Пример #1
0
        private void Initialize()
        {
            timeStamp = Time.time;

            SubmergedTriangles.Clear();
            TriangleBufferIndices.Clear();
        }
Пример #2
0
        private float CuttingAlgorithmHorizontal(VertexInfo top, VertexInfo mid, VertexInfo bottom, int triangleIndex)
        {
            if (top.height - mid.height < epsilon)
            {
                int triangleType = (mid.height - bottom.height < epsilon) ? 2 : 1;

                TriangleInfo triangle;
                if ((top.clockwiseOrder + 1) % 3 == mid.clockwiseOrder)
                {
                    triangle = new TriangleInfo(top, mid, bottom, triangleType, Rigidbody3d, timeStamp);
                }
                else
                {
                    triangle = new TriangleInfo(mid, top, bottom, triangleType, Rigidbody3d, timeStamp);
                }

                TriangleBufferIndices.Add(triangleIndex);
                SubmergedTriangles.Add(triangle);
                return(triangle.area);
            }
            else if (mid.height - bottom.height < epsilon)
            {
                TriangleInfo triangle;
                if ((top.clockwiseOrder + 1) % 3 == mid.clockwiseOrder)
                {
                    triangle = new TriangleInfo(top, mid, bottom, 0, Rigidbody3d, timeStamp);
                }
                else
                {
                    triangle = new TriangleInfo(top, bottom, mid, 0, Rigidbody3d, timeStamp);
                }

                TriangleBufferIndices.Add(triangleIndex);
                SubmergedTriangles.Add(triangle);
                return(triangle.area);
            }

            float      tPointCutTB = (mid.height - bottom.height) / (top.height - bottom.height);
            Vector3    pointCutTB  = bottom.globalVertex + (top.globalVertex - bottom.globalVertex) * tPointCutTB;
            VertexInfo cutTB       = new VertexInfo
            {
                clockwiseOrder = -1, // no more use
                globalVertex   = pointCutTB,
                height         = WaterPatch.instance.DistanceToWater(pointCutTB, timeStamp),
            };

            TriangleInfo upside, downside;

            if ((top.clockwiseOrder + 1) % 3 == mid.clockwiseOrder)
            {
                // downLeft: bottom, downRight: mid
                upside   = new TriangleInfo(top, mid, cutTB, 0, Rigidbody3d, timeStamp);
                downside = new TriangleInfo(cutTB, mid, bottom, 1, Rigidbody3d, timeStamp);
            }
            else
            {
                // downLeft: mid, downRight: bottom
                upside   = new TriangleInfo(top, cutTB, mid, 0, Rigidbody3d, timeStamp);
                downside = new TriangleInfo(mid, cutTB, bottom, 1, Rigidbody3d, timeStamp);
            }

            TriangleBufferIndices.Add(triangleIndex);
            TriangleBufferIndices.Add(triangleIndex);
            SubmergedTriangles.Add(upside);
            SubmergedTriangles.Add(downside);

            return(upside.area + downside.area);
        }