Esempio n. 1
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        /// <summary>
        /// Actualiza la caja en base a los valores configurados
        /// </summary>
        public void updateValues()
        {
            //Crear grilla de 4x4 caras rectangulares
            bool triangleSide1 = true;
            int  vIndex        = 0;

            for (int i = 0; i < 4; i++)
            {
                for (int j = 0; j < 4; j++)
                {
                    //Los 4 vertices que forman la cara
                    EditableVertex tl = editableVertices[i * 5 + j];
                    EditableVertex tr = editableVertices[i * 5 + j + 1];
                    EditableVertex bl = editableVertices[(i + 1) * 5 + j];
                    EditableVertex br = editableVertices[(i + 1) * 5 + j + 1];

                    if (triangleSide1)
                    {
                        //Sentido 1
                        //Primer triangulo: tl - br - bl
                        vertices[vIndex]     = new CustomVertex.PositionTextured(tl.Pos, uvOffset.X + uvTiling.X * tl.UV.X, uvOffset.Y + uvTiling.Y * tl.UV.Y);
                        vertices[vIndex + 1] = new CustomVertex.PositionTextured(br.Pos, uvOffset.X + uvTiling.X * br.UV.X, uvOffset.Y + uvTiling.Y * br.UV.Y);
                        vertices[vIndex + 2] = new CustomVertex.PositionTextured(bl.Pos, uvOffset.X + uvTiling.X * bl.UV.X, uvOffset.Y + uvTiling.Y * bl.UV.Y);

                        //Segundo triangulo: tl - tr - br
                        vertices[vIndex + 3] = new CustomVertex.PositionTextured(tl.Pos, uvOffset.X + uvTiling.X * tl.UV.X, uvOffset.Y + uvTiling.Y * tl.UV.Y);
                        vertices[vIndex + 4] = new CustomVertex.PositionTextured(tr.Pos, uvOffset.X + uvTiling.X * tr.UV.X, uvOffset.Y + uvTiling.Y * tr.UV.Y);
                        vertices[vIndex + 5] = new CustomVertex.PositionTextured(br.Pos, uvOffset.X + uvTiling.X * br.UV.X, uvOffset.Y + uvTiling.Y * br.UV.Y);
                    }
                    else
                    {
                        //Sentido 2
                        //bl - tl - tr
                        vertices[vIndex]     = new CustomVertex.PositionTextured(bl.Pos, uvOffset.X + uvTiling.X * bl.UV.X, uvOffset.Y + uvTiling.Y * bl.UV.Y);
                        vertices[vIndex + 1] = new CustomVertex.PositionTextured(tl.Pos, uvOffset.X + uvTiling.X * tl.UV.X, uvOffset.Y + uvTiling.Y * tl.UV.Y);
                        vertices[vIndex + 2] = new CustomVertex.PositionTextured(tr.Pos, uvOffset.X + uvTiling.X * tr.UV.X, uvOffset.Y + uvTiling.Y * tr.UV.Y);

                        //bl - tr - br
                        vertices[vIndex + 3] = new CustomVertex.PositionTextured(bl.Pos, uvOffset.X + uvTiling.X * bl.UV.X, uvOffset.Y + uvTiling.Y * bl.UV.Y);
                        vertices[vIndex + 4] = new CustomVertex.PositionTextured(tr.Pos, uvOffset.X + uvTiling.X * tr.UV.X, uvOffset.Y + uvTiling.Y * tr.UV.Y);
                        vertices[vIndex + 5] = new CustomVertex.PositionTextured(br.Pos, uvOffset.X + uvTiling.X * br.UV.X, uvOffset.Y + uvTiling.Y * br.UV.Y);
                    }
                    vIndex += 6;

                    //Invertir proximo sentido (salvo el ultimo de la fila)
                    if (j != 3)
                    {
                        triangleSide1 = !triangleSide1;
                    }
                }
            }

            vertexBuffer.SetData(vertices, 0, LockFlags.None);
            updateBoundingBox();
        }
Esempio n. 2
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    public void Initialize(EditableMesh parent, EditableVertex point0, EditableVertex point1, int tIndex)
    {
        this.parent = parent;
        this.point0 = point0;
        this.point1 = point1;

        tIndices.Add(tIndex);

        transform.parent = parent.transform;
        CalculateTransform();
    }
Esempio n. 3
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    public void Initialize(EditableObject parent, EditableVertex point0, EditableVertex point1, int tIndex)
    {
        this.parent = parent;
        this.point0 = point0;
        this.point1 = point1;

        tIndices.Add(tIndex);

        transform.parent = parent.transform;
        CalculateTransform();

        meshRenderer         = GetComponent <MeshRenderer>();
        meshRenderer.enabled = false;
    }
Esempio n. 4
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 private void OnVertDeselected(EditableVertex vert)
 {
     U.interactable  = false;
     V.interactable  = false;
     NX.interactable = false;
     NY.interactable = false;
     NZ.interactable = false;
     colorPickerButton.interactable = false;
     if (colorPicker.gameObject.activeSelf)
     {
         OnCloseColorPickerClicked();
     }
     UpdateUV();
     UpdateNormal();
 }
Esempio n. 5
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        private void OnVertSelected(EditableVertex vert)
        {
            U.interactable  = true;
            V.interactable  = true;
            NX.interactable = true;
            NY.interactable = true;
            NZ.interactable = true;
            colorPickerButton.interactable = true;
            var v = vert.primitive.info.vertices[vert.vertIndex];

            U.text  = v.uv.x.ToString(System.Globalization.CultureInfo.InvariantCulture);
            V.text  = v.uv.y.ToString(System.Globalization.CultureInfo.InvariantCulture);
            NX.text = v.normal.x.ToString(System.Globalization.CultureInfo.InvariantCulture);
            NY.text = v.normal.y.ToString(System.Globalization.CultureInfo.InvariantCulture);
            NZ.text = v.normal.z.ToString(System.Globalization.CultureInfo.InvariantCulture);
            colorPicker.PickerColor = v.color;
        }
Esempio n. 6
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        /// <summary>
        /// Crea el terreno
        /// </summary>
        public TgcEditableLand()
        {
            Device d3dDevice = GuiController.Instance.D3dDevice;

            //16 caras, 32 triangulos, 96 vertices
            vertices     = new CustomVertex.PositionTextured[96];
            vertexBuffer = new VertexBuffer(typeof(CustomVertex.PositionTextured), vertices.Length, d3dDevice,
                                            Usage.Dynamic | Usage.WriteOnly, CustomVertex.PositionTextured.Format, Pool.Default);

            //Crear los 25 vertices editables, formando una grilla de 5x5 vertices
            editableVertices = new EditableVertex[25];
            float uvStep = 1f / 4f;

            for (int i = 0; i < 5; i++)
            {
                for (int j = 0; j < 5; j++)
                {
                    EditableVertex v = new EditableVertex();
                    v.Pos = new Vector3(j * PATCH_SIZE, 0, i * PATCH_SIZE);
                    v.UV  = new Vector2(j * uvStep, i * uvStep);
                    editableVertices[i * 5 + j] = v;
                }
            }


            this.autoTransformEnable = true;
            this.transform           = Matrix.Identity;
            this.translation         = new Vector3(0, 0, 0);
            this.rotation            = new Vector3(0, 0, 0);
            this.scale            = new Vector3(1, 1, 1);
            this.enabled          = true;
            this.alphaBlendEnable = false;
            this.uvOffset         = new Vector2(0, 0);
            this.uvTiling         = new Vector2(1, 1);

            //BoundingBox
            boundingBox = new TgcBoundingBox();
            updateBoundingBox();

            //Shader
            this.effect    = GuiController.Instance.Shaders.VariosShader;
            this.technique = TgcShaders.T_POSITION_TEXTURED;
        }
Esempio n. 7
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    public void UpdateVertex(EditableVertex vertex, List <int> indices, Vector3 deltaPosition)
    {
        updated       = true;
        deltaPosition = Quaternion.Inverse(transform.rotation) * deltaPosition;

        deltaPosition.x /= meshTransform.localScale.x;
        deltaPosition.y /= meshTransform.localScale.y;
        deltaPosition.z /= meshTransform.localScale.z;

        foreach (var index in indices)
        {
            vertices[index] += deltaPosition;
        }

        // Alert update to listeners
        foreach (var child in listeningList[vertex])
        {
            child.UpdateChild();
        }
    }
Esempio n. 8
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        /// <summary>
        ///     Crea el terreno
        /// </summary>
        public TgcEditableLand()
        {
            //16 caras, 32 triangulos, 96 vertices
            vertices     = new CustomVertex.PositionTextured[96];
            vertexBuffer = new VertexBuffer(typeof(CustomVertex.PositionTextured), vertices.Length,
                                            D3DDevice.Instance.Device,
                                            Usage.Dynamic | Usage.WriteOnly, CustomVertex.PositionTextured.Format, Pool.Default);

            //Crear los 25 vertices editables, formando una grilla de 5x5 vertices
            editableVertices = new EditableVertex[25];
            var uvStep = 1f / 4f;

            for (var i = 0; i < 5; i++)
            {
                for (var j = 0; j < 5; j++)
                {
                    var v = new EditableVertex();
                    v.Pos = new Vector3(j * PATCH_SIZE, 0, i * PATCH_SIZE);
                    v.UV  = new Vector2(j * uvStep, i * uvStep);
                    editableVertices[i * 5 + j] = v;
                }
            }

            AutoTransformEnable = true;
            Transform           = Matrix.Identity;
            translation         = new Vector3(0, 0, 0);
            rotation            = new Vector3(0, 0, 0);
            scale            = new Vector3(1, 1, 1);
            Enabled          = true;
            AlphaBlendEnable = false;
            UVOffset         = new Vector2(0, 0);
            UVTiling         = new Vector2(1, 1);

            //BoundingBox
            BoundingBox = new TgcBoundingBox();
            updateBoundingBox();

            //Shader
            effect    = TgcShaders.Instance.VariosShader;
            technique = TgcShaders.T_POSITION_TEXTURED;
        }
Esempio n. 9
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        /// <summary>
        /// Crea el terreno
        /// </summary>
        public TgcEditableLand()
        {
            Device d3dDevice = GuiController.Instance.D3dDevice;

            //16 caras, 32 triangulos, 96 vertices
            vertices = new CustomVertex.PositionTextured[96];
            vertexBuffer = new VertexBuffer(typeof(CustomVertex.PositionTextured), vertices.Length, d3dDevice,
                Usage.Dynamic | Usage.WriteOnly, CustomVertex.PositionTextured.Format, Pool.Default);

            //Crear los 25 vertices editables, formando una grilla de 5x5 vertices
            editableVertices = new EditableVertex[25];
            float uvStep = 1f / 4f;
            for (int i = 0; i < 5; i++)
            {
                for (int j = 0; j < 5; j++)
                {
                    EditableVertex v = new EditableVertex();
                    v.Pos = new Vector3(j * PATCH_SIZE, 0, i * PATCH_SIZE);
                    v.UV = new Vector2(j * uvStep, i * uvStep);
                    editableVertices[i * 5 + j] = v;
                }
            }

            this.autoTransformEnable = true;
            this.transform = Matrix.Identity;
            this.translation = new Vector3(0,0,0);
            this.rotation = new Vector3(0,0,0);
            this.scale = new Vector3(1, 1, 1);
            this.enabled = true;
            this.alphaBlendEnable = false;
            this.uvOffset = new Vector2(0, 0);
            this.uvTiling = new Vector2(1, 1);

            //BoundingBox
            boundingBox = new TgcBoundingBox();
            updateBoundingBox();

            //Shader
            this.effect = GuiController.Instance.Shaders.VariosShader;
            this.technique = TgcShaders.T_POSITION_TEXTURED;
        }
Esempio n. 10
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    public void Init()
    {
        editableVertexPrefab = EditManager.Instance.editableVertexPrefab;
        editableLinePrefab   = EditManager.Instance.editableLinePrefab;

        mesh = GetComponentInChildren <MeshFilter>().mesh;

        Dictionary <Vector3, List <int> > vertexDict = new Dictionary <Vector3, List <int> >();

        Vector3[] vertices = mesh.vertices;
        for (int v = 0; v < vertices.Length; v++)
        {
            if (!vertexDict.ContainsKey(vertices[v]))
            {
                vertexDict[vertices[v]] = new List <int>();
            }
            vertexDict[vertices[v]].Add(v);
            this.vertices.Add(vertices[v]);
        }

        EditableVertex[] eVertices = new EditableVertex[mesh.vertexCount];

        foreach (var vertex in vertexDict.Keys)
        {
            Vector3 scaleVertex = vertex;
            scaleVertex.x *= meshTransform.localScale.x;
            scaleVertex.y *= meshTransform.localScale.y;
            scaleVertex.z *= meshTransform.localScale.z;

            EditableVertex eVertex = Instantiate(editableVertexPrefab, scaleVertex + transform.position, Quaternion.identity);
            eVertex.Initialize(this, vertexDict[vertex]);
            foreach (var idx in vertexDict[vertex])
            {
                eVertices[idx] = eVertex;
            }
        }

        int[] aArr = new int[] { 0, 0, 1 };
        int[] bArr = new int[] { 1, 2, 2 };

        var lines = new Dictionary <LineKey, EditableLine>();

        int[] triangles = mesh.triangles;
        for (int t = 0; t < triangles.Length; t += 3)
        {
            int idx = triangles[t];

            for (int i = 0; i < 3; i++)
            {
                int ta = t + aArr[i];
                int tb = t + bArr[i];

                LineKey key = new LineKey(eVertices[triangles[ta]], eVertices[triangles[tb]]);
                if (lines.ContainsKey(key))
                {
                    lines[key].tIndices.Add(idx);
                }
                else
                {
                    EditableLine line = Instantiate(editableLinePrefab);
                    line.Initialize(this, eVertices[triangles[ta]], eVertices[triangles[tb]], idx);
                    lines[key] = line;
                }
            }
        }

        var pairsToDelete = new List <KeyValuePair <LineKey, EditableLine> >();

        Vector3[] normals = mesh.normals;
        foreach (var linePair in lines)
        {
            print(linePair.Value.tIndices.Count);

            bool         delete = true;
            EditableLine line   = linePair.Value;

            Vector3 normal = normals[line.tIndices[0]];
            for (int i = 1; i < line.tIndices.Count; i++)
            {
                if (normals[line.tIndices[i]] != normal)
                {
                    delete = false;
                    break;
                }
            }
            if (delete)
            {
                pairsToDelete.Add(linePair);
            }
        }

        foreach (var pair in pairsToDelete)
        {
            lines.Remove(pair.Key);
            Destroy(pair.Value.gameObject);
        }

        foreach (var line in lines.Values)
        {
            //things.Add(line);
            if (!listeningList.ContainsKey(line.point0))
            {
                listeningList[line.point0] = new List <IUpdatable>();
            }
            listeningList[line.point0].Add(line);

            if (!listeningList.ContainsKey(line.point1))
            {
                listeningList[line.point1] = new List <IUpdatable>();
            }
            listeningList[line.point1].Add(line);
        }
    }
Esempio n. 11
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 public LineKey(EditableVertex p0, EditableVertex p1)
 {
     this.p0 = p0;
     this.p1 = p1;
 }