public static bool RayTriangleIntersect(GTriangle _triangle, GRay _ray, bool _rayDirectionCheck, out float distance) { if (!RayTriangleCalculate(_triangle[0], _triangle[1], _triangle[2], _ray.origin, _ray.direction, out distance, out float u, out float v)) { return(false); } return(!_rayDirectionCheck || distance > 0); }
void OnDrawSceneHandles(SceneView _sceneView) { Handles.color = Color.white.SetAlpha(.5f); Handles.DrawWireCube(m_ModifingMesh.bounds.center, m_ModifingMesh.bounds.size * 1.2f); if (!m_SelectingPolygon) { return; } GMeshPolygon _mainPolygon = m_Polygons[m_SelectedPolygon]; foreach (var subPolygon in m_SubPolygons) { GDirectedTriangle directedTriangle = m_Polygons[subPolygon].GetDirectedTriangle(m_Verticies); if (Vector3.Dot(directedTriangle.normal, _sceneView.camera.transform.forward) > 0) { continue; } Handles.color = Color.yellow.SetAlpha(.1f); Handles.DrawAAConvexPolygon(directedTriangle.triangle.verticies); Handles.color = Color.yellow; Handles.DrawLines(directedTriangle.triangle.GetDrawLinesVerticies()); } GTriangle mainTriangle = _mainPolygon.GetTriangle(m_Verticies); Handles.color = Color.green.SetAlpha(.3f); Handles.DrawAAConvexPolygon(mainTriangle.verticies); Handles.color = Color.green; Handles.DrawLines(mainTriangle.GetDrawLinesVerticies()); if (!m_EditingVectors) { return; } Handles.color = Color.green; foreach (var indice in _mainPolygon.indices) { Handles_Extend.DrawArrow(m_Verticies[indice], m_VertexDatas[indice], .1f * m_GUISize, .01f * m_GUISize); if (m_SelectedVertexIndex == indice) { continue; } Handles_Extend.DrawWireSphere(m_Verticies[indice], m_VertexDatas[indice], C_VertexSphereRadius * m_GUISize); } Handles.color = Color.yellow; foreach (var subPolygon in m_SubPolygons) { foreach (var indice in m_Polygons[subPolygon].indices) { Handles.DrawLine(m_Verticies[indice], m_Verticies[indice] + m_VertexDatas[indice] * .03f * m_GUISize); } } }
void SelectPolygon(int _index) { SelectVertex(-1); m_SelectedPolygon = _index; m_SubPolygons.Clear(); if (_index < 0) { return; } GMeshPolygon mainPolygon = m_Polygons[m_SelectedPolygon]; GTriangle mainTriangle = mainPolygon.GetTriangle(m_Verticies); m_Polygons.FindAllIndexes(m_SubPolygons, (index, polygon) => index != m_SelectedPolygon && polygon.GetTriangle(m_Verticies).verticies.Any(subVertex => mainTriangle.verticies.Any(mainVertex => mainVertex == subVertex))); }
public GDirectedTriangle(Vector3 _vertex1, Vector3 _vertex2, Vector3 _vertex3) { triangle = new GTriangle(_vertex1, _vertex2, _vertex3); }
public static bool RayTriangleIntersect(GTriangle _triangle, GRay _ray, bool _rayDirectionCheck) => RayTriangleIntersect(_triangle, _ray, _rayDirectionCheck, out float distance);