Exemplo n.º 1
0
        public void UpdateSmoothingGroups(HashSet <uint> usedSmoothingGroupIndices)
        {
            for (int i = 0; i < curveEdgeHandles.Length; i++)
            {
                curveEdgeHandles[i].Texgen.SmoothingGroup = 0;
            }

            for (int i = 0; i < curveEdgeHandles.Length; i++)
            {
                if (curveEdgeHandles[i].Texgen.SmoothingGroup != 0)
                {
                    continue;
                }

                var smoothingGroup = SurfaceUtility.FindUnusedSmoothingGroupIndex(usedSmoothingGroupIndices);
                usedSmoothingGroupIndices.Add(smoothingGroup);
                curveEdgeHandles[i].Texgen.SmoothingGroup = smoothingGroup;

                if (i == 0 &&
                    curveTangentHandles[(i * 2) + 0].Constraint == HandleConstraints.Mirrored ||
                    curveTangentHandles[(i * 2) + 1].Constraint == HandleConstraints.Mirrored)
                {
                    var last = curveEdgeHandles.Length - 1;
                    curveEdgeHandles[last].Texgen.SmoothingGroup = smoothingGroup;
                }
                if (i < (curveEdgeHandles.Length - 1) &&
                    i < (curve.Points.Length - 1) &&
                    (curveTangentHandles[((i + 1) * 2) + 0].Constraint == HandleConstraints.Mirrored ||
                     curveTangentHandles[((i + 1) * 2) + 1].Constraint == HandleConstraints.Mirrored))
                {
                    curveEdgeHandles[i + 1].Texgen.SmoothingGroup = smoothingGroup;
                }
            }
        }
Exemplo n.º 2
0
		private bool GenerateSphere(float radius, int splits, CSGModel parentModel, CSGBrush brush, out ControlMesh controlMesh, out Shape shape)
        {
			if (prevSplits != splits || prevIsHemisphere != IsHemiSphere || splitControlMesh == null || splitShape == null)
			{
				splitControlMesh = null;
				splitShape = null;
				BrushFactory.CreateCubeControlMesh(out splitControlMesh, out splitShape, Vector3.one);

				var axi = new Vector3[] { MathConstants.upVector3, MathConstants.leftVector3, MathConstants.forwardVector3 };
				List<int> intersectedEdges = new List<int>();
				float step = 1.0f / (float)(splits + 1);
				float offset;
				for (int i = 0; i < axi.Length; i++)
				{
					var normal = axi[i];
					offset = 0.5f - step;
					while (offset > 0.0f)
					{
						ControlMeshUtility.CutMesh(splitControlMesh, splitShape, new CSGPlane(-normal, -offset), ref intersectedEdges);
						if (i != 0 || !IsHemiSphere)
						{
							ControlMeshUtility.CutMesh(splitControlMesh, splitShape, new CSGPlane(normal, -offset), ref intersectedEdges);
						}
						offset -= step;
					}
					if (i != 0 || !IsHemiSphere)
					{
						if ((splits & 1) == 1)
							ControlMeshUtility.CutMesh(splitControlMesh, splitShape, new CSGPlane(normal, 0), ref intersectedEdges);
					}
				}

				if (IsHemiSphere)
				{
					var cuttingPlane = new CSGPlane(MathConstants.upVector3, 0);
					intersectedEdges.Clear();
					if (ControlMeshUtility.CutMesh(splitControlMesh, splitShape, cuttingPlane, ref intersectedEdges))
					{
						var edge_loop = ControlMeshUtility.FindEdgeLoop(splitControlMesh, ref intersectedEdges);
						if (edge_loop != null)
						{
							if (ControlMeshUtility.SplitEdgeLoop(splitControlMesh, splitShape, edge_loop))
							{
								Shape foundShape;
								ControlMesh foundControlMesh;
								ControlMeshUtility.FindAndDetachSeparatePiece(splitControlMesh, splitShape, cuttingPlane, out foundControlMesh, out foundShape);
							}
						}
					}
				}


				// Spherize the cube
				for (int i = 0; i < splitControlMesh.Vertices.Length; i++)
				{
					Vector3 v = splitControlMesh.Vertices[i] * 2.0f;
					float x2 = v.x * v.x;
					float y2 = v.y * v.y;
					float z2 = v.z * v.z;
					Vector3 s;
					s.x = v.x * Mathf.Sqrt(1f - (y2 * 0.5f) - (z2 * 0.5f) + ((y2 * z2) / 3.0f));
					s.y = v.y * Mathf.Sqrt(1f - (z2 * 0.5f) - (x2 * 0.5f) + ((z2 * x2) / 3.0f));
					s.z = v.z * Mathf.Sqrt(1f - (x2 * 0.5f) - (y2 * 0.5f) + ((x2 * y2) / 3.0f));
					splitControlMesh.Vertices[i] = s;//(splitControlMesh.Vertices[i] * 0.75f) + (splitControlMesh.Vertices[i].normalized * 0.25f);
				}


				if (!ControlMeshUtility.Triangulate(null, splitControlMesh, splitShape))
				{
					Debug.LogWarning("!ControlMeshUtility.IsConvex");
					controlMesh = null;
					shape = null;
					return false;
				}
				ControlMeshUtility.FixTexGens(splitControlMesh, splitShape);

				if (!ControlMeshUtility.IsConvex(splitControlMesh, splitShape))
				{
					Debug.LogWarning("!ControlMeshUtility.IsConvex");
					controlMesh = null;
					shape = null;
					return false;
				}
				ControlMeshUtility.UpdateTangents(splitControlMesh, splitShape);

				prevSplits = splits;
				prevIsHemisphere = IsHemiSphere;
			}

			if (splitControlMesh == null || splitShape == null || !splitControlMesh.Valid)
			{
				Debug.LogWarning("splitControlMesh == null || splitShape == null || !splitControlMesh.IsValid");
				controlMesh = null;
				shape = null;
				return false;
			}

			controlMesh = splitControlMesh.Clone();
			shape = splitShape.Clone();

			/*
			float angle_offset = GeometryUtility.SignedAngle(gridTangent, delta / sphereRadius, buildPlane.normal);
			angle_offset -= 90;

			angle_offset += sphereOffset;
			angle_offset *= Mathf.Deg2Rad;

			Vector3 p1 = MathConstants.zeroVector3;
			for (int i = 0; i < realSplits; i++)
			{
				var angle = ((i * Mathf.PI * 2.0f) / (float)realSplits) + angle_offset;

				p1.x = (Mathf.Sin(angle) * sphereRadius);
				p1.z = (Mathf.Cos(angle) * sphereRadius);
			}
			*/

			for (int i = 0; i < controlMesh.Vertices.Length; i++)
			{
				var vertex = controlMesh.Vertices[i];
				vertex *= radius;
				controlMesh.Vertices[i] = vertex;
			}

			for (int i = 0; i < shape.Surfaces.Length; i++)
			{
				var plane = shape.Surfaces[i].Plane;
				plane.d *= radius;
				shape.Surfaces[i].Plane = plane;
			}

			bool smoothShading = SphereSmoothShading;
			if (!sphereSmoothingGroup.HasValue && smoothShading)
			{
				sphereSmoothingGroup = SurfaceUtility.FindUnusedSmoothingGroupIndex();
			}

			for (int i = 0; i < shape.TexGenFlags.Length; i++)
			{
				shape.TexGens[i].SmoothingGroup = smoothShading ? sphereSmoothingGroup.Value : 0;
			}

			var defaultTexGen = new TexGen();
			defaultTexGen.Scale = MathConstants.oneVector3;
			//defaultTexGen.Color = Color.white;
			
			var fakeSurface = new Surface();
			fakeSurface.TexGenIndex = 0;
			
			var defaultMaterial = CSGSettings.DefaultMaterial;
			for (var s = 0; s < shape.Surfaces.Length; s++)
			{
				var texGenIndex = shape.Surfaces[s].TexGenIndex;

				var axis		= GeometryUtility.SnapToClosestAxis(shape.Surfaces[s].Plane.normal);
				var rotation	= Quaternion.FromToRotation(axis, MathConstants.backVector3);
				var matrix		= Matrix4x4.TRS(MathConstants.zeroVector3, rotation, MathConstants.oneVector3);

				SurfaceUtility.AlignTextureSpaces(matrix, false, ref shape.TexGens[texGenIndex], ref shape.TexGenFlags[texGenIndex], ref shape.Surfaces[s]);
				shape.TexGens[texGenIndex].RenderMaterial = defaultMaterial;
			}

			return true;
        }
Exemplo n.º 3
0
        public static Transform[] CloneTargets(SetTransformation setTransform = null)
        {
            if (instance.filteredSelection.NodeTargets.Length == 0)
            {
                return(new Transform[0]);
            }

            var groupId = Undo.GetCurrentGroup();
            //Undo.IncrementCurrentGroup();

            var newTargets    = new GameObject[instance.filteredSelection.NodeTargets.Length];
            var newTransforms = new Transform[instance.filteredSelection.NodeTargets.Length];

            for (int i = 0; i < instance.filteredSelection.NodeTargets.Length; i++)
            {
                var originalGameObject = instance.filteredSelection.NodeTargets[i].gameObject;
                var originalTransform  = originalGameObject.GetComponent <Transform>();

                newTargets[i] = CSGPrefabUtility.Instantiate(originalGameObject);
                var newTransform = newTargets[i].GetComponent <Transform>();
                if (originalTransform.parent != null)
                {
                    newTransform.SetParent(originalTransform.parent, false);
                    newTransform.SetSiblingIndex(originalTransform.GetSiblingIndex() + 1);
                    newTransform.name = GameObjectUtility.GetUniqueNameForSibling(originalTransform.parent, originalTransform.name);
                }
                if (setTransform == null)
                {
                    newTransform.localScale    = originalTransform.localScale;
                    newTransform.localPosition = originalTransform.localPosition;
                    newTransform.localRotation = originalTransform.localRotation;
                }
                else
                {
                    setTransform(newTransform, originalTransform);
                }

                var childBrushes = newTargets[i].GetComponentsInChildren <CSGBrush>();

                Dictionary <uint, uint> uniqueSmoothingGroups = new Dictionary <uint, uint>();
                foreach (var childBrush in childBrushes)
                {
                    for (int g = 0; g < childBrush.Shape.TexGens.Length; g++)
                    {
                        var smoothingGroup = childBrush.Shape.TexGens[g].SmoothingGroup;
                        if (smoothingGroup == 0)
                        {
                            continue;
                        }

                        uint newSmoothingGroup;
                        if (!uniqueSmoothingGroups.TryGetValue(smoothingGroup, out newSmoothingGroup))
                        {
                            newSmoothingGroup = SurfaceUtility.FindUnusedSmoothingGroupIndex();
                            uniqueSmoothingGroups[smoothingGroup] = newSmoothingGroup;
                        }

                        childBrush.Shape.TexGens[g].SmoothingGroup = newSmoothingGroup;
                    }
                }

                newTransforms[i] = newTransform;
                Undo.RegisterCreatedObjectUndo(newTargets[i], "Created clone of " + originalGameObject.name);
            }

            Selection.objects = newTargets;
            Undo.CollapseUndoOperations(groupId);

            return(newTransforms);
        }
Exemplo n.º 4
0
        public static bool GenerateControlMeshFromVertices(ShapePolygon shape2DPolygon,
                                                           Matrix4x4 localToWorld,
                                                           Vector3 direction,
                                                           float height,
                                                           Material capMaterial,
                                                           TexGen capTexgen,
                                                           bool?smooth,
                                                           bool singleSurfaceEnds,                                                                                 //Plane buildPlane,
                                                           out ControlMesh controlMesh,
                                                           out Shape shape)
        {
            if (shape2DPolygon == null)
            {
                controlMesh = null;
                shape       = null;
                return(false);
            }

            var vertices = shape2DPolygon.Vertices;

            if (vertices.Length < 3)
            {
                controlMesh = null;
                shape       = null;
                return(false);
            }
            if (height == 0.0f)
            {
                controlMesh = null;
                shape       = null;
                return(false);
            }

            Vector3 from;
            Vector3 to;

            if (height > 0)
            {
                @from = direction * height;                // buildPlane.normal * height;
                to    = MathConstants.zeroVector3;
            }
            else
            {
                @from = MathConstants.zeroVector3;
                to    = direction * height;               //buildPlane.normal * height;
            }

            var count           = vertices.Length;
            var doubleCount     = (count * 2);
            var extraPoints     = 0;
            var extraEdges      = 0;
            var endsPolygons    = 2;
            var startEdgeOffset = doubleCount;

            if (!singleSurfaceEnds)
            {
                extraPoints      = 2;
                extraEdges       = (4 * count);
                endsPolygons     = doubleCount;
                startEdgeOffset += extraEdges;
            }


            var dstPoints   = new Vector3 [doubleCount + extraPoints];
            var dstEdges    = new HalfEdge[(count * 6) + extraEdges];
            var dstPolygons = new Polygon [count + endsPolygons];

            var center1 = MathConstants.zeroVector3;
            var center2 = MathConstants.zeroVector3;


            for (int i = 0; i < count; i++)
            {
                var point1 = vertices[i];
                var point2 = vertices[(count + i - 1) % count];

                point1 += @from;
                point2 += to;

                // swap y/z to solve texgen issues
                dstPoints[i].x = point1.x;
                dstPoints[i].y = point1.y;
                dstPoints[i].z = point1.z;

                center1 += dstPoints[i];

                dstEdges [i].VertexIndex = (short)i;
                dstEdges [i].HardEdge    = true;

                // swap y/z to solve texgen issues
                dstPoints[i + count].x = point2.x;
                dstPoints[i + count].y = point2.y;
                dstPoints[i + count].z = point2.z;
                center2 += dstPoints[i + count];

                dstEdges [i + count].VertexIndex = (short)(i + count);
                dstEdges [i + count].HardEdge    = true;
            }

            if (!singleSurfaceEnds)
            {
                dstPoints[doubleCount]     = center1 / count;
                dstPoints[doubleCount + 1] = center2 / count;

                int   edge_offset   = doubleCount;
                short polygon_index = (short)count;

                // 'top'
                for (int i = 0, j = count - 1; i < count; j = i, i++)
                {
                    var jm = (j) % count;
                    var im = (i) % count;

                    var edgeOut0 = edge_offset + (jm * 2) + 1;
                    var edgeIn0  = edge_offset + (im * 2) + 0;
                    var edgeOut1 = edge_offset + (im * 2) + 1;

                    dstEdges[edgeIn0].VertexIndex = (short)(doubleCount);
                    dstEdges[edgeIn0].HardEdge    = true;
                    dstEdges[edgeIn0].TwinIndex   = edgeOut1;

                    dstEdges[edgeOut1].VertexIndex = (short)im;
                    dstEdges[edgeOut1].HardEdge    = true;
                    dstEdges[edgeOut1].TwinIndex   = edgeIn0;

                    dstEdges[im].PolygonIndex       = polygon_index;
                    dstEdges[edgeIn0].PolygonIndex  = polygon_index;
                    dstEdges[edgeOut0].PolygonIndex = polygon_index;

                    dstPolygons[polygon_index] = new Polygon(new int[] { im, edgeIn0, edgeOut0 }, polygon_index);
                    polygon_index++;
                }

                edge_offset = doubleCount * 2;
                // 'bottom'
                for (int i = 0, j = count - 1; j >= 0; i = j, j--)
                {
                    var jm = (count + count - j) % count;
                    var im = (count + count - i) % count;

                    var edgeOut0 = edge_offset + (jm * 2) + 1;
                    var edgeIn0  = edge_offset + (im * 2) + 0;
                    var edgeOut1 = edge_offset + (im * 2) + 1;

                    dstEdges[edgeIn0].VertexIndex = (short)(doubleCount + 1);
                    dstEdges[edgeIn0].HardEdge    = true;
                    dstEdges[edgeIn0].TwinIndex   = edgeOut1;

                    dstEdges[edgeOut1].VertexIndex = (short)(im + count);
                    dstEdges[edgeOut1].HardEdge    = true;
                    dstEdges[edgeOut1].TwinIndex   = edgeIn0;

                    dstEdges[im + count].PolygonIndex = polygon_index;
                    dstEdges[edgeIn0].PolygonIndex    = polygon_index;
                    dstEdges[edgeOut0].PolygonIndex   = polygon_index;

                    dstPolygons[polygon_index] = new Polygon(new int[] { im + count, edgeIn0, edgeOut0 }, polygon_index);
                    polygon_index++;
                }
            }
            else
            {
                var polygon0Edges = new int[count];
                var polygon1Edges = new int[count];
                for (var i = 0; i < count; i++)
                {
                    dstEdges [i].PolygonIndex         = (short)(count + 0);
                    dstEdges [i + count].PolygonIndex = (short)(count + 1);
                    polygon0Edges[i] = i;
                    polygon1Edges[count - (i + 1)] = i + count;
                }
                dstPolygons[count + 0] = new Polygon(polygon0Edges, count + 0);
                dstPolygons[count + 1] = new Polygon(polygon1Edges, count + 1);
            }


            for (int v0 = count - 1, v1 = 0; v1 < count; v0 = v1, v1++)
            {
                var polygonIndex = (short)(v1);

                var nextOffset = startEdgeOffset + (((v1 + 1) % count) * 4);
                var currOffset = startEdgeOffset + (((v1)) * 4);
                var prevOffset = startEdgeOffset + (((v1 + count - 1) % count) * 4);

                var nextTwin = nextOffset + 1;
                var prevTwin = prevOffset + 3;

                dstEdges[v1].TwinIndex         = currOffset + 0;
                dstEdges[v1 + count].TwinIndex = currOffset + 2;

                dstEdges[currOffset + 0].PolygonIndex = polygonIndex;
                dstEdges[currOffset + 1].PolygonIndex = polygonIndex;
                dstEdges[currOffset + 2].PolygonIndex = polygonIndex;
                dstEdges[currOffset + 3].PolygonIndex = polygonIndex;

                dstEdges[currOffset + 0].TwinIndex = (v1);
                dstEdges[currOffset + 1].TwinIndex = prevTwin;
                dstEdges[currOffset + 2].TwinIndex = (v1 + count);
                dstEdges[currOffset + 3].TwinIndex = nextTwin;

                dstEdges[currOffset + 0].VertexIndex = (short)(v0);
                dstEdges[currOffset + 1].VertexIndex = (short)(v1 + count);
                dstEdges[currOffset + 2].VertexIndex = (short)(((v1 + 1) % count) + count);
                dstEdges[currOffset + 3].VertexIndex = (short)(v1);

                dstEdges[currOffset + 0].HardEdge = true;
                dstEdges[currOffset + 1].HardEdge = true;
                dstEdges[currOffset + 2].HardEdge = true;
                dstEdges[currOffset + 3].HardEdge = true;

                dstPolygons[polygonIndex] = new Polygon(new [] { currOffset + 0,
                                                                 currOffset + 1,
                                                                 currOffset + 2,
                                                                 currOffset + 3 }, polygonIndex);
            }

            for (int i = 0; i < dstPoints.Length; i++)
            {
                dstPoints[i] = localToWorld.MultiplyPoint(dstPoints[i]);
            }

            controlMesh = new ControlMesh
            {
                Vertices = dstPoints,
                Edges    = dstEdges,
                Polygons = dstPolygons
            };
            controlMesh.SetDirty();

            shape = new Shape
            {
                Materials   = new Material[dstPolygons.Length],
                Surfaces    = new Surface[dstPolygons.Length],
                TexGenFlags = new TexGenFlags[dstPolygons.Length],
                TexGens     = new TexGen[dstPolygons.Length]
            };


            var smoothinggroup = (smooth.HasValue && smooth.Value) ? SurfaceUtility.FindUnusedSmoothingGroupIndex() : 0;


            var containedMaterialCount = 0;

            if (shape2DPolygon.EdgeMaterials != null &&
                shape2DPolygon.EdgeTexgens != null /* &&
                                                    * shape2DPolygon.edgeTexgenFlags != null*/)
            {
                containedMaterialCount = Mathf.Min(shape2DPolygon.EdgeMaterials.Length,
                                                   shape2DPolygon.EdgeTexgens.Length /*,
                                                                                      *                        shape2DPolygon.edgeTexgenFlags.Length*/);
            }

            if (!capMaterial)
            {
                capMaterial = CSGSettings.DefaultMaterial;
                capTexgen   = new TexGen(-1);
            }

            for (var i = 0; i < dstPolygons.Length; i++)
            {
                if (i < containedMaterialCount)
                {
                    //shape.TexGenFlags[i] = shape2DPolygon.edgeTexgenFlags[i];
                    shape.Materials  [i]             = shape2DPolygon.EdgeMaterials[i];
                    shape.TexGens    [i]             = shape2DPolygon.EdgeTexgens[i];
                    shape.Surfaces   [i].TexGenIndex = i;
                    shape.TexGens[i].MaterialIndex   = -1;
                }
                else
                {
                    shape.Materials[i] = capMaterial;
                    shape.TexGens[i]   = capTexgen;
                    //shape.TexGenFlags[i]			= TexGenFlags.None;
                    shape.Surfaces[i].TexGenIndex  = i;
                    shape.TexGens[i].MaterialIndex = -1;
                }
                if (smooth.HasValue)
                {
                    if (i < count)
                    {
                        shape.TexGens[i].SmoothingGroup = smoothinggroup;
                    }
                    else
                    {
                        shape.TexGens[i].SmoothingGroup = 0;
                    }
                }
            }

            for (var s = 0; s < dstPolygons.Length; s++)
            {
                var normal = shape.Surfaces[s].Plane.normal;
                shape.Surfaces[s].Plane = GeometryUtility.CalcPolygonPlane(controlMesh, (short)s);
                Vector3 tangent, binormal;
                GeometryUtility.CalculateTangents(normal, out tangent, out binormal);
                //var tangent		= Vector3.Cross(GeometryUtility.CalculateTangent(normal), normal).normalized;
                //var binormal	= Vector3.Cross(normal, tangent);
                shape.Surfaces[s].Tangent     = tangent;
                shape.Surfaces[s].BiNormal    = binormal;
                shape.Surfaces[s].TexGenIndex = s;
            }

            controlMesh.IsValid = ControlMeshUtility.Validate(controlMesh, shape);
            if (controlMesh.IsValid)
            {
                return(true);
            }

            controlMesh = null;
            shape       = null;
            return(false);
        }