예제 #1
0
        void Triangulate(List<Dictionary<int, int>> contours, Math.Plane plane, List<Vector3>[] vertices, List<Vector3>[] normals, List<Vector2>[] uvs, 
                         List<Vector4>[] tangents, List<Color32>[] colors, List<int>[] triangles, bool uvCutMesh, bool useTangents, bool useColors, bool useNormals)
        {
            if (contours.Count == 0 || contours[0].Count < 3)
            {
            //                Utils.Log("Contour empty!: ");
                return;
            }

            // prepare plane matrix
            var m = plane.GetPlaneMatrix();
            var mInv = m.inverse;

            var zShit = 0.0f;

            var polygons = new List<Polygon>(contours.Count);

            // construct polygons from contours
            Polygon highAreaPoly = null;
            foreach (var ctr in contours)
            {
                var polygonPoints = new Vector2[ctr.Count];
                var j = 0;

                foreach (var i in ctr.Values)
                {
                    var p = mInv*vertices[0][i];
                    polygonPoints[j++] = p;

                    // save z-coordinate
                    zShit = p.z;
                }

                var polygon = new Polygon(polygonPoints);
                polygons.Add(polygon);

                if (highAreaPoly == null || Mathf.Abs(highAreaPoly.Area) < Mathf.Abs(polygon.Area))
                {
                    highAreaPoly = polygon;
                }
            }

            ExploderUtils.Assert(polygons.Count > 0, "Zero polygons!");

            // test for holes
            if (polygons.Count > 0)
            {
                var polyToRemove = new List<Polygon>();

                foreach (var polygon in polygons)
                {
                    if (polygon != highAreaPoly)
                    {
                        if (highAreaPoly.IsPointInside(polygon.Points[0]))
                        {
                            highAreaPoly.AddHole(polygon);
                            polyToRemove.Add(polygon);
                        }
                    }
                }

                foreach (var polygon in polyToRemove)
                {
                    polygons.Remove(polygon);
                }
            }

            var vertCounter0 = vertices[0].Count;
            var vertCounter1 = vertices[1].Count;

            foreach (var polygon in polygons)
            {
                var indices = polygon.Triangulate();
                if (indices == null)
                {
                    continue;
                }

                // get polygon bounding square size
                var min = Mathf.Min(polygon.Min.x, polygon.Min.y);
                var max = Mathf.Max(polygon.Max.x, polygon.Max.y);
                var polygonSize = max - min;

            //                Utils.Log("PolygonSize: " + polygonSize + " " + polygon.Min + " " + polygon.Max);

            //                Utils.Log("Triangulate polygons: " + polygon.Points.Length);

                foreach (var polyPoint in polygon.Points)
                {
                    var p = m * new Vector3(polyPoint.x, polyPoint.y, zShit);

                    vertices[0].Add(p);
                    vertices[1].Add(p);

                    if (useNormals)
                    {
                        normals[0].Add(-plane.Normal);
                        normals[1].Add(plane.Normal);
                    }

                    if (uvCutMesh)
                    {
                        var uv0 = new Vector2((polyPoint.x - min)/polygonSize,
                                              (polyPoint.y - min)/polygonSize);
                        var uv1 = new Vector2((polyPoint.x - min)/polygonSize,
                                              (polyPoint.y - min)/polygonSize);

                        // normalize uv to fit cross-section uv area
                        var areaSizeX = crossSectionUV.z - crossSectionUV.x;
                        var areaSizeY = crossSectionUV.w - crossSectionUV.y;

                        uv0.x = crossSectionUV.x + uv0.x * areaSizeX;
                        uv0.y = crossSectionUV.y + uv0.y * areaSizeY;
                        uv1.x = crossSectionUV.x + uv1.x * areaSizeX;
                        uv1.y = crossSectionUV.y + uv1.y * areaSizeY;

                        uvs[0].Add(uv0);
                        uvs[1].Add(uv1);
                    }
                    else
                    {
                        uvs[0].Add(Vector2.zero);
                        uvs[1].Add(Vector2.zero);
                    }

                    if (useTangents)
                    {
                        // fast and dirty way to create tangents
                        var v0 = plane.Normal;
                        MeshUtils.Swap(ref v0.x, ref v0.y);
                        MeshUtils.Swap(ref v0.y, ref v0.z);

                        Vector4 tangent = Vector3.Cross(plane.Normal, v0);
                        tangent.w = 1.0f;

                        tangents[0].Add(tangent);

                        tangent.w = -1.0f;
                        tangents[1].Add(tangent);
                    }

                    if (useColors)
                    {
                        colors[0].Add(crossSectionVertexColour);
                        colors[1].Add(crossSectionVertexColour);
                    }
                }

                var indicesCount = indices.Count;
                var j = indicesCount - 1;
                for (int i = 0; i < indicesCount; i++)
                {
                    triangles[0].Add(vertCounter0 + indices[i]);
                    triangles[1].Add(vertCounter1 + indices[j]);
                    j--;
                }

                vertCounter0 += polygon.Points.Length;
                vertCounter1 += polygon.Points.Length;
            }
        }
예제 #2
0
 /// <summary>
 /// add hole (polygon inside this polygon)
 /// </summary>
 /// <param name="polygon">polygon representing the hole</param>
 public void AddHole(Polygon polygon)
 {
     holes.Add(polygon);
 }
예제 #3
0
        /// <summary>
        /// quick test if another polygon is inside this polygon
        /// </summary>
        /// <param name="polygon">testing polygon</param>
        /// <returns></returns>
        public bool IsPolygonInside(Polygon polygon)
        {
            if (Area > polygon.Area)
            {
                return IsPointInside(polygon.Points[0]);
            }

            return false;
        }
예제 #4
0
 /// <summary>
 /// add hole (polygon inside this polygon)
 /// </summary>
 /// <param name="polygon">polygon representing the hole</param>
 public void AddHole(Polygon polygon)
 {
     holes.Add(polygon);
 }
예제 #5
0
        void Triangulate(List <Dictionary <int, int> > contours, Math.Plane plane, List <Vector3>[] vertices, List <Vector3>[] normals, List <Vector2>[] uvs,
                         List <Vector4>[] tangents, List <Color32>[] colors, List <int>[] triangles, bool uvCutMesh, bool useTangents, bool useColors, bool useNormals)
        {
            if (contours.Count == 0 || contours[0].Count < 3)
            {
//                Utils.Log("Contour empty!: ");
                return;
            }

            // prepare plane matrix
            var m    = plane.GetPlaneMatrix();
            var mInv = m.inverse;

            var zShit = 0.0f;

            var polygons = new List <Polygon>(contours.Count);

            // construct polygons from contours
            Polygon highAreaPoly = null;

            foreach (var ctr in contours)
            {
                var polygonPoints = new Vector2[ctr.Count];
                var j             = 0;

                foreach (var i in ctr.Values)
                {
                    var p = mInv * vertices[0][i];
                    polygonPoints[j++] = p;

                    // save z-coordinate
                    zShit = p.z;
                }

                var polygon = new Polygon(polygonPoints);
                polygons.Add(polygon);

                if (highAreaPoly == null || Mathf.Abs(highAreaPoly.Area) < Mathf.Abs(polygon.Area))
                {
                    highAreaPoly = polygon;
                }
            }

            ExploderUtils.Assert(polygons.Count > 0, "Zero polygons!");

            // test for holes
            if (polygons.Count > 0)
            {
                var polyToRemove = new List <Polygon>();

                foreach (var polygon in polygons)
                {
                    if (polygon != highAreaPoly)
                    {
                        if (highAreaPoly.IsPointInside(polygon.Points[0]))
                        {
                            highAreaPoly.AddHole(polygon);
                            polyToRemove.Add(polygon);
                        }
                    }
                }

                foreach (var polygon in polyToRemove)
                {
                    polygons.Remove(polygon);
                }
            }

            var vertCounter0 = vertices[0].Count;
            var vertCounter1 = vertices[1].Count;

            foreach (var polygon in polygons)
            {
                var indices = polygon.Triangulate();
                if (indices == null)
                {
                    continue;
                }

                // get polygon bounding square size
                var min         = Mathf.Min(polygon.Min.x, polygon.Min.y);
                var max         = Mathf.Max(polygon.Max.x, polygon.Max.y);
                var polygonSize = max - min;

//                Utils.Log("PolygonSize: " + polygonSize + " " + polygon.Min + " " + polygon.Max);

//                Utils.Log("Triangulate polygons: " + polygon.Points.Length);

                foreach (var polyPoint in polygon.Points)
                {
                    var p = m * new Vector3(polyPoint.x, polyPoint.y, zShit);

                    vertices[0].Add(p);
                    vertices[1].Add(p);

                    if (useNormals)
                    {
                        normals[0].Add(-plane.Normal);
                        normals[1].Add(plane.Normal);
                    }

                    if (uvCutMesh)
                    {
                        var uv0 = new Vector2((polyPoint.x - min) / polygonSize,
                                              (polyPoint.y - min) / polygonSize);
                        var uv1 = new Vector2((polyPoint.x - min) / polygonSize,
                                              (polyPoint.y - min) / polygonSize);

                        // normalize uv to fit cross-section uv area
                        var areaSizeX = crossSectionUV.z - crossSectionUV.x;
                        var areaSizeY = crossSectionUV.w - crossSectionUV.y;

                        uv0.x = crossSectionUV.x + uv0.x * areaSizeX;
                        uv0.y = crossSectionUV.y + uv0.y * areaSizeY;
                        uv1.x = crossSectionUV.x + uv1.x * areaSizeX;
                        uv1.y = crossSectionUV.y + uv1.y * areaSizeY;

                        uvs[0].Add(uv0);
                        uvs[1].Add(uv1);
                    }
                    else
                    {
                        uvs[0].Add(Vector2.zero);
                        uvs[1].Add(Vector2.zero);
                    }

                    if (useTangents)
                    {
                        // fast and dirty way to create tangents
                        var v0 = plane.Normal;
                        MeshUtils.Swap(ref v0.x, ref v0.y);
                        MeshUtils.Swap(ref v0.y, ref v0.z);

                        Vector4 tangent = Vector3.Cross(plane.Normal, v0);
                        tangent.w = 1.0f;

                        tangents[0].Add(tangent);

                        tangent.w = -1.0f;
                        tangents[1].Add(tangent);
                    }

                    if (useColors)
                    {
                        colors[0].Add(crossSectionVertexColour);
                        colors[1].Add(crossSectionVertexColour);
                    }
                }

                var indicesCount = indices.Count;
                var j            = indicesCount - 1;
                for (int i = 0; i < indicesCount; i++)
                {
                    triangles[0].Add(vertCounter0 + indices[i]);
                    triangles[1].Add(vertCounter1 + indices[j]);
                    j--;
                }

                vertCounter0 += polygon.Points.Length;
                vertCounter1 += polygon.Points.Length;
            }
        }