static bool TestAttributeLerp() { var mesh = new BMesh(); mesh.AddVertexAttribute(new AttributeDefinition("uv", AttributeBaseType.Float, 2)); mesh.AddVertexAttribute(new AttributeDefinition("mat", AttributeBaseType.Int, 1)); Vertex v0 = mesh.AddVertex(new Vector3(0, 0, 0)); Vertex v1 = mesh.AddVertex(new Vector3(0, 0, 0)); Vertex v2 = mesh.AddVertex(new Vector3(0, 0, 0)); v0.attributes["uv"] = new FloatAttributeValue(0.12f, 0.0f); v2.attributes["uv"] = new FloatAttributeValue(0.33f, 1.0f); v0.attributes["mat"] = new IntAttributeValue(0); v2.attributes["mat"] = new IntAttributeValue(1); BMeshOperators.AttributeLerp(mesh, v1, v0, v2, 0.4f); var uv1 = v1.attributes["uv"] as FloatAttributeValue; var mat1 = v1.attributes["mat"] as IntAttributeValue; Debug.Assert(uv1.data.Length == 2 && uv1.data[0] == Mathf.Lerp(0.12f, 0.33f, 0.4f) && uv1.data[1] == 0.4f, "interpolate uv"); Debug.Assert(mat1.data.Length == 1 && mat1.data[0] == 0, "interpolate mat"); Debug.Log("TestBMeshOperators TestAttributeLerp passed."); return(true); }
static bool TestSubdivideQuad() { var mesh = new BMesh(); Vertex v0 = mesh.AddVertex(new Vector3(-1, 0, -1)); Vertex v1 = mesh.AddVertex(new Vector3(-1, 0, 1)); Vertex v2 = mesh.AddVertex(new Vector3(1, 0, 1)); Vertex v3 = mesh.AddVertex(new Vector3(1, 0, -1)); mesh.AddFace(v0, v1, v2, v3); BMeshOperators.Subdivide(mesh); Debug.Assert(mesh.vertices.Count == 9, "vertex count"); Debug.Assert(mesh.edges.Count == 12, "edge count"); Debug.Assert(mesh.loops.Count == 16, "loop count"); Debug.Assert(mesh.faces.Count == 4, "face count"); foreach (Face f in mesh.faces) { Debug.Assert(f.vertcount == 4, "faces are quads"); } Debug.Log("TestBMeshOperators TestSubdivideQuad passed."); return(true); }
static bool Test3() { var mesh = new BMesh(); Vertex v0 = mesh.AddVertex(new Vector3(-1, 0, -1)); Vertex v1 = mesh.AddVertex(new Vector3(-1, 0, 1)); Vertex v2 = mesh.AddVertex(new Vector3(1, 0, 1)); Vertex v3 = mesh.AddVertex(new Vector3(1, 0, -1)); Face f0 = mesh.AddFace(v0, v1, v2); Face f1 = mesh.AddFace(v2, v1, v3); Debug.Assert(mesh.vertices.Count == 4, "vert count"); Debug.Assert(mesh.loops.Count == 6, "loop count"); Debug.Assert(mesh.edges.Count == 5, "edge count"); Debug.Assert(mesh.faces.Count == 2, "face count"); Debug.Assert(v0.NeighborFaces().Count == 1, "v0 has one neighbor face (found count: " + v0.NeighborFaces().Count + ")"); Debug.Assert(v1.NeighborFaces().Count == 2, "v1 has two neighbor face (found count: " + v1.NeighborFaces().Count + ")"); foreach (Loop l in mesh.loops) { Debug.Assert(l.next != null, "loop has a next loop"); Debug.Assert(l.prev != null, "loop has a next loop"); } Debug.Assert(f0.Loop(v0) != null, "loop with vertex v0 does not exist in face f0"); Debug.Assert(f0.Loop(v0).vert == v0, "loop with vertex v0 has v0 as corner"); Debug.Assert(f0.Loop(v1) != null, "loop with vertex v1 does not exist in face f0"); Debug.Assert(f0.Loop(v1).vert == v1, "loop with vertex v1 has v1 as corner"); Debug.Assert(f0.Loop(v3) == null, "loop with vertex v3 does not exist in face f0"); Edge e0 = null; foreach (Edge e in mesh.edges) { if ((e.vert1 == v1 && e.vert2 == v2) || (e.vert1 == v2 && e.vert2 == v1)) { e0 = e; break; } } Debug.Assert(e0 != null, "found edge between v1 and v2"); mesh.RemoveEdge(e0); Debug.Assert(mesh.vertices.Count == 4, "vert count after removing edge"); Debug.Assert(mesh.loops.Count == 0, "loop count after removing edge"); Debug.Assert(mesh.edges.Count == 4, "edge count after removing edge"); Debug.Assert(mesh.faces.Count == 0, "face count after removing edge"); foreach (Loop l in mesh.loops) { Debug.Assert(l.next != null, "loop still has a next loop"); Debug.Assert(l.prev != null, "loop still has a next loop"); } Debug.Log("TestBMesh #3 passed."); return(true); }
/////////////////////////////////////////////////////////////////////////// #region [Subdivide] /** * Subdivide a mesh, without smoothing it, trying to interpolate all * available attributes as much as possible. After subdivision, all faces * are quads. * Overriding attributes: edge's id */ public static void Subdivide(BMesh mesh) { int i = 0; var edgeCenters = new Vertex[mesh.edges.Count]; var originalEdges = new Edge[mesh.edges.Count]; foreach (Edge e in mesh.edges) { edgeCenters[i] = mesh.AddVertex(e.Center()); AttributeLerp(mesh, edgeCenters[i], e.vert1, e.vert2, 0.5f); originalEdges[i] = e; e.id = i++; } var originalFaces = new List <Face>(mesh.faces); // copy because mesh.faces changes during iterations foreach (Face f in originalFaces) { Vertex faceCenter = mesh.AddVertex(f.Center()); float w = 0; // Create one quad per loop in the original face Loop it = f.loop; do { w += 1; AttributeLerp(mesh, faceCenter, faceCenter, it.vert, 1 / w); var quad = new Vertex[] { it.vert, edgeCenters[it.edge.id], faceCenter, edgeCenters[it.prev.edge.id] }; mesh.AddFace(quad); it = it.next; } while (it != f.loop); // then get rid of the original face mesh.RemoveFace(f); } // Remove old edges foreach (Edge e in originalEdges) { mesh.RemoveEdge(e); } }
/////////////////////////////////////////////////////////////////////////// #region [Merge} /** * Add all vertices/edges/faces from another mesh, and fix attributes if * needed. * Overriding attributes: vertex's id (of the first mesh only) */ public static void Merge(BMesh mesh, BMesh other) { var newVerts = new Vertex[other.vertices.Count]; int i = 0; foreach (Vertex v in other.vertices) { newVerts[i] = mesh.AddVertex(v.point); AttributeLerp(mesh, newVerts[i], v, v, 1); // copy all attributes v.id = i; ++i; } foreach (Edge e in other.edges) { mesh.AddEdge(newVerts[e.vert1.id], newVerts[e.vert2.id]); } foreach (Face f in other.faces) { var neighbors = f.NeighborVertices(); var newNeighbors = new Vertex[neighbors.Count]; int j = 0; foreach (var v in neighbors) { newNeighbors[j] = newVerts[v.id]; ++j; } mesh.AddFace(newNeighbors); } }
static bool TestSubdivideTris() { var mesh = new BMesh(); mesh.AddVertexAttribute(new AttributeDefinition("uv", AttributeBaseType.Float, 2)); Vertex v0 = mesh.AddVertex(new Vector3(-1, 0, -1)); Vertex v1 = mesh.AddVertex(new Vector3(-1, 0, 1)); Vertex v2 = mesh.AddVertex(new Vector3(1, 0, 1)); Vertex v3 = mesh.AddVertex(new Vector3(1, 0, -1)); Face f0 = mesh.AddFace(v0, v1, v2); Face f1 = mesh.AddFace(v2, v1, v3); foreach (var v in mesh.vertices) { v.attributes["uv"] = new FloatAttributeValue(v.point.x, v.point.z); } BMeshOperators.Subdivide(mesh); Debug.Assert(mesh.vertices.Count == 11, "vertex count"); Debug.Assert(mesh.edges.Count == 16, "edge count"); Debug.Assert(mesh.loops.Count == 24, "loop count"); Debug.Assert(mesh.faces.Count == 6, "face count"); foreach (Face f in mesh.faces) { Debug.Assert(f.vertcount == 4, "faces are quads"); } foreach (var v in mesh.vertices) { var uv = v.attributes["uv"] as FloatAttributeValue; Debug.Assert(Mathf.Abs(uv.data[0] - v.point.x) < epsilon && Mathf.Abs(uv.data[1] - v.point.z) < epsilon, "attribute interpolation: " + uv.data[0] + " == " + v.point.x + " && " + uv.data[1] + " == " + v.point.z); } Debug.Log("TestBMeshOperators TestSubdivideTris passed."); return(true); }
static bool Test1() { var mesh = new BMesh(); Vertex v0 = mesh.AddVertex(new Vector3(-0.5f, 0.0f, -Mathf.Sqrt(3) / 6)); Vertex v1 = mesh.AddVertex(new Vector3(0.5f, 0.0f, -Mathf.Sqrt(3) / 6)); Vertex v2 = mesh.AddVertex(new Vector3(0, 0.0f, Mathf.Sqrt(3) / 3)); Face f = mesh.AddFace(v0, v1, v2); Debug.Assert(mesh.vertices.Count == 3, "vert count"); Debug.Assert(mesh.loops.Count == 3, "loop count"); Debug.Assert(mesh.edges.Count == 3, "edge count"); Debug.Assert(mesh.faces.Count == 1, "face count"); Loop l = mesh.loops[0]; for (int i = 0; i < 3; ++i) { var v = mesh.vertices[i]; Debug.Assert(mesh.loops[i].face == f, "loop has face"); Debug.Assert(mesh.loops[i].edge != null, "loop has edge"); Debug.Assert(mesh.edges[i].loop != null, "edge has loop"); Debug.Assert(v.edge != null, "vertex has edge"); Debug.Assert(v.edge.vert1 == v || v.edge.vert2 == v, "vertex is in vertex edge"); Debug.Assert(l.next != l, "loop has next"); Debug.Assert(l.next.prev == l, "loop has consistent next"); Debug.Assert(l.radial_next.radial_prev == l, "loop has consistent radial next"); l = l.next; } Debug.Assert(l == mesh.loops[0], "loop loops"); Debug.Assert(mesh.FindEdge(v0, v1) != null, "edge between v0 and v1"); Debug.Assert(mesh.FindEdge(v0, v2) != null, "edge between v0 and v2"); Debug.Assert(mesh.FindEdge(v2, v1) != null, "edge between v2 and v1"); Debug.Log("TestBMesh #1 passed."); return(true); }
static bool TestTwoVertexFaces() { var mesh = new BMesh(); Vertex v0 = mesh.AddVertex(new Vector3(-1, 0, -1)); Vertex v1 = mesh.AddVertex(new Vector3(-1, 0, 1)); Vertex v2 = mesh.AddVertex(new Vector3(1, 0, 1)); Face f0 = mesh.AddFace(v0, v1); Face f1 = mesh.AddFace(v1, v2); Debug.Assert(mesh.vertices.Count == 3, "vert count"); Debug.Assert(mesh.loops.Count == 4, "loop count"); Debug.Assert(mesh.edges.Count == 2, "edge count"); Debug.Assert(mesh.faces.Count == 2, "face count"); Debug.Assert(v0.NeighborFaces().Count == 1, "v0 has one neighbor face (found count: " + v0.NeighborFaces().Count + ")"); Debug.Assert(v1.NeighborFaces().Count == 2, "v1 has two neighbor face (found count: " + v1.NeighborFaces().Count + ")"); Debug.Log("TestBMesh TestTwoVertexFaces passed."); return(true); }
static bool Test3() { var mesh = new BMesh(); Vertex v0 = mesh.AddVertex(new Vector3(-1, 0, -1)); Vertex v1 = mesh.AddVertex(new Vector3(-1, 0, 1)); Vertex v2 = mesh.AddVertex(new Vector3(1, 0, 1)); Vertex v3 = mesh.AddVertex(new Vector3(1, 0, -1)); Face f0 = mesh.AddFace(v0, v1, v2); Face f1 = mesh.AddFace(v2, v1, v3); Debug.Assert(mesh.vertices.Count == 4, "vert count"); Debug.Assert(mesh.loops.Count == 6, "loop count"); Debug.Assert(mesh.edges.Count == 5, "edge count"); Debug.Assert(mesh.faces.Count == 2, "face count"); Edge e0 = null; foreach (Edge e in mesh.edges) { if ((e.vert1 == v1 && e.vert2 == v2) || (e.vert1 == v2 && e.vert2 == v1)) { e0 = e; break; } } Debug.Assert(e0 != null, "found edge between v1 and v2"); mesh.RemoveEdge(e0); Debug.Assert(mesh.vertices.Count == 4, "vert count after removing edge"); Debug.Assert(mesh.loops.Count == 0, "loop count after removing edge"); Debug.Assert(mesh.edges.Count == 4, "edge count after removing edge"); Debug.Assert(mesh.faces.Count == 0, "face count after removing edge"); Debug.Log("TestBMesh #3 passed."); return(true); }
/////////////////////////////////////////////////////////////////////////// #region [Merge] /** * Merge a Unity Mesh into a BMesh. Can be used with an empty BMesh to * create a BMesh from a Unity Mesh * TODO: Add support for uvs etc. */ public static void Merge(BMesh mesh, Mesh unityMesh, bool flipFaces = false) { Vector3[] unityVertices = unityMesh.vertices; int[] unityTriangles = unityMesh.triangles; var verts = new Vertex[unityVertices.Length]; for (int i = 0; i < unityVertices.Length; ++i) { Vector3 p = unityVertices[i]; verts[i] = mesh.AddVertex(p); } for (int i = 0; i < unityTriangles.Length / 3; ++i) { mesh.AddFace( verts[unityTriangles[3 * i + (flipFaces ? 1 : 0)]], verts[unityTriangles[3 * i + (flipFaces ? 0 : 1)]], verts[unityTriangles[3 * i + 2]] ); } }
/////////////////////////////////////////////////////////////////////////// #region [Merge] /** * Merge a Unity Mesh into a BMesh. Can be used with an empty BMesh to * create a BMesh from a Unity Mesh * TODO: Add support for uvs etc. */ public static void Merge(BMesh mesh, Mesh unityMesh, bool flipFaces = false) { Vector3[] unityVertices = unityMesh.vertices; Vector2[] unityUvs = unityMesh.uv; Vector2[] unityUvs2 = unityMesh.uv2; Vector3[] unityNormals = unityMesh.normals; Color[] unityColors = unityMesh.colors; bool hasUvs = unityUvs != null && unityUvs.Length > 0; bool hasUvs2 = unityUvs2 != null && unityUvs2.Length > 0; bool hasNormals = unityNormals != null && unityNormals.Length > 0; bool hasColors = unityColors != null && unityColors.Length > 0; int[] unityTriangles = unityMesh.triangles; var verts = new Vertex[unityVertices.Length]; if (hasUvs) { mesh.AddVertexAttribute(new AttributeDefinition("uv", AttributeBaseType.Float, 2)); } if (hasUvs2) { mesh.AddVertexAttribute(new AttributeDefinition("uv2", AttributeBaseType.Float, 2)); } if (hasNormals) { mesh.AddVertexAttribute(new AttributeDefinition("normal", AttributeBaseType.Float, 3)); } if (hasColors) { mesh.AddVertexAttribute(new AttributeDefinition("color", AttributeBaseType.Float, 4)); } for (int i = 0; i < unityVertices.Length; ++i) { Vector3 p = unityVertices[i]; verts[i] = mesh.AddVertex(p); if (hasUvs) { verts[i].attributes["uv"].asFloat().FromVector2(unityUvs[i]); } if (hasUvs2) { verts[i].attributes["uv2"].asFloat().FromVector2(unityUvs2[i]); } if (hasNormals) { verts[i].attributes["normal"].asFloat().FromVector3(unityNormals[i]); } if (hasColors) { verts[i].attributes["color"].asFloat().FromColor(unityColors[i]); } } for (int i = 0; i < unityTriangles.Length / 3; ++i) { mesh.AddFace( verts[unityTriangles[3 * i + (flipFaces ? 1 : 0)]], verts[unityTriangles[3 * i + (flipFaces ? 0 : 1)]], verts[unityTriangles[3 * i + 2]] ); } }
static bool Test2() { var mesh = new BMesh(); Vertex v0 = mesh.AddVertex(new Vector3(-1, 0, -1)); Vertex v1 = mesh.AddVertex(new Vector3(-1, 0, 1)); Vertex v2 = mesh.AddVertex(new Vector3(1, 0, 1)); Vertex v3 = mesh.AddVertex(new Vector3(1, 0, -1)); Face f = mesh.AddFace(v0, v1, v2, v3); Debug.Assert(mesh.vertices.Count == 4, "vert count"); Debug.Assert(mesh.loops.Count == 4, "loop count"); Debug.Assert(mesh.edges.Count == 4, "edge count"); Debug.Assert(mesh.faces.Count == 1, "face count"); // Edges Edge e0 = mesh.FindEdge(v0, v1); Edge e1 = mesh.FindEdge(v1, v2); Edge e2 = mesh.FindEdge(v2, v3); Edge e3 = mesh.FindEdge(v3, v0); Debug.Assert(e0 != null, "found edge v0->v1"); Debug.Assert(e1 != null, "found edge v1->v2"); Debug.Assert(e2 != null, "found edge v2->v3"); Debug.Assert(e3 != null, "found edge v3->v0"); Vector3 expected; expected = new Vector3(-1, 0, 0); Debug.Assert(Vector3.Distance(expected, e0.Center()) < epsilon, "edge 0 center"); expected = new Vector3(0, 0, 1); Debug.Assert(Vector3.Distance(expected, e1.Center()) < epsilon, "edge 1 center"); expected = new Vector3(1, 0, 0); Debug.Assert(Vector3.Distance(expected, e2.Center()) < epsilon, "edge 2 center"); expected = new Vector3(0, 0, -1); Debug.Assert(Vector3.Distance(expected, e3.Center()) < epsilon, "edge 3 center"); // face expected = new Vector3(0, 0, 0); Debug.Assert(Vector3.Distance(expected, f.Center()) < epsilon, "face center"); // Loop consistency v0.id = 0; v1.id = 1; v2.id = 2; v3.id = 3; Loop l = v0.edge.loop; Loop it = l; int prevId = it.prev.vert.id; int forward = (prevId + 1) % 4 == it.vert.id ? 1 : 0; do { Debug.Assert((forward == 1 && (prevId + 1) % 4 == it.vert.id) || (it.vert.id + 1) % 4 == prevId, "valid quad loop order"); prevId = it.vert.id; it = it.next; } while (it != l); for (int i = 0; i < 4; ++i) { var v = mesh.vertices[i]; Debug.Assert(mesh.loops[i].face == f); Debug.Assert(v.edge != null); Debug.Assert(v.edge.vert1 == v || v.edge.vert2 == v); } Debug.Assert(mesh.FindEdge(v0, v1) != null, "edge between v0 and v1"); mesh.RemoveEdge(mesh.edges[0]); Debug.Assert(mesh.vertices.Count == 4, "vert count after removing edge"); Debug.Assert(mesh.loops.Count == 0, "loop count after removing edge"); Debug.Assert(mesh.edges.Count == 3, "edge count after removing edge"); Debug.Assert(mesh.faces.Count == 0, "face count after removing edge"); Debug.Log("TestBMesh #2 passed."); return(true); }
static bool TestAttributes() { var mesh = new BMesh(); mesh.AddVertexAttribute(new AttributeDefinition("test", AttributeBaseType.Float, 3)); mesh.AddEdgeAttribute("edgetest", AttributeBaseType.Float, 2); mesh.AddFaceAttribute("facetest", AttributeBaseType.Int, 1); Vertex v0 = mesh.AddVertex(new Vector3(-1, 0, -1)); Vertex v1 = mesh.AddVertex(new Vector3(-1, 0, 1)); Vertex v2 = mesh.AddVertex(new Vector3(1, 0, 1)); Vertex v3 = mesh.AddVertex(new Vector3(1, 0, -1)); Face f0 = mesh.AddFace(v0, v1, v2); Face f1 = mesh.AddFace(v2, v1, v3); var otherAttr = new AttributeDefinition("other", AttributeBaseType.Int, 1); var def = otherAttr.defaultValue as IntAttributeValue; def.data[0] = 42; mesh.AddVertexAttribute(otherAttr); foreach (var v in mesh.vertices) { Debug.Assert(v.attributes.ContainsKey("test"), "vertex has test attribute"); var test = v.attributes["test"] as FloatAttributeValue; Debug.Assert(test != null, "vertex test attribute has float value"); var testAsInt = v.attributes["test"] as IntAttributeValue; Debug.Assert(testAsInt == null, "vertex test attribute has no int value"); Debug.Assert(test.data.Length == 3, "vertex test attribute has 3 dimensions"); Debug.Assert(test.data[0] == 0 && test.data[1] == 0 && test.data[2] == 0, "vertex test attribute has value (0, 0, 0)"); Debug.Assert(v.attributes.ContainsKey("other"), "vertex has other attribute"); var other = v.attributes["other"] as IntAttributeValue; Debug.Assert(other.data.Length == 1, "vertex other attribute has 1 dimension"); Debug.Assert(other.data[0] == 42, "vertex other attribute has value 42"); } foreach (var e in mesh.edges) { Debug.Assert(e.attributes.ContainsKey("edgetest"), "edge has test attribute"); var edgetest = e.attributes["edgetest"] as FloatAttributeValue; Debug.Assert(edgetest != null, "edge test attribute has float value"); var edgetestAsInt = e.attributes["edgetest"] as IntAttributeValue; Debug.Assert(edgetestAsInt == null, "edge test attribute has no int value"); Debug.Assert(edgetest.data.Length == 2, "edge test attribute has 2 dimensions"); Debug.Assert(edgetest.data[0] == 0 && edgetest.data[1] == 0, "edge test attribute has value (0, 0)"); } foreach (var f in mesh.faces) { Debug.Assert(f.attributes.ContainsKey("facetest"), "face has test attribute"); var facetest = f.attributes["facetest"] as IntAttributeValue; Debug.Assert(facetest != null, "face test attribute has int value"); var facetestAsFloat = f.attributes["facetest"] as FloatAttributeValue; Debug.Assert(facetestAsFloat == null, "face test attribute has no float value"); Debug.Assert(facetest.data.Length == 1, "face test attribute has 1 dimensions"); Debug.Assert(facetest.data[0] == 0, "face test attribute has value (0)"); } { var other1 = v1.attributes["other"] as IntAttributeValue; var other2 = v2.attributes["other"] as IntAttributeValue; other1.data[0] = 43; Debug.Assert(other2.data[0] == 42, "default vertex attribute values are independent"); } { var v4 = new Vertex(new Vector3(0, 0, 0)) { attributes = new Dictionary <string, AttributeValue> { ["other"] = new FloatAttributeValue { data = new float[] { 1, 2, 3 } } } }; Debug.Log("Test expects warning:"); Debug.Assert(mesh.AddVertex(v4) == v4, "add point is conservative"); Debug.Assert(v4.attributes.ContainsKey("test"), "new vertex has test attribute"); var test = v4.attributes["test"] as FloatAttributeValue; Debug.Assert(test.data[0] == 0 && test.data[1] == 0 && test.data[2] == 0, "new vertex test attribute has value (0, 0, 0)"); var other = v4.attributes["other"] as IntAttributeValue; Debug.Assert(other != null, "new vertex other attribute is an int"); Debug.Assert(other.data[0] == 42, "new vertex other attribute ignored non int provided value"); } Debug.Log("TestBMesh TestAttributes passed."); return(true); }