private void RecalculateVertices() { if (points.Count < 2) { return; } vertexPositionColorArray = null; var lineColor = Color.Red; #region clipper List<IntPoint> clipperPath = new List<IntPoint>(points.Count); foreach (var point in points) { clipperPath.Add(new IntPoint(point.X * ClipperScale, point.Y * ClipperScale)); } List<List<IntPoint>> clipperSolution = new List<List<IntPoint>>(); ClipperOffset clipperOffset = new ClipperOffset(); clipperOffset.AddPath(clipperPath, JoinType.jtRound, EndType.etOpenRound); clipperOffset.Execute(ref clipperSolution, lineThickness / 2.0f * ClipperScale); #endregion #region triangle.net InputGeometry InputGeometry = new InputGeometry(); Mesh TriangleMesh = new Mesh(); for (int iii = 0; iii < clipperSolution.Count; iii++) { var trianglePath = clipperSolution[iii].Select(p => new TrianglePoint(p.X / (float)ClipperScale, p.Y / (float)ClipperScale)).ToList(); if (iii == 0) { InputGeometry.AddRing(trianglePath); } else { InputGeometry.AddRingAsHole(trianglePath); } } #endregion if (InputGeometry.Count > 0) { TriangleMesh.Triangulate(InputGeometry); vertexPositionColorArray = TriangleMesh.GetTriangleList().Select(v => new VertexPositionColor(new Vector3((float)v.X, (float)v.Y, 0.0f), lineColor)).ToArray(); vertexBuffer = new VertexBuffer(GraphicsDevice, VertexPositionColor.VertexDeclaration, vertexPositionColorArray.Length, BufferUsage.WriteOnly); vertexBuffer.SetData<VertexPositionColor>(vertexPositionColorArray); } }
// Use this for initialization void Start () { Map = new GameMap(); Map.TerrainData = LowPolyTerrainData.GetRandomMap(); var building = new Building(); building.Positions.Add(new Vector2Int(6, 1)); building.Positions.Add(new Vector2Int(7, 1)); building.Positions.Add(new Vector2Int(8, 1)); building.Positions.Add(new Vector2Int(9, 1)); building.Positions.Add(new Vector2Int(10, 1)); building.Positions.Add(new Vector2Int(11, 1)); building.Positions.Add(new Vector2Int(12, 1)); building.Positions.Add(new Vector2Int(13, 1)); building.Positions.Add(new Vector2Int(14, 1)); building.Positions.Add(new Vector2Int(11, 2)); building.Positions.Add(new Vector2Int(12, 2)); building.Positions.Add(new Vector2Int(12, 3)); building.Positions.Add(new Vector2Int(13, 3)); building.Positions.Add(new Vector2Int(13, 4)); building.Positions.Add(new Vector2Int(14, 4)); building.Positions.Add(new Vector2Int(14, 5)); building.Positions.Add(new Vector2Int(15, 5)); building.RemoveTrees(Map.TerrainData); //Map.Buildings.Add(building); building = new Building(); //building.Positions.Add(new Vector2Int(6, 2)); building.Positions.Add(new Vector2Int(7, 2)); building.Positions.Add(new Vector2Int(8, 2)); building.Positions.Add(new Vector2Int(9, 2)); building.Positions.Add(new Vector2Int(10, 2)); building.Positions.Add(new Vector2Int(5, 3)); building.Positions.Add(new Vector2Int(6, 3)); building.Positions.Add(new Vector2Int(7, 3)); building.Positions.Add(new Vector2Int(8, 3)); building.Positions.Add(new Vector2Int(9, 3)); building.Positions.Add(new Vector2Int(10, 3)); building.Positions.Add(new Vector2Int(11, 3)); //building.Positions.Add(new Vector2Int(5, 4)); building.Positions.Add(new Vector2Int(6, 4)); building.Positions.Add(new Vector2Int(7, 4)); building.Positions.Add(new Vector2Int(8, 4)); building.Positions.Add(new Vector2Int(9, 4)); building.Positions.Add(new Vector2Int(10, 4)); building.Positions.Add(new Vector2Int(11, 4)); building.Positions.Add(new Vector2Int(10, 6)); building.Positions.Add(new Vector2Int(11, 6)); building.Positions.Add(new Vector2Int(12, 6)); building.Type = "house"; building.RemoveTrees(Map.TerrainData); //Map.Buildings.Add(building); building = new Building(); var floor = new BuildingFloor(); floor.Positions.Add(new Vector2Int(13, 2)); floor.Positions.Add(new Vector2Int(14, 2)); floor.Positions.Add(new Vector2Int(15, 2)); floor.Positions.Add(new Vector2Int(16, 2)); floor.Positions.Add(new Vector2Int(14, 3)); floor.Positions.Add(new Vector2Int(15, 3)); floor.Positions.Add(new Vector2Int(16, 3)); floor.WallEdges.Add(new WallEdge(new Vector2Int(13, 2), 2)); floor.WallEdges.Add(new WallEdge(new Vector2Int(13, 2), 0)); floor.BaseHeight = 20.0f; floor.FloorHeight = 0.2f; floor.Height = 10.0f; floor.Map = Map; building.Floors.Add(floor); floor = new BuildingFloor(); floor.Positions.Add(new Vector2Int(14, 2)); floor.Positions.Add(new Vector2Int(15, 2)); floor.Positions.Add(new Vector2Int(16, 2)); floor.Positions.Add(new Vector2Int(14, 3)); floor.Positions.Add(new Vector2Int(15, 3)); floor.Positions.Add(new Vector2Int(16, 3)); floor.WallEdges.Add(new WallEdge(new Vector2Int(14, 2), 2)); floor.WallEdges.Add(new WallEdge(new Vector2Int(15, 2), 2)); floor.BaseHeight = 30.0f; floor.FloorHeight = 0.2f; floor.Height = 10.0f; floor.Map = Map; building.Floors.Add(floor); floor = new BuildingFloor(); floor.Positions.Add(new Vector2Int(15, 4)); floor.Positions.Add(new Vector2Int(16, 4)); floor.Positions.Add(new Vector2Int(17, 4)); floor.Positions.Add(new Vector2Int(17, 3)); floor.Positions.Add(new Vector2Int(18, 3)); floor.WallEdges.Add(new WallEdge(new Vector2Int(15, 4), 0)); floor.WallEdges.Add(new WallEdge(new Vector2Int(16, 4), 0)); floor.WallEdges.Add(new WallEdge(new Vector2Int(17, 4), 1, 2)); floor.BaseHeight = 22.0f; floor.FloorHeight = 0.2f; floor.Height = 10.0f; floor.Map = Map; building.Floors.Add(floor); building.Type = "generic"; building.RemoveTrees(Map.TerrainData); Map.Buildings.Add(building); Init(Map); var geometry = new InputGeometry(); //it is necessary to put a border around all the points in order to get triangulation to work correctly when holes are used var border = new List<Point>(); border.Add(new Point(10, 6)); border.Add(new Point(10, -6)); border.Add(new Point(-10, -6)); border.Add(new Point(-10, 6)); geometry.AddRing(border); border = new List<Point>(); border.Add(new Point(7, 4)); border.Add(new Point(7, 2)); border.Add(new Point(5, 2)); border.Add(new Point(5, 4)); geometry.AddRingAsHole(border); border = new List<Point>(); border.Add(new Point(3, 2)); border.Add(new Point(3, -6)); border.Add(new Point(-3, -6)); border.Add(new Point(-3, 2)); geometry.AddRingAsHole(border); var meshRepresentation = new TriangleNet.Mesh(); meshRepresentation.Triangulate(geometry); var triangleIndex = 0; var vertices = new List<Vector3>(meshRepresentation.triangles.Count * 3); var triangleIndices = new List<int>(meshRepresentation.triangles.Count * 3); foreach(var pair in meshRepresentation.triangles) { var triangle = pair.Value; var vertex0 = triangle.GetVertex(0); var vertex1 = triangle.GetVertex(1); var vertex2 = triangle.GetVertex(2); var p0 = new Vector3( vertex0.x, vertex0.y, 0 ); var p1 = new Vector3( vertex1.x, vertex1.y, 0 ); var p2 = new Vector3( vertex2.x, vertex2.y, 0 ); vertices.Add(p0); vertices.Add(p1); vertices.Add(p2); triangleIndices.Add(triangleIndex + 2); triangleIndices.Add(triangleIndex + 1); triangleIndices.Add(triangleIndex); triangleIndex += 3; } var mesh = new Mesh(); mesh.vertices = vertices.ToArray(); mesh.triangles = triangleIndices.ToArray(); mesh.RecalculateNormals(); var newObj = new GameObject(); newObj.name = "Test"; newObj.transform.parent = transform; newObj.AddComponent<MeshFilter>(); newObj.AddComponent<MeshRenderer>(); newObj.GetComponent<MeshFilter>().mesh = mesh; /* var path = new List<ClipperLib.IntPoint>(); path.Add(new ClipperLib.IntPoint(-3000, 0)); path.Add(new ClipperLib.IntPoint(1000, 0)); path.Add(new ClipperLib.IntPoint(6000, 3000)); path.Add(new ClipperLib.IntPoint(6000, -3000)); path.Add(new ClipperLib.IntPoint(1000, 0)); //path.Add(new ClipperLib.IntPoint(5000, 0)); //path.Add(new ClipperLib.IntPoint(1000, -3500)); //path.Add(new ClipperLib.IntPoint(-3000, 0)); var co = new ClipperLib.ClipperOffset(); co.AddPath(path, ClipperLib.JoinType.jtSquare, ClipperLib.EndType.etClosedLine); var result = new List<List<ClipperLib.IntPoint>>(); co.Execute(ref result, 500); foreach (var intpoint in path) { var point = new Vector3((float)intpoint.X / 1000.0f, 0, (float)intpoint.Y / 1000.0f); Debug.DrawLine(point, point + Vector3.up * 3, Color.cyan, 100); } foreach (var intpath in result) { foreach (var intpoint in intpath) { var point = new Vector3((float)intpoint.X / 1000.0f, 0, (float)intpoint.Y / 1000.0f); Debug.DrawLine(point, point + Vector3.up * 3, Color.red, 100); } } */ }