Esempio n. 1
0
        private static void AddPolygon(GOTempPoly poly, Vector3 normal)
        {
            Profiler.BeginSample("Add polygon");
            int ind1 = AddVertex(poly.vertices[0], normal);

            for (int i = 1; i < poly.vertices.Count - 1; i++)
            {
                int ind2 = AddVertex(poly.vertices[i], normal);
                int ind3 = AddVertex(poly.vertices[i + 1], normal);

                bufIndices.Add(ind1);
                bufIndices.Add(ind2);
                bufIndices.Add(ind3);
            }
            Profiler.EndSample();
        }
Esempio n. 2
0
        public static GOTempPoly WrapPolygon(GOTempPoly polygon, Vector3[] convertedGeometry, GOMesh terrainMesh)
        {
            bool[] positive      = new bool[polygon.vertices.Count];
            int    positiveCount = 0;

            for (int i = 0; i < polygon.vertices.Count; i++)
            {
                positive [i] = ContainsPoint2D(convertedGeometry, polygon.vertices[i]);
                if (positive[i])
                {
                    positiveCount++;
                }
            }

            if (positiveCount == 0)
            {
                return(null);                // Fully outside the shape
            }

            return(polygon);            // Return all polygon that are partially inside the shape
        }
Esempio n. 3
0
        public static void ProjectFeature(GOFeature feature, GOMesh terrainMesh, float maxAngle)
        {
            Profiler.BeginSample("Project feature");

            Vector3[] vertices  = terrainMesh.vertices;
            int[]     triangles = terrainMesh.triangles;

            GOTempPoly poly;

            for (int i = 0; i < triangles.Length; i += 3)
            {
                int i1 = triangles[i];
                int i2 = triangles[i + 1];
                int i3 = triangles[i + 2];

                Vector3 v1 = feature.goTile.position + vertices [i1];
                Vector3 v2 = feature.goTile.position + vertices [i2];
                Vector3 v3 = feature.goTile.position + vertices [i3];

                Vector3 side1  = v2 - v1;
                Vector3 side2  = v3 - v1;
                Vector3 normal = Vector3.Cross(side1, side2).normalized;
////
//				if( Vector3.Angle(-Vector3.forward, normal) >= maxAngle )
//					continue;
//
                poly = new GOTempPoly(v1, v2, v3);

                poly = GOTempPoly.WrapPolygon(poly, feature.convertedGeometry.ToArray(), terrainMesh);
                if (poly == null)
                {
                    continue;
                }
                AddPolygon(poly, normal);
            }

            Profiler.EndSample();
        }