/** * Extrudes passed faces on their normal axis using extrudeDistance. */ public static bool Extrude(this pb_Object pb, pb_Face[] faces, float extrudeDistance, bool extrudeAsGroup, out pb_Face[] appendedFaces) { appendedFaces = null; if (faces == null || faces.Length < 1) { return(false); } pb_IntArray[] sharedIndices = pb.GetSharedIndices(); Dictionary <int, int> lookup = sharedIndices.ToDictionary(); Vector3[] localVerts = pb.vertices; pb_Edge[][] perimeterEdges = extrudeAsGroup ? new pb_Edge[1][] { pbMeshUtils.GetPerimeterEdges(pb, lookup, faces).ToArray() } : faces.Select(x => x.edges).ToArray(); if (perimeterEdges == null || perimeterEdges.Length < 1 || (extrudeAsGroup && perimeterEdges[0].Length < 3)) { Debug.LogWarning("No perimeter edges found. Try deselecting and reselecting this object and trying again."); return(false); } pb_Face[][] edgeFaces = new pb_Face[perimeterEdges.Length][]; // can't assume faces and perimiter edges will be 1:1 - so calculate perimeters then extract face information int[][] allEdgeIndices = new int[perimeterEdges.Length][]; int c = 0; for (int i = 0; i < perimeterEdges.Length; i++) { c = 0; allEdgeIndices[i] = new int[perimeterEdges[i].Length * 2]; edgeFaces[i] = new pb_Face[perimeterEdges[i].Length]; for (int n = 0; n < perimeterEdges[i].Length; n++) { // gets the faces associated with each perimeter edge foreach (pb_Face face in faces) { if (face.edges.Contains(perimeterEdges[i][n])) { edgeFaces[i][n] = face; break; } } allEdgeIndices[i][c++] = perimeterEdges[i][n].x; allEdgeIndices[i][c++] = perimeterEdges[i][n].y; } } List <pb_Edge>[] extrudedIndices = new List <pb_Edge> [perimeterEdges.Length]; Vector3[] normals = pb.msh.normals; List <Vector3[]> append_vertices = new List <Vector3[]>(); List <Color[]> append_color = new List <Color[]>(); List <Vector2[]> append_uv = new List <Vector2[]>(); List <pb_Face> append_face = new List <pb_Face>(); List <int[]> append_shared = new List <int[]>(); /// build out new faces around edges for (int i = 0; i < perimeterEdges.Length; i++) { extrudedIndices[i] = new List <pb_Edge>(); for (int n = 0; n < perimeterEdges[i].Length; n++) { pb_Edge edge = perimeterEdges[i][n]; pb_Face face = edgeFaces[i][n]; // Averages the normals using only vertices that are on the edge Vector3 xnorm = Vector3.zero; Vector3 ynorm = Vector3.zero; // don't bother getting vertex normals if not auto-extruding if (Mathf.Abs(extrudeDistance) > Mathf.Epsilon) { if (!extrudeAsGroup) { xnorm = pb_Math.Normal(localVerts[face.indices[0]], localVerts[face.indices[1]], localVerts[face.indices[2]]); ynorm = xnorm; } else { xnorm = Norm(sharedIndices[lookup[edge.x]], allEdgeIndices[i], normals); ynorm = Norm(sharedIndices[lookup[edge.y]], allEdgeIndices[i], normals); } } int x_sharedIndex = lookup[edge.x]; int y_sharedIndex = lookup[edge.y]; // this could be condensed to a single call with an array of new faces append_vertices.Add(new Vector3[] { localVerts [edge.x], localVerts [edge.y], localVerts [edge.x] + xnorm.normalized * extrudeDistance, localVerts [edge.y] + ynorm.normalized * extrudeDistance }); append_color.Add(new Color[] { pb.colors[edge.x], pb.colors[edge.y], pb.colors[edge.x], pb.colors[edge.y] }); append_uv.Add(new Vector2[4]); append_face.Add(new pb_Face( new int[6] { 0, 1, 2, 1, 3, 2 }, // indices face.material, // material new pb_UV(face.uv), // UV material face.smoothingGroup, // smoothing group -1, // texture group -1, // uv element group false) // manualUV flag ); append_shared.Add(new int[4] { x_sharedIndex, y_sharedIndex, -1, -1 }); extrudedIndices[i].Add(new pb_Edge(x_sharedIndex, -1)); extrudedIndices[i].Add(new pb_Edge(y_sharedIndex, -1)); } } appendedFaces = pb.AppendFaces(append_vertices.ToArray(), append_color.ToArray(), append_uv.ToArray(), append_face.ToArray(), append_shared.ToArray()); // x = shared index, y = triangle (only known once faces are appended to pb_Object) for (int i = 0, f = 0; i < extrudedIndices.Length; i++) { for (int n = 0; n < extrudedIndices[i].Count; n += 2) { extrudedIndices[i][n + 0].y = appendedFaces[f].indices[2]; extrudedIndices[i][n + 1].y = appendedFaces[f++].indices[4]; } } pb_IntArray[] si = pb.sharedIndices; // leave the sharedIndices copy alone since we need the un-altered version later Dictionary <int, int> welds = si.ToDictionary(); // Weld side-wall top vertices together, both grouped and non-grouped need this. for (int f = 0; f < extrudedIndices.Length; f++) { for (int i = 0; i < extrudedIndices[f].Count - 1; i++) { int val = extrudedIndices[f][i].x; for (int n = i + 1; n < extrudedIndices[f].Count; n++) { if (extrudedIndices[f][n].x == val) { welds[extrudedIndices[f][i].y] = welds[extrudedIndices[f][n].y]; break; } } } } localVerts = pb.vertices; // Remove smoothing and texture group flags foreach (pb_Face f in faces) { f.SetSmoothingGroup(-1); f.textureGroup = -1; } if (extrudeAsGroup) { foreach (pb_Face f in faces) { int[] distinctIndices = f.distinctIndices; // Merge in-group face seams foreach (int ind in distinctIndices) { int oldIndex = si.IndexOf(ind); for (int n = 0; n < allEdgeIndices.Length; n++) { for (int i = 0; i < extrudedIndices[n].Count; i++) { if (oldIndex == extrudedIndices[n][i].x) { welds[ind] = welds[extrudedIndices[n][i].y]; break; } } } } } } else /** * If extruding as separate faces, weld each face to the tops of the bridging faces */ { // Dictionary<int, int> hold = si.ToDictionary(); for (int i = 0; i < edgeFaces.Length; i++) { foreach (int n in pb_Face.AllTrianglesDistinct(edgeFaces[i])) { int old_si_index = lookup[n]; int match = extrudedIndices[i].FindIndex(x => x.x == old_si_index); if (match < 0) { continue; } int match_tri_index = extrudedIndices[i][match].y; if (welds.ContainsKey(match_tri_index)) { welds[n] = welds[match_tri_index]; } } } } si = welds.ToSharedIndices(); pb.SplitUVs(pb_Face.AllTriangles(faces)); /** * Move the inside faces to the top of the extrusion * * This is a separate loop cause the one above this must completely merge all sharedindices prior to * checking the normal averages * */ Vector3 norm = Vector3.zero; int[] allIndices = pb_Face.AllTrianglesDistinct(faces); foreach (pb_Face f in faces) { if (!extrudeAsGroup) { norm = pb_Math.Normal(localVerts[f.indices[0]], localVerts[f.indices[1]], localVerts[f.indices[2]]); } foreach (int ind in f.distinctIndices) { if (extrudeAsGroup) { norm = Norm(sharedIndices[lookup[ind]], allIndices, normals); } localVerts[ind] += norm.normalized * extrudeDistance; } } // Test the winding of the first pulled face, and reverse if it's ccw if (pb.GetWindingOrder(faces[0]) == WindingOrder.CounterClockwise) { foreach (pb_Face face in appendedFaces) { face.ReverseIndices(); } } pb.SetSharedIndices(si); pb.SetVertices(localVerts); return(true); }