Пример #1
0
        public void CreateSprite(Core.SpriteMesh spriteMesh, Sprite parentSprite, Transform parentTransform, string layer, int order, Color color)
        {
            var fragmentSprite = Sprite.Instantiate(parentSprite, parentTransform.position, parentTransform.rotation) as Sprite;

            var min = parentSprite.bounds.min;
            var max = parentSprite.bounds.max;

            var verts = new Vector2[spriteMesh.vertices.Length];

            for (int i = 0; i < spriteMesh.vertices.Length; i++)
            {
                var v  = spriteMesh.vertices[i];
                var nx = (v.x - min.x) / (max.x - min.x);
                var ny = (v.y - min.y) / (max.y - min.y);

                nx = Mathf.Clamp01(nx);
                ny = Mathf.Clamp01(ny);

                verts[i] = new Vector2(nx * parentSprite.rect.width, ny * parentSprite.rect.height);
            }

            fragmentSprite.OverrideGeometry(verts, spriteMesh.uTriangles);
            spriteRenderer.sprite = fragmentSprite;

            spriteRenderer.sortingLayerName = layer;
            spriteRenderer.sortingOrder     = order;
            spriteRenderer.color            = color;
        }
Пример #2
0
        /// <summary>
        /// generate collider path based on mesh vertices
        /// </summary>
        public static void GeneratePolygonCollider(PolygonCollider2D collider, SpriteMesh mesh)
        {
            if (mesh != null && collider)
            {
                var vertices = mesh.vertices;

                var path = new Vector2[vertices.Length];

                for (int i = 0; i < vertices.Length; i++)
                {
                    path[i] = vertices[i];
                }

                var hull = Utils.Hull2D.ChainHull2D(path);

                collider.SetPath(0, hull);
            }
        }
Пример #3
0
        /// <summary>
        /// find and isolate independent (not connecting) parts in a mesh
        /// </summary>
        public static List <CutterMesh> IsolateMeshIslands(SpriteMesh mesh)
        {
            var triangles   = mesh.triangles;
            var vertexCount = mesh.vertices.Length;

            // cache mesh data
            var trianglesNum = mesh.triangles.Length;
            var vertices     = mesh.vertices;

            if (trianglesNum <= 3)
            {
                return(null);
            }

            Exploder2DUtils.Assert(trianglesNum > 3, "IsolateMeshIslands error: " + trianglesNum);

            var lsHash   = new LSHash(0.1f, vertexCount);
            var vertHash = new int[trianglesNum];

            for (int i = 0; i < trianglesNum; i++)
            {
                vertHash[i] = lsHash.Hash(vertices[triangles[i]]);
            }

            var islands = new List <HashSet <int> > {
                new HashSet <int> {
                    vertHash[0], vertHash[1], vertHash[2]
                }
            };
            var islandsIdx = new List <List <int> > {
                new List <int>(trianglesNum)
                {
                    0, 1, 2
                }
            };
            var triVisited = new bool[trianglesNum];

            triVisited[0] = true;
            triVisited[1] = true;
            triVisited[2] = true;

            var currIsland    = islands[0];
            var currIslandIdx = islandsIdx[0];

            var counter        = 3;
            var lastInvalidIdx = -1;
            var loopCounter    = 0;

            while (true)
            {
                var foundIsland = false;

                for (int j = 3; j < trianglesNum; j += 3)
                {
                    if (triVisited[j])
                    {
                        continue;
                    }

                    if (currIsland.Contains(vertHash[j]) ||
                        currIsland.Contains(vertHash[j + 1]) ||
                        currIsland.Contains(vertHash[j + 2]))
                    {
                        currIsland.Add(vertHash[j]);
                        currIsland.Add(vertHash[j + 1]);
                        currIsland.Add(vertHash[j + 2]);

                        currIslandIdx.Add(j);
                        currIslandIdx.Add(j + 1);
                        currIslandIdx.Add(j + 2);

                        triVisited[j]     = true;
                        triVisited[j + 1] = true;
                        triVisited[j + 2] = true;

                        counter    += 3;
                        foundIsland = true;
                    }
                    else
                    {
                        lastInvalidIdx = j;
                    }
                }

                if (counter == trianglesNum)
                {
                    break;
                }

                if (!foundIsland)
                {
                    // create new island
                    currIsland = new HashSet <int> {
                        vertHash[lastInvalidIdx], vertHash[lastInvalidIdx + 1], vertHash[lastInvalidIdx + 2]
                    };
                    currIslandIdx = new List <int>(trianglesNum / 2)
                    {
                        lastInvalidIdx, lastInvalidIdx + 1, lastInvalidIdx + 2
                    };

                    islands.Add(currIsland);
                    islandsIdx.Add(currIslandIdx);
                }

                loopCounter++;
                if (loopCounter > 100)
                {
                    Exploder2DUtils.Log("10000 loop exceeded, islands: " + islands.Count);
                    break;
                }
            }

            var islandNum = islands.Count;

            Exploder2DUtils.Assert(islandNum >= 1, "No island found!");

            // no more than one islands
            if (islandNum == 1)
            {
                return(null);
            }

            var result = new List <CutterMesh>(islands.Count);

            foreach (var island in islandsIdx)
            {
                var cutterMesh = new CutterMesh {
                    mesh = new SpriteMesh()
                };
                var triCount = island.Count;

                var m = cutterMesh.mesh;

                var tt = new List <int>(triCount);
                var vs = new List <Vector2>(triCount);

                var triCache        = new Dictionary <int, int>(trianglesNum);
                var centroid        = Vector2.zero;
                var centroidCounter = 0;
                var triCounter      = 0;

                foreach (var i in island)
                {
                    var tri = triangles[i];
                    var id  = 0;

                    if (triCache.TryGetValue(tri, out id))
                    {
                        tt.Add(id);
                        continue;
                    }

                    tt.Add(triCounter);
                    triCache.Add(tri, triCounter);
                    triCounter++;

                    centroid += vertices[tri];
                    centroidCounter++;

                    vs.Add(vertices[tri]);
                }

                m.vertices = vs.ToArray();

                m.triangles = tt.ToArray();

                cutterMesh.centroidLocal = centroid / centroidCounter;

                result.Add(cutterMesh);
            }

            return(result);
        }
Пример #4
0
        /// <summary>
        /// cut mesh by plane
        /// </summary>
        /// <param name="spriteMesh">mesh to cut</param>
        /// <param name="meshTransform">transformation of the mesh</param>
        /// <param name="line2D">cutting plane</param>
        /// <returns>processing time</returns>
        public float Cut(SpriteMesh spriteMesh, Transform meshTransform, Math.Line2D line2D, ref List <CutterMesh> meshes)
        {
            var stopWatch = new Stopwatch();

            stopWatch.Start();

#if PROFILING
            MeasureIt.Begin("CutAllocations");
#endif

            // cache mesh data
            var trianglesNum  = spriteMesh.triangles.Length;
            var verticesNum   = spriteMesh.vertices.Length;
            var meshTriangles = spriteMesh.triangles;
            var meshVertices  = spriteMesh.vertices;

            // preallocate buffers
            AllocateBuffers(trianglesNum, verticesNum);

            CutterMesh mesh0, mesh1;

#if PROFILING
            MeasureIt.End("CutAllocations");
            MeasureIt.Begin("CutCycleFirstPass");
#endif

            // inverse transform cutting plane
            // line2D.InverseTransform(meshTransform);

            // first pass - find complete triangles on both sides of the plane
            for (int i = 0; i < trianglesNum; i += 3)
            {
                // get triangle points
                var v0 = meshVertices[meshTriangles[i]];
                var v1 = meshVertices[meshTriangles[i + 1]];
                var v2 = meshVertices[meshTriangles[i + 2]];

                var side0 = line2D.GetSideFix(ref v0);
                var side1 = line2D.GetSideFix(ref v1);
                var side2 = line2D.GetSideFix(ref v2);

                meshVertices[meshTriangles[i]]     = v0;
                meshVertices[meshTriangles[i + 1]] = v1;
                meshVertices[meshTriangles[i + 2]] = v2;

//                Utils.Log(plane.Pnt + " " + v0 + " " + v1 + " " + " " + v2);

                // all points on one side
                if (side0 == side1 && side1 == side2)
                {
                    var idx = side0 ? 0 : 1;

                    if (meshTriangles[i] >= triCache.Length)
                    {
                        Exploder2DUtils.Log("TriCacheError " + meshTriangles[i] + " " + triCache.Length + " " + meshVertices.Length);
                    }

                    if (triCache[meshTriangles[i]] == 0)
                    {
                        triangles[idx].Add(triCounter[idx]);
                        vertices[idx].Add(meshVertices[meshTriangles[i]]);

                        centroid[idx] += meshVertices[meshTriangles[i]];

                        triCache[meshTriangles[i]] = triCounter[idx] + 1;
                        triCounter[idx]++;
                    }
                    else
                    {
                        triangles[idx].Add(triCache[meshTriangles[i]] - 1);
                    }

                    if (triCache[meshTriangles[i + 1]] == 0)
                    {
                        triangles[idx].Add(triCounter[idx]);
                        vertices[idx].Add(meshVertices[meshTriangles[i + 1]]);

                        centroid[idx] += meshVertices[meshTriangles[i + 1]];

                        triCache[meshTriangles[i + 1]] = triCounter[idx] + 1;
                        triCounter[idx]++;
                    }
                    else
                    {
                        triangles[idx].Add(triCache[meshTriangles[i + 1]] - 1);
                    }

                    if (triCache[meshTriangles[i + 2]] == 0)
                    {
                        triangles[idx].Add(triCounter[idx]);
                        vertices[idx].Add(meshVertices[meshTriangles[i + 2]]);

                        centroid[idx] += meshVertices[meshTriangles[i + 2]];

                        triCache[meshTriangles[i + 2]] = triCounter[idx] + 1;
                        triCounter[idx]++;
                    }
                    else
                    {
                        triangles[idx].Add(triCache[meshTriangles[i + 2]] - 1);
                    }
                }
                else
                {
                    // intersection triangles add to list and process it in second pass
                    cutTris.Add(i);
                }
            }

            if (vertices[0].Count == 0)
            {
                centroid[0] = meshVertices[0];
            }
            else
            {
                centroid[0] /= vertices[0].Count;
            }

            if (vertices[1].Count == 0)
            {
                centroid[1] = meshVertices[1];
            }
            else
            {
                centroid[1] /= vertices[1].Count;
            }

#if PROFILING
            MeasureIt.End("CutCycleFirstPass");
            MeasureIt.Begin("CutCycleSecondPass");
#endif

            mesh0.centroidLocal = centroid[0];
            mesh1.centroidLocal = centroid[1];

            mesh0.mesh = null;
            mesh1.mesh = null;

            if (cutTris.Count < 1)
            {
                stopWatch.Stop();
                return(stopWatch.ElapsedMilliseconds);
            }

            AllocateContours(cutTris.Count);

            // second pass - cut intersecting triangles in half
            foreach (var cutTri in cutTris)
            {
                var triangle = new Triangle
                {
                    ids = new[] { meshTriangles[cutTri + 0], meshTriangles[cutTri + 1], meshTriangles[cutTri + 2] },
                    pos = new[] { meshVertices[meshTriangles[cutTri + 0]], meshVertices[meshTriangles[cutTri + 1]], meshVertices[meshTriangles[cutTri + 2]] },
                };

                // check points with a plane
                var side0 = line2D.GetSide(triangle.pos[0]);
                var side1 = line2D.GetSide(triangle.pos[1]);
                var side2 = line2D.GetSide(triangle.pos[2]);

                float   t0, t1;
                Vector2 s0 = Vector2.zero, s1 = Vector2.zero;

                var idxLeft  = side0 ? 0 : 1;
                var idxRight = 1 - idxLeft;

                if (side0 == side1)
                {
                    var a = line2D.IntersectSegment(triangle.pos[2], triangle.pos[0], out t0, ref s0);
                    var b = line2D.IntersectSegment(triangle.pos[2], triangle.pos[1], out t1, ref s1);

                    Exploder2DUtils.Assert(a && b, "!!!!!!!!!!!!!!!");

                    // left side ... 2 triangles
                    var s0Left = AddIntersectionPoint(s0, triangle.ids[2], triangle.ids[0], cutVertCache[idxLeft], vertices[idxLeft]);
                    var s1Left = AddIntersectionPoint(s1, triangle.ids[2], triangle.ids[1], cutVertCache[idxLeft], vertices[idxLeft]);
                    var v0Left = AddTrianglePoint(triangle.pos[0], triangle.ids[0], triCache, cornerVertCache[idxLeft], vertices[idxLeft]);
                    var v1Left = AddTrianglePoint(triangle.pos[1], triangle.ids[1], triCache, cornerVertCache[idxLeft], vertices[idxLeft]);

                    // Triangle (s0, v0, s1)
                    triangles[idxLeft].Add(s0Left);
                    triangles[idxLeft].Add(v0Left);
                    triangles[idxLeft].Add(s1Left);

                    // Triangle (s1, v0, v1)
                    triangles[idxLeft].Add(s1Left);
                    triangles[idxLeft].Add(v0Left);
                    triangles[idxLeft].Add(v1Left);

                    // right side ... 1 triangle
                    var s0Right = AddIntersectionPoint(s0, triangle.ids[2], triangle.ids[0], cutVertCache[idxRight], vertices[idxRight]);
                    var s1Right = AddIntersectionPoint(s1, triangle.ids[2], triangle.ids[1], cutVertCache[idxRight], vertices[idxRight]);
                    var v2Right = AddTrianglePoint(triangle.pos[2], triangle.ids[2], triCache, cornerVertCache[idxRight], vertices[idxRight]);

                    // Triangle (v2, s0, s1)
                    triangles[idxRight].Add(v2Right);
                    triangles[idxRight].Add(s0Right);
                    triangles[idxRight].Add(s1Right);
                }
                else if (side0 == side2)
                {
                    var a = line2D.IntersectSegment(triangle.pos[1], triangle.pos[0], out t0, ref s1);
                    var b = line2D.IntersectSegment(triangle.pos[1], triangle.pos[2], out t1, ref s0);

                    Exploder2DUtils.Assert(a && b, "!!!!!!!!!!!!!");

                    // left side ... 2 triangles
                    var s0Left = AddIntersectionPoint(s0, triangle.ids[1], triangle.ids[2], cutVertCache[idxLeft], vertices[idxLeft]);
                    var s1Left = AddIntersectionPoint(s1, triangle.ids[1], triangle.ids[0], cutVertCache[idxLeft], vertices[idxLeft]);
                    var v0Left = AddTrianglePoint(triangle.pos[0], triangle.ids[0], triCache, cornerVertCache[idxLeft], vertices[idxLeft]);
                    var v2Left = AddTrianglePoint(triangle.pos[2], triangle.ids[2], triCache, cornerVertCache[idxLeft], vertices[idxLeft]);

                    // Triangle (v2, s1, s0)
                    triangles[idxLeft].Add(v2Left);
                    triangles[idxLeft].Add(s1Left);
                    triangles[idxLeft].Add(s0Left);

                    // Triangle (v2, v0, s1)
                    triangles[idxLeft].Add(v2Left);
                    triangles[idxLeft].Add(v0Left);
                    triangles[idxLeft].Add(s1Left);

                    // right side ... 1 triangle
                    var s0Right = AddIntersectionPoint(s0, triangle.ids[1], triangle.ids[2], cutVertCache[idxRight], vertices[idxRight]);
                    var s1Right = AddIntersectionPoint(s1, triangle.ids[1], triangle.ids[0], cutVertCache[idxRight], vertices[idxRight]);
                    var v1Right = AddTrianglePoint(triangle.pos[1], triangle.ids[1], triCache, cornerVertCache[idxRight], vertices[idxRight]);

                    // Triangle (s0, s1, v1)
                    triangles[idxRight].Add(s0Right);
                    triangles[idxRight].Add(s1Right);
                    triangles[idxRight].Add(v1Right);
                }
                else
                {
                    var a = line2D.IntersectSegment(triangle.pos[0], triangle.pos[1], out t0, ref s0);
                    var b = line2D.IntersectSegment(triangle.pos[0], triangle.pos[2], out t1, ref s1);

                    Exploder2DUtils.Assert(a && b, "!!!!!!!!!!!!!");

                    // right side ... 2 triangles
                    var s0Right = AddIntersectionPoint(s0, triangle.ids[0], triangle.ids[1], cutVertCache[idxRight], vertices[idxRight]);
                    var s1Right = AddIntersectionPoint(s1, triangle.ids[0], triangle.ids[2], cutVertCache[idxRight], vertices[idxRight]);
                    var v1Right = AddTrianglePoint(triangle.pos[1], triangle.ids[1], triCache, cornerVertCache[idxRight], vertices[idxRight]);
                    var v2Right = AddTrianglePoint(triangle.pos[2], triangle.ids[2], triCache, cornerVertCache[idxRight], vertices[idxRight]);

                    // Triangle (v2, s1, v1)
                    triangles[idxRight].Add(v2Right);
                    triangles[idxRight].Add(s1Right);
                    triangles[idxRight].Add(v1Right);

                    // Triangle (s1, s0, v1)
                    triangles[idxRight].Add(s1Right);
                    triangles[idxRight].Add(s0Right);
                    triangles[idxRight].Add(v1Right);

                    // left side ... 1 triangle
                    var s0Left = AddIntersectionPoint(s0, triangle.ids[0], triangle.ids[1], cutVertCache[idxLeft], vertices[idxLeft]);
                    var s1Left = AddIntersectionPoint(s1, triangle.ids[0], triangle.ids[2], cutVertCache[idxLeft], vertices[idxLeft]);
                    var v0Left = AddTrianglePoint(triangle.pos[0], triangle.ids[0], triCache, cornerVertCache[idxLeft], vertices[idxLeft]);

                    // Triangle (s1, v0, s0)
                    triangles[idxLeft].Add(s1Left);
                    triangles[idxLeft].Add(v0Left);
                    triangles[idxLeft].Add(s0Left);
                }
            }

#if PROFILING
            MeasureIt.End("CutCycleSecondPass");
#endif

            List <int>[] trianglesCut = null;

            if (vertices[0].Count > 3 && vertices[1].Count > 3)
            {
#if PROFILING
                MeasureIt.Begin("CutEndCopyBack");
#endif

                mesh0.mesh = new SpriteMesh();
                mesh1.mesh = new SpriteMesh();

                var verticesArray0 = vertices[0].ToArray();
                var verticesArray1 = vertices[1].ToArray();

                mesh0.mesh.vertices = verticesArray0;
                mesh1.mesh.vertices = verticesArray1;

                if (trianglesCut != null && trianglesCut[0].Count > 3)
                {
                    triangles[0].AddRange(trianglesCut[0]);
                    triangles[1].AddRange(trianglesCut[1]);
                }

                mesh0.mesh.triangles = triangles[0].ToArray();
                mesh1.mesh.triangles = triangles[1].ToArray();

                mesh0.centroidLocal = Vector2.zero;
                mesh1.centroidLocal = Vector2.zero;

                foreach (var p in vertices[0])
                {
                    mesh0.centroidLocal += p;
                }
                mesh0.centroidLocal /= vertices[0].Count;

                foreach (var p in vertices[1])
                {
                    mesh1.centroidLocal += p;
                }
                mesh1.centroidLocal /= vertices[1].Count;
#if PROFILING
                MeasureIt.End("CutEndCopyBack");
#endif

                meshes = new List <CutterMesh> {
                    mesh0, mesh1
                };

                stopWatch.Stop();
                return(stopWatch.ElapsedMilliseconds);
            }

            stopWatch.Stop();

//            UnityEngine.Debug.Log("Empty cut! " + vertices[0].Count + " " + vertices[1].Count);

            return(stopWatch.ElapsedMilliseconds);
        }