コード例 #1
0
        private Mesh TriangulateMesh()
        {
            if (verts.Count > 2)
            {
                var tnMesh = new TriangleNet.Mesh();
                var input  = new TriangleNet.Geometry.InputGeometry();

                var localVertices = verts.Select(v => spriteRenderer.transform.InverseTransformPoint(v.position)).ToArray();

                for (int i = 0; i < verts.Count; i++)
                {
                    verts[i].index = i;
                    input.AddPoint(verts[i].position.x, verts[i].position.y);
                }

                foreach (var seg in segments)
                {
                    if (!seg.IsDeleted())
                    {
                        input.AddSegment(seg.first.index, seg.second.index);
                    }
                }

                foreach (var hole in holes)
                {
                    input.AddHole(hole.x, hole.y);
                }

                tnMesh.Triangulate(input);

                try {
                    Mesh mesh = new Mesh();
                    mesh.vertices  = localVertices;
                    mesh.triangles = tnMesh.Triangles.ToUnityMeshTriangleIndices();
                    mesh.uv        = genUV(mesh.vertices);
                    mesh.RecalculateBounds();
                    mesh.RecalculateNormals();
                    return(mesh);
                }
                catch {
                    Debug.LogError("Mesh topology was wrong. Make sure you dont have intersecting edges.");
                    throw;
                }
            }
            else
            {
                return(null);
            }
        }
コード例 #2
0
        /// <summary>
        /// Creates a surface from the given points.
        /// </summary>
        /// <param name="points">Input points</param>
        /// <param name="surface">The type of surface being operated on</param>
        public void SurfaceFromPoints(Point3dCollection points, SurfaceType surface)
        {
            TriangleNet.Mesh mesh = new TriangleNet.Mesh();
            TriangleNet.Geometry.InputGeometry geometry = new TriangleNet.Geometry.InputGeometry(points.Count);
            foreach (Point3d point in points)
            {
                geometry.AddPoint(point.X, point.Y, 0, point.Z);
            }
            mesh.Triangulate(geometry);

            if (surface == SurfaceType.Original)
            {
                originalSurface = mesh;
            }
            else
            {
                proposedSurface = mesh;
            }
        }
コード例 #3
0
ファイル: TriangleNET.cs プロジェクト: furaga/Magic2D_rev3
        public static TriangleNet.Mesh TriangulateMesh(List <PointF> path, float minAngle, float maxAngle, bool conformingDelaunay, bool quality, bool convex)
        {
            if (path == null)
            {
                return(null);
            }
            if (path.Count <= 2)
            {
                return(null);
            }

            List <FTriangle> outTris = new List <FTriangle>();

            MeshRenderer.Core.RenderData       renderData    = new MeshRenderer.Core.RenderData();
            MeshRenderer.Core.RenderManager    renderManager = new MeshRenderer.Core.RenderManager();
            TriangleNet.Geometry.InputGeometry input         = new TriangleNet.Geometry.InputGeometry(path.Count);
            TriangleNet.Mesh mesh = new TriangleNet.Mesh();

            input.AddPoint(path[0].X, path[0].Y);
            for (int i = 1; i < path.Count; i++)
            {
                input.AddPoint(path[i].X, path[i].Y);
                input.AddSegment(i - 1, i);
            }
            input.AddSegment(path.Count - 1, 0);

            renderData.SetInputGeometry(input);

            renderManager.CreateDefaultControl();
            renderManager.SetData(renderData);

            mesh.Behavior.MinAngle           = FMath.Clamp(0, 40, minAngle);
            mesh.Behavior.MaxAngle           = FMath.Clamp(80, 180, maxAngle);
            mesh.Behavior.ConformingDelaunay = conformingDelaunay;
            mesh.Behavior.Quality            = quality;
            mesh.Behavior.Convex             = convex;

            mesh.Triangulate(input);

            return(mesh);
        }
コード例 #4
0
ファイル: TestScenarios.cs プロジェクト: septagon/demiurge
        public static void RunPopulationScenario()
        {
            WaterTableArgs args = new WaterTableArgs();
            Bitmap         bmp  = new Bitmap(args.inputPath + "rivers.png");

            IField2d <float> baseMap = new Utils.FieldFromBitmap(new Bitmap(args.inputPath + "base_heights.png"));

            baseMap = new ReResField(baseMap, (float)bmp.Width / baseMap.Width);

            var wtf = Utils.GenerateWaters(bmp, baseMap);

            Utils.OutputAsColoredMap(wtf, wtf.RiverSystems, bmp, args.outputPath + "colored_map.png");

            IField2d <float> rainfall = new Utils.FieldFromBitmap(new Bitmap(args.inputPath + "rainfall.png"));

            rainfall = new ReResField(rainfall, (float)wtf.Width / rainfall.Width);

            IField2d <float> wateriness = Utils.GetWaterinessMap(wtf, rainfall);

            Utils.OutputField(new NormalizedComposition2d <float>(wateriness), bmp, args.outputPath + "wateriness.png");

            var locations = Utils.GetSettlementLocations(wtf, wateriness);
            SparseField2d <float> settlementMap = new SparseField2d <float>(wtf.Width, wtf.Height, 0f);

            foreach (var loc in locations)
            {
                settlementMap.Add(loc, wateriness[loc.y, loc.x]);
            }
            Utils.OutputField(settlementMap, bmp, args.outputPath + "settlements.png");

            TriangleNet.Geometry.InputGeometry pointSet = new TriangleNet.Geometry.InputGeometry();
            foreach (var loc in locations)
            {
                pointSet.AddPoint(loc.x, loc.y);
            }
            TriangleNet.Mesh mesh = new TriangleNet.Mesh();
            mesh.Triangulate(pointSet);
            //TriangleNet.Tools.AdjacencyMatrix mat = new TriangleNet.Tools.AdjacencyMatrix(mesh);

            Field2d <float> meshField = new Field2d <float>(settlementMap);

            foreach (var e in mesh.Edges)
            {
                var v0 = mesh.GetVertex(e.P0);
                var v1 = mesh.GetVertex(e.P1);

                float distance = (float)Math.Sqrt(Math.Pow(v0.X - v1.X, 2) + Math.Pow(v0.Y - v1.Y, 2));

                for (float t = 0f; t <= 1f; t += 0.5f / distance)
                {
                    int x = (int)Math.Round((1f - t) * v0.X + t * v1.X);
                    int y = (int)Math.Round((1f - t) * v0.Y + t * v1.Y);

                    meshField[y, x] = 0.5f;
                }

                meshField[(int)v0.Y, (int)v0.X] = 1f;
                meshField[(int)v1.Y, (int)v1.X] = 1f;
            }
            Utils.OutputField(meshField, bmp, args.outputPath + "mesh.png");
        }
コード例 #5
0
        private void endBtn_Click(object sender, RoutedEventArgs e)
        {
            this._host.CommandReset.Click  -= endBtn_Click;
            this._host.Menues.IsEnabled     = true;
            this._host.UIMessage.Visibility = Visibility.Hidden;
            //this.JGraphMode = false;
            this._host.Cursor = Cursors.Arrow;
            this._host.FloorScene.MouseLeftButtonDown -= FloorScene_MouseLeftButtonDown;
            try
            {
                #region Create Graph
                HashSet <UV>         pnts               = new HashSet <UV>();
                TriangleNet.Behavior behavior           = new Behavior();
                TriangleNet.Mesh     t_mesh             = new TriangleNet.Mesh();
                TriangleNet.Geometry.InputGeometry geom = new TriangleNet.Geometry.InputGeometry();
                foreach (Node node in JGNodes)
                {
                    TriangleNet.Data.Vertex vertex = new TriangleNet.Data.Vertex(node.Coordinates.U, node.Coordinates.V, 0);
                    geom.AddPoint(vertex);
                    pnts.Add(node.Coordinates);
                }
                t_mesh.Triangulate(geom);

                var graph = new JGGraph(pnts);
                foreach (var item in t_mesh.Triangles)
                {
                    UV  a    = null;
                    var vrtx = t_mesh.GetVertex(item.P0);
                    if (vrtx != null)
                    {
                        a = new UV(vrtx.X, vrtx.Y);
                    }
                    UV b = null;
                    vrtx = t_mesh.GetVertex(item.P1);
                    if (vrtx != null)
                    {
                        b = new UV(vrtx.X, vrtx.Y);
                    }
                    UV c = null;
                    vrtx = t_mesh.GetVertex(item.P2);
                    if (vrtx != null)
                    {
                        c = new UV(vrtx.X, vrtx.Y);
                    }
                    if (a != null && b != null)
                    {
                        graph.AddConnection(a, b);
                    }
                    if (a != null && c != null)
                    {
                        graph.AddConnection(a, c);
                    }
                    if (c != null && b != null)
                    {
                        graph.AddConnection(c, b);
                    }
                }
                #endregion
                #region Remove Edges with isovists at the ends that do not overlap
                this.edges = graph.ToEdges();
                Dictionary <int, Isovist> IsovistGuid = new Dictionary <int, Isovist>();
                foreach (JGVertex item in graph.Vertices)
                {
                    double x = double.NegativeInfinity;
                    foreach (JGVertex vertex in item.Connections)
                    {
                        var y = item.Point.DistanceTo(vertex.Point);
                        if (y > x)
                        {
                            x = y;
                        }
                    }
                    var isovist = CellularIsovistCalculator.GetIsovist(item.Point, x, BarrierType.Visual, this._host.cellularFloor);
                    IsovistGuid.Add(item.Point.GetHashCode(), isovist);
                }
                HashSet <JGEdge> visibleVertexes = new HashSet <JGEdge>();
                foreach (JGEdge item in this.edges)
                {
                    Isovist v1 = null;
                    IsovistGuid.TryGetValue(item.P1.GetHashCode(), out v1);
                    Isovist v2 = null;
                    IsovistGuid.TryGetValue(item.P2.GetHashCode(), out v2);
                    if (v1 != null && v2 != null)
                    {
                        if (v2.VisibleCells.Overlaps(v1.VisibleCells))
                        {
                            visibleVertexes.Add(item);
                        }
                    }
                }
                #endregion
                #region setting the edges
                JGEdge.LineToEdgeGuide.Clear();
                foreach (JGEdge edge in this.edges)
                {
                    edge.Clear();
                }
                this.edges = visibleVertexes.ToList <JGEdge>();
                foreach (JGEdge item in this.edges)
                {
                    item.Draw();
                }
                #endregion
                //cleaning up the used data
                t_mesh = null;
                graph  = null;
                geom.Clear();
                geom            = null;
                visibleVertexes = null;
                IsovistGuid     = null;
                //enabling edit mode
                this.EditGraph.IsEnabled      = true;
                this.DrawJG.IsEnabled         = true;
                this.Hide_show_Menu.IsEnabled = true;
                this.CreateCovexGraph.Header  = "Reset Convex Graph";
            }
            catch (Exception error)
            {
                MessageBox.Show(error.Report());
            }
        }