Esempio n. 1
0
        /**
         * Slice the gameobject mesh (if any) using the Plane, which will generate
         * a maximum of 2 other Meshes.
         * This function will recalculate new UV coordinates to ensure textures are applied
         * properly.
         * Returns null if no intersection has been found or the GameObject does not contain
         * a valid mesh to cut.
         */
        public static SlicedHull Slice(Mesh sharedMesh, Plane pl, TextureRegion region, int crossIndex)
        {
            if (sharedMesh == null)
            {
                return(null);
            }

            Vector3[] verts = sharedMesh.vertices;
            Vector2[] uv    = sharedMesh.uv;
            Vector3[] norm  = sharedMesh.normals;
            Vector4[] tan   = sharedMesh.tangents;

            int submeshCount = sharedMesh.subMeshCount;

            // each submesh will be sliced and placed in its own array structure
            SlicedSubmesh[] slices = new SlicedSubmesh[submeshCount];
            // the cross section hull is common across all submeshes
            List <Vector3> crossHull = new List <Vector3>();

            // we reuse this object for all intersection tests
            IntersectionResult result = new IntersectionResult();

            // see if we would like to split the mesh using uv, normals and tangents
            bool genUV   = verts.Length == uv.Length;
            bool genNorm = verts.Length == norm.Length;
            bool genTan  = verts.Length == tan.Length;

            // iterate over all the submeshes individually. vertices and indices
            // are all shared within the submesh
            for (int submesh = 0; submesh < submeshCount; submesh++)
            {
                int[] indices      = sharedMesh.GetTriangles(submesh);
                int   indicesCount = indices.Length;

                SlicedSubmesh mesh = new SlicedSubmesh();

                // loop through all the mesh vertices, generating upper and lower hulls
                // and all intersection points
                for (int index = 0; index < indicesCount; index += 3)
                {
                    int i0 = indices[index + 0];
                    int i1 = indices[index + 1];
                    int i2 = indices[index + 2];

                    Triangle newTri = new Triangle(verts[i0], verts[i1], verts[i2]);

                    // generate UV if available
                    if (genUV)
                    {
                        newTri.SetUV(uv[i0], uv[i1], uv[i2]);
                    }

                    // generate normals if available
                    if (genNorm)
                    {
                        newTri.SetNormal(norm[i0], norm[i1], norm[i2]);
                    }

                    // generate tangents if available
                    if (genTan)
                    {
                        newTri.SetTangent(tan[i0], tan[i1], tan[i2]);
                    }

                    // slice this particular triangle with the provided
                    // plane
                    if (newTri.Split(pl, result))
                    {
                        int upperHullCount = result.upperHullCount;
                        int lowerHullCount = result.lowerHullCount;
                        int interHullCount = result.intersectionPointCount;

                        for (int i = 0; i < upperHullCount; i++)
                        {
                            mesh.upperHull.Add(result.upperHull[i]);
                        }

                        for (int i = 0; i < lowerHullCount; i++)
                        {
                            mesh.lowerHull.Add(result.lowerHull[i]);
                        }

                        for (int i = 0; i < interHullCount; i++)
                        {
                            crossHull.Add(result.intersectionPoints[i]);
                        }
                    }
                    else
                    {
                        SideOfPlane sa = pl.SideOf(verts[i0]);
                        SideOfPlane sb = pl.SideOf(verts[i1]);
                        SideOfPlane sc = pl.SideOf(verts[i2]);

                        SideOfPlane side = SideOfPlane.ON;
                        if (sa != SideOfPlane.ON)
                        {
                            side = sa;
                        }

                        if (sb != SideOfPlane.ON)
                        {
                            Debug.Assert(side == SideOfPlane.ON || side == sb);
                            side = sb;
                        }

                        if (sc != SideOfPlane.ON)
                        {
                            Debug.Assert(side == SideOfPlane.ON || side == sc);
                            side = sc;
                        }

                        if (side == SideOfPlane.UP || side == SideOfPlane.ON)
                        {
                            mesh.upperHull.Add(newTri);
                        }
                        else
                        {
                            mesh.lowerHull.Add(newTri);
                        }
                    }
                }

                // register into the index
                slices[submesh] = mesh;
            }

            // check if slicing actually occured
            for (int i = 0; i < slices.Length; i++)
            {
                // check if at least one of the submeshes was sliced. If so, stop checking
                // because we need to go through the generation step
                if (slices[i] != null && slices[i].isValid)
                {
                    return(CreateFrom(slices, CreateFrom(crossHull, pl.normal, region), crossIndex));
                }
            }

            // no slicing occured, just return null to signify
            return(null);
        }
        /**
         * Slice the gameobject mesh (if any) using the Plane, which will generate
         * a maximum of 2 other Meshes.
         * This function will recalculate new UV coordinates to ensure textures are applied
         * properly.
         * Returns null if no intersection has been found or the GameObject does not contain
         * a valid mesh to cut.
         */
        public static SlicedHull Slice(Mesh sharedMesh, Plane pl, bool genCrossSection = true)
        {
            if (sharedMesh == null)
            {
                return(null);
            }

            Vector3[] verts = sharedMesh.vertices;
            Vector2[] uv    = sharedMesh.uv;
            Vector3[] norm  = sharedMesh.normals;
            Vector4[] tan   = sharedMesh.tangents;

            int submeshCount = sharedMesh.subMeshCount;

            // each submesh will be sliced and placed in its own array structure
            SlicedSubmesh[] slices = new SlicedSubmesh[submeshCount];
            // the cross section hull is common across all submeshes
            List <Vector3> crossHull = new List <Vector3>();

            // we reuse this object for all intersection tests
            IntersectionResult result = new IntersectionResult();

            // see if we would like to split the mesh using uv, normals and tangents
            bool genUV   = verts.Length == uv.Length;
            bool genNorm = verts.Length == norm.Length;
            bool genTan  = verts.Length == tan.Length;

            // iterate over all the submeshes individually. vertices and indices
            // are all shared within the submesh
            for (int submesh = 0; submesh < submeshCount; submesh++)
            {
                int[] indices      = sharedMesh.GetTriangles(submesh);
                int   indicesCount = indices.Length;

                SlicedSubmesh mesh = new SlicedSubmesh();

                // loop through all the mesh vertices, generating upper and lower hulls
                // and all intersection points
                for (int index = 0; index < indicesCount; index += 3)
                {
                    int i0 = indices[index + 0];
                    int i1 = indices[index + 1];
                    int i2 = indices[index + 2];

                    Triangle newTri = new Triangle(verts[i0], verts[i1], verts[i2]);

                    // generate UV if available
                    if (genUV)
                    {
                        newTri.SetUV(uv[i0], uv[i1], uv[i2]);
                    }

                    // generate normals if available
                    if (genNorm)
                    {
                        newTri.SetNormal(norm[i0], norm[i1], norm[i2]);
                    }

                    // generate tangents if available
                    if (genTan)
                    {
                        newTri.SetTangent(tan[i0], tan[i1], tan[i2]);
                    }

                    // slice this particular triangle with the provided
                    // plane
                    if (newTri.Split(pl, result))
                    {
                        int upperHullCount = result.upperHullCount;
                        int lowerHullCount = result.lowerHullCount;
                        int interHullCount = result.intersectionPointCount;

                        for (int i = 0; i < upperHullCount; i++)
                        {
                            mesh.upperHull.Add(result.upperHull[i]);
                        }

                        for (int i = 0; i < lowerHullCount; i++)
                        {
                            mesh.lowerHull.Add(result.lowerHull[i]);
                        }

                        for (int i = 0; i < interHullCount; i++)
                        {
                            crossHull.Add(result.intersectionPoints[i]);
                        }
                    }
                    else
                    {
                        SideOfPlane side = pl.SideOf(verts[i0]);

                        if (side == SideOfPlane.UP || side == SideOfPlane.ON)
                        {
                            mesh.upperHull.Add(newTri);
                        }
                        else
                        {
                            mesh.lowerHull.Add(newTri);
                        }
                    }
                }

                // register into the index
                slices[submesh] = mesh;
            }

            return(CreateFrom(slices, CreateFrom(crossHull, pl.normal)));
        }
Esempio n. 3
0
        /**
         * Slice the gameobject mesh (if any) using the Plane, which will generate
         * a maximum of 2 other Meshes.
         * This function will recalculate new UV coordinates to ensure textures are applied
         * properly.
         * Returns null if no intersection has been found or the GameObject does not contain
         * a valid mesh to cut.
         */
        public static SlicedHull Slice(Mesh sharedMesh, Plane pl, bool genCrossSection = true)
        {
            if (sharedMesh == null)
            {
                return(null);
            }

            Vector3[] ve      = sharedMesh.vertices;
            Vector2[] uv      = sharedMesh.uv;
            int[]     indices = sharedMesh.triangles;

            int indicesCount = indices.Length;

            // we reuse this object for all intersection tests
            IntersectionResult result = new IntersectionResult();

            // all our buffers, as Triangles
            List <Triangle> upperHull = new List <Triangle>();
            List <Triangle> lowerHull = new List <Triangle>();
            List <Vector3>  crossHull = new List <Vector3>();

            // loop through all the mesh vertices, generating upper and lower hulls
            // and all intersection points
            for (int index = 0; index < indicesCount; index += 3)
            {
                int i0 = indices[index + 0];
                int i1 = indices[index + 1];
                int i2 = indices[index + 2];

                Triangle newTri = new Triangle(ve[i0], ve[i1], ve[i2], uv[i0], uv[i1], uv[i2]);

                // slice this particular triangle with the provided
                // plane
                if (newTri.Split(pl, result))
                {
                    int upperHullCount = result.upperHullCount;
                    int lowerHullCount = result.lowerHullCount;
                    int interHullCount = result.intersectionPointCount;

                    for (int i = 0; i < upperHullCount; i++)
                    {
                        upperHull.Add(result.upperHull[i]);
                    }

                    for (int i = 0; i < lowerHullCount; i++)
                    {
                        lowerHull.Add(result.lowerHull[i]);
                    }

                    for (int i = 0; i < interHullCount; i++)
                    {
                        crossHull.Add(result.intersectionPoints[i]);
                    }
                }
                else
                {
                    SideOfPlane side = pl.SideOf(ve[i0]);

                    if (side == SideOfPlane.UP || side == SideOfPlane.ON)
                    {
                        upperHull.Add(newTri);
                    }
                    else
                    {
                        lowerHull.Add(newTri);
                    }
                }
            }

            // start creating our hulls
            Mesh finalUpperHull = CreateFrom(upperHull);
            Mesh finalLowerHull = CreateFrom(lowerHull);

            // we need to generate the cross section if set
            // NOTE -> This uses a MonotoneChain algorithm which will only work
            // on cross sections which are Convex
            if (genCrossSection)
            {
                Mesh[] crossSections = CreateFrom(crossHull, pl.normal);

                if (crossSections != null)
                {
                    return(new SlicedHull(finalUpperHull, finalLowerHull, crossSections[0], crossSections[1]));
                }
            }

            return(new SlicedHull(finalUpperHull, finalLowerHull));
        }