Esempio n. 1
0
        /// <summary>
        /// cut mesh by plane
        /// </summary>
        /// <param name="spriteMesh">mesh to cut</param>
        /// <param name="meshTransform">transformation of the mesh</param>
        /// <param name="line2D">cutting plane</param>
        /// <returns>processing time</returns>
        public float Cut(SpriteMesh spriteMesh, Transform meshTransform, Math.Line2D line2D, ref List <CutterMesh> meshes)
        {
            var stopWatch = new Stopwatch();

            stopWatch.Start();

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

            // cache mesh data
            var trianglesNum  = spriteMesh.triangles.Length;
            var verticesNum   = spriteMesh.vertices.Length;
            var meshTriangles = spriteMesh.triangles;
            var meshVertices  = spriteMesh.vertices;

            // preallocate buffers
            AllocateBuffers(trianglesNum, verticesNum);

            CutterMesh mesh0, mesh1;

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

            // inverse transform cutting plane
            // line2D.InverseTransform(meshTransform);

            // 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 = line2D.GetSideFix(ref v0);
                var side1 = line2D.GetSideFix(ref v1);
                var side2 = line2D.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)
                    {
                        Exploder2DUtils.Log("TriCacheError " + meshTriangles[i] + " " + triCache.Length + " " + meshVertices.Length);
                    }

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

                        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]]);

                        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;
            }

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

            mesh0.centroidLocal = centroid[0];
            mesh1.centroidLocal = centroid[1];

            mesh0.mesh = null;
            mesh1.mesh = null;

            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]] },
                };

                // check points with a plane
                var side0 = line2D.GetSide(triangle.pos[0]);
                var side1 = line2D.GetSide(triangle.pos[1]);
                var side2 = line2D.GetSide(triangle.pos[2]);

                float   t0, t1;
                Vector2 s0 = Vector2.zero, s1 = Vector2.zero;

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

                if (side0 == side1)
                {
                    var a = line2D.IntersectSegment(triangle.pos[2], triangle.pos[0], out t0, ref s0);
                    var b = line2D.IntersectSegment(triangle.pos[2], triangle.pos[1], out t1, ref s1);

                    Exploder2DUtils.Assert(a && b, "!!!!!!!!!!!!!!!");

                    // left side ... 2 triangles
                    var s0Left = AddIntersectionPoint(s0, triangle.ids[2], triangle.ids[0], cutVertCache[idxLeft], vertices[idxLeft]);
                    var s1Left = AddIntersectionPoint(s1, triangle.ids[2], triangle.ids[1], cutVertCache[idxLeft], vertices[idxLeft]);
                    var v0Left = AddTrianglePoint(triangle.pos[0], triangle.ids[0], triCache, cornerVertCache[idxLeft], vertices[idxLeft]);
                    var v1Left = AddTrianglePoint(triangle.pos[1], triangle.ids[1], triCache, cornerVertCache[idxLeft], vertices[idxLeft]);

                    // 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.ids[2], triangle.ids[0], cutVertCache[idxRight], vertices[idxRight]);
                    var s1Right = AddIntersectionPoint(s1, triangle.ids[2], triangle.ids[1], cutVertCache[idxRight], vertices[idxRight]);
                    var v2Right = AddTrianglePoint(triangle.pos[2], triangle.ids[2], triCache, cornerVertCache[idxRight], vertices[idxRight]);

                    // Triangle (v2, s0, s1)
                    triangles[idxRight].Add(v2Right);
                    triangles[idxRight].Add(s0Right);
                    triangles[idxRight].Add(s1Right);
                }
                else if (side0 == side2)
                {
                    var a = line2D.IntersectSegment(triangle.pos[1], triangle.pos[0], out t0, ref s1);
                    var b = line2D.IntersectSegment(triangle.pos[1], triangle.pos[2], out t1, ref s0);

                    Exploder2DUtils.Assert(a && b, "!!!!!!!!!!!!!");

                    // left side ... 2 triangles
                    var s0Left = AddIntersectionPoint(s0, triangle.ids[1], triangle.ids[2], cutVertCache[idxLeft], vertices[idxLeft]);
                    var s1Left = AddIntersectionPoint(s1, triangle.ids[1], triangle.ids[0], cutVertCache[idxLeft], vertices[idxLeft]);
                    var v0Left = AddTrianglePoint(triangle.pos[0], triangle.ids[0], triCache, cornerVertCache[idxLeft], vertices[idxLeft]);
                    var v2Left = AddTrianglePoint(triangle.pos[2], triangle.ids[2], triCache, cornerVertCache[idxLeft], vertices[idxLeft]);

                    // 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.ids[1], triangle.ids[2], cutVertCache[idxRight], vertices[idxRight]);
                    var s1Right = AddIntersectionPoint(s1, triangle.ids[1], triangle.ids[0], cutVertCache[idxRight], vertices[idxRight]);
                    var v1Right = AddTrianglePoint(triangle.pos[1], triangle.ids[1], triCache, cornerVertCache[idxRight], vertices[idxRight]);

                    // Triangle (s0, s1, v1)
                    triangles[idxRight].Add(s0Right);
                    triangles[idxRight].Add(s1Right);
                    triangles[idxRight].Add(v1Right);
                }
                else
                {
                    var a = line2D.IntersectSegment(triangle.pos[0], triangle.pos[1], out t0, ref s0);
                    var b = line2D.IntersectSegment(triangle.pos[0], triangle.pos[2], out t1, ref s1);

                    Exploder2DUtils.Assert(a && b, "!!!!!!!!!!!!!");

                    // right side ... 2 triangles
                    var s0Right = AddIntersectionPoint(s0, triangle.ids[0], triangle.ids[1], cutVertCache[idxRight], vertices[idxRight]);
                    var s1Right = AddIntersectionPoint(s1, triangle.ids[0], triangle.ids[2], cutVertCache[idxRight], vertices[idxRight]);
                    var v1Right = AddTrianglePoint(triangle.pos[1], triangle.ids[1], triCache, cornerVertCache[idxRight], vertices[idxRight]);
                    var v2Right = AddTrianglePoint(triangle.pos[2], triangle.ids[2], triCache, cornerVertCache[idxRight], vertices[idxRight]);

                    // 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.ids[0], triangle.ids[1], cutVertCache[idxLeft], vertices[idxLeft]);
                    var s1Left = AddIntersectionPoint(s1, triangle.ids[0], triangle.ids[2], cutVertCache[idxLeft], vertices[idxLeft]);
                    var v0Left = AddTrianglePoint(triangle.pos[0], triangle.ids[0], triCache, cornerVertCache[idxLeft], vertices[idxLeft]);

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

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

            List <int>[] trianglesCut = null;

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

                mesh0.mesh = new SpriteMesh();
                mesh1.mesh = new SpriteMesh();

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

                mesh0.mesh.vertices = verticesArray0;
                mesh1.mesh.vertices = verticesArray1;

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

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

                mesh0.centroidLocal = Vector2.zero;
                mesh1.centroidLocal = Vector2.zero;

                foreach (var p in vertices[0])
                {
                    mesh0.centroidLocal += p;
                }
                mesh0.centroidLocal /= vertices[0].Count;

                foreach (var p in vertices[1])
                {
                    mesh1.centroidLocal += p;
                }
                mesh1.centroidLocal /= vertices[1].Count;
#if PROFILING
                MeasureIt.End("CutEndCopyBack");
#endif

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

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

            stopWatch.Stop();

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

            return(stopWatch.ElapsedMilliseconds);
        }
Esempio n. 2
0
 /// <summary>
 /// copy constructor
 /// </summary>
 public Line2D(Line2D instance)
 {
     Normal   = instance.Normal;
     Distance = instance.Distance;
     Pnt      = instance.Pnt;
 }