コード例 #1
0
ファイル: ProjectShadow.cs プロジェクト: liiiziii/dsn_p1
        Path PathFromVerts(Vector3 v1, Vector3 v2, Vector3 v3, Plane plane, float precision)
        {
            Path p = new Path(3);

            v1 = ProjectionMath.TwoDimCoordsOnPlane(v1, plane);
            v2 = ProjectionMath.TwoDimCoordsOnPlane(v2, plane);
            v3 = ProjectionMath.TwoDimCoordsOnPlane(v3, plane);
            p.Add(IntPointFromVector(v1, precision));
            p.Add(IntPointFromVector(v2, precision));
            p.Add(IntPointFromVector(v3, precision));
            return(p);
        }
コード例 #2
0
ファイル: WorldManager.cs プロジェクト: jceipek/Dissonance
    private IntVector2D MouseLocOnPlane(DPlane plane)
    {
        Ray   ray = Camera.main.ScreenPointToRay(Input.mousePosition);
        float rayDistance;

        if (plane.MathPlane.Raycast(ray, out rayDistance))
        {
            Vector3     planePos   = ray.GetPoint(rayDistance);
            Vector2     planePos2D = ProjectionMath.TwoDimCoordsOnPlane(planePos, plane);
            IntVector2D tileLoc    = new IntVector2D(planePos2D / _tileSize - Vector2.one * _tileSize / 2f);
            if (plane.Orientation == PlaneOrientation.XY)
            {
                tileLoc.x *= -1;
                tileLoc.x -= 1;
            }
            return(tileLoc);
        }
        return(new IntVector2D(-1, -1));
    }
コード例 #3
0
ファイル: ProjectShadow.cs プロジェクト: liiiziii/dsn_p1
        void drawCollider()
        {
            float precision = 10000f;

            int[] triangles     = _mesh.triangles;
            int   triangleCount = triangles.Length;

            Vector3[] vertices    = _mesh.vertices;
            int       vertexCount = vertices.Length;

            for (int planeIndex = 0; planeIndex < _planes.Length; planeIndex++)
            {
                Paths subj = new Paths(triangleCount / 3);               // One subject path per tri

                Vector3[] projectedVertices3d = new Vector3[vertexCount];

                Plane plane = _planes[planeIndex];
                for (int unprojectedVertIndex = 0; unprojectedVertIndex < vertexCount; unprojectedVertIndex++)
                {
                    Vector3 projected3d = ProjectVertIndexToPlane(unprojectedVertIndex, plane);
                    projectedVertices3d[unprojectedVertIndex] = projected3d;
                }


                for (int i = 0; i < triangleCount / 3; i++)
                {
                    Vector2 v1 = ProjectionMath.TwoDimCoordsOnPlane(projectedVertices3d[triangles[i * 3]], plane);
                    Vector2 v2 = ProjectionMath.TwoDimCoordsOnPlane(projectedVertices3d[triangles[i * 3 + 1]], plane);
                    Vector2 v3 = ProjectionMath.TwoDimCoordsOnPlane(projectedVertices3d[triangles[i * 3 + 2]], plane);

                    if (Vector3.Dot(Vector3.Cross((Vector3)(v1 - v2), (Vector3)(v1 - v3)), plane.Normal) > 0f)
                    {
                        Vector2 temp = v2;
                        v2 = v3;
                        v3 = temp;
                    }

                    Path p = new Path(4);

                    p.Add(IntPointFromVector(v1, precision));
                    p.Add(IntPointFromVector(v2, precision));
                    p.Add(IntPointFromVector(v3, precision));
                    p.Add(IntPointFromVector(v1, precision));
                    subj.Add(p);
                }

                float width  = 50f;
                float height = 30f;
                Paths clip   = new Paths(1);
                clip.Add(new Path(4));
                Vector2 c1 = ProjectionMath.TwoDimCoordsOnPlane(plane.Origin + plane.Up * height / 2f - plane.Right * width / 2f, plane);
                Vector2 c2 = ProjectionMath.TwoDimCoordsOnPlane(plane.Origin + plane.Up * height / 2f + plane.Right * width / 2f, plane);
                Vector2 c3 = ProjectionMath.TwoDimCoordsOnPlane(plane.Origin - plane.Up * height / 2f + plane.Right * width / 2f, plane);
                Vector2 c4 = ProjectionMath.TwoDimCoordsOnPlane(plane.Origin - plane.Up * height / 2f - plane.Right * width / 2f, plane);

                IntPoint cip1 = IntPointFromVector(c1, precision);
                IntPoint cip2 = IntPointFromVector(c2, precision);
                IntPoint cip3 = IntPointFromVector(c3, precision);
                IntPoint cip4 = IntPointFromVector(c4, precision);
                clip[0].Add(cip1);
                clip[0].Add(cip2);
                clip[0].Add(cip3);
                clip[0].Add(cip4);

                Debug.DrawLine(Vector3FromIntPoint(cip1, plane, precision), Vector3FromIntPoint(cip2, plane, precision), Color.blue);
                Debug.DrawLine(Vector3FromIntPoint(cip2, plane, precision), Vector3FromIntPoint(cip3, plane, precision), Color.blue);
                Debug.DrawLine(Vector3FromIntPoint(cip3, plane, precision), Vector3FromIntPoint(cip4, plane, precision), Color.blue);
                Debug.DrawLine(Vector3FromIntPoint(cip4, plane, precision), Vector3FromIntPoint(cip1, plane, precision), Color.blue);

                Paths solution = new Paths();

                _clipper.Clear();
                _clipper.AddPaths(subj, PolyType.ptSubject, true);
                _clipper.AddPaths(clip, PolyType.ptClip, true);
                _clipper.Execute(ClipType.ctIntersection, solution,
                                 subjFillType: PolyFillType.pftNonZero,
                                 clipFillType: PolyFillType.pftNonZero);

                solution = Clipper.SimplifyPolygons(solution, PolyFillType.pftNonZero);

                //pftEvenOdd, pftNonZero, pftPositive, pftNegative

                List <Vector3> concaveHullVerts = new List <Vector3>();
                for (int i = 0; i < solution.Count; i++)
                {
                    for (int j = 0; j < solution[i].Count; j++)
                    {
                        concaveHullVerts.Add(Vector3FromIntPoint(solution[i][j], plane, precision));
                    }
                    concaveHullVerts.Add(concaveHullVerts[concaveHullVerts.Count - solution[i].Count]);
                }
                // concaveHullVerts.Add(Vector3FromIntPoint(solution[0][0], plane, precision));

                List <Vector2> triangulatorVerts = new List <Vector2>();

                int concaveHullVertsIndex;
                _colliderTransforms[planeIndex].rotation = Quaternion.identity;
                _colliderTransforms[planeIndex].position = Vector3.zero;
                for (concaveHullVertsIndex = 0; concaveHullVertsIndex < concaveHullVerts.Count; concaveHullVertsIndex++)
                {
                    Vector2 pt = ProjectionMath.TwoDimCoordsOnPlane(concaveHullVerts[concaveHullVertsIndex], plane);
                    // pt -= TwoDimCoordsOnPlane(_colliderTransforms[planeIndex].position, plane);
                    pt.x *= -1f;
                    _colliderPoints[planeIndex][concaveHullVertsIndex] = pt;

                    triangulatorVerts.Add(pt);
                }
                for (concaveHullVertsIndex = concaveHullVerts.Count; concaveHullVertsIndex < _pointsPerCollider; concaveHullVertsIndex++)
                {
                    _colliderPoints[planeIndex][concaveHullVertsIndex] = _colliderPoints[planeIndex][0];
                    triangulatorVerts.Add(_colliderPoints[planeIndex][0]);
                }
                _colliders[planeIndex].points = _colliderPoints[planeIndex];

                //_shadowRenderers[planeIndex].SetVerts(triangulatorVerts, plane);



                for (int i = 0; i < triangleCount; i += 3)
                {
                    Vector3 vert1 = projectedVertices3d[triangles[i]];
                    Vector3 vert2 = projectedVertices3d[triangles[i + 1]];
                    Vector3 vert3 = projectedVertices3d[triangles[i + 2]];
                    Debug.DrawLine(vert1, vert2);
                    Debug.DrawLine(vert2, vert3);
                    Debug.DrawLine(vert3, vert1);
                }

                for (int i = 1; i < concaveHullVerts.Count; i++)
                {
                    Debug.DrawLine(concaveHullVerts[i - 1], concaveHullVerts[i], Color.red);
                }
            }
        }