Пример #1
0
        /// <summary>
        /// Internal method for computing the mesh with multiple operations.
        /// Or just 1 it really doesn't matter much.
        /// </summary>
        /// <returns></returns>

        /*
         * // async currently removed for Unity compatibility
         * private static async Task<DecomposerResult> Compute(Mesh<float> mesh, VoxelOptions options)
         * {
         * mesh.Vertices[0].X += 1.0f;
         *
         * // dummy await call for now.
         * await Task.Delay(0);
         *
         * // This is where you can split your algorithm into multiple threads or queues and then you can chose to rejoin them at the end with an await.
         * // I think that would cause an awaitable object to exist.
         *
         * return new DecomposerResult();
         * }
         */

        /// <summary>
        /// This is the synchronous section of the compute.
        ///
        /// Just implement this to start.
        /// </summary>
        /// <param name="mesh"></param>
        /// <param name="options"></param>
        /// <returns></returns>
        private static DecomposerResult ComputeSync(Mesh <float> mesh, VoxelOptions options)
        {
            var bounds     = FindBounds.VectorBounds(mesh.Vertices);
            var resolution = options.Resolution;

            if (options.Debug)
            {
                Console.WriteLine("Starting Decomposition ------ \n");
                Console.WriteLine($"\t -Size : {options.Resolution}");
                Console.WriteLine($"\t -Shape : {options.VoxelShape.ToString()}");
                // Debug output could be part of the voxel options
                Console.WriteLine($"\t -Bounds: {bounds}");
            }

            // test for now
            var result = new DecomposerResult();

            //having established our bounds, we now want to adjust those bounds
            //currently the default is 1, which means that one side of a cube = 1 unit of measurement.
            //so one cube ocupies one unit squared.
            //if we wanted a higher resolution, meaning 2:1 and up we would extend the bounds based on that ratio

            //for simplicity sake so a cube won't be a size of .5 by .5,
            //we would actually double the size of input object
            //in other words with a resolution of 1 for an input object 12 by 12,
            // we would start with 144 cubes and a size of 12 by 12
            //but with a resolution of 2 for an input object of 12 by 12,
            //we would start with 576 cubes and a size of 24 by 24

            //once the decomposition is complete we will scale it back down

            int min_X = (int)(bounds.min_X *= resolution);
            int max_X = (int)(bounds.max_X *= resolution);
            int min_Y = (int)(bounds.min_Y *= resolution);
            int max_Y = (int)(bounds.max_Y *= resolution);
            int min_Z = (int)(bounds.min_Z *= resolution);
            int max_Z = (int)(bounds.max_Z *= resolution);

            //build maximum size 3 dimensional quadrilateral

            /*
             * result.Mesh = new List<Mesh<float>>
             * {
             * i = 0;
             *      for(var x = bounds.min_X; x =< bounds.max_X; x++){
             *              for(var y = bounds.min_Y; y =< bounds.max_Y; y++){
             *                      for(var z = bounds.min_Z; z =< bounds.max_Z; z++){
             *                      new BoxMesh(v1 = new Vector(x, y, z),
             *                                              v2 = new Vector(x, y + 1, z),
             *                                              v3 = new Vector(x + 1, y + 1, z),
             *                                              v4 = new Vector(x + 1, y, z),
             *                                              v5 = new Vector(x, y, z + 1),
             *                                              v6 = new Vector(x + 1, y, z + 1),
             *                                              v7 = new Vector(x + 1, y + 1, z + 1),
             *                                              v8 = new Vector(x, y + 1, z + 1)
             *                                              );
             *                      }
             *              }
             *      }
             * };
             */
            var workingList = new List <Mesh <float> >();

            for (var x_ = min_X; x_ <= max_X; x_++)
            {
                for (var y_ = min_Y; y_ <= max_Y; y_++)
                {
                    for (var z_ = min_Z; z_ <= max_Z; z_++)
                    {
                        // result.Mesh.Add(new BoxMesh(new Data.Vector(x + (0.5f * options.Size), y + (0.5f * options.Size), z + (0.5f * options.Size)), 1.0f));
                        // result.Mesh.Add(new BoxMesh(new Data.Vector(x, y, z), 1.0f));
                        workingList.Add(new BoxMesh(new Data.Vector(x_, y_, z_), 1.0f));
                    }
                }
            }


            //Decompose mesh one side at a time
            //for (int i = 1; i <= 6; i++) {
            // i = a side of the mesh
            // type float
            int a1, a2, b1, b2, c1, c2;
            // 1 represents starting point for x,y,z
            // 2 represents the ending point
            int x, y, z;

            //if(i == 1){
            a1 = min_X;
            a2 = max_X;
            b1 = min_Y;
            b2 = max_Y;
            c1 = min_Z;
            c2 = max_Z;
            for (var c = c1; c <= c2; c++)
            {
                for (var b = b1; b <= b2; b++)
                {
                    for (var a = a1; a <= a2; a++)
                    {
                        x = a;
                        y = b;
                        z = c;
                        var found = false;
                        foreach (BoxMesh m in workingList)
                        {
                            // TODO clean up later
                            if ((int)m.position.X == x && (int)m.position.Y == y && (int)m.position.Z == z)
                            {
                                foreach (var vert in mesh.Vertices)
                                {
                                    if ((vert.X * resolution) >= x && (vert.X * resolution) < (x + 1))
                                    {
                                        if ((vert.Y * resolution) >= y && (vert.Y * resolution) < (y + 1))
                                        {
                                            if ((vert.Z * resolution) >= z && (vert.Z * resolution) < (z + 1))
                                            {
                                                found = true;
                                                break;
                                            }
                                        }
                                    }
                                }
                                if (found == false)
                                {
                                    m.stagedForDeletion = true;
                                }
                                break;
                            }
                        }
                        if (found)
                        {
                            break;
                        }
                    }
                }
            }
            //}else if(i == 2){
            a1 = max_Y;
            a2 = min_Y;
            b1 = min_X;
            b2 = max_X;
            c1 = min_Z;
            c2 = max_Z;
            for (var c = c1; c <= c2; c++)
            {
                for (var b = b1; b <= b2; b++)
                {
                    for (var a = a1; a >= a2; a--)
                    {
                        x = b;
                        y = a;
                        z = c;
                        var found = false;
                        foreach (BoxMesh m in workingList)
                        {
                            // TODO clean up later
                            if ((int)m.position.X == x && (int)m.position.Y == y && (int)m.position.Z == z)
                            {
                                foreach (var vert in mesh.Vertices)
                                {
                                    if ((vert.X * resolution) >= x && (vert.X * resolution) < (x + 1))
                                    {
                                        if ((vert.Y * resolution) >= y && (vert.Y * resolution) < (y + 1))
                                        {
                                            if ((vert.Z * resolution) >= z && (vert.Z * resolution) < (z + 1))
                                            {
                                                found = true;
                                                break;
                                            }
                                        }
                                    }
                                }
                                if (found == false)
                                {
                                    m.stagedForDeletion = true;
                                }
                                break;
                            }
                        }
                        if (found)
                        {
                            break;
                        }
                    }
                }
            }
            //}else if(i == 3){
            a1 = max_X;
            a2 = min_X;
            b1 = max_Y;
            b2 = min_Y;
            c1 = min_Z;
            c2 = max_Z;
            for (var c = c1; c <= c2; c++)
            {
                for (var b = b1; b >= b2; b--)
                {
                    for (var a = a1; a >= a2; a--)
                    {
                        x = a;
                        y = b;
                        z = c;
                        var found = false;
                        foreach (BoxMesh m in workingList)
                        {
                            // TODO clean up later
                            if ((int)m.position.X == x && (int)m.position.Y == y && (int)m.position.Z == z)
                            {
                                foreach (var vert in mesh.Vertices)
                                {
                                    if ((vert.X * resolution) >= x && (vert.X * resolution) < (x + 1))
                                    {
                                        if ((vert.Y * resolution) >= y && (vert.Y * resolution) < (y + 1))
                                        {
                                            if ((vert.Z * resolution) >= z && (vert.Z * resolution) < (z + 1))
                                            {
                                                found = true;
                                                break;
                                            }
                                        }
                                    }
                                }
                                if (found == false)
                                {
                                    m.stagedForDeletion = true;
                                }
                                break;
                            }
                        }
                        if (found)
                        {
                            break;
                        }
                    }
                }
            }
            //}else if(i == 4){
            a1 = min_Y;
            a2 = max_Y;
            b1 = max_X;
            b2 = min_X;
            c1 = min_Z;
            c2 = max_Z;
            for (var c = c1; c <= c2; c++)
            {
                for (var b = b1; b >= b2; b--)
                {
                    for (var a = a1; a <= a2; a++)
                    {
                        x = b;
                        y = a;
                        z = c;
                        var found = false;
                        foreach (BoxMesh m in workingList)
                        {
                            // TODO clean up later
                            if ((int)m.position.X == x && (int)m.position.Y == y && (int)m.position.Z == z)
                            {
                                foreach (var vert in mesh.Vertices)
                                {
                                    if ((vert.X * resolution) >= x && (vert.X * resolution) < (x + 1))
                                    {
                                        if ((vert.Y * resolution) >= y && (vert.Y * resolution) < (y + 1))
                                        {
                                            if ((vert.Z * resolution) >= z && (vert.Z * resolution) < (z + 1))
                                            {
                                                found = true;
                                                break;
                                            }
                                        }
                                    }
                                }
                                if (found == false)
                                {
                                    m.stagedForDeletion = true;
                                }
                                break;
                            }
                        }
                        if (found)
                        {
                            break;
                        }
                    }
                }
            }
            //}else if(i == 5){
            a1 = min_Z;
            a2 = max_Z;
            b1 = min_X;
            b2 = max_X;
            c1 = min_Y;
            c2 = max_Y;
            for (var c = c1; c <= c2; c++)
            {
                for (var b = b1; b <= b2; b++)
                {
                    for (var a = a1; a <= a2; a++)
                    {
                        x = b;
                        y = c;
                        z = a;
                        var found = false;
                        foreach (BoxMesh m in workingList)
                        {
                            // TODO clean up later
                            if ((int)m.position.X == x && (int)m.position.Y == y && (int)m.position.Z == z)
                            {
                                foreach (var vert in mesh.Vertices)
                                {
                                    if ((vert.X * resolution) >= x && (vert.X * resolution) < (x + 1))
                                    {
                                        if ((vert.Y * resolution) >= y && (vert.Y * resolution) < (y + 1))
                                        {
                                            if ((vert.Z * resolution) >= z && (vert.Z * resolution) < (z + 1))
                                            {
                                                found = true;
                                                break;
                                            }
                                        }
                                    }
                                }
                                if (found == false)
                                {
                                    m.stagedForDeletion = true;
                                }
                                break;
                            }
                        }
                        if (found)
                        {
                            break;
                        }
                    }
                }
            }
            //}else{
            a1 = max_Z;
            a2 = min_Z;
            b1 = min_X;
            b2 = max_X;
            c1 = max_Y;
            c2 = min_Y;
            //}
            for (var c = c1; c >= c2; c--)
            {
                for (var b = b1; b <= b2; b++)
                {
                    for (var a = a1; a >= a2; a--)
                    {
                        x = b;
                        y = c;
                        z = a;
                        var found = false;
                        foreach (BoxMesh m in workingList)
                        {
                            // TODO clean up later
                            if ((int)m.position.X == x && (int)m.position.Y == y && (int)m.position.Z == z)
                            {
                                foreach (var vert in mesh.Vertices)
                                {
                                    if ((vert.X * resolution) >= x && (vert.X * resolution) < (x + 1))
                                    {
                                        if ((vert.Y * resolution) >= y && (vert.Y * resolution) < (y + 1))
                                        {
                                            if ((vert.Z * resolution) >= z && (vert.Z * resolution) < (z + 1))
                                            {
                                                found = true;
                                                break;
                                            }
                                        }
                                    }
                                }
                                if (found == false)
                                {
                                    m.stagedForDeletion = true;
                                }
                                break;
                            }
                        }
                        if (found)
                        {
                            break;
                        }
                    }
                }
            }
            //}

            //scale back down
            result.Mesh = new List <Mesh <float> >();
            for (int i = 0; i < workingList.Count; i++)
            {
                // result.Mesh[i] = new BoxMesh(((BoxMesh)workingList[i]).position, ((BoxMesh)workingList[i]).size /= size);
                // result.Mesh.Add(new BoxMesh(((BoxMesh)workingList[i]).position /= new Data.Vector(size, size, size), ((BoxMesh)workingList[i]).size /= size));
                var workingBox = (BoxMesh)workingList[i];
                if (workingBox.stagedForDeletion)
                {
                    continue;
                }
                var pos = new Data.Vector(workingBox.position.X / resolution, workingBox.position.Y / resolution, workingBox.position.Z / resolution);
                // result.Mesh.Add(new BoxMesh(pos, workingBox.size / size));
                result.Mesh.Add(new BoxMesh(pos, 1.0f / resolution));
            }

            /*
             * for(BoxMesh in Result){
             *      BoxMesh.v1.x /= VoxelOptions.size;
             *      BoxMesh.v1.y /= VoxelOptions.size;
             *      BoxMesh.v1.z /= VoxelOptions.size;
             *      BoxMesh.v2.x /= VoxelOptions.size;
             *      BoxMesh.v2.y /= VoxelOptions.size;
             *      BoxMesh.v2.z /= VoxelOptions.size;
             *      BoxMesh.v3.x /= VoxelOptions.size;
             *      BoxMesh.v3.y /= VoxelOptions.size;
             *      BoxMesh.v3.z /= VoxelOptions.size;
             *      BoxMesh.v4.x /= VoxelOptions.size;
             *      BoxMesh.v4.y /= VoxelOptions.size;
             *      BoxMesh.v4.z /= VoxelOptions.size;
             *      BoxMesh.v5.x /= VoxelOptions.size;
             *      BoxMesh.v5.y /= VoxelOptions.size;
             *      BoxMesh.v5.z /= VoxelOptions.size;
             *      BoxMesh.v6.x /= VoxelOptions.size;
             *      BoxMesh.v6.y /= VoxelOptions.size;
             *      BoxMesh.v6.z /= VoxelOptions.size;
             * }
             */

            //side 1


            result.FinishedWithError = false;

            return(result);
        }
Пример #2
0
 /// <summary>
 /// Simple constructor that takes in the mesh to be operated on.
 /// Operation is started on construction.
 /// It would be super awesome to be able to register callbacks when this is done in other code.
 /// </summary>
 /// <param name="mesh"></param>
 /// <param name="options"></param>
 public VoxelDecomposer(Mesh <float> mesh, VoxelOptions options) : base(mesh)
 {
     Options = options;
 }