private void Split() { NDPlane plane = new NDPlane(); plane.ComputePlane((mpta + mptb + mptc) / 3, RandomVector3()); List <Vector3> upper = new List <Vector3>(); List <Vector3> lower = new List <Vector3>(); List <Vector3> intersection = new List <Vector3>(); plane.IntersectTriangleHull(mpta, mptb, mptc, upper, lower, intersection); upper.AddRange(intersection); lower.AddRange(intersection); List <int> indices = new List <int>(); // UPPER HULL Triangulator.TriangulateNDSlice(upper, indices); for (int i = 0; i < indices.Count; i += 3) { RenderTriangle tri = new RenderTriangle(); Vector3 pta = upper[indices[i]]; Vector3 ptb = upper[indices[i + 1]]; Vector3 ptc = upper[indices[i + 2]]; Vector2 uva = Triangulator.GenerateUVCoords(ref mpta, ref mptb, ref mptc, ref muva, ref muvb, ref muvc, ref pta); Vector2 uvb = Triangulator.GenerateUVCoords(ref mpta, ref mptb, ref mptc, ref muva, ref muvb, ref muvc, ref ptb); Vector2 uvc = Triangulator.GenerateUVCoords(ref mpta, ref mptb, ref mptc, ref muva, ref muvb, ref muvc, ref ptc); tri.SetPoints(pta, ptb, ptc); tri.SetUV(uva, uvb, uvc); splits.Add(tri); } indices.Clear(); // LOWER HULL Triangulator.TriangulateNDSlice(lower, indices); for (int i = 0; i < indices.Count; i += 3) { RenderTriangle tri = new RenderTriangle(); Vector3 pta = lower[indices[i]]; Vector3 ptb = lower[indices[i + 1]]; Vector3 ptc = lower[indices[i + 2]]; Vector2 uva = Triangulator.GenerateUVCoords(ref mpta, ref mptb, ref mptc, ref muva, ref muvb, ref muvc, ref pta); Vector2 uvb = Triangulator.GenerateUVCoords(ref mpta, ref mptb, ref mptc, ref muva, ref muvb, ref muvc, ref ptb); Vector2 uvc = Triangulator.GenerateUVCoords(ref mpta, ref mptb, ref mptc, ref muva, ref muvb, ref muvc, ref ptc); tri.SetPoints(pta, ptb, ptc); tri.SetUV(uva, uvb, uvc); splits.Add(tri); } }
public void updateMesh() { vertexPoints.Clear(); indexPoints.Clear(); uvPoints.Clear(); oobb.update(gameObject); Vector3 dirUp = gameObject.transform.TransformDirection(Vector3.up); Vector3 dirUpPos = gameObject.transform.position - (dirUp * gameObject.transform.localScale.y); Vector3 dirDown = gameObject.transform.TransformDirection(Vector3.down); Vector3 dirDownPos = gameObject.transform.position - (dirDown * gameObject.transform.localScale.y); Vector3 dirForward = gameObject.transform.TransformDirection(Vector3.forward); Vector3 dirForwardPos = gameObject.transform.position - (dirForward * gameObject.transform.localScale.z); Vector3 dirBack = gameObject.transform.TransformDirection(Vector3.back); Vector3 dirBackPos = gameObject.transform.position - (dirBack * gameObject.transform.localScale.z); Vector3 dirLeft = gameObject.transform.TransformDirection(Vector3.left); Vector3 dirLeftPos = gameObject.transform.position - (dirLeft * gameObject.transform.localScale.x); Vector3 dirRight = gameObject.transform.TransformDirection(Vector3.right); Vector3 dirRightPos = gameObject.transform.position - (dirRight * gameObject.transform.localScale.x); yPosPlane.SetValues(dirUp, dirUpPos); yNegPlane.SetValues(dirDown, dirDownPos); zPosPlane.SetValues(dirForward, dirForwardPos); zNegPlane.SetValues(dirBack, dirBackPos); xPosPlane.SetValues(dirLeft, dirLeftPos); xNegPlane.SetValues(dirRight, dirRightPos); if (data != null) { List <TriangleData> tris = data.getTrianglesInOOBB(oobb); //Debug.Log(tris.Count); Vector3 lineInt = new Vector3(); for (int i = 0; i < tris.Count; i++) { Vector3[] pts = tris[i].getTransformedPoints(); Vector3 point1 = pts[0]; Vector3 point2 = pts[1]; Vector3 point3 = pts[2]; Vector3 n = Vector3.Cross(point2 - point1, point3 - point1); n.Normalize(); points.Clear(); newTris.Clear(); lpoints.Clear(); if (TriangleTests.IntersectLineTriangle(ref oobb.oobbCoordsTrans[0], ref oobb.oobbCoordsTrans[1], ref point1, ref point2, ref point3, ref lineInt)) { lpoints.Add(lineInt); } if (TriangleTests.IntersectLineTriangle(ref oobb.oobbCoordsTrans[0], ref oobb.oobbCoordsTrans[2], ref point1, ref point2, ref point3, ref lineInt)) { lpoints.Add(lineInt); } if (TriangleTests.IntersectLineTriangle(ref oobb.oobbCoordsTrans[0], ref oobb.oobbCoordsTrans[4], ref point1, ref point2, ref point3, ref lineInt)) { lpoints.Add(lineInt); } if (TriangleTests.IntersectLineTriangle(ref oobb.oobbCoordsTrans[1], ref oobb.oobbCoordsTrans[3], ref point1, ref point2, ref point3, ref lineInt)) { lpoints.Add(lineInt); } if (TriangleTests.IntersectLineTriangle(ref oobb.oobbCoordsTrans[1], ref oobb.oobbCoordsTrans[5], ref point1, ref point2, ref point3, ref lineInt)) { lpoints.Add(lineInt); } if (TriangleTests.IntersectLineTriangle(ref oobb.oobbCoordsTrans[2], ref oobb.oobbCoordsTrans[6], ref point1, ref point2, ref point3, ref lineInt)) { lpoints.Add(lineInt); } if (TriangleTests.IntersectLineTriangle(ref oobb.oobbCoordsTrans[2], ref oobb.oobbCoordsTrans[3], ref point1, ref point2, ref point3, ref lineInt)) { lpoints.Add(lineInt); } if (TriangleTests.IntersectLineTriangle(ref oobb.oobbCoordsTrans[3], ref oobb.oobbCoordsTrans[7], ref point1, ref point2, ref point3, ref lineInt)) { lpoints.Add(lineInt); } if (TriangleTests.IntersectLineTriangle(ref oobb.oobbCoordsTrans[4], ref oobb.oobbCoordsTrans[5], ref point1, ref point2, ref point3, ref lineInt)) { lpoints.Add(lineInt); } if (TriangleTests.IntersectLineTriangle(ref oobb.oobbCoordsTrans[4], ref oobb.oobbCoordsTrans[6], ref point1, ref point2, ref point3, ref lineInt)) { lpoints.Add(lineInt); } if (TriangleTests.IntersectLineTriangle(ref oobb.oobbCoordsTrans[5], ref oobb.oobbCoordsTrans[7], ref point1, ref point2, ref point3, ref lineInt)) { lpoints.Add(lineInt); } if (TriangleTests.IntersectLineTriangle(ref oobb.oobbCoordsTrans[6], ref oobb.oobbCoordsTrans[7], ref point1, ref point2, ref point3, ref lineInt)) { lpoints.Add(lineInt); } NDPlane.IntersectSixPlanesTriangle(xPosPlane, xNegPlane, yPosPlane, yNegPlane, zPosPlane, zNegPlane, ref point1, ref point2, ref point3, lpoints); NDPlane.SideOfSixPlanesFilter(xPosPlane, xNegPlane, yPosPlane, yNegPlane, zPosPlane, zNegPlane, lpoints, points); HullTests.ConvexHull2DTriangulated(points, newTris, ref n); for (int j = 0; j < newTris.Count; j += 3) { Vector3 v1 = newTris[j + 0]; Vector3 v2 = newTris[j + 1]; Vector3 v3 = newTris[j + 2]; float tolerance = layer * offset; Vector3 dist = n * tolerance; v1 = v1 + dist; v2 = v2 + dist; v3 = v3 + dist; int vec1 = 0; int vec2 = 0; int vec3 = 0; // point is new, compute new UV coordinates for it if (!NearestPointTest.approxContains(vertexPoints, v1, tolerance, ref vec1)) { Vector3 transVec = gameObject.transform.InverseTransformPoint(vertexPoints[vec1]); if (!cubeMap) { uvPoints.Add(new Vector2((transVec.y + 1) / 2, (transVec.z + 1) / 2)); } else { uvPoints.Add(HullTests.CubeMap3DV(ref transVec, ref n)); } } if (!NearestPointTest.approxContains(vertexPoints, v2, tolerance, ref vec2)) { Vector3 transVec = gameObject.transform.InverseTransformPoint(vertexPoints[vec2]); if (!cubeMap) { uvPoints.Add(new Vector2((transVec.y + 1) / 2, (transVec.z + 1) / 2)); } else { uvPoints.Add(HullTests.CubeMap3DV(ref transVec, ref n)); } } if (!NearestPointTest.approxContains(vertexPoints, v3, tolerance, ref vec3)) { Vector3 transVec = gameObject.transform.InverseTransformPoint(vertexPoints[vec3]); if (!cubeMap) { uvPoints.Add(new Vector2((transVec.y + 1) / 2, (transVec.z + 1) / 2)); } else { uvPoints.Add(HullTests.CubeMap3DV(ref transVec, ref n)); } } //Debug.Log(vertexPoints.Count + " " + vec1 + " " + vec2 + " " + vec3); if (HullTests.IsTriClockwise(vertexPoints[vec1], vertexPoints[vec2], vertexPoints[vec3], n)) { indexPoints.Add(vec1); indexPoints.Add(vec2); indexPoints.Add(vec3); } else { indexPoints.Add(vec1); indexPoints.Add(vec3); indexPoints.Add(vec2); } } } } }