            Mesh mesh = new Mesh();

            mesh.vertices     = _vertices;
            mesh.uv           = _uv;
            mesh.normals      = _normals;
            mesh.subMeshCount = 1;
            mesh.SetTriangles(_triangles, 0);
            mesh.name = name;

            return(mesh);
        }
Exemple #2
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        static List <Vertex> IndexVertices(Triangle triangle, Dictionary <int, int> indexDict, ref int highestIndex, out int[] newIndices)
        {
            var newVertices = new List <Vertex>();

            newIndices = new int[3];

            if (indexDict.ContainsKey(triangle.P0))
            {
                newIndices[0] = indexDict[triangle.P0];
            }
            else
            {
                TriangleNet.Data.Vertex vertex0 = triangle.GetVertex(0);
                newVertices.Add(new Vertex((float)vertex0.X, (float)vertex0.Y));
                indexDict.Add(vertex0.ID, highestIndex);
                newIndices[0] = highestIndex;
                highestIndex++;
            }

            if (indexDict.ContainsKey(triangle.P1))
            {
                newIndices[1] = indexDict[triangle.P1];
            }
            else
            {
                TriangleNet.Data.Vertex vertex1 = triangle.GetVertex(1);
                newVertices.Add(new Vertex((float)vertex1.X, (float)vertex1.Y));
                indexDict.Add(vertex1.ID, highestIndex);
                newIndices[1] = highestIndex;
                highestIndex++;
            }

            if (indexDict.ContainsKey(triangle.P2))
            {
                newIndices[2] = indexDict[triangle.P2];
            }
            else
            {
                TriangleNet.Data.Vertex vertex2 = triangle.GetVertex(2);
                newVertices.Add(new Vertex((float)vertex2.X, (float)vertex2.Y));
                indexDict.Add(vertex2.ID, highestIndex);
                newIndices[2] = highestIndex;
                highestIndex++;
            }

            return(newVertices);
        }
    void OnDrawGizmos()
    {
        if (holes.Length <= 0)
        {
            return;
        }

        Gizmos.color = Color.black;
        logoOutline.GizmoDraw();

        Gizmos.color = Color.white;
        foreach (UPolygon hole in holes)
        {
            hole.GizmoDraw();
        }

        if (meshRepresentation == null)
        {
            return;
        }

        Gizmos.color = Color.cyan;

        foreach (KeyValuePair <int, TriangleNet.Data.Triangle> pair in meshRepresentation.triangles)
        {
            TriangleNet.Data.Triangle triangle = pair.Value;

            TriangleNet.Data.Vertex vertex0 = triangle.GetVertex(0);
            TriangleNet.Data.Vertex vertex1 = triangle.GetVertex(1);
            TriangleNet.Data.Vertex vertex2 = triangle.GetVertex(2);

            Vector2 p0 = new Vector2((float)vertex0.x, (float)vertex0.y);
            Vector2 p1 = new Vector2((float)vertex1.x, (float)vertex1.y);
            Vector2 p2 = new Vector2((float)vertex2.x, (float)vertex2.y);

            Gizmos.DrawLine(p0, p1);
            Gizmos.DrawLine(p1, p2);
            Gizmos.DrawLine(p2, p0);
        }
    }
        public static BarycentricCoordinates GetCoordinates(Point Pp, Vertex Pa, Vertex Pb, Vertex Pc)
        {
            double[] p = { Pp.X, Pp.Y };
            double[] a = { Pa.X, Pa.Y };
            double[] b = { Pb.X, Pb.Y };
            double[] c = { Pc.X, Pc.Y };

            double[] v0 = { b[0] - a[0], b[1] - a[1] };
            double[] v1 = { c[0] - a[0], c[1] - a[1] };
            double[] v2 = { p[0] - a[0], p[1] - a[1] };
            double d00 = dotProduct(v0, v0);
            double d01 = dotProduct(v0, v1);
            double d11 = dotProduct(v1, v1);
            double d20 = dotProduct(v2, v0);
            double d21 = dotProduct(v2, v1);
            double denom = d00 * d11 - d01 * d01;
            double v = ((d11 * d20 - d01 * d21) / denom);
            double w = ((d00 * d21 - d01 * d20) / denom);
            double u = (1.0f - v - w);

            return new BarycentricCoordinates(u, v, w);
        }
Exemple #5
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        /// <summary>
        /// Add a bad triangle to the end of a queue.
        /// </summary>
        /// <param name="enqtri"></param>
        /// <param name="minedge"></param>
        /// <param name="enqapex"></param>
        /// <param name="enqorg"></param>
        /// <param name="enqdest"></param>
        public void Enqueue(ref Otri enqtri, double minedge, Vertex enqapex, Vertex enqorg, Vertex enqdest)
        {
            // Allocate space for the bad triangle.
            BadTriangle newbad = new BadTriangle();

            newbad.poortri = enqtri;
            newbad.key = minedge;
            newbad.triangapex = enqapex;
            newbad.triangorg = enqorg;
            newbad.triangdest = enqdest;

            Enqueue(newbad);
        }
Exemple #6
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 /// <summary>
 /// Set the destination of the segment that includes the subsegment.
 /// </summary>
 public void SetSegDest(Vertex ptr)
 {
     seg.vertices[3 - orient] = ptr;
 }
Exemple #7
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 /// <summary>
 /// Set the origin of the segment that includes the subsegment.
 /// </summary>
 public void SetSegOrg(Vertex ptr)
 {
     seg.vertices[2 + orient] = ptr;
 }
Exemple #8
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 /// <summary>
 /// Set destination of a subsegment.
 /// </summary>
 public void SetDest(Vertex ptr)
 {
     seg.vertices[1 - orient] = ptr;
 }
Exemple #9
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 /// <summary>
 /// Set the origin or destination of a subsegment.
 /// </summary>
 public void SetOrg(Vertex ptr)
 {
     seg.vertices[orient] = ptr;
 }
Exemple #10
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    // Use this for initialization
    void Start()
    {
        geometry = new InputGeometry();

        List <Point> shape = new List <Point> ();

        shape.Add(new Point(0f, 0f));
        shape.Add(new Point(2f, 2f));
        shape.Add(new Point(1f, 4f));
        shape.Add(new Point(3f, 5f));
        shape.Add(new Point(-3f, 5f));
        shape.Add(new Point(-1f, 4f));
        shape.Add(new Point(-2f, 2f));
        geometry.AddRing(shape);

        //it is necessary to put a border around all the points in order to get triangulation to work correctly when holes are used
//        List<Point> border = new List<Point>();
//        border.Add(new Point(distance, verticalDistance));
//        border.Add(new Point(distance, -verticalDistance));
//        border.Add(new Point(-distance, -verticalDistance));
//        border.Add(new Point(-distance, verticalDistance));
//        geometry.AddRing(border);

//        List<Point> outlinePoints = new List<Point>(logoOutline.points.Length);
//        foreach (Vector2 coordinates in logoOutline.points)
//        {
//            outlinePoints.Add(new Point(coordinates));
//        }
//
//        geometry.AddRingAsHole(outlinePoints, 0);
//
//
//        foreach(UPolygon hole in holes)
//        {
//            List<Point> holePoints = new List<Point>(hole.points.Length);
//
//            foreach (Vector2 coordinates in hole.points)
//                holePoints.Add(new Point(coordinates));
//
//            geometry.AddRing(holePoints, 0);
//        }


//        List<Point> points = new List<Point>();
//        for (float offsetX = -distance; offsetX < distance; offsetX += boxDistance)
//        {
//            for (float offsetY = -verticalDistance; offsetY < verticalDistance; offsetY += boxDistance)
//            {
//                Vector2 offset = new Vector2(offsetX, offsetY) + Vector2.one * boxDistance * 0.5f;
//
//                float radians = Random.RandomRange(0, 2 * Mathf.PI);
//                float length = Random.RandomRange(0, circleDistance);
//
//                Vector2 pos = new Vector2(Mathf.Cos(radians), Mathf.Sin(radians)) * length;
//                pos += offset;
//
//                bool insideOutline = logoOutline.PointInPolygon(pos);
//
//                bool stillAlloved = false;
//                for (int i = 0; i < holes.Length; i++ )
//                {
//                    if (holes[i].PointInPolygon(pos))
//                        stillAlloved = true;
//                }
//
//                if (!insideOutline || stillAlloved)
//                    geometry.AddPoint((float)pos.x, (float)pos.y, 0);
//            }
//        }

        meshRepresentation = new TriangleNet.Mesh();
        meshRepresentation.Triangulate(geometry);

        //generate mesh based on triangulation

        Dictionary <int, float> zOffsets = new Dictionary <int, float>();

//        foreach(KeyValuePair<int, TriangleNet.Data.Vertex> pair in meshRepresentation.vertices)
//        {
//            zOffsets.Add(pair.Key, Random.RandomRange(-zOffset, zOffset));
//        }

        int            triangleIndex   = 0;
        List <Vector3> vertices        = new List <Vector3>(meshRepresentation.triangles.Count * 3);
        List <int>     triangleIndices = new List <int>(meshRepresentation.triangles.Count * 3);

        foreach (KeyValuePair <int, TriangleNet.Data.Triangle> pair in meshRepresentation.triangles)
        {
            TriangleNet.Data.Triangle triangle = pair.Value;

            TriangleNet.Data.Vertex vertex0 = triangle.GetVertex(0);
            TriangleNet.Data.Vertex vertex1 = triangle.GetVertex(1);
            TriangleNet.Data.Vertex vertex2 = triangle.GetVertex(2);

            Vector3 p0 = new Vector3(vertex0.x, vertex0.y, 0);
            Vector3 p1 = new Vector3(vertex1.x, vertex1.y, 0);
            Vector3 p2 = new Vector3(vertex2.x, vertex2.y, 0);

            vertices.Add(p0);
            vertices.Add(p1);
            vertices.Add(p2);

            triangleIndices.Add(triangleIndex + 2);
            triangleIndices.Add(triangleIndex + 1);
            triangleIndices.Add(triangleIndex);

            triangleIndex += 3;
        }

        mesh           = new Mesh();
        mesh.vertices  = vertices.ToArray();
        mesh.triangles = triangleIndices.ToArray();
        mesh.RecalculateNormals();
        GetComponent <MeshFilter>().mesh = mesh;
    }
    public static void CreateMesh(GameObject meshContainer, string path, string path2, string adfname)
    {
        var subgraphs = _LoadMarkerToSubgraph(path, path2);

        meshContainer.name = adfname + "Mesh";

        InputGeometry geometry = new InputGeometry();

        TriangleNet.Mesh meshRepresentation;
        MeshFilter       mf = meshContainer.GetComponent <MeshFilter> () as MeshFilter;
        Mesh             mesh;
        float            zOffset = 0.1f;

        float[] maxArea = new float[2] {
            0, 0
        };

        List <List <Point> > clusters = new List <List <Point> > ();

        foreach (Graph <Node> s in subgraphs)
        {
            List <Point> points = new List <Point> ();
            foreach (Node n in s.Nodes)
            {
                Point tmp = new Point(n.position.x, n.position.z);
                zOffset = n.position.y;
                points.Add(tmp);
            }
            if (points.Count > 2)
            {
                clusters.Add(points);

                // Calculate areas of the clusters. The largest is the external ring, while the others must be holes.
                float num = CalculateArea(points);
                if (num > maxArea [0])
                {
                    maxArea [0] = num;
                    maxArea [1] = clusters.Count - 1;
                }
            }
            Debug.Log(clusters [clusters.Count - 1].Count);
        }

        geometry.AddRing(clusters[(int)maxArea[1]]);
        clusters.RemoveAt((int)maxArea [1]);

        foreach (List <Point> c in clusters)
        {
            geometry.AddRingAsHole(c);
        }
        meshRepresentation = new TriangleNet.Mesh();
        meshRepresentation.Triangulate(geometry);

        //		Dictionary<int, float> zOffsets = new Dictionary<int, float>();
        //
        //		foreach(KeyValuePair<int, TriangleNet.Data.Vertex> pair in meshRepresentation.vertices)
        //		{
        //			zOffsets.Add(pair.Key, Random.RandomRange(-zOffset, zOffset));
        //		}

        int            triangleIndex   = 0;
        List <Vector3> vertices        = new List <Vector3>(meshRepresentation.triangles.Count * 3);
        List <int>     triangleIndices = new List <int>(meshRepresentation.triangles.Count * 3);

        foreach (KeyValuePair <int, TriangleNet.Data.Triangle> pair in meshRepresentation.triangles)
        {
            TriangleNet.Data.Triangle triangle = pair.Value;

            TriangleNet.Data.Vertex vertex0 = triangle.GetVertex(0);
            TriangleNet.Data.Vertex vertex1 = triangle.GetVertex(1);
            TriangleNet.Data.Vertex vertex2 = triangle.GetVertex(2);

            Vector3 p0 = new Vector3(vertex0.x, zOffset, vertex0.y);
            Vector3 p1 = new Vector3(vertex1.x, zOffset, vertex1.y);
            Vector3 p2 = new Vector3(vertex2.x, zOffset, vertex2.y);

            //			Vector3 p0 = new Vector3( vertex0.x, vertex0.y, zOffsets[vertex0.id]);
            //			Vector3 p1 = new Vector3( vertex1.x, vertex1.y, zOffsets[vertex1.id]);
            //			Vector3 p2 = new Vector3( vertex2.x, vertex2.y, zOffsets[vertex2.id]);

            vertices.Add(p0);
            vertices.Add(p1);
            vertices.Add(p2);

            triangleIndices.Add(triangleIndex + 2);
            triangleIndices.Add(triangleIndex + 1);
            triangleIndices.Add(triangleIndex);

            triangleIndex += 3;
        }
        mesh           = new Mesh();
        mesh.vertices  = vertices.ToArray();
        mesh.triangles = triangleIndices.ToArray();
        mesh.RecalculateNormals();
        //GetComponent<MeshFilter>().mesh = mesh;
        mf.mesh = mesh;

        Exporter e = meshContainer.GetComponent <Exporter> () as Exporter;

        e.DoExport(true);
//
//		File.WriteAllBytes(Application.persistentDataPath + "/" + adfname + "Mesh", MeshSerializer.WriteMesh (mesh, true));

        meshContainer.SetActive(true);
        meshContainer.GetComponent <NavMeshSurface> ().BuildNavMesh();

        Debug.Log("NavMesh created");

        //MeshSaverEditor.SaveMesh (mesh, "meshtest", true, true);

        //ObjExporterScript.MeshToString(GetComponent<MeshFilter>(),
    }
Exemple #12
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    public Mesh TriangulateMesh(Vector3[] Vertices)
    {
        if (Vertices.Length < 3)
        {
            return(null);
        }

        geometry = new InputGeometry();

        foreach (Vector3 Vert in Vertices)
        {
            geometry.AddPoint(Vert.x, Vert.y);
        }

        List <Point> points = new List <Point>();

        for (float offsetX = -distance; offsetX < distance; offsetX += boxDistance)
        {
            for (float offsetY = -verticalDistance; offsetY < verticalDistance; offsetY += boxDistance)
            {
                Vector2 offset = new Vector2(offsetX, offsetY) + Vector2.one * boxDistance * 0.5f;

                float radians = Random.Range(0, 2 * Mathf.PI);
                float length  = Random.Range(0, circleDistance);

                Vector2 pos = new Vector2(Mathf.Cos(radians), Mathf.Sin(radians)) * length;
                pos += offset;
            }
        }

        meshRepresentation = new TriangleNet.Mesh();
        meshRepresentation.Triangulate(geometry);

        //generate mesh based on triangulation

        Dictionary <int, float> zOffsets = new Dictionary <int, float>();

        foreach (KeyValuePair <int, TriangleNet.Data.Vertex> pair in meshRepresentation.vertices)
        {
            zOffsets.Add(pair.Key, Random.Range(-zOffset, zOffset));
        }

        int            triangleIndex   = 0;
        List <Vector3> vertices        = new List <Vector3>(meshRepresentation.triangles.Count * 3);
        List <int>     triangleIndices = new List <int>(meshRepresentation.triangles.Count * 3);

        foreach (KeyValuePair <int, TriangleNet.Data.Triangle> pair in meshRepresentation.triangles)
        {
            TriangleNet.Data.Triangle triangle = pair.Value;

            TriangleNet.Data.Vertex vertex0 = triangle.GetVertex(0);
            TriangleNet.Data.Vertex vertex1 = triangle.GetVertex(1);
            TriangleNet.Data.Vertex vertex2 = triangle.GetVertex(2);

            Vector3 p0 = new Vector3(vertex0.x, vertex0.y, zOffsets[vertex0.id]);
            Vector3 p1 = new Vector3(vertex1.x, vertex1.y, zOffsets[vertex1.id]);
            Vector3 p2 = new Vector3(vertex2.x, vertex2.y, zOffsets[vertex2.id]);

            vertices.Add(p0);
            vertices.Add(p1);
            vertices.Add(p2);

            triangleIndices.Add(triangleIndex + 2);
            triangleIndices.Add(triangleIndex + 1);
            triangleIndices.Add(triangleIndex);

            triangleIndex += 3;
        }

        mesh           = new Mesh();
        mesh.name      = "Triangulated Terrain";
        mesh.vertices  = vertices.ToArray();
        mesh.triangles = triangleIndices.ToArray();

        return(mesh);
    }
Exemple #13
0
        void Triangulate(out List <int[]> indices, out List <Vertex[]> vertices)
        {
            indices  = new List <int[]>();
            vertices = new List <Vertex[]>();
            if (polygons == null)
            {
                return;
            }

            int pointIndex    = 0;
            var inputGeometry = new InputGeometry();

            SearchTree(inputGeometry, ref pointIndex, tree);

            var mesh = new Mesh();

            mesh.Triangulate(inputGeometry);

            int highestIndex    = 0;
            var currentIndices  = new List <int>();
            var currentVertices = new List <Vertex>();
            var indexDict       = new Dictionary <int, int>();

            foreach (Triangle triangle in mesh.Triangles)
            {
                bool indexOverflow = currentIndices.Count + 3 > Renderer.IndexBufferSize;
                if (indexOverflow)
                {
                    indices.Add(currentIndices.ToArray());
                    vertices.Add(currentVertices.ToArray());

                    currentIndices.Clear();
                    currentVertices.Clear();
                    indexDict.Clear();
                    highestIndex = 0;
                }

                int[]         newIndices;
                List <Vertex> newVertices = IndexVertices(triangle, indexDict, ref highestIndex, out newIndices);
                if (currentVertices.Count + newVertices.Count > Renderer.VertexBufferSize)
                {
                    indices.Add(currentIndices.ToArray());
                    vertices.Add(currentVertices.ToArray());

                    currentIndices.Clear();
                    currentVertices.Clear();
                    indexDict.Clear();

                    highestIndex  = 3;
                    newIndices[0] = 0;
                    newIndices[1] = 1;
                    newIndices[2] = 2;

                    indexDict.Add(triangle.P0, 0);
                    indexDict.Add(triangle.P1, 1);
                    indexDict.Add(triangle.P2, 2);

                    newVertices.Clear();
                    TriangleNet.Data.Vertex vertex0 = triangle.GetVertex(0);
                    TriangleNet.Data.Vertex vertex1 = triangle.GetVertex(1);
                    TriangleNet.Data.Vertex vertex2 = triangle.GetVertex(2);
                    newVertices.Add(new Vertex((float)vertex0.X, (float)vertex0.Y));
                    newVertices.Add(new Vertex((float)vertex1.X, (float)vertex1.Y));
                    newVertices.Add(new Vertex((float)vertex2.X, (float)vertex2.Y));
                }

                currentIndices.AddRange(newIndices);
                currentVertices.AddRange(newVertices);
            }
            indices.Add(currentIndices.ToArray());
            vertices.Add(currentVertices.ToArray());
        }
Exemple #14
0
 /// <summary>
 /// Set Apex
 /// </summary>
 public void SetApex(Vertex ptr)
 {
     triangle.vertices[orient] = ptr;
 }
Exemple #15
0
 /// <summary>
 /// Set Destination
 /// </summary>
 public void SetDest(Vertex ptr)
 {
     triangle.vertices[minus1Mod3[orient]] = ptr;
 }
Exemple #16
0
 /// <summary>
 /// Set Origin
 /// </summary>
 public void SetOrg(Vertex ptr)
 {
     triangle.vertices[plus1Mod3[orient]] = ptr;
 }