コード例 #1
0
        void Start()
        {
            var mf = GetComponent <MeshFilter>();
            var t1 = CSG.GenCsgTree(g1.transform);
            var t2 = CSG.GenCsgTree(g2.transform);

            if (g3 != null)
            {
                var t3 = CSG.GenCsgTree(g3.transform);
                var t4 = t1.Oparation(t2, op1);
                mf.mesh = CSG.Meshing(t4.Oparation(t3, op2));
            }
            else
            {
                var sw = new System.Diagnostics.Stopwatch();
                sw.Start();
                mf.mesh = CSG.Meshing(t1.Oparation(t2, op1));
                sw.Stop();
                Debug.Log(sw.ElapsedMilliseconds + "ms");
            }
            foreach (Transform t in transform)
            {
                t.gameObject.SetActive(false);
            }
        }
コード例 #2
0
        void Start()
        {
            var sw = new System.Diagnostics.Stopwatch();

            sw.Start();

            var bf = new BistellarFlip3D(num, scale);

            var vg  = new VG(bf.Nodes.ToArray());
            var ms  = new List <(Matrix4x4 t, Mesh m)>(vg.nodes.Count);
            var itr = 0;

            foreach (var n in vg.nodes)
            {
                if ((targetID == -1 || itr == targetID))
                {
                    var m = n.Value.Meshilify();
                    if (m == null)
                    {
                        continue;
                    }
                    var t = Matrix4x4.TRS((float3)n.Value.center * 1.01f, Quaternion.identity, Vector3.one);
                    ms.Add((t, m));
                }
                itr++;
            }

            sw.Stop();
            Debug.Log("build voronoi: " + sw.ElapsedMilliseconds + "ms");
            sw.Restart();

            var tree = CSG.GenCsgTree(tgt.transform);

            for (var i = 0; i < ms.Count; i++)
            {
                var m  = ms[i];
                var t1 = new CsgTree(tree);
                var t2 = CSG.GenCsgTree(m.t, m.m, true);
                var o  = CSG.Meshing(t1.Oparation(t2, op1));
                var g  = new GameObject(i.ToString());
                var f  = g.AddComponent <MeshFilter>();
                var r  = g.AddComponent <MeshRenderer>();
                var c  = g.AddComponent <MeshCollider>();
                var b  = g.AddComponent <Rigidbody>();
                c.convex                 = true;
                c.sharedMaterial         = phy;
                c.sharedMesh             = o;
                b.collisionDetectionMode = CollisionDetectionMode.ContinuousSpeculative;
                b.useGravity             = false;
                f.mesh = o;
                var _mat = new Material(mat);
                _mat.SetColor("_Color", Color.HSVToRGB(UnityEngine.Random.value, 1, 1));
                r.sharedMaterial = _mat;
                rbs.Add(b);
            }

            sw.Stop();
            Debug.Log("generate csg: " + sw.ElapsedMilliseconds + "ms");
            tgt.SetActive(false);

            Debug.Log("Press F key, then the object will fall and broken");
        }