Esempio n. 1
0
        private static float GetEdgeHeuristic(TrianglePathCache cache, float4[] planes, float3[] vertices, int vi0, int vi1, int vi2)
        {
            if (!cache.HardEdges.TryGetValue(VertPair.Create(vi0, vi1), out int polygonIndex))
            {
                return(0);
            }

            if (polygonIndex < 0 || polygonIndex >= planes.Length)
            {
                return(float.PositiveInfinity);
            }
            var error = math.dot(planes[polygonIndex].xyz, vertices[vi2] - vertices[vi1]) - 1;

            return(error * error);
        }
Esempio n. 2
0
        private static Triangle[] SplitNonPlanarPolygon(BrushMesh subMesh, ref Polygon polygon)
        {
            var sTrianglePathCache = new TrianglePathCache();

            var halfEdges = subMesh.halfEdges;
            var vertices  = subMesh.vertices;
            var surfaces  = subMesh.planes;
            var halfEdgePolygonIndices = subMesh.halfEdgePolygonIndices;

            var firstEdge = polygon.firstEdge;
            var edgeCount = polygon.edgeCount;
            var lastEdge  = firstEdge + edgeCount;

            for (var e = firstEdge; e < lastEdge; e++)
            {
                var twinIndex       = halfEdges[e].twinIndex;
                var curVertexIndex  = halfEdges[e].vertexIndex;
                var polygonIndex    = halfEdgePolygonIndices[e];
                var twinVertexIndex = halfEdges[twinIndex].vertexIndex;
                var pair            = VertPair.Create(curVertexIndex, twinVertexIndex);
                sTrianglePathCache.HardEdges[pair] = polygonIndex;
            }

            var sPolyVerts = new int[edgeCount];

            for (var i = 0; i < edgeCount; i++)
            {
                sPolyVerts[i] = halfEdges[i + firstEdge].vertexIndex;
            }

            SplitAtEdge(out int[] foundTriangleIndices, sTrianglePathCache, sPolyVerts, edgeCount, vertices, surfaces);

            var sNewTriangles = new List <Triangle>();

            while (foundTriangleIndices != null && foundTriangleIndices.Length > 0)
            {
                if (foundTriangleIndices.Length == 1)
                {
                    sNewTriangles.Add(sTrianglePathCache.AllTriangles[foundTriangleIndices[0]]);
                    break;
                }

                var found          = -1;
                var foundEdgeCount = 0;
                for (var t = 0; t < foundTriangleIndices.Length; t++)
                {
                    var triangle  = sTrianglePathCache.AllTriangles[foundTriangleIndices[t]];
                    var vertPair1 = VertPair.Create(triangle.vertexIndices[0], triangle.vertexIndices[1]);
                    var vertPair2 = VertPair.Create(triangle.vertexIndices[1], triangle.vertexIndices[2]);
                    var vertPair3 = VertPair.Create(triangle.vertexIndices[2], triangle.vertexIndices[0]);

                    var hardEdgeCount = 0;
                    if (sTrianglePathCache.HardEdges.ContainsKey(vertPair1))
                    {
                        hardEdgeCount++;
                    }
                    if (sTrianglePathCache.HardEdges.ContainsKey(vertPair2))
                    {
                        hardEdgeCount++;
                    }
                    if (sTrianglePathCache.HardEdges.ContainsKey(vertPair3))
                    {
                        hardEdgeCount++;
                    }

                    if (hardEdgeCount <= foundEdgeCount)
                    {
                        continue;
                    }

                    foundEdgeCount = hardEdgeCount;
                    found          = t;
                }
                if (found == -1)
                {
                    Debug.LogWarning("Failed to find appropriate triangle to clip during triangulation");
                    return(null);
                }

                {
                    var triangle  = sTrianglePathCache.AllTriangles[foundTriangleIndices[found]];
                    var vertPair1 = VertPair.Create(triangle.vertexIndices[0], triangle.vertexIndices[1]);
                    var vertPair2 = VertPair.Create(triangle.vertexIndices[1], triangle.vertexIndices[2]);
                    var vertPair3 = VertPair.Create(triangle.vertexIndices[2], triangle.vertexIndices[0]);

                    sNewTriangles.Add(triangle);

                    // TODO: optimize
                    var list = new List <int>(foundTriangleIndices);
                    list.RemoveAt(found);
                    foundTriangleIndices = list.ToArray();

                    //found_triangles.RemoveAt(found);
                    if (!sTrianglePathCache.HardEdges.ContainsKey(vertPair1))
                    {
                        sTrianglePathCache.HardEdges.Add(vertPair1, -1);
                    }
                    if (!sTrianglePathCache.HardEdges.ContainsKey(vertPair2))
                    {
                        sTrianglePathCache.HardEdges.Add(vertPair2, -1);
                    }
                    if (!sTrianglePathCache.HardEdges.ContainsKey(vertPair3))
                    {
                        sTrianglePathCache.HardEdges.Add(vertPair3, -1);
                    }
                }
            }

            return(sNewTriangles.ToArray());
        }