static void splitTriangles(Vector4 plane, int[] sourceIndices, MeshCache meshCache, InfillConfiguration infill, TurboList<int> frontIndices, TurboList<int> backIndices) { bool doInfill = infill != null; bool doNormals = meshCache.normals != null; Vector3[] sourceGeometry = meshCache.vertices.array; Vector3[] sourceNormals = null; if(doNormals) sourceNormals = meshCache.normals.array; Vector2[] sourceUVs = meshCache.UVs.array; float[] pointClassifications = new float[sourceIndices.Length]; for(int i = 0; i < pointClassifications.Length; i++) { pointClassifications[i] = classifyPoint(ref plane, ref sourceGeometry[ sourceIndices[i] ]); } //Now we're going to do the decision making pass. This is where we assess the side figures and produce actions... int inputTriangleCount = sourceIndices.Length / 3; //A good action count estimate can avoid reallocations. //We expect exactly five actions per triangle. int actionEstimate = inputTriangleCount * 5; List<SplitAction> splitActions = new List<SplitAction>(actionEstimate); //We want to count how many vertices are yielded from each triangle split. This will be used later to add the indices. short[] frontVertexCount = new short[inputTriangleCount]; short[] backVertexCount = new short[inputTriangleCount]; short totalFront = 0, totalBack = 0; for(int i = 0; i < sourceIndices.Length; i += 3) { int[] indices = { sourceIndices[i], sourceIndices[i+1], sourceIndices[i+2] }; float[] sides = { pointClassifications[i], pointClassifications[i+1], pointClassifications[i+2] }; short indexA = 2; short front = 0, back = 0; for(short indexB = 0; indexB < 3; indexB++) { float sideA = sides[indexA]; float sideB = sides[indexB]; if(sideB > 0f) { if(sideA < 0f) { //Find intersection between A, B. Add to BOTH splitActions.Add( new SplitAction(indices[indexA], indices[indexB], i) ); front++; back++; } //Add B to FRONT. splitActions.Add( new SplitAction(true, false, indices[indexB])); front++; } else if (sideB < 0f) { if (sideA > 0f) { //Find intersection between A, B. Add to BOTH splitActions.Add( new SplitAction(indices[indexA], indices[indexB], i)); front++; back++; } //Add B to BACK. splitActions.Add( new SplitAction(false, true, indices[indexB])); back++; } else { //Add B to BOTH. splitActions.Add( new SplitAction(false, true, indices[indexB])); front++; back++; } indexA = indexB; } int j = i / 3; //This is the triangle counter. frontVertexCount[j] = front; backVertexCount[j] = back; totalFront += front; totalBack += back; } // We're going to iterate through the splits only several times, so let's //find the subset once now. // Since these are STRUCTs, this is going to COPY the array content. The //intersectionInverseRelation table made below helps us put it back into the //main array before we use it. SplitAction[] intersectionActions; int[] intersectionInverseRelation; { int intersectionCount = 0; foreach(SplitAction sa in splitActions) if((sa.flags & SplitAction.INTERSECT) == SplitAction.INTERSECT) intersectionCount++; intersectionActions = new SplitAction[intersectionCount]; intersectionInverseRelation = new int[intersectionCount]; int j = 0; for(int i = 0; i < splitActions.Count; i++) { SplitAction sa = splitActions[i]; if((sa.flags & SplitAction.INTERSECT) == SplitAction.INTERSECT) { intersectionActions[j] = sa; intersectionInverseRelation[j] = i; j++; } } } // Next, we're going to find out which splitActions replicate the work of other split actions. //A given SA replicates another if and only if it _both_ calls for an intersection _and_ has //the same two parent indices (index0 and index1). This is because all intersections are called //with the same other parameters, so any case with an index0 and index1 matching will yield the //same results. // Only caveat is that two given splitActions might have the source indices in reverse order, so //we'll arbitrarily decide that "greater first" or something is the correct order. Flipping this //order has no consequence until after the intersection is found (at which point flipping the order //necessitates converting intersection i to 1-i to flip it as well.) // We can assume that every SA has at most 1 correlation. For a given SA, we'll search the list //UP TO its own index and, if we find one, we'll take the other's index and put it into the CLONE OF //slot. // So if we had a set like AFDBAK, than when the _latter_ A comes up for assessment, it'll find //the _first_ A (with an index of 0) and set the latter A's cloneOf figure to 0. This way we know //any latter As are a clone of the first A. for(int i = 0; i < intersectionActions.Length; i++) { SplitAction a = intersectionActions[i]; //Ensure that the index0, index1 figures are all in the same order. //(We'll do this as we walk the list.) if(a.index0 > a.index1) { int j = a.index0; a.index0 = a.index1; a.index1 = j; } Vector3 aVector = sourceGeometry[a.index0] + sourceGeometry[a.index1]; //Only latters clone formers, so we don't need to search up to and past the self. for(int j = 0; j < i; j++) { SplitAction b = intersectionActions[j]; bool match = a.index0 == b.index0 && a.index1 == b.index1; if(match) { a.cloneOf = j; } //TEMPORARY HACK // // Infill requires that we match doubled vertices based on their physical //position and needs a purely-geometrical analysis of this. However as the //kit is currently architected, this data will also be used for the slice //geometry. // This means that UVs will be mangled as they're not taken into account. //This stopgap fix makes it so only matches doubles if infill is actually //activated. There may be some distorted where UVs are unwelded, but on //typical models this will be minor. if(doInfill) { if(!match) { Vector3 bVector = sourceGeometry[b.index0] + sourceGeometry[b.index1]; match = Mathf.Approximately(aVector.x, bVector.x); match &= Mathf.Approximately(aVector.y, bVector.y); match &= Mathf.Approximately(aVector.z, bVector.z); } if(match) { a.cloneOfForInfillPurposes = j; } } } intersectionActions[i] = a; } //Next, we want to perform all INTERSECTIONS. Any action which has an intersection needs to have that, like, done. for(int i = 0; i < intersectionActions.Length; i++) { SplitAction sa = intersectionActions[i]; if(sa.cloneOf == SplitAction.nullIndex) { Vector3 pointA = sourceGeometry[ sa.index0 ]; Vector3 pointB = sourceGeometry[ sa.index1 ]; sa.intersectionResult = intersectCommon(ref pointB, ref pointA, ref plane); intersectionActions[i] = sa; } } int newIndexStartsAt = meshCache.vertices.Count; // Let's create a table that relates an INTERSECTION index to a GEOMETRY index with an offset of 0 (for example //to refer to our newVertices or to the transformedVertices or whatever; internal use.) // We can also set up our realIndex figures in the same go. int uniqueVertexCount = 0; int[] localIndexByIntersection = new int[intersectionActions.Length]; { int currentLocalIndex = 0; for(int i = 0; i < intersectionActions.Length; i++) { SplitAction sa = intersectionActions[i]; int j; if(sa.cloneOf == SplitAction.nullIndex) { j = currentLocalIndex++; } else { //This assumes that the widget that we are a clone of already has its localIndexByIntersection assigned. //We assume this because above – where we seek for clones – we only look behind for cloned elements. j = localIndexByIntersection[sa.cloneOf]; } sa.realIndex = newIndexStartsAt + j; localIndexByIntersection[i] = j; intersectionActions[i] = sa; } uniqueVertexCount = currentLocalIndex; //Now we need to have this data for infiller only. Note that localIndexByIntersection is only used //for the infiller, so we are going to change its data for our purposes. for(int i = 0; i < intersectionActions.Length; i++) { SplitAction sa = intersectionActions[i]; if(sa.cloneOfForInfillPurposes == SplitAction.nullIndex) { sa.realIndexForInfillPurposes = sa.realIndex; } else { int j = localIndexByIntersection[sa.cloneOfForInfillPurposes]; sa.realIndexForInfillPurposes = newIndexStartsAt + j; localIndexByIntersection[i] = j; intersectionActions[i] = sa; } } } //Let's figure out how much geometry we might have. //The infill geometry is a pair of clones of this geometry, but with different NORMALS and UVs. (Each set has different normals.) int newGeometryEstimate = uniqueVertexCount * (doInfill ? 3 : 1); //In this ACTION pass we'll act upon intersections by fetching both referred vertices and LERPing as appropriate. //The resultant indices will be written out over the index0 figures. Vector3[] newVertices = new Vector3[newGeometryEstimate]; Vector3[] newNormals = null; if(doNormals) newNormals = new Vector3[newGeometryEstimate]; Vector2[] newUVs = new Vector2[newGeometryEstimate]; //LERP to create vertices { int currentNewIndex = 0; foreach(SplitAction sa in intersectionActions) { if(sa.cloneOf == SplitAction.nullIndex) { Vector3 v = sourceGeometry[sa.index0]; Vector3 v2 = sourceGeometry[sa.index1]; newVertices[currentNewIndex] = Vector3.Lerp(v2, v, sa.intersectionResult); currentNewIndex++; } } } //Normals: if(doNormals) { int currentNewIndex = 0; foreach(SplitAction sa in intersectionActions) { if(sa.cloneOf == SplitAction.nullIndex) { Vector3 n = sourceNormals[sa.index0]; Vector3 n2 = sourceNormals[sa.index1]; newNormals[currentNewIndex] = Vector3.Lerp(n2, n, sa.intersectionResult); currentNewIndex++; } } } //UVs: { int currentNewIndex = 0; foreach(SplitAction sa in intersectionActions) { if(sa.cloneOf == SplitAction.nullIndex) { Vector2 uv = sourceUVs[sa.index0]; Vector2 uv2 = sourceUVs[sa.index1]; newUVs[currentNewIndex] = Vector2.Lerp(uv2, uv, sa.intersectionResult); currentNewIndex++; } } } //All the polygon triangulation algorithms depend on having a 2D polygon. We also need the slice plane's //geometry in two-space to map the UVs. //NOTE that as we only need this data to analyze polygon geometry for triangulation, we can TRANSFORM (scale, translate, rotate) //these figures any way we like, as long as they retain the same relative geometry. So we're going to perform ops on this //data to create the UVs by scaling it around, and we'll feed the same data to the triangulator. //Our's exists in three-space, but is essentially flat... So we can transform it onto a flat coordinate system. //The first three figures of our plane four-vector describe the normal to the plane, so if we can create //a transformation matrix from that normal to the up normal, we can transform the vertices for observation. //We don't need to transform them back; we simply refer to the original vertex coordinates by their index, //which (as this is an ordered set) will match the indices of coorisponding transformed vertices. //This vector-vector transformation comes from Benjamin Zhu at SGI, pulled from a 1992 //forum posting here: http://steve.hollasch.net/cgindex/math/rotvecs.html /* "A somewhat "nasty" way to solve this problem: Let V1 = [ x1, y1, z1 ], V2 = [ x2, y2, z2 ]. Assume V1 and V2 are already normalized. V3 = normalize(cross(V1, V2)). (the normalization here is mandatory.) V4 = cross(V3, V1). [ V1 ] M1 = [ V4 ] [ V3 ] cos = dot(V2, V1), sin = dot(V2, V4) [ cos sin 0 ] M2 = [ -sin cos 0 ] [ 0 0 1 ] The sought transformation matrix is just M1^-1 * M2 * M1. This might well be a standard-text solution." -Ben Zhu, SGI, 1992 */ Vector2[] transformedVertices = new Vector2[0]; int infillFrontOffset = 0, infillBackOffset = 0; if(doInfill) { transformedVertices = new Vector2[newGeometryEstimate]; Matrix4x4 flattenTransform; //Based on the algorithm described above, this will create a matrix permitting us //to multiply a given vertex yielding a vertex transformed to an XY plane (where Z is //undefined.) { Vector3 v1 = Vector3.forward; Vector3 v2 = new Vector3( plane.x, plane.y, plane.z ).normalized; Vector3 v3 = Vector3.Cross( v1, v2 ).normalized; Vector3 v4 = Vector3.Cross( v3, v1 ); float cos = Vector3.Dot(v2, v1); float sin = Vector3.Dot(v2, v4); Matrix4x4 m1 = Matrix4x4.identity; m1.SetRow(0, (Vector4) v1); m1.SetRow(1, (Vector4) v4); m1.SetRow(2, (Vector4) v3); Matrix4x4 m1i = m1.inverse; Matrix4x4 m2 = Matrix4x4.identity; m2.SetRow(0, new Vector4(cos, sin, 0, 0) ); m2.SetRow(1, new Vector4(-sin, cos, 0, 0) ); flattenTransform = m1i * m2 * m1; } for(int i = 0; i < newVertices.Length; i++) { transformedVertices[i] = (Vector2) flattenTransform.MultiplyPoint3x4( newVertices[i] ); } // We want to normalize the entire transformed vertices. To do this, we find the largest //floats in either (by abs). Then we scale. Of course, this normalizes us to figures //in the range of [-1f,1f] (not necessarily extending all the way on both sides), and //what we need are figures between 0f and 1f (not necessarily filling, but necessarily //not spilling.) So we'll shift it here. { float x = 0f, y = 0f; for(int i = 0; i < transformedVertices.Length; i++) { Vector2 v = transformedVertices[i]; v.x = Mathf.Abs(v.x); v.y = Mathf.Abs(v.y); if(v.x > x) x = v.x; if(v.y > y) y = v.y; } //We would use 1f/x, 1f/y but we also want to scale everything to half (and perform an offset) as //described above. x = 0.5f / x; y = 0.5f / y; Rect r = infill.regionForInfill; for(int i = 0; i < transformedVertices.Length; i++) { Vector2 v = transformedVertices[i]; v.x *= x; v.y *= y; v.x += 0.5f; v.y += 0.5f; v.x *= r.width; v.y *= r.height; v.x += r.x; v.y += r.y; transformedVertices[i] = v; } } //Now let's build the geometry for the two slice in-fills. //One is for the front side, and the other for the back side. Each has differing normals. infillFrontOffset = uniqueVertexCount; infillBackOffset = uniqueVertexCount * 2; //The geometry is identical... System.Array.Copy(newVertices, 0, newVertices, infillFrontOffset, uniqueVertexCount); System.Array.Copy(newVertices, 0, newVertices, infillBackOffset, uniqueVertexCount); System.Array.Copy(transformedVertices, 0, newUVs, infillFrontOffset, uniqueVertexCount); System.Array.Copy(transformedVertices, 0, newUVs, infillBackOffset, uniqueVertexCount); if(doNormals) { Vector3 infillFrontNormal = ((Vector3) plane) * -1f; infillFrontNormal.Normalize(); for(int i = infillFrontOffset; i < infillBackOffset; i++) newNormals[i] = infillFrontNormal; Vector3 infillBackNormal = (Vector3) plane; infillBackNormal.Normalize(); for(int i = infillBackOffset; i < newNormals.Length; i++) newNormals[i] = infillBackNormal; } } //Get the exact indices into two tables. Note that these are indices for TRIANGLES and QUADS, which we'll triangulate in the next section. int[] newFrontIndex = new int[totalFront]; int[] newBackIndex = new int[totalBack]; //Note that here we refer to split actions again, so let's copy back the updated splitActions. for(int i = 0; i < intersectionActions.Length; i++) { int j = intersectionInverseRelation[i]; splitActions[j] = intersectionActions[i]; } int newFrontIndexCount = 0, newBackIndexCount = 0; foreach(SplitAction sa in splitActions) { if((sa.flags & SplitAction.TO_FRONT) == SplitAction.TO_FRONT) { newFrontIndex[newFrontIndexCount] = sa.realIndex; newFrontIndexCount++; } if((sa.flags & SplitAction.TO_BACK) == SplitAction.TO_BACK) { newBackIndex[newBackIndexCount] = sa.realIndex; newBackIndexCount++; } } //Now we need to triangulate sets of quads. //We recorded earlier whether we're looking at triangles or quads – in order. So we have a pattern like TTQTTQQTTTQ, and //we can expect these vertices to match up perfectly to what the above section of code dumped out. int startIndex = 0; int[] _indices3 = new int[3]; int[] _indices4 = new int[6]; foreach(short s in frontVertexCount) { if(s == 3) { _indices3[0] = newFrontIndex[startIndex]; _indices3[1] = newFrontIndex[startIndex + 1]; _indices3[2] = newFrontIndex[startIndex + 2]; frontIndices.AddArray(_indices3); } else if(s == 4) { _indices4[0] = newFrontIndex[startIndex]; _indices4[1] = newFrontIndex[startIndex + 1]; _indices4[2] = newFrontIndex[startIndex + 3]; _indices4[3] = newFrontIndex[startIndex + 1]; _indices4[4] = newFrontIndex[startIndex + 2]; _indices4[5] = newFrontIndex[startIndex + 3]; frontIndices.AddArray(_indices4); } startIndex += s; } startIndex = 0; foreach(short s in backVertexCount) { if(s == 3) { _indices3[0] = newBackIndex[startIndex]; _indices3[1] = newBackIndex[startIndex + 1]; _indices3[2] = newBackIndex[startIndex + 2]; backIndices.AddArray(_indices3); } else if(s == 4) { _indices4[0] = newBackIndex[startIndex]; _indices4[1] = newBackIndex[startIndex + 1]; _indices4[2] = newBackIndex[startIndex + 3]; _indices4[3] = newBackIndex[startIndex + 1]; _indices4[4] = newBackIndex[startIndex + 2]; _indices4[5] = newBackIndex[startIndex + 3]; backIndices.AddArray(_indices4); } startIndex += s; } //Let's add this shiznit in! meshCache.vertices.AddArray(newVertices); if(doNormals) meshCache.normals.AddArray(newNormals); meshCache.UVs.AddArray(newUVs); //Now we need to fill in the slice hole. //We need to find the POLYGON[s] representing the slice hole[s]. There may be more than one. //Then we need to TRIANGULATE these polygons and write them out. //Above we've built the data necessary to pull this off. We have: // - Geometry for the polygon around the edges in Vertex3 / Normal / UV format, already added //to the geometry setup. // - Geometry for the polygon in Vertex2 format in matching order, aligned to the slice plane. // - A collection of all data points and 1:1 hashes representing their physical location. //In this mess of data here may be 0 or non-zero CLOSED POLYGONS. We need to walk the list and //identify each CLOSED POLYGON (there may be none, or multiples). Then, each of these must be //triangulated separately. //Vertices connected to each other in a closed polygon can be found to associate with each other //in two ways. Envision a triangle strip that forms a circular ribbon – and that we slice through //the middle of this ribbon. Slice vertices come in two kinds of pairs; there are pairs that COME FROM //the SAME triangle, and pairs that come from ADJACENT TRIANGLES. The whole chain is formed from //alternating pair-types. //So for example vertex A comes from the same triangle as vertex B, which in turn matches the position //of the NEXT triangle's vertex A. //The data is prepared for us to be able to identify both kinds of associations. First, //association by parent triangle is encoded in the ORDERING. Every PAIR from index 0 shares a parent //triangle; so indices 0-1, 2-3, 4-5 and so on are each a pair from a common parent triangle. //Meanwhile, vertices generated from the common edge of two different triangles will have the SAME //POSITION in three-space. //We don't have to compare Vector3s, however; this has already been done. Uniques were eliminated above. //What we have is a table; localIndexByIntersection. This list describes ALL SLICE VERTICES in terms //of which VERTEX (in the array – identified by index) represents that slice vertex. So if we see that //localIndexByIntersection[0] == localIndexByIntersection[4], than we know that slice vertices 0 and 4 //share the same position in three space. //With that in mind, we're going to go through the list in circles building chains out of these //connections. if(doInfill) { List<int> currentWorkingPoly = new List<int>(); List<int> currentTargetPoly = new List<int>(); List<List<int>> allPolys = new List<List<int>>(); List<int> claimed = new List<int>(); int lastAdded = -1; //ASSUMPTION: Every element will be claimed into some kind of chain by the end whether correlated or not. do { for(int i = 0; i < localIndexByIntersection.Length; i++) { bool go = false, fail = false, startNewChain = false; //If we didn't just add one, we're looking to start a chain. That means we have to find one that //isn't already claimed. if(lastAdded < 0) { go = claimed.Contains(i) == false; } else if(lastAdded == i) { //We've gone through twice without finding a match. This means there isn't one, or something. fail = true; } else { //Otherwise, we're trying to find the next-in-chain. //A valid next-in-chain is connected by geometry which, as discussed, means it's connected //by having matching parent indices (index0, index1). bool match = localIndexByIntersection[i] == localIndexByIntersection[lastAdded]; //But there's a special case about the match; it's possible that we've closed the loop! //How do we know we've closed the loop? There are multiple ways but the simplest is that //the chain already contains the element in question. bool loopComplete = match && currentWorkingPoly.Contains(i); if(loopComplete) { allPolys.Add(currentTargetPoly); startNewChain = true; } else { go = match; } } if(go) { int partnerByParent = i % 2 == 1 ? i - 1 : i + 1; int[] pair = { i, partnerByParent }; currentWorkingPoly.AddRange(pair); claimed.AddRange(pair); currentTargetPoly.Add(partnerByParent); lastAdded = partnerByParent; //Skip ahead and resume the search _from_ here, so that we don't step into it //again from within this loop walk. i = partnerByParent; } else if(fail) { //We want to start a fresh poly without adding this to the valid polys. startNewChain = true; //Debug.Log("[fail]"); } if(startNewChain) { currentWorkingPoly.Clear(); currentTargetPoly = new List<int>(); lastAdded = -1; } } } while(currentWorkingPoly.Count > 0); //Now we go through each poly and triangulate it. foreach(List<int> _poly in allPolys) { Vector2[] poly = new Vector2[_poly.Count]; for(int i = 0; i < poly.Length; i++) { int j = localIndexByIntersection[ _poly[i] ]; poly[i] = transformedVertices[j]; } int[] result; if(triangulate(poly, out result)) { int[] front = new int[result.Length]; int[] back = new int[result.Length]; for(int i = 0; i < result.Length; i++) { int p = _poly[ result[i] ]; int local = localIndexByIntersection[ p ]; front[i] = local + infillFrontOffset + newIndexStartsAt; back[i] = local + infillBackOffset + newIndexStartsAt; } for(int i = 0; i < result.Length; i += 3) { int j = front[i]; front[i] = front[i + 2]; front[i + 2] = j; } frontIndices.AddArray(front); backIndices.AddArray(back); } else { Debug.Log("TRIANGULATION FAIL"); } //else //{ //There is some sort of edge case where the code feeding the triangulator will spit out repeating vertices. //It could be anywhere above – or it could even be that the slicer itself is spitting junk data into its //child objects which confuses subsequent processes. It is worth noting that it mainly seems to occur on very //small objects. //} } } }
public override void OnInspectorGUI() { bool someTargetsAreUnvetted = false; bool someTargetsHaveMultipleRenderers = false; List <Renderer> relevantRenderers = new List <Renderer>(); List <Renderer> allRenderers = new List <Renderer>(); foreach (Object o in targets) { Sliceable s = (Sliceable)o; Component[] _allRenderersOnThisTarget = s.GetComponentsInChildren(typeof(Renderer), true); Renderer[] allRenderersOnThisTarget = new Renderer[_allRenderersOnThisTarget.Length]; for (int i = 0; i < _allRenderersOnThisTarget.Length; i++) { allRenderersOnThisTarget[i] = _allRenderersOnThisTarget[i] as Renderer; } allRenderers.AddRange(allRenderersOnThisTarget); if (allRenderersOnThisTarget.Length == 1) { relevantRenderers.Add(allRenderersOnThisTarget[0]); } else if (s.explicitlySelectedMeshHolder != null) { relevantRenderers.Add(s.explicitlySelectedMeshHolder.GetComponent(typeof(Renderer)) as Renderer); } else { someTargetsAreUnvetted = true; } someTargetsHaveMultipleRenderers |= allRenderersOnThisTarget.Length > 1; } EditorGUILayout.PropertyField(refreshCollidersProperty, new GUIContent("Refresh colliders")); EditorGUILayout.PropertyField(alternatePrefabProperty, new GUIContent("Alternate prefab")); EditorGUILayout.PropertyField(shreddableProperty, new GUIContent("Shreddable")); bool atLeastSomeHaveAlternatePrefab = alternatePrefabProperty.hasMultipleDifferentValues || alternatePrefabProperty.objectReferenceValue != null; if (atLeastSomeHaveAlternatePrefab) { EditorGUILayout.PropertyField(alwaysCloneFromAlternateProperty, new GUIContent("Always clone from alternate")); } EditorGUILayout.PropertyField(channelNormalsProperty, new GUIContent("Process Normals")); EditorGUILayout.PropertyField(channelTangentsProperty, new GUIContent("Process Tangents")); EditorGUILayout.PropertyField(channelUV2Property, new GUIContent("Process UV2")); EditorGUILayout.Separator(); //Ensure that all the targets are vetted and if they're not, we can only vet them one at a time //through the unity inspector. if (relevantRenderers.Count == 0) { EditorGUILayout.LabelField("No mesh renderers found!"); } else if (someTargetsAreUnvetted && (targets.Length > 1)) { EditorGUILayout.LabelField("Cannot multi-edit: Some objects have multiple"); EditorGUILayout.LabelField("meshes. Please vet them individually."); } else if (someTargetsHaveMultipleRenderers && (targets.Length == 1)) { EditorGUILayout.LabelField("This object has multiple meshes. Specify the primary."); int selectedRenderer = 0; GameObject explicitlySelectedMeshHolder = explicitlySelectedMeshHolderProperty.objectReferenceValue as GameObject; if (explicitlySelectedMeshHolder != null) { Renderer r = explicitlySelectedMeshHolder.GetComponent <Renderer>(); if (r != null) { selectedRenderer = allRenderers.IndexOf(r); } } string[] displayedOptions = new string[allRenderers.Count]; for (int i = 0; i < displayedOptions.Length; i++) { displayedOptions[i] = allRenderers[i].name; } selectedRenderer = EditorGUILayout.Popup("Slice Mesh", selectedRenderer, displayedOptions); Renderer renderer = allRenderers[selectedRenderer]; explicitlySelectedMeshHolderProperty.objectReferenceValue = renderer.gameObject; } serializedObject.ApplyModifiedProperties(); //Assuming we're all legit, let's multi-edit the infillers. if (!someTargetsAreUnvetted) { List <Material> mats = new List <Material>(); foreach (Renderer r in relevantRenderers) { Material[] _mats = r.sharedMaterials; foreach (Material mat in _mats) { if (mats.Contains(mat) == false) { mats.Add(mat); } } } if (mats.Count > 0) { EditorGUILayout.LabelField("For each material, define what region is used for infill."); } } if (!someTargetsAreUnvetted) { var mats = new List <Material>(); var preexistingInfillers = new List <InfillConfiguration>(); foreach (Object o in targets) { Sliceable s = o as Sliceable; Renderer renderer; if (s.explicitlySelectedMeshHolder != null) { renderer = s.explicitlySelectedMeshHolder.GetComponent <Renderer>(); } else { renderer = s.gameObject.GetComponent <Renderer>(); } if (renderer != null) { Material[] _mats = renderer.sharedMaterials; foreach (Material mat in _mats) { if (mats.Contains(mat) == false) { mats.Add(mat); } } } preexistingInfillers.AddRange(s.infillers); } InfillConfiguration[] infillers = new InfillConfiguration[mats.Count]; var forceDirty = false; for (int i = 0; i < mats.Count; i++) { Material mat = mats[i]; InfillConfiguration infiller = null; foreach (var _infiller in preexistingInfillers) { if (_infiller.material == mat) { infiller = _infiller; break; } } //If there is no infiller, than the UI will create one. However, the GUI will not be seen as changed, and //therefore if we do not set some flag, than the code lower down will not recognize that it ought to //set the item as 'dirty'. if (infiller == null) { infiller = new InfillConfiguration(); infiller.material = mat; infiller.regionForInfill = new Rect(0f, 0f, 1f, 1f); forceDirty = true; } infillers[i] = infiller; } foreach (var infiller in infillers) { EditorGUILayout.Separator(); EditorGUILayout.LabelField("Material: " + infiller.material.name); infiller.regionForInfill = EditorGUILayout.RectField("Region for infill", infiller.regionForInfill); } if (GUI.changed || forceDirty) { foreach (Object o in targets) { Sliceable s = o as Sliceable; s.infillers = new InfillConfiguration[infillers.Length]; System.Array.Copy(infillers, s.infillers, infillers.Length); EditorUtility.SetDirty(o); } } } }
public GameObject[] splitByPlane(GameObject go, Vector4 plane, bool destroyOriginal) { if (go.GetComponentInChildren <SkinnedMeshRenderer>() != null) { return(splitByPlaneRD(go, plane, destroyOriginal)); } Sliceable sliceable = ensureSliceable(go); if (!sliceable.currentlySliceable) { GameObject[] result = { go }; return(result); } InfillConfiguration[] ourInfills = sliceable.infillers.Length > 0 ? sliceable.infillers : infills; MeshCache c = null; do { MeshFilter filter = getMeshFilter(sliceable); Mesh m = filter.sharedMesh; if (m == null) { break; } if (meshCaches != null && meshCaches.ContainsKey(m)) { c = meshCaches[m]; //The mesh cache will be directly modified under the assumption that this will be discarded shortly //and thus picked up by the GC. It will grow in size; it will not shrink. Thus we do not want to //operate on the original, semi-persistent mesh caches that were preloaded on boot. Instead, we want //to make a clone. if (c.wasPreloaded) { c = c.clone(); } } else { c = cacheFromGameObject(sliceable, true); } }while(false); if (c == null) { Debug.LogWarning("Turbo Slicer cannot find mesh filter in object '" + go.name + "' in scene '" + Application.loadedLevelName + "'! Only objects featuring a mesh filter can be sliced."); GameObject[] result = { go }; return(result); } int submeshCount = c.indices.Length; //We're going to create two new tentative meshes which contain ALL original vertices in order, //plus room for new vertices. Not all of these copied vertices will be addressed, but copying them //over eliminates the need to remove doubles and do an On^2 search. TurboList <int>[] _frontIndices = new TurboList <int> [submeshCount]; TurboList <int>[] _backIndices = new TurboList <int> [submeshCount]; PlaneTriResult[] sidePlanes = new PlaneTriResult[c.vertices.Count]; { Vector3[] vertices = c.vertices.array; for (int i = 0; i < sidePlanes.Length; i++) { sidePlanes[i] = getSidePlane(ref vertices[i], ref plane); } } for (int j = 0; j < submeshCount; j++) { int initialCapacityIndices = Mathf.RoundToInt((float)c.indices[j].Length * factorOfSafetyIndices); _frontIndices[j] = new TurboList <int>(initialCapacityIndices); _backIndices[j] = new TurboList <int>(initialCapacityIndices); int[] _indices = c.indices[j]; TurboList <int> frontIndices = _frontIndices[j]; TurboList <int> backIndices = _backIndices[j]; TurboList <int> splitPending = new TurboList <int>(initialCapacityIndices); int[] indices = new int[3]; for (int i = 0; i < _indices.Length;) { indices[0] = _indices[i++]; indices[1] = _indices[i++]; indices[2] = _indices[i++]; // compute the side of the plane each vertex is on PlaneTriResult r1 = sidePlanes[indices[0]]; PlaneTriResult r2 = sidePlanes[indices[1]]; PlaneTriResult r3 = sidePlanes[indices[2]]; if (r1 == r2 && r1 == r3) // if all three vertices are on the same side of the plane. { if (r1 == PlaneTriResult.PTR_FRONT) // if all three are in front of the plane, then copy to the 'front' output triangle. { frontIndices.AddArray(indices); } else { backIndices.AddArray(indices); } } else { splitPending.AddArray(indices); } } InfillConfiguration ifc = null; if (j < c.mats.Length) { Material mat = c.mats[j]; foreach (InfillConfiguration _ifc in ourInfills) { if (_ifc.material == mat) { ifc = _ifc; } } } splitTriangles(plane, splitPending.ToArray(), c, ifc, frontIndices, backIndices); } GameObject[] results; bool onlyHaveOne = true; for (int i = 0; i < c.indices.Length; i++) { onlyHaveOne &= _frontIndices[i].Count == 0 || _backIndices[i].Count == 0; } if (onlyHaveOne) { //Do nothing results = new GameObject[1]; results[0] = go; } else { MeshCache frontCache = new MeshCache(); frontCache.vertices = c.vertices; if (sliceable.channelNormals) { frontCache.normals = c.normals; } frontCache.UVs = c.UVs; frontCache.mats = c.mats; MeshCache backCache = new MeshCache(); backCache.vertices = c.vertices; if (sliceable.channelNormals) { backCache.normals = c.normals; } backCache.UVs = c.UVs; backCache.mats = c.mats; frontCache.indices = new int[submeshCount][]; backCache.indices = new int[submeshCount][]; for (int i = 0; i < submeshCount; i++) { frontCache.indices[i] = _frontIndices[i].ToArray(); backCache.indices[i] = _backIndices[i].ToArray(); } Vector3[] geoSubsetOne, geoSubsetTwo; Vector3[] normalsSubsetOne = null, normalsSubsetTwo = null; Vector2[] uvSubsetOne, uvSubsetTwo; int[][] indexSubsetOne, indexSubsetTwo; indexSubsetOne = new int[submeshCount][]; indexSubsetTwo = new int[submeshCount][]; //Perfect subset will inflate the array list size if needed to the exact figure. So if we estimate 0, //and there is 1 submesh, than we will have 1 allocation, and this is optimal. Estimation can only help //if we have THREE or more submeshes, which is a silly scenario for anyone concerned about performance. int estimateOne = 0, estimateTwo = 0; TurboList <Vector3> _geoSubsetOne = null, _geoSubsetTwo = null, _normalSubsetOne = null, _normalSubsetTwo = null; TurboList <Vector2> _uvSubsetOne = null, _uvSubsetTwo = null; _geoSubsetOne = new TurboList <Vector3>(estimateOne); _geoSubsetTwo = new TurboList <Vector3>(estimateTwo); if (sliceable.channelNormals) { _normalSubsetOne = new TurboList <Vector3>(estimateOne); _normalSubsetTwo = new TurboList <Vector3>(estimateTwo); } _uvSubsetOne = new TurboList <Vector2>(estimateOne); _uvSubsetTwo = new TurboList <Vector2>(estimateTwo); int transferTableMaximumKey = c.vertices.Count; int[] transferTableOne = new int[transferTableMaximumKey]; int[] transferTableTwo = new int[transferTableMaximumKey]; for (int i = 0; i < transferTableOne.Length; i++) { transferTableOne[i] = -1; } for (int i = 0; i < transferTableTwo.Length; i++) { transferTableTwo[i] = -1; } for (int i = 0; i < submeshCount; i++) { perfectSubset(_frontIndices[i], c.vertices, c.normals, c.UVs, out indexSubsetOne[i], _geoSubsetOne, _normalSubsetOne, _uvSubsetOne, ref transferTableOne); } for (int i = 0; i < submeshCount; i++) { perfectSubset(_backIndices[i], c.vertices, c.normals, c.UVs, out indexSubsetTwo[i], _geoSubsetTwo, _normalSubsetTwo, _uvSubsetTwo, ref transferTableTwo); } geoSubsetOne = _geoSubsetOne.ToArray(); geoSubsetTwo = _geoSubsetTwo.ToArray(); if (sliceable.channelNormals) { normalsSubsetOne = _normalSubsetOne.ToArray(); normalsSubsetTwo = _normalSubsetTwo.ToArray(); } uvSubsetOne = _uvSubsetOne.ToArray(); uvSubsetTwo = _uvSubsetTwo.ToArray(); //Note that we do not explicitly call recalculate bounds because (as per the manual) this is implicit in an //assignment to vertices whenever the vertex count changes from zero to non-zero. Mesh frontMesh = new Mesh(); Mesh backMesh = new Mesh(); GameObject frontObject, backObject; createResultObjects(go, sliceable, false, plane, out frontObject, out backObject); getMeshFilter(frontObject.GetComponent <Sliceable>()).mesh = frontMesh; getMeshFilter(backObject.GetComponent <Sliceable>()).mesh = backMesh; frontMesh.vertices = geoSubsetOne; backMesh.vertices = geoSubsetTwo; if (sliceable.channelNormals) { frontMesh.normals = normalsSubsetOne; backMesh.normals = normalsSubsetTwo; } frontMesh.uv = uvSubsetOne; backMesh.uv = uvSubsetTwo; frontMesh.subMeshCount = submeshCount; backMesh.subMeshCount = submeshCount; for (int i = 0; i < submeshCount; i++) { frontMesh.SetTriangles(indexSubsetOne[i], i); backMesh.SetTriangles(indexSubsetTwo[i], i); } if (meshCaches != null) { if (go.GetComponent <DeletionCallback>() == null) { frontObject.AddComponent <DeletionCallback>(); backObject.AddComponent <DeletionCallback>(); } DeletionCallback frontCallback = frontObject.GetComponent <DeletionCallback>(); DeletionCallback backCallback = backObject.GetComponent <DeletionCallback>(); frontCallback.deletionListener = new DeletionOccurred(this.releaseCacheByMesh); backCallback.deletionListener = new DeletionOccurred(this.releaseCacheByMesh); frontCallback.mesh = frontMesh; backCallback.mesh = backMesh; meshCaches[frontMesh] = frontCache; meshCaches[backMesh] = backCache; } else { DeletionCallback frontCallback = frontObject.GetComponent <DeletionCallback>(); DeletionCallback backCallback = backObject.GetComponent <DeletionCallback>(); if (frontCallback != null) { GameObject.DestroyImmediate(frontCallback); } if (backCallback != null) { GameObject.DestroyImmediate(backCallback); } } if (destroyOriginal) { GameObject.Destroy(go); } results = new GameObject[2]; results[0] = frontObject; results[1] = backObject; if (sliceable != null && sliceable.refreshColliders) { foreach (GameObject r in results) { Collider collider = r.collider; if (collider != null) { if (collider is BoxCollider) { GameObject.DestroyImmediate(collider); r.AddComponent <BoxCollider>(); } else if (collider is SphereCollider) { GameObject.DestroyImmediate(collider); r.AddComponent <SphereCollider>(); } else if (collider is MeshCollider) { MeshCollider mc = (MeshCollider)collider; bool isFront = r == frontObject; Mesh mesh = isFront ? frontMesh : backMesh; mc.sharedMesh = mesh; } } } } if (sliceable != null) { sliceable.handleSlice(results); } } return(results); }
public override void OnInspectorGUI() { bool someTargetsHaveMultipleRenderers = false; var allRenderers = new List <Renderer>(); foreach (Object o in targets) { Sliceable s = (Sliceable)o; Component[] _allRenderersOnThisTarget = s.GetComponentsInChildren(typeof(Renderer), true); Renderer[] allRenderersOnThisTarget = new Renderer[_allRenderersOnThisTarget.Length]; for (int i = 0; i < _allRenderersOnThisTarget.Length; i++) { allRenderersOnThisTarget[i] = _allRenderersOnThisTarget[i] as Renderer; } allRenderers.AddRange(allRenderersOnThisTarget); someTargetsHaveMultipleRenderers |= allRenderersOnThisTarget.Length > 1; } EditorGUILayout.PropertyField(refreshCollidersProperty, new GUIContent("Refresh colliders")); EditorGUILayout.PropertyField(alternatePrefabProperty, new GUIContent("Alternate prefab")); EditorGUILayout.PropertyField(shreddableProperty, new GUIContent("Shreddable")); bool atLeastSomeHaveAlternatePrefab = alternatePrefabProperty.hasMultipleDifferentValues || alternatePrefabProperty.objectReferenceValue != null; if (atLeastSomeHaveAlternatePrefab) { EditorGUILayout.PropertyField(alwaysCloneFromAlternateProperty, new GUIContent("Always clone from alternate")); } EditorGUILayout.PropertyField(channelNormalsProperty, new GUIContent("Process Normals")); EditorGUILayout.PropertyField(channelTangentsProperty, new GUIContent("Process Tangents")); EditorGUILayout.PropertyField(channelUV2Property, new GUIContent("Process UV2")); EditorGUILayout.Separator(); //Ensure that all the targets are vetted and if they're not, we can only vet them one at a time //through the unity inspector. if (allRenderers.Count == 0) { EditorGUILayout.LabelField("No mesh renderers found!"); } serializedObject.ApplyModifiedProperties(); //Assuming we're all legit, let's multi-edit the infillers. var mats = new HashSet <Material>(); foreach (var r in allRenderers) { Material[] _mats = r.sharedMaterials; foreach (Material mat in _mats) { mats.Add(mat); } } if (mats.Count > 0) { EditorGUILayout.LabelField("For each material, define what region is used for infill."); } var preexistingInfillers = new List <InfillConfiguration>(); foreach (Object o in targets) { Sliceable s = o as Sliceable; Renderer renderer; renderer = s.gameObject.GetComponent <Renderer>(); if (renderer != null) { Material[] _mats = renderer.sharedMaterials; foreach (Material mat in _mats) { if (mats.Contains(mat) == false) { mats.Add(mat); } } } preexistingInfillers.AddRange(s.infillers); } var infillersBuilder = new List <InfillConfiguration>(); var forceDirty = false; foreach (var mat in mats) { InfillConfiguration infiller = null; foreach (var _infiller in preexistingInfillers) { if (_infiller.material == mat) { infiller = _infiller; break; } } //If there is no infiller, than the UI will create one. However, the GUI will not be seen as changed, and //therefore if we do not set some flag, than the code lower down will not recognize that it ought to //set the item as 'dirty'. if (infiller == null) { infiller = new InfillConfiguration(); infiller.material = mat; infiller.regionForInfill = new Rect(0f, 0f, 1f, 1f); forceDirty = true; } infillersBuilder.Add(infiller); } foreach (var infiller in infillersBuilder) { EditorGUILayout.Separator(); var material = infiller.material; var materialName = material == null ? "Null" : material.name; EditorGUILayout.LabelField("Material: " + materialName); infiller.regionForInfill = EditorGUILayout.RectField("Region for infill", infiller.regionForInfill); } if (GUI.changed || forceDirty) { var infillersArray = infillersBuilder.ToArray(); foreach (Object o in targets) { Sliceable s = o as Sliceable; s.infillers = infillersArray; EditorUtility.SetDirty(o); } } }
static void splitTriangles(Vector4 plane, int[] sourceIndices, MeshCache meshCache, InfillConfiguration infill, TurboList <int> frontIndices, TurboList <int> backIndices) { bool doInfill = infill != null; bool doNormals = meshCache.normals != null; Vector3[] sourceGeometry = meshCache.vertices.array; Vector3[] sourceNormals = null; if (doNormals) { sourceNormals = meshCache.normals.array; } Vector2[] sourceUVs = meshCache.UVs.array; float[] pointClassifications = new float[sourceIndices.Length]; for (int i = 0; i < pointClassifications.Length; i++) { pointClassifications[i] = classifyPoint(ref plane, ref sourceGeometry[sourceIndices[i]]); } //Now we're going to do the decision making pass. This is where we assess the side figures and produce actions... int inputTriangleCount = sourceIndices.Length / 3; //A good action count estimate can avoid reallocations. //We expect exactly five actions per triangle. int actionEstimate = inputTriangleCount * 5; List <SplitAction> splitActions = new List <SplitAction>(actionEstimate); //We want to count how many vertices are yielded from each triangle split. This will be used later to add the indices. short[] frontVertexCount = new short[inputTriangleCount]; short[] backVertexCount = new short[inputTriangleCount]; short totalFront = 0, totalBack = 0; for (int i = 0; i < sourceIndices.Length; i += 3) { int[] indices = { sourceIndices[i], sourceIndices[i + 1], sourceIndices[i + 2] }; float[] sides = { pointClassifications[i], pointClassifications[i + 1], pointClassifications[i + 2] }; short indexA = 2; short front = 0, back = 0; for (short indexB = 0; indexB < 3; indexB++) { float sideA = sides[indexA]; float sideB = sides[indexB]; if (sideB > 0f) { if (sideA < 0f) { //Find intersection between A, B. Add to BOTH splitActions.Add(new SplitAction(indices[indexA], indices[indexB], i)); front++; back++; } //Add B to FRONT. splitActions.Add(new SplitAction(true, false, indices[indexB])); front++; } else if (sideB < 0f) { if (sideA > 0f) { //Find intersection between A, B. Add to BOTH splitActions.Add(new SplitAction(indices[indexA], indices[indexB], i)); front++; back++; } //Add B to BACK. splitActions.Add(new SplitAction(false, true, indices[indexB])); back++; } else { //Add B to BOTH. splitActions.Add(new SplitAction(false, true, indices[indexB])); front++; back++; } indexA = indexB; } int j = i / 3; //This is the triangle counter. frontVertexCount[j] = front; backVertexCount[j] = back; totalFront += front; totalBack += back; } // We're going to iterate through the splits only several times, so let's //find the subset once now. // Since these are STRUCTs, this is going to COPY the array content. The //intersectionInverseRelation table made below helps us put it back into the //main array before we use it. SplitAction[] intersectionActions; int[] intersectionInverseRelation; { int intersectionCount = 0; foreach (SplitAction sa in splitActions) { if ((sa.flags & SplitAction.INTERSECT) == SplitAction.INTERSECT) { intersectionCount++; } } intersectionActions = new SplitAction[intersectionCount]; intersectionInverseRelation = new int[intersectionCount]; int j = 0; for (int i = 0; i < splitActions.Count; i++) { SplitAction sa = splitActions[i]; if ((sa.flags & SplitAction.INTERSECT) == SplitAction.INTERSECT) { intersectionActions[j] = sa; intersectionInverseRelation[j] = i; j++; } } } // Next, we're going to find out which splitActions replicate the work of other split actions. //A given SA replicates another if and only if it _both_ calls for an intersection _and_ has //the same two parent indices (index0 and index1). This is because all intersections are called //with the same other parameters, so any case with an index0 and index1 matching will yield the //same results. // Only caveat is that two given splitActions might have the source indices in reverse order, so //we'll arbitrarily decide that "greater first" or something is the correct order. Flipping this //order has no consequence until after the intersection is found (at which point flipping the order //necessitates converting intersection i to 1-i to flip it as well.) // We can assume that every SA has at most 1 correlation. For a given SA, we'll search the list //UP TO its own index and, if we find one, we'll take the other's index and put it into the CLONE OF //slot. // So if we had a set like AFDBAK, than when the _latter_ A comes up for assessment, it'll find //the _first_ A (with an index of 0) and set the latter A's cloneOf figure to 0. This way we know //any latter As are a clone of the first A. for (int i = 0; i < intersectionActions.Length; i++) { SplitAction a = intersectionActions[i]; //Ensure that the index0, index1 figures are all in the same order. //(We'll do this as we walk the list.) if (a.index0 > a.index1) { int j = a.index0; a.index0 = a.index1; a.index1 = j; } Vector3 aVector = sourceGeometry[a.index0] + sourceGeometry[a.index1]; //Only latters clone formers, so we don't need to search up to and past the self. for (int j = 0; j < i; j++) { SplitAction b = intersectionActions[j]; bool match = a.index0 == b.index0 && a.index1 == b.index1; if (match) { a.cloneOf = j; } //TEMPORARY HACK // // Infill requires that we match doubled vertices based on their physical //position and needs a purely-geometrical analysis of this. However as the //kit is currently architected, this data will also be used for the slice //geometry. // This means that UVs will be mangled as they're not taken into account. //This stopgap fix makes it so only matches doubles if infill is actually //activated. There may be some distorted where UVs are unwelded, but on //typical models this will be minor. if (doInfill) { if (!match) { Vector3 bVector = sourceGeometry[b.index0] + sourceGeometry[b.index1]; match = Mathf.Approximately(aVector.x, bVector.x); match &= Mathf.Approximately(aVector.y, bVector.y); match &= Mathf.Approximately(aVector.z, bVector.z); } if (match) { a.cloneOfForInfillPurposes = j; } } } intersectionActions[i] = a; } //Next, we want to perform all INTERSECTIONS. Any action which has an intersection needs to have that, like, done. for (int i = 0; i < intersectionActions.Length; i++) { SplitAction sa = intersectionActions[i]; if (sa.cloneOf == SplitAction.nullIndex) { Vector3 pointA = sourceGeometry[sa.index0]; Vector3 pointB = sourceGeometry[sa.index1]; sa.intersectionResult = intersectCommon(ref pointB, ref pointA, ref plane); intersectionActions[i] = sa; } } int newIndexStartsAt = meshCache.vertices.Count; // Let's create a table that relates an INTERSECTION index to a GEOMETRY index with an offset of 0 (for example //to refer to our newVertices or to the transformedVertices or whatever; internal use.) // We can also set up our realIndex figures in the same go. int uniqueVertexCount = 0; int[] localIndexByIntersection = new int[intersectionActions.Length]; { int currentLocalIndex = 0; for (int i = 0; i < intersectionActions.Length; i++) { SplitAction sa = intersectionActions[i]; int j; if (sa.cloneOf == SplitAction.nullIndex) { j = currentLocalIndex++; } else { //This assumes that the widget that we are a clone of already has its localIndexByIntersection assigned. //We assume this because above – where we seek for clones – we only look behind for cloned elements. j = localIndexByIntersection[sa.cloneOf]; } sa.realIndex = newIndexStartsAt + j; localIndexByIntersection[i] = j; intersectionActions[i] = sa; } uniqueVertexCount = currentLocalIndex; //Now we need to have this data for infiller only. Note that localIndexByIntersection is only used //for the infiller, so we are going to change its data for our purposes. for (int i = 0; i < intersectionActions.Length; i++) { SplitAction sa = intersectionActions[i]; if (sa.cloneOfForInfillPurposes == SplitAction.nullIndex) { sa.realIndexForInfillPurposes = sa.realIndex; } else { int j = localIndexByIntersection[sa.cloneOfForInfillPurposes]; sa.realIndexForInfillPurposes = newIndexStartsAt + j; localIndexByIntersection[i] = j; intersectionActions[i] = sa; } } } //Let's figure out how much geometry we might have. //The infill geometry is a pair of clones of this geometry, but with different NORMALS and UVs. (Each set has different normals.) int newGeometryEstimate = uniqueVertexCount * (doInfill ? 3 : 1); //In this ACTION pass we'll act upon intersections by fetching both referred vertices and LERPing as appropriate. //The resultant indices will be written out over the index0 figures. Vector3[] newVertices = new Vector3[newGeometryEstimate]; Vector3[] newNormals = null; if (doNormals) { newNormals = new Vector3[newGeometryEstimate]; } Vector2[] newUVs = new Vector2[newGeometryEstimate]; //LERP to create vertices { int currentNewIndex = 0; foreach (SplitAction sa in intersectionActions) { if (sa.cloneOf == SplitAction.nullIndex) { Vector3 v = sourceGeometry[sa.index0]; Vector3 v2 = sourceGeometry[sa.index1]; newVertices[currentNewIndex] = Vector3.Lerp(v2, v, sa.intersectionResult); currentNewIndex++; } } } //Normals: if (doNormals) { int currentNewIndex = 0; foreach (SplitAction sa in intersectionActions) { if (sa.cloneOf == SplitAction.nullIndex) { Vector3 n = sourceNormals[sa.index0]; Vector3 n2 = sourceNormals[sa.index1]; newNormals[currentNewIndex] = Vector3.Lerp(n2, n, sa.intersectionResult); currentNewIndex++; } } } //UVs: { int currentNewIndex = 0; foreach (SplitAction sa in intersectionActions) { if (sa.cloneOf == SplitAction.nullIndex) { Vector2 uv = sourceUVs[sa.index0]; Vector2 uv2 = sourceUVs[sa.index1]; newUVs[currentNewIndex] = Vector2.Lerp(uv2, uv, sa.intersectionResult); currentNewIndex++; } } } //All the polygon triangulation algorithms depend on having a 2D polygon. We also need the slice plane's //geometry in two-space to map the UVs. //NOTE that as we only need this data to analyze polygon geometry for triangulation, we can TRANSFORM (scale, translate, rotate) //these figures any way we like, as long as they retain the same relative geometry. So we're going to perform ops on this //data to create the UVs by scaling it around, and we'll feed the same data to the triangulator. //Our's exists in three-space, but is essentially flat... So we can transform it onto a flat coordinate system. //The first three figures of our plane four-vector describe the normal to the plane, so if we can create //a transformation matrix from that normal to the up normal, we can transform the vertices for observation. //We don't need to transform them back; we simply refer to the original vertex coordinates by their index, //which (as this is an ordered set) will match the indices of coorisponding transformed vertices. //This vector-vector transformation comes from Benjamin Zhu at SGI, pulled from a 1992 //forum posting here: http://steve.hollasch.net/cgindex/math/rotvecs.html /* "A somewhat "nasty" way to solve this problem: * * Let V1 = [ x1, y1, z1 ], V2 = [ x2, y2, z2 ]. Assume V1 and V2 are already normalized. * * V3 = normalize(cross(V1, V2)). (the normalization here is mandatory.) * V4 = cross(V3, V1). * * [ V1 ] * M1 = [ V4 ] * [ V3 ] * * cos = dot(V2, V1), sin = dot(V2, V4) * * [ cos sin 0 ] * M2 = [ -sin cos 0 ] * [ 0 0 1 ] * * The sought transformation matrix is just M1^-1 * M2 * M1. This might well be a standard-text solution." * * -Ben Zhu, SGI, 1992 */ Vector2[] transformedVertices = new Vector2[0]; int infillFrontOffset = 0, infillBackOffset = 0; if (doInfill) { transformedVertices = new Vector2[newGeometryEstimate]; Matrix4x4 flattenTransform; //Based on the algorithm described above, this will create a matrix permitting us //to multiply a given vertex yielding a vertex transformed to an XY plane (where Z is //undefined.) { Vector3 v1 = Vector3.forward; Vector3 v2 = new Vector3(plane.x, plane.y, plane.z).normalized; Vector3 v3 = Vector3.Cross(v1, v2).normalized; Vector3 v4 = Vector3.Cross(v3, v1); float cos = Vector3.Dot(v2, v1); float sin = Vector3.Dot(v2, v4); Matrix4x4 m1 = Matrix4x4.identity; m1.SetRow(0, (Vector4)v1); m1.SetRow(1, (Vector4)v4); m1.SetRow(2, (Vector4)v3); Matrix4x4 m1i = m1.inverse; Matrix4x4 m2 = Matrix4x4.identity; m2.SetRow(0, new Vector4(cos, sin, 0, 0)); m2.SetRow(1, new Vector4(-sin, cos, 0, 0)); flattenTransform = m1i * m2 * m1; } for (int i = 0; i < newVertices.Length; i++) { transformedVertices[i] = (Vector2)flattenTransform.MultiplyPoint3x4(newVertices[i]); } // We want to normalize the entire transformed vertices. To do this, we find the largest //floats in either (by abs). Then we scale. Of course, this normalizes us to figures //in the range of [-1f,1f] (not necessarily extending all the way on both sides), and //what we need are figures between 0f and 1f (not necessarily filling, but necessarily //not spilling.) So we'll shift it here. { float x = 0f, y = 0f; for (int i = 0; i < transformedVertices.Length; i++) { Vector2 v = transformedVertices[i]; v.x = Mathf.Abs(v.x); v.y = Mathf.Abs(v.y); if (v.x > x) { x = v.x; } if (v.y > y) { y = v.y; } } //We would use 1f/x, 1f/y but we also want to scale everything to half (and perform an offset) as //described above. x = 0.5f / x; y = 0.5f / y; Rect r = infill.regionForInfill; for (int i = 0; i < transformedVertices.Length; i++) { Vector2 v = transformedVertices[i]; v.x *= x; v.y *= y; v.x += 0.5f; v.y += 0.5f; v.x *= r.width; v.y *= r.height; v.x += r.x; v.y += r.y; transformedVertices[i] = v; } } //Now let's build the geometry for the two slice in-fills. //One is for the front side, and the other for the back side. Each has differing normals. infillFrontOffset = uniqueVertexCount; infillBackOffset = uniqueVertexCount * 2; //The geometry is identical... System.Array.Copy(newVertices, 0, newVertices, infillFrontOffset, uniqueVertexCount); System.Array.Copy(newVertices, 0, newVertices, infillBackOffset, uniqueVertexCount); System.Array.Copy(transformedVertices, 0, newUVs, infillFrontOffset, uniqueVertexCount); System.Array.Copy(transformedVertices, 0, newUVs, infillBackOffset, uniqueVertexCount); if (doNormals) { Vector3 infillFrontNormal = ((Vector3)plane) * -1f; infillFrontNormal.Normalize(); for (int i = infillFrontOffset; i < infillBackOffset; i++) { newNormals[i] = infillFrontNormal; } Vector3 infillBackNormal = (Vector3)plane; infillBackNormal.Normalize(); for (int i = infillBackOffset; i < newNormals.Length; i++) { newNormals[i] = infillBackNormal; } } } //Get the exact indices into two tables. Note that these are indices for TRIANGLES and QUADS, which we'll triangulate in the next section. int[] newFrontIndex = new int[totalFront]; int[] newBackIndex = new int[totalBack]; //Note that here we refer to split actions again, so let's copy back the updated splitActions. for (int i = 0; i < intersectionActions.Length; i++) { int j = intersectionInverseRelation[i]; splitActions[j] = intersectionActions[i]; } int newFrontIndexCount = 0, newBackIndexCount = 0; foreach (SplitAction sa in splitActions) { if ((sa.flags & SplitAction.TO_FRONT) == SplitAction.TO_FRONT) { newFrontIndex[newFrontIndexCount] = sa.realIndex; newFrontIndexCount++; } if ((sa.flags & SplitAction.TO_BACK) == SplitAction.TO_BACK) { newBackIndex[newBackIndexCount] = sa.realIndex; newBackIndexCount++; } } //Now we need to triangulate sets of quads. //We recorded earlier whether we're looking at triangles or quads – in order. So we have a pattern like TTQTTQQTTTQ, and //we can expect these vertices to match up perfectly to what the above section of code dumped out. int startIndex = 0; int[] _indices3 = new int[3]; int[] _indices4 = new int[6]; foreach (short s in frontVertexCount) { if (s == 3) { _indices3[0] = newFrontIndex[startIndex]; _indices3[1] = newFrontIndex[startIndex + 1]; _indices3[2] = newFrontIndex[startIndex + 2]; frontIndices.AddArray(_indices3); } else if (s == 4) { _indices4[0] = newFrontIndex[startIndex]; _indices4[1] = newFrontIndex[startIndex + 1]; _indices4[2] = newFrontIndex[startIndex + 3]; _indices4[3] = newFrontIndex[startIndex + 1]; _indices4[4] = newFrontIndex[startIndex + 2]; _indices4[5] = newFrontIndex[startIndex + 3]; frontIndices.AddArray(_indices4); } startIndex += s; } startIndex = 0; foreach (short s in backVertexCount) { if (s == 3) { _indices3[0] = newBackIndex[startIndex]; _indices3[1] = newBackIndex[startIndex + 1]; _indices3[2] = newBackIndex[startIndex + 2]; backIndices.AddArray(_indices3); } else if (s == 4) { _indices4[0] = newBackIndex[startIndex]; _indices4[1] = newBackIndex[startIndex + 1]; _indices4[2] = newBackIndex[startIndex + 3]; _indices4[3] = newBackIndex[startIndex + 1]; _indices4[4] = newBackIndex[startIndex + 2]; _indices4[5] = newBackIndex[startIndex + 3]; backIndices.AddArray(_indices4); } startIndex += s; } //Let's add this shiznit in! meshCache.vertices.AddArray(newVertices); if (doNormals) { meshCache.normals.AddArray(newNormals); } meshCache.UVs.AddArray(newUVs); //Now we need to fill in the slice hole. //We need to find the POLYGON[s] representing the slice hole[s]. There may be more than one. //Then we need to TRIANGULATE these polygons and write them out. //Above we've built the data necessary to pull this off. We have: // - Geometry for the polygon around the edges in Vertex3 / Normal / UV format, already added //to the geometry setup. // - Geometry for the polygon in Vertex2 format in matching order, aligned to the slice plane. // - A collection of all data points and 1:1 hashes representing their physical location. //In this mess of data here may be 0 or non-zero CLOSED POLYGONS. We need to walk the list and //identify each CLOSED POLYGON (there may be none, or multiples). Then, each of these must be //triangulated separately. //Vertices connected to each other in a closed polygon can be found to associate with each other //in two ways. Envision a triangle strip that forms a circular ribbon – and that we slice through //the middle of this ribbon. Slice vertices come in two kinds of pairs; there are pairs that COME FROM //the SAME triangle, and pairs that come from ADJACENT TRIANGLES. The whole chain is formed from //alternating pair-types. //So for example vertex A comes from the same triangle as vertex B, which in turn matches the position //of the NEXT triangle's vertex A. //The data is prepared for us to be able to identify both kinds of associations. First, //association by parent triangle is encoded in the ORDERING. Every PAIR from index 0 shares a parent //triangle; so indices 0-1, 2-3, 4-5 and so on are each a pair from a common parent triangle. //Meanwhile, vertices generated from the common edge of two different triangles will have the SAME //POSITION in three-space. //We don't have to compare Vector3s, however; this has already been done. Uniques were eliminated above. //What we have is a table; localIndexByIntersection. This list describes ALL SLICE VERTICES in terms //of which VERTEX (in the array – identified by index) represents that slice vertex. So if we see that //localIndexByIntersection[0] == localIndexByIntersection[4], than we know that slice vertices 0 and 4 //share the same position in three space. //With that in mind, we're going to go through the list in circles building chains out of these //connections. if (doInfill) { List <int> currentWorkingPoly = new List <int>(); List <int> currentTargetPoly = new List <int>(); List <List <int> > allPolys = new List <List <int> >(); List <int> claimed = new List <int>(); int lastAdded = -1; //ASSUMPTION: Every element will be claimed into some kind of chain by the end whether correlated or not. do { for (int i = 0; i < localIndexByIntersection.Length; i++) { bool go = false, fail = false, startNewChain = false; //If we didn't just add one, we're looking to start a chain. That means we have to find one that //isn't already claimed. if (lastAdded < 0) { go = claimed.Contains(i) == false; } else if (lastAdded == i) { //We've gone through twice without finding a match. This means there isn't one, or something. fail = true; } else { //Otherwise, we're trying to find the next-in-chain. //A valid next-in-chain is connected by geometry which, as discussed, means it's connected //by having matching parent indices (index0, index1). bool match = localIndexByIntersection[i] == localIndexByIntersection[lastAdded]; //But there's a special case about the match; it's possible that we've closed the loop! //How do we know we've closed the loop? There are multiple ways but the simplest is that //the chain already contains the element in question. bool loopComplete = match && currentWorkingPoly.Contains(i); if (loopComplete) { allPolys.Add(currentTargetPoly); startNewChain = true; } else { go = match; } } if (go) { int partnerByParent = i % 2 == 1 ? i - 1 : i + 1; int[] pair = { i, partnerByParent }; currentWorkingPoly.AddRange(pair); claimed.AddRange(pair); currentTargetPoly.Add(partnerByParent); lastAdded = partnerByParent; //Skip ahead and resume the search _from_ here, so that we don't step into it //again from within this loop walk. i = partnerByParent; } else if (fail) { //We want to start a fresh poly without adding this to the valid polys. startNewChain = true; //Debug.Log("[fail]"); } if (startNewChain) { currentWorkingPoly.Clear(); currentTargetPoly = new List <int>(); lastAdded = -1; } } }while(currentWorkingPoly.Count > 0); //Now we go through each poly and triangulate it. foreach (List <int> _poly in allPolys) { Vector2[] poly = new Vector2[_poly.Count]; for (int i = 0; i < poly.Length; i++) { int j = localIndexByIntersection[_poly[i]]; poly[i] = transformedVertices[j]; } int[] result; if (triangulate(poly, out result)) { int[] front = new int[result.Length]; int[] back = new int[result.Length]; for (int i = 0; i < result.Length; i++) { int p = _poly[result[i]]; int local = localIndexByIntersection[p]; front[i] = local + infillFrontOffset + newIndexStartsAt; back[i] = local + infillBackOffset + newIndexStartsAt; } for (int i = 0; i < result.Length; i += 3) { int j = front[i]; front[i] = front[i + 2]; front[i + 2] = j; } frontIndices.AddArray(front); backIndices.AddArray(back); } else { Debug.Log("TRIANGULATION FAIL"); } //else //{ //There is some sort of edge case where the code feeding the triangulator will spit out repeating vertices. //It could be anywhere above – or it could even be that the slicer itself is spitting junk data into its //child objects which confuses subsequent processes. It is worth noting that it mainly seems to occur on very //small objects. //} } } }