コード例 #1
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 /// <summary>
 /// Creates a new instance of <see cref="LineExtrusionResults"/> with values for its public fields.
 /// </summary>
 /// <param name="originalLinePointList">The original line points</param>
 /// <param name="contours">List of connected contours resulting from line extrusion.</param>
 /// <param name="removedContours">List of contours removed from initially-extruded surface because they were too close to the original line.</param>
 /// <param name="contourChunkCollections">List of connected contours resulting from line extrusion, as <see cref="ChunkBetweenIntersectionsCollection"/>.</param>
 /// <param name="removedContourChunkCollections">List of contours removed from initially-extruded surface because they were too close to the original line, as <see cref="ChunkBetweenIntersectionsCollection"/>.</param>
 /// <param name="intersectionPoints">The intersection points of extruded segments.</param>
 /// <param name="initiallyExtrudedPoints">Set of initially-extruded points, before contours removed for being too close to the original line.</param>
 /// <param name="lineExtrusionConfiguration">Line extrusion configuration.</param>
 public LineExtrusionResults(SegmentwiseLinePointListUV originalLinePointList, List <Vector2WithUV[]> contours, List <Vector2WithUV[]> removedContours, List <ChunkBetweenIntersectionsCollection> contourChunkCollections, List <ChunkBetweenIntersectionsCollection> removedContourChunkCollections, List <IntersectionPoint> intersectionPoints, SegmentwiseExtrudedPointListUV initiallyExtrudedPoints, LineExtrusionConfiguration lineExtrusionConfiguration)
 {
     OriginalLinePointList = originalLinePointList;
     Contours = contours;
     ContoursWithAlteredUParameters = GetContoursWithAlteredUParameters(contours, lineExtrusionConfiguration);
     RemovedContours                   = removedContours;
     ContourChunkCollections           = contourChunkCollections;
     RemovedContourChunkCollections    = removedContourChunkCollections;
     IntersectionPoints                = intersectionPoints;
     InitiallyExtrudedPoints           = initiallyExtrudedPoints;
     ConnectedSegmentsExtrusionResults = new ConnectedSegmentsExtrusionResults(ContoursWithAlteredUParameters);
 }
        /// <summary>
        /// Extract a list of <see cref="Vector2WithUV[]"/> representing contiguous lines of extruded points.
        /// </summary>
        /// <param name="linePoints">The line from which extruded points came from.</param>
        /// <param name="extrudedPoints">The extruded points.</param>
        /// <param name="lineExtrusionConfiguration">The extrusion configuration.</param>
        private static LineExtrusionResults GetExtrudedLines(IList <LinePointUV> linePoints, IList <ExtrudedPointUV> extrudedPoints, LineExtrusionConfiguration lineExtrusionConfiguration)
        {
            SegmentwiseLinePointListUV     linePointList     = new SegmentwiseLinePointListUV(linePoints);
            SegmentwiseExtrudedPointListUV extrudedPointList = new SegmentwiseExtrudedPointListUV(extrudedPoints);
            //Note that the extruded maximum segment distance can be large (order of extrusion distance) when the original line has a kink (discontinuous derivative)

            List <IntersectionPoint>     intersectionPoints;
            List <IntersectionPointPair> chunkIntersectionEndpoints;

            SegmentedIntersectionDetermination.FindIntersectionPointsAndChunkEndpoints(extrudedPointList, out intersectionPoints, out chunkIntersectionEndpoints);

            return(ExtractLineExtrusionResults_FindContinuousLast(linePointList, extrudedPointList, lineExtrusionConfiguration, intersectionPoints, chunkIntersectionEndpoints));
        }
コード例 #3
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        /// <summary>
        /// Converts a <see cref="SegmentwiseLinePointListUV"/> of original line points converts it into an array of <see cref="Vector4"/>, with the local point and uv packed into four components.
        /// </summary>
        /// <param name="originalLinePointList">The list oriignal line points and UVs.</param>
        protected Vector4[] ConvertOriginalLineToLocalVector4Array(SegmentwiseLinePointListUV originalLinePointList)
        {
            var points         = originalLinePointList.Points;
            int numPoints      = points.Count;
            int numPointsToAdd = Mathf.Min(numPoints, _maxOriginalLineArrayLength);

            Vector4[] array = new Vector4[_maxOriginalLineArrayLength];

            for (int i = 0; i < numPointsToAdd; i++)
            {
                array[i] = LinePointUVToLocalVector4(points[i]);
            }
            return(array);
        }
コード例 #4
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        /// <summary>
        /// Updates the extrusion with the given <see cref="_discretization"/> and <see cref="Extrusion"/> values.
        /// Updates the <see cref="MeshFilter"/> component with the resulting Mesh.
        /// </summary>
        public void UpdateExtrusion()
        {
            if (_meshFilter == null)
            {
                _meshFilter = GetComponent <MeshFilter>();
            }

            if (_meshRenderer == null)
            {
                _meshRenderer = GetComponent <MeshRenderer>();
            }

            bool doExtrusion = Math.Abs(_extrusion) > ExtrusionNumericalPrecision.MinimumExtrusionDistanceExclusive;

            if (doExtrusion)
            {
                try
                {
                    _lineExtrusionConfiguration = GetLineExtrusionConfiguration(_extrusion);
                    _extrusionResults           = SegmentedLineExtrusionFromIntersection.ExtrudeSegmentedLineBothDirections(this, _lineExtrusionConfiguration);
                    var linePointsWithUVs        = LineSegmentation.GetLinePointsUV(this);
                    var segmentwiseLinePointList = new SegmentwiseLinePointListUV(linePointsWithUVs);
                    _extrudedMesh = ExtrusionTriangulator2D.TriangulatePolygon(_extrusionResults, segmentwiseLinePointList, _lineExtrusionConfiguration);
                    var verts = _extrudedMesh.vertices;
                    for (int i = 0; i < verts.Length; i++)
                    {
                        verts[i] = transform.InverseTransformPoint(verts[i]);
                    }
                    _extrudedMesh.vertices = verts;
                    _meshFilter.mesh       = _extrudedMesh;
                    bool singleContour = _extrusionResults.Contours.Count <= 1;
                    _meshRenderer.material = singleContour ? _singleContourMaterial : _multipleContourMaterial;
                    (singleContour ? OnSingleContourExtrusionUpdated : OnMultipleContourExtrusionUpdated).Invoke();
                }
                catch (Exception e)
                {
                    Debug.LogWarning(string.Format("Error in extrusion of amount {0}: {1}\n{2}.", _extrusion, e.Message, e.StackTrace));
                    _extrudedMesh    = new Mesh();
                    _meshFilter.mesh = _extrudedMesh;
                }
                finally
                {
                }
            }
            else
            {
                _extrudedMesh    = new Mesh();
                _meshFilter.mesh = _extrudedMesh;
            }
        }
 /// <summary>
 /// Triangulate a line based on a single closed contour of extruded points by connecting points of equal u-parameter.
 /// </summary>
 /// <param name="originalLinePointList">Original line points</param>
 /// <param name="lineExtrusionResults">Line extrusion results</param>
 /// <param name="extrusionConfiguration">The extrusion configuration parameters</param>
 public Mesh TriangulateClosedContour(LineExtrusionResults lineExtrusionResults, SegmentwiseLinePointListUV originalLinePointList, LineExtrusionConfiguration extrusionConfiguration)
 {
     return(TriangulateLine_ConnectExtrudedPointsOfSameUParameter(lineExtrusionResults, extrusionConfiguration));
 }
        /// <summary>
        /// Extract <see cref="LineExtrusionResults"/> containing contiguous chunks of extruded points, after first determining intersection points and removing chunks too close to the original <paramref name="linePoints"/>.
        /// </summary>
        /// <param name="linePoints">The line against which chunks are compared by distance.</param>
        /// <param name="initiallyExtrudedPointList">The initially extruded points list.</param>
        /// <param name="lineExtrusionConfiguration">The extrusion configuration.</param>
        /// <param name="intersectionPoints">All intersection points between extruded segments.</param>
        /// <param name="chunkIntersectionEndpoints">Pairs of neighbouring intersection points, acting as chunk endpoints.</param>
        private static LineExtrusionResults ExtractLineExtrusionResults_FindContinuousLast(SegmentwiseLinePointListUV linePoints, SegmentwiseExtrudedPointListUV initiallyExtrudedPointList, LineExtrusionConfiguration lineExtrusionConfiguration, List <IntersectionPoint> intersectionPoints, List <IntersectionPointPair> chunkIntersectionEndpoints)
        {
            var extrudedChunksBetweenIntersections = ExtractChunksBetweenIntersections(initiallyExtrudedPointList, chunkIntersectionEndpoints);
            var removedChunks          = SegmentedExtrudedChunkRemoval.RemoveChunksThatAreTooClose(extrudedChunksBetweenIntersections, linePoints, lineExtrusionConfiguration.ExtrusionAmount, intersectionPoints);
            var chunkCollectionList    = ConnectExtrudedChunksBetweenIntersections(extrudedChunksBetweenIntersections);
            var removedChunksConnected = ConnectExtrudedChunksBetweenIntersections(removedChunks);

            var chunkConnector = lineExtrusionConfiguration.GetExtrudedChunkContourConnector();
            List <Vector2WithUV[]> contours        = chunkConnector.ConnnectChunksBetweenIntersectionsIntoPointsLists(chunkCollectionList);
            List <Vector2WithUV[]> removedContours = chunkConnector.ConnnectChunksBetweenIntersectionsIntoPointsLists(removedChunksConnected);

            return(new LineExtrusionResults(linePoints, contours, removedContours, chunkCollectionList, removedChunksConnected, intersectionPoints, initiallyExtrudedPointList, lineExtrusionConfiguration));
        }
コード例 #7
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        /// <summary>
        /// Determine if a chunk of extruded points is too close to a line of points, determined by comparing the extruded point whose parameter is furthest from any intersection points.
        /// </summary>
        /// <param name="extrudedContinuousChunk">Chunk of extruded points between two intersection endpoints.</param>
        /// <param name="linePoints">Points on the line from which to determine distance.</param>
        /// <param name="intersectionPoints">All intersection points between extruded segments.</param>
        /// <param name="extrusionAmount">The extrusion amount.</param>
        private static bool IsExtractedContinuousChunkooClose_DeterminedFromFurthestParameter(ChunkBetweenIntersections extrudedContinuousChunk, SegmentwiseLinePointListUV linePoints, IList <IntersectionPoint> intersectionPoints, float extrusionAmount)
        {
            bool tooClose;

            if (extrudedContinuousChunk.ExtrudedPoints.Count > 0)
            {
                var pointToCheck = PointOfLargestParameterDifference(extrudedContinuousChunk.ExtrudedPoints, intersectionPoints);
                tooClose = SegmentedLineUtil.IsCloserThanExtrusionDistance_Segmentwise(pointToCheck, linePoints, extrusionAmount);
            }
            else
            {
                tooClose = IsIntersectionPointChunkSegmentCloserThanExtrusionDistance(extrudedContinuousChunk.StartIntersection, extrudedContinuousChunk.EndIntersection, linePoints, extrusionAmount);
            }
            return(tooClose);
        }
コード例 #8
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        /// <summary>
        /// Remove chunks that are too close to a line, from a list of all extruded chunks between intersections.
        /// Returns the removed chunks.
        /// </summary>
        /// <param name="extrudedChunksBetweenIntersections">Extruded chunks between extruded line intersection points. Chunks too close are removed from this list.</param>
        /// <param name="linePoints">The line against which chunks are compared by distance.</param>
        /// <param name="extrusionAmount">The extrusion amount.</param>
        /// <param name="intersectionPoints">The intersection points.</param>
        /// <returns>The removed chunks.</returns>
        internal static List <ChunkBetweenIntersections> RemoveChunksThatAreTooClose(List <ChunkBetweenIntersections> extrudedChunksBetweenIntersections, SegmentwiseLinePointListUV linePoints, float extrusionAmount, List <IntersectionPoint> intersectionPoints)
        {
            List <ChunkBetweenIntersections> removed = new List <ChunkBetweenIntersections>();

            for (int i = extrudedChunksBetweenIntersections.Count - 1; i >= 0; i--)
            {
                var thisChunk           = extrudedChunksBetweenIntersections[i];
                var extractedIsTooClose = IsExtractedContinuousChunkooClose_DeterminedFromFurthestParameter(thisChunk, linePoints, intersectionPoints, extrusionAmount);
                if (extractedIsTooClose)
                {
                    removed.Add(thisChunk);
                    extrudedChunksBetweenIntersections.RemoveAt(i);
                }
            }

            removed.Reverse();
            return(removed);
        }
コード例 #9
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        /// <summary>
        /// Determines if a chunk between intersection points that contains no other extruded points (ie. the chunk is a single line segment of beginning and ending with two intersection points) is closer than the extrusion distance to the original line.
        /// Calculates based on the original line segmentwise.
        /// </summary>
        /// <param name="intersectionSegmentStart">Intersection point comprising the start of the segment.</param>
        /// <param name="intersectionSegmentEnd">Intersection point comprising the end of the segment.</param>
        /// <param name="originalLinePointList">List of original line points</param>
        /// <param name="extrusionAmount">The extrusion amount.</param>
        private static bool IsIntersectionPointChunkSegmentCloserThanExtrusionDistance_OriginalLineSegmentwise(IntersectionPoint intersectionSegmentStart, IntersectionPoint intersectionSegmentEnd, SegmentwiseLinePointListUV originalLinePointList, float extrusionAmount)
        {
            var linePoints             = originalLinePointList.Points;
            var linePointsMaximumDelta = originalLinePointList.MaxSegmentDistance;

            var numSegments = linePoints.Count - 1;

            var  segmentIndex1      = Math.Max(0, Math.Min(numSegments - 1, intersectionSegmentStart.FirstPointSegmentIndex));
            var  segmentIndex2      = Math.Max(0, Math.Min(numSegments - 1, intersectionSegmentStart.FirstPointSegmentIndex2));
            var  segmentIndex3      = Math.Max(0, Math.Min(numSegments - 1, intersectionSegmentStart.SecondPointSegmentIndex));
            var  segmentIndex4      = Math.Max(0, Math.Min(numSegments - 1, intersectionSegmentStart.SecondPointSegmentIndex2));
            var  segmentIndex5      = Math.Max(0, Math.Min(numSegments - 1, intersectionSegmentEnd.FirstPointSegmentIndex));
            var  segmentIndex6      = Math.Max(0, Math.Min(numSegments - 1, intersectionSegmentEnd.FirstPointSegmentIndex2));
            var  segmentIndex7      = Math.Max(0, Math.Min(numSegments - 1, intersectionSegmentEnd.SecondPointSegmentIndex));
            var  segmentIndex8      = Math.Max(0, Math.Min(numSegments - 1, intersectionSegmentEnd.SecondPointSegmentIndex2));
            var  distanceExtruded1  = LineSegmentUtil.DistanceToSegment(linePoints[segmentIndex1].Point, linePoints[segmentIndex1 + 1].Point, intersectionSegmentStart.Point);
            var  distanceExtruded2  = LineSegmentUtil.DistanceToSegment(linePoints[segmentIndex2].Point, linePoints[segmentIndex2 + 1].Point, intersectionSegmentStart.Point);
            var  distanceExtruded3  = LineSegmentUtil.DistanceToSegment(linePoints[segmentIndex3].Point, linePoints[segmentIndex3 + 1].Point, intersectionSegmentStart.Point);
            var  distanceExtruded4  = LineSegmentUtil.DistanceToSegment(linePoints[segmentIndex4].Point, linePoints[segmentIndex4 + 1].Point, intersectionSegmentStart.Point);
            var  distanceExtruded5  = LineSegmentUtil.DistanceToSegment(linePoints[segmentIndex5].Point, linePoints[segmentIndex5 + 1].Point, intersectionSegmentEnd.Point);
            var  distanceExtruded6  = LineSegmentUtil.DistanceToSegment(linePoints[segmentIndex6].Point, linePoints[segmentIndex6 + 1].Point, intersectionSegmentEnd.Point);
            var  distanceExtruded7  = LineSegmentUtil.DistanceToSegment(linePoints[segmentIndex7].Point, linePoints[segmentIndex7 + 1].Point, intersectionSegmentEnd.Point);
            var  distanceExtruded8  = LineSegmentUtil.DistanceToSegment(linePoints[segmentIndex8].Point, linePoints[segmentIndex8 + 1].Point, intersectionSegmentEnd.Point);
            bool isCloser           = false;
            var  extrusionAmountAbs = Mathf.Abs(extrusionAmount);

            int numSteps = 1;//We'll look every numSteps points to see what's closest, moving more steps when possible.

            for (int i = 0; i < numSegments; i += numSteps)
            {
                var  distanceBetweenSegments   = LineSegmentUtil.DistanceBetweenSegments(intersectionSegmentStart.Point, intersectionSegmentEnd.Point, linePoints[i].Point, linePoints[i + 1].Point);
                bool useDefaultExtrusionAmount = true;
                var  comparisonDistance        = float.PositiveInfinity;
                if (i == segmentIndex1)
                {
                    comparisonDistance = Math.Min(comparisonDistance, distanceExtruded1); useDefaultExtrusionAmount = false;
                }
                if (i == segmentIndex2)
                {
                    comparisonDistance = Math.Min(comparisonDistance, distanceExtruded2); useDefaultExtrusionAmount = false;
                }
                if (i == segmentIndex3)
                {
                    comparisonDistance = Math.Min(comparisonDistance, distanceExtruded3); useDefaultExtrusionAmount = false;
                }
                if (i == segmentIndex4)
                {
                    comparisonDistance = Math.Min(comparisonDistance, distanceExtruded4); useDefaultExtrusionAmount = false;
                }
                if (i == segmentIndex5)
                {
                    comparisonDistance = Math.Min(comparisonDistance, distanceExtruded5); useDefaultExtrusionAmount = false;
                }
                if (i == segmentIndex6)
                {
                    comparisonDistance = Math.Min(comparisonDistance, distanceExtruded6); useDefaultExtrusionAmount = false;
                }
                if (i == segmentIndex7)
                {
                    comparisonDistance = Math.Min(comparisonDistance, distanceExtruded7); useDefaultExtrusionAmount = false;
                }
                if (i == segmentIndex8)
                {
                    comparisonDistance = Math.Min(comparisonDistance, distanceExtruded8); useDefaultExtrusionAmount = false;
                }
                if (useDefaultExtrusionAmount)
                {
                    comparisonDistance = extrusionAmountAbs;
                }

                isCloser = distanceBetweenSegments < comparisonDistance;

                if (!useDefaultExtrusionAmount)
                {
                    if ((i == segmentIndex1 || i == segmentIndex2) && segmentIndex1 == segmentIndex3 && segmentIndex2 == segmentIndex4 ||
                        (i == segmentIndex5 || i == segmentIndex6) && segmentIndex5 == segmentIndex7 && segmentIndex6 == segmentIndex8)
                    {
                        isCloser = false;
                    }
                }

                if (isCloser)
                {
                    break;
                }
                else
                {
                    var distanceDiff = distanceBetweenSegments - extrusionAmountAbs;
                    numSteps = Mathf.FloorToInt(Mathf.Max(1f, distanceDiff / linePointsMaximumDelta));
                }
            }

            return(isCloser);
        }
コード例 #10
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 /// <summary>
 /// Determines if a chunk between intersection points that contains no other extruded points (ie. the chunk is a single line segment of beginning and ending with two intersection points) is closer than the extrusion distance to the original line.
 /// </summary>
 /// <param name="intersectionSegmentStart">Intersection point comprising the start of the segment.</param>
 /// <param name="intersectionSegmentEnd">Intersection point comprising the end of the segment.</param>
 /// <param name="originalLinePointList">List of original line points</param>
 /// <param name="extrusionAmount">The extrusion amount.</param>
 private static bool IsIntersectionPointChunkSegmentCloserThanExtrusionDistance(IntersectionPoint point, IntersectionPoint extrudedOther, SegmentwiseLinePointListUV originalLinePointList, float extrusionAmount)
 {
     return(IsIntersectionPointChunkSegmentCloserThanExtrusionDistance_OriginalLineSegmentwise(point, extrudedOther, originalLinePointList, extrusionAmount));
 }
コード例 #11
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 /// <summary>
 /// Generates UV values for triangulated points on the interior of an extruded surface.
 /// </summary>
 /// <param name="triangulatedPoints">The triangulated points</param>
 /// <param name="lineExtrusionResults">Line extrusion resulting contours.</param>
 /// <param name="originalLinePointsList">Original line points</param>
 /// <param name="extrusionConfiguration">The extrusion configuration parameters</param>
 protected abstract Vector2[] GenerateTriangulatedPointUVs(Vector3[] triangulatedPoints, LineExtrusionResults lineExtrusionResults, SegmentwiseLinePointListUV originalLinePointsList, LineExtrusionConfiguration extrusionConfiguration);
コード例 #12
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        /// <summary>
        /// Triangulate a polygon based on an outer closed contour of extruded points, further inner hole contours of extruded points, and the original line points from which they were extruded.
        /// </summary>
        /// <param name="originalLinePointList">Original line points</param>
        /// <param name="lineExtrusionResults">Line extrusion results</param>
        /// <param name="extrusionConfiguration">The extrusion configuration parameters</param>
        public Mesh TriangulatePolygonWithHoleContours(LineExtrusionResults lineExtrusionResults, SegmentwiseLinePointListUV originalLinePointList, LineExtrusionConfiguration extrusionConfiguration)
        {
            var polygon = new Polygon();

            var outerThenAllInnerPointsList = lineExtrusionResults.Contours;
            var originalLinePoints          = originalLinePointList.Points;

            int marker = 0;

            AddContourToPolygon(polygon, outerThenAllInnerPointsList[0], ref marker, contourIsHole: false);

            if (IncludeOriginalLinePoints)
            {
                AddOriginalLinePointsVerticesAndSegmentsToPolygon(originalLinePoints, polygon, ref marker);
            }

            if (IncludeRemovedContours)
            {
                List <Vector2WithUV[]> removedContours = lineExtrusionResults.RemovedContours;
                for (int i = 0; i < removedContours.Count; i++)
                {
                    AddContourToPolygon(polygon, removedContours[i], ref marker, contourIsHole: false);
                }
            }

            for (int i = 1; i < outerThenAllInnerPointsList.Count; i++)
            {
                AddContourToPolygon(polygon, outerThenAllInnerPointsList[i], ref marker, contourIsHole: true);
            }

            var options = ConstraintOptions;
            var quality = QualityOptions;

            var iMesh     = polygon.Triangulate(options, quality);
            var unityMesh = new Mesh();

            Vector3[] vectorArray; Dictionary <int, int> vertexIdToArrayIndexDictionary;
            GetVector3ArrayAndIndexIdDictionaryFromVertices(iMesh.Vertices, out vectorArray, out vertexIdToArrayIndexDictionary);
            var trindicesArray = GetTrindicesArrayFromTriangles(iMesh.Triangles, vertexIdToArrayIndexDictionary);

            Vector2[] uvArray = GenerateTriangulatedPointUVs(vectorArray, lineExtrusionResults, originalLinePointList, extrusionConfiguration);

            unityMesh.vertices  = vectorArray;
            unityMesh.triangles = trindicesArray;
            unityMesh.uv        = uvArray;

            return(unityMesh);
        }
コード例 #13
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        /// <summary>
        /// Triangulate a polygon based on line extrusion results and original line points from which extrusion occured.
        /// </summary>
        /// <param name="lineExtrusionResults">Results of line extrusion.</param>
        /// <param name="originalLinePointList">Original line points</param>
        /// <param name="extrusionConfiguration">The extrusion configuration parameters</param>
        public static Mesh TriangulatePolygon(LineExtrusionResults lineExtrusionResults, SegmentwiseLinePointListUV originalLinePointList, LineExtrusionConfiguration extrusionConfiguration)
        {
            PolygonHelper.OrderContourByAreaDescending(lineExtrusionResults.Contours);
            PolygonHelper.OrderContourByAreaDescending(lineExtrusionResults.ContoursWithAlteredUParameters);
            var outerThenAllInnerPointsListWithAlteredUVs = lineExtrusionResults.ContoursWithAlteredUParameters;

            Mesh mesh;

            if (outerThenAllInnerPointsListWithAlteredUVs.Count == 1)
            {
                mesh = extrusionConfiguration.GetSingleContourTriangulation().TriangulateClosedContour(lineExtrusionResults, originalLinePointList, extrusionConfiguration);
            }
            else if (outerThenAllInnerPointsListWithAlteredUVs.Count >= 1)
            {
                mesh = extrusionConfiguration.GetMultipleContourTriangulation().TriangulatePolygonWithHoleContours(lineExtrusionResults, originalLinePointList, extrusionConfiguration);
            }
            else
            {
                mesh = new Mesh();
            }
            return(mesh);
        }
コード例 #14
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 /// <summary>
 /// Generates empty UV values for triangulated points on the interior of an extruded surface.
 /// </summary>
 /// <param name="triangulatedPoints">The triangulated points</param>
 /// <param name="lineExtrusionResults">Line extrusion resulting contours.</param>
 /// <param name="originalLinePointsList">Original line points</param>
 /// <param name="extrusionConfiguration">The extrusion configuration parameters</param>
 protected override Vector2[] GenerateTriangulatedPointUVs(Vector3[] triangulatedPoints, LineExtrusionResults lineExtrusionResults, SegmentwiseLinePointListUV originalLinePointsList, LineExtrusionConfiguration extrusionConfiguration)
 {
     return(new Vector2[triangulatedPoints.Length]);
 }