コード例 #1
0
        public static bool GenerateTorusAsset(CSGBrushMeshAsset brushMeshAsset, CSGTorusDefinition definition)
        {
            Vector3[] vertices = null;
            if (!GenerateTorusVertices(definition, ref vertices))
            {
                brushMeshAsset.Clear();
                return(false);
            }

            definition.Validate();
            var surfaces     = definition.surfaceAssets;
            var descriptions = definition.surfaceDescriptions;
            var tubeRadiusX  = (definition.tubeWidth * 0.5f);
            var tubeRadiusY  = (definition.tubeHeight * 0.5f);
            var torusRadius  = (definition.outerDiameter * 0.5f) - tubeRadiusX;


            var horzSegments = definition.horizontalSegments;
            var vertSegments = definition.verticalSegments;

            var horzDegreePerSegment = (definition.totalAngle / horzSegments);
            var vertDegreePerSegment = (360.0f / vertSegments) * Mathf.Deg2Rad;
            var descriptionIndex     = new int[2 + vertSegments];

            descriptionIndex[0] = 0;
            descriptionIndex[1] = 1;

            var circleVertices = new Vector2[vertSegments];

            var min             = new Vector2(float.PositiveInfinity, float.PositiveInfinity);
            var max             = new Vector2(float.NegativeInfinity, float.NegativeInfinity);
            var tubeAngleOffset = ((((vertSegments & 1) == 1) ? 0.0f : ((360.0f / vertSegments) * 0.5f)) + definition.tubeRotation) * Mathf.Deg2Rad;

            for (int v = 0; v < vertSegments; v++)
            {
                var vRad = tubeAngleOffset + (v * vertDegreePerSegment);
                circleVertices[v] = new Vector2((Mathf.Cos(vRad) * tubeRadiusX) - torusRadius,
                                                (Mathf.Sin(vRad) * tubeRadiusY));
                min.x = Mathf.Min(min.x, circleVertices[v].x);
                min.y = Mathf.Min(min.y, circleVertices[v].y);
                max.x = Mathf.Max(max.x, circleVertices[v].x);
                max.y = Mathf.Max(max.y, circleVertices[v].y);
                descriptionIndex[v + 2] = 2;
            }

            if (definition.fitCircle)
            {
                var center = (max + min) * 0.5f;
                var size   = (max - min) * 0.5f;
                size.x = tubeRadiusX / size.x;
                size.y = tubeRadiusY / size.y;
                for (int v = 0; v < vertSegments; v++)
                {
                    circleVertices[v].x  = (circleVertices[v].x - center.x) * size.x;
                    circleVertices[v].y  = (circleVertices[v].y - center.y) * size.y;
                    circleVertices[v].x -= torusRadius;
                }
            }

            var subMeshes  = new CSGBrushSubMesh[horzSegments];
            var horzOffset = definition.startAngle;

            for (int h = 1, p = 0; h < horzSegments + 1; p = h, h++)
            {
                var hDegree0        = (p * horzDegreePerSegment) + horzOffset;
                var hDegree1        = (h * horzDegreePerSegment) + horzOffset;
                var rotation0       = Quaternion.AngleAxis(hDegree0, Vector3.up);
                var rotation1       = Quaternion.AngleAxis(hDegree1, Vector3.up);
                var subMeshVertices = new Vector3[vertSegments * 2];
                for (int v = 0; v < vertSegments; v++)
                {
                    subMeshVertices[v + vertSegments] = rotation0 * circleVertices[v];
                    subMeshVertices[v] = rotation1 * circleVertices[v];
                }

                var subMesh = new CSGBrushSubMesh();
                CreateExtrudedSubMesh(subMesh, vertSegments, descriptionIndex, descriptionIndex, 0, 1, subMeshVertices, surfaces, descriptions);
                if (!subMesh.Validate())
                {
                    brushMeshAsset.Clear();
                    return(false);
                }
                subMeshes[h - 1] = subMesh;
            }

            brushMeshAsset.SubMeshes = subMeshes;

            brushMeshAsset.CalculatePlanes();
            brushMeshAsset.SetDirty();
            return(true);
        }
コード例 #2
0
        public static bool GenerateTorusVertices(CSGTorusDefinition definition, ref Vector3[] vertices)
        {
            definition.Validate();
            //var surfaces		= definition.surfaceAssets;
            //var descriptions	= definition.surfaceDescriptions;
            var tubeRadiusX = (definition.tubeWidth * 0.5f);
            var tubeRadiusY = (definition.tubeHeight * 0.5f);
            var torusRadius = (definition.outerDiameter * 0.5f) - tubeRadiusX;


            var horzSegments = definition.horizontalSegments;
            var vertSegments = definition.verticalSegments;

            var horzDegreePerSegment = (definition.totalAngle / horzSegments);
            var vertDegreePerSegment = (360.0f / vertSegments) * Mathf.Deg2Rad;

            var circleVertices = new Vector2[vertSegments];

            var min             = new Vector2(float.PositiveInfinity, float.PositiveInfinity);
            var max             = new Vector2(float.NegativeInfinity, float.NegativeInfinity);
            var tubeAngleOffset = ((((vertSegments & 1) == 1) ? 0.0f : ((360.0f / vertSegments) * 0.5f)) + definition.tubeRotation) * Mathf.Deg2Rad;

            for (int v = 0; v < vertSegments; v++)
            {
                var vRad = tubeAngleOffset + (v * vertDegreePerSegment);
                circleVertices[v] = new Vector2((Mathf.Cos(vRad) * tubeRadiusX) - torusRadius,
                                                (Mathf.Sin(vRad) * tubeRadiusY));
                min.x = Mathf.Min(min.x, circleVertices[v].x);
                min.y = Mathf.Min(min.y, circleVertices[v].y);
                max.x = Mathf.Max(max.x, circleVertices[v].x);
                max.y = Mathf.Max(max.y, circleVertices[v].y);
            }

            if (definition.fitCircle)
            {
                var center = (max + min) * 0.5f;
                var size   = (max - min) * 0.5f;
                size.x = tubeRadiusX / size.x;
                size.y = tubeRadiusY / size.y;
                for (int v = 0; v < vertSegments; v++)
                {
                    circleVertices[v].x  = (circleVertices[v].x - center.x) * size.x;
                    circleVertices[v].y  = (circleVertices[v].y - center.y) * size.y;
                    circleVertices[v].x -= torusRadius;
                }
            }

            if (definition.totalAngle != 360)
            {
                horzSegments++;
            }

            var horzOffset  = definition.startAngle;
            var vertexCount = vertSegments * horzSegments;

            if (vertices == null ||
                vertices.Length != vertexCount)
            {
                vertices = new Vector3[vertexCount];
            }
            for (int h = 0, v = 0; h < horzSegments; h++)
            {
                var hDegree1  = (h * horzDegreePerSegment) + horzOffset;
                var rotation1 = Quaternion.AngleAxis(hDegree1, Vector3.up);
                for (int i = 0; i < vertSegments; i++, v++)
                {
                    vertices[v] = rotation1 * circleVertices[i];
                }
            }
            return(true);
        }