public static bool GenerateExtrudedShapeAsset(CSGBrushMeshAsset brushMeshAsset, Curve2D shape, Path path, int curveSegments, CSGSurfaceAsset[] surfaceAssets, ref SurfaceDescription[] surfaceDescriptions) { var shapeVertices = new List <Vector2>(); var shapeSegmentIndices = new List <int>(); GetPathVertices(shape, curveSegments, shapeVertices, shapeSegmentIndices); Vector2[][] polygonVerticesArray; int[][] polygonIndicesArray; if (!Decomposition.ConvexPartition(shapeVertices, shapeSegmentIndices, out polygonVerticesArray, out polygonIndicesArray)) { return(false); } // TODO: make each extruded quad split into two triangles when it's not a perfect plane, // split it to make sure it's convex // TODO: make it possible to smooth (parts) of the shape // TODO: make materials work well // TODO: make it possible to 'draw' shapes on any surface // TODO: make path work as a spline, with subdivisions // TODO: make this work well with twisted rotations // TODO: make shape/path subdivisions be configurable / automatic var subMeshes = new List <CSGBrushSubMesh>(); for (int p = 0; p < polygonVerticesArray.Length; p++) { var polygonVertices = polygonVerticesArray[p]; var segmentIndices = polygonIndicesArray[p]; var shapeSegments = polygonVertices.Length; for (int s = 0; s < path.segments.Length - 1; s++) { var pathPointA = path.segments[s]; var pathPointB = path.segments[s + 1]; int subSegments = 1; var offsetQuaternion = pathPointB.rotation * Quaternion.Inverse(pathPointA.rotation); var offsetEuler = offsetQuaternion.eulerAngles; if (offsetEuler.x > 180) { offsetEuler.x = 360 - offsetEuler.x; } if (offsetEuler.y > 180) { offsetEuler.y = 360 - offsetEuler.y; } if (offsetEuler.z > 180) { offsetEuler.z = 360 - offsetEuler.z; } var maxAngle = Mathf.Max(offsetEuler.x, offsetEuler.y, offsetEuler.z); if (maxAngle != 0) { subSegments = Mathf.Max(1, (int)Mathf.Ceil(maxAngle / 5)); } if ((pathPointA.scale.x / pathPointA.scale.y) != (pathPointB.scale.x / pathPointB.scale.y) && (subSegments & 1) == 1) { subSegments += 1; } for (int n = 0; n < subSegments; n++) { var matrix0 = PathPoint.Lerp(ref path.segments[s], ref path.segments[s + 1], n / (float)subSegments); var matrix1 = PathPoint.Lerp(ref path.segments[s], ref path.segments[s + 1], (n + 1) / (float)subSegments); // TODO: this doesn't work if top and bottom polygons intersect // => need to split into two brushes then, invert one of the two brushes var invertDot = Vector3.Dot(matrix0.MultiplyVector(Vector3.forward).normalized, (matrix1.MultiplyPoint(shapeVertices[0]) - matrix0.MultiplyPoint(shapeVertices[0])).normalized); if (invertDot == 0.0f) { continue; } Vector3[] vertices; if (invertDot < 0) { var m = matrix0; matrix0 = matrix1; matrix1 = m; } if (!GetExtrudedVertices(polygonVertices, matrix0, matrix1, out vertices)) { continue; } var subMesh = new CSGBrushSubMesh(); CreateExtrudedSubMesh(subMesh, shapeSegments, segmentIndices, 0, 1, vertices, surfaceAssets, surfaceDescriptions); subMeshes.Add(subMesh); } } } brushMeshAsset.SubMeshes = subMeshes.ToArray(); brushMeshAsset.CalculatePlanes(); brushMeshAsset.OnValidate(); brushMeshAsset.SetDirty(); return(true); }