public IMeshSelection SelectRange(int startIndex, int endIndex) { var newSelection = new MeshSelection(); int remaining; if (endIndex >= startIndex) { remaining = endIndex - startIndex + 1; } else { remaining = (this.selectedIndices.Count - startIndex) + endIndex + 1; } var index = startIndex; for (int i = 0; i < remaining; i++) { UnityEngine.Assertions.Assert.IsTrue(index < this.selectedIndices.Count); newSelection.Add(this.selectedIndices[index]); index = (index + 1).Wrap(this.selectedIndices.Count - 1); } return(newSelection); }
public static IMeshSelection SelectAll(this IMeshBuilder meshBuilder) { var selection = new MeshSelection(); for (int i = 0; i < meshBuilder.Vertices.Count; i++) { selection.Add(i); } return(selection); }
public static IMeshSelection ExtrudeEdge( this IMeshBuilder meshBuilder, IMeshSelection edge, Func <int, Vector3, Vector3> extrudeTranslationFunc) { Log.Trace("Will extrude edge {0}. Total vertices in mesh = {1}", edge, meshBuilder.Vertices.Count); var lowerEdge = new MeshSelection(edge); var extrudedEdge = new MeshSelection(); // Check if we're dealing with a closed selection loop. var isClosed = lowerEdge.IsClosed; if (isClosed) { Log.Trace("The edge has the same start and end point {0}", lowerEdge[0]); } // Extrude new vertices from the current source vertices. for (int i = 0; i < lowerEdge.Count; i++) { var extrudeIdx = lowerEdge[i]; var p = meshBuilder.Vertices[extrudeIdx]; Log.Trace("extrudeIdx = {0}", extrudeIdx); // TODO: Need to skip duplicate indexes when the start/end range is wrapped. var translation = extrudeTranslationFunc(i, p); var newVertexIdx = meshBuilder.AddVertex(p + translation); extrudedEdge.Add(newVertexIdx); // TODO: This currently assumes the normal won't be changed by the translation. Need fix // support rotation as well. meshBuilder.Normals.Add(meshBuilder.Normals[extrudeIdx]); } if (isClosed) { extrudedEdge.Add(extrudedEdge[0]); } Log.Trace("Building {0} quads", edge.Count); Assert.AreEqual(lowerEdge.Count, extrudedEdge.Count, "Number of extruded indices should match the number of lower indices"); Log.Trace("lowerEdge = {0}", lowerEdge); Log.Trace("extrudedEdge = {0}", extrudedEdge); // Build quads between the start vertices and the extruded vertices, using the virtual // selection which includes the closing vertex index. for (int i = 0; i < lowerEdge.VirtualCount - 1; i++) { var bl = lowerEdge.GetAtVirtualIndex(i); var tl = extrudedEdge.GetAtVirtualIndex(i); var tr = extrudedEdge.GetAtVirtualIndex(i + 1); var br = lowerEdge.GetAtVirtualIndex(i + 1); Log.Trace("Building quad: verts=[{0},{1},{2},{3}], indices=[{4},{5},{6},{7}]", meshBuilder.Vertices[bl], meshBuilder.Vertices[tl], meshBuilder.Vertices[tr], meshBuilder.Vertices[br], bl, tl, tr, br); meshBuilder.AddTriangle(bl, tl, br); meshBuilder.AddTriangle(br, tl, tr); } return(extrudedEdge); }