示例#1
0
    public void Collect(Transform[] xforms)
    {
        for (int i = 0; i < xforms.Length; ++i)
        {
            var child  = xforms[i];
            var region = new Region();
            region.name = child.name;
            regions.Add(region);

            var       mesh     = child.GetComponent <MeshFilter>().sharedMesh;
            int[]     tris     = mesh.triangles;
            Vector3[] vertices = Array.ConvertAll(mesh.vertices, v => v + child.localPosition);
            for (int j = 0; j < tris.Length; j += 3)
            {
                Vector2 p0       = vertices[tris[j]];
                Vector2 p1       = vertices[tris[j + 1]];
                Vector2 p2       = vertices[tris[j + 2]];
                var     triangle = new Triangle()
                {
                    region   = regions.Count - 1,
                    vertices = new Vector2[] { p0, p1, p2 },
                    hashes   = new long[] { graph.PointHash(p0), graph.PointHash(p1), graph.PointHash(p2) }
                };
                triangles.Add(triangle);
                region.triangles.Add(triangles.Count - 1);
                tri2region.Add(triangle, region);
            }
        }
    }
示例#2
0
    void FindTriangles()
    {
        HashSet <long> finishedPoints = new HashSet <long>();

        foreach (var kv in adjacents)
        {
            long hashCode = kv.Key;
            var  p0       = kv.Value.point;
            foreach (var p1 in kv.Value.adjacents)
            {
                long p1h = PolyGraph.PointHash(p1, size);
                if (finishedPoints.Contains(p1h))
                {
                    continue;
                }

                foreach (var p2 in adjacents[p1h].adjacents)
                {
                    long p2h = PolyGraph.PointHash(p2, size);
                    if (finishedPoints.Contains(p2h) && p2h != hashCode)
                    {
                        continue;
                    }

                    if (-1 != adjacents[p2h].adjacents.FindIndex(v => PolyGraph.PointHash(v, size) == hashCode))
                    {
                        float cross = Vector3.Cross(p1 - p0, p2 - p0).z;
                        if (cross == 0f)
                        {
                            throw new Exception("Cross Product is zero, we got some degenerated triangles");
                        }
                        if (cross < 0f)
                        {
                            triangles.Add(new Vector2[] { p0, p1, p2 });
                        }
                    }
                }
            }
            finishedPoints.Add(hashCode);
        }
    }
示例#3
0
    void AddPoint(Vector2 p0, Vector2 p1)
    {
        long p0h = PolyGraph.PointHash(p0, size);
        long p1h = PolyGraph.PointHash(p1, size);

        AdjacentPoints ap;

        if (!adjacents.TryGetValue(p0h, out ap))
        {
            ap = new AdjacentPoints()
            {
                point = p0
            };
            adjacents.Add(p0h, ap);
        }

        if (-1 == ap.adjacents.FindIndex(v => PolyGraph.PointHash(v, size) == p1h))
        {
            ap.adjacents.Add(p1);
        }
    }
示例#4
0
    static bool ResolveRegion(PolyGraph graph, Transform xform, ref int nextIndex)
    {
        List <Triangle>    triangles = new List <Triangle>();
        List <List <int> > regions   = new List <List <int> >();

        var mesh = xform.GetComponent <MeshFilter>().sharedMesh;

        int[]     tris   = mesh.triangles;
        Color[]   colors = mesh.colors;
        Vector2[] uv     = mesh.uv;
        Vector3[] verts  = Array.ConvertAll(mesh.vertices, v => v + xform.localPosition);

        for (int i = 0; i < tris.Length; i += 3)
        {
            var triangle = new Triangle()
            {
                vertices  = new int[] { tris[i], tris[i + 1], tris[i + 2] },
                hashes    = new long[] { graph.PointHash(verts[tris[i]]), graph.PointHash(verts[tris[i + 1]]), graph.PointHash(verts[tris[i + 2]]) },
                adjacents = new List <int>()
            };
            triangles.Add(triangle);
        }
        CalculateTriangleAdjacents(triangles);


        List <int> triIndex = Enumerable.Range(0, triangles.Count).ToList();

        while (triIndex.Count > 0)
        {
            List <int>  region = new List <int>();
            Queue <int> queue  = new Queue <int>();
            queue.Enqueue(triIndex[0]);
            while (queue.Count > 0)
            {
                int i = queue.Dequeue();
                triIndex.Remove(i);
                region.Add(i);

                var triangle = triangles[i];
                foreach (int adj in triangle.adjacents)
                {
                    if (triIndex.Contains(adj) && !queue.Contains(adj))
                    {
                        queue.Enqueue(adj);
                    }
                }
            }
            regions.Add(region);
        }

        if (regions.Count > 1)
        {
            Debug.LogFormat("<color=yellow>{0}: breaking region {1}</color>", graph.name, xform.name);
            var mat = xform.GetComponent <MeshRenderer>().sharedMaterial;
            foreach (var region in regions)
            {
                Debug.LogFormat("<color=green>{0}: create new region {1}</color>", graph.name, nextIndex);
                NewRegion(region, triangles, graph, mat, verts, colors, uv, nextIndex++);
            }

            GameObject.DestroyImmediate(xform.gameObject);
            string meshPath = string.Format("{0}/{1}/Meshes/{2}.prefab", Paths.AssetArtworks, graph.name, mesh.name);
            AssetDatabase.DeleteAsset(meshPath);
            return(true);
        }
        else
        {
            return(false);
        }
    }