示例#1
0
        private static BzMeshSliceResult GetItemResult(SliceTryItem sliceTryItem, Renderer rendererNeg, Renderer rendererPos)
        {
            BzMeshSliceResult itemResult = new BzMeshSliceResult();

            itemResult.rendererNeg = rendererNeg;
            itemResult.rendererPos = rendererPos;

            var sliceEdgeNegResult = new BzSliceEdgeResult[sliceTryItem.meshDissector.CapsNeg.Count];

            for (int i = 0; i < sliceEdgeNegResult.Length; i++)
            {
                var edgeResult = new BzSliceEdgeResult();
                sliceEdgeNegResult[i] = edgeResult;
                edgeResult.capsData   = sliceTryItem.meshDissector.CapsNeg[i];
            }
            itemResult.sliceEdgesNeg = sliceEdgeNegResult;

            var sliceEdgePosResult = new BzSliceEdgeResult[sliceTryItem.meshDissector.CapsPos.Count];

            for (int i = 0; i < sliceEdgePosResult.Length; i++)
            {
                var edgeResult = new BzSliceEdgeResult();
                sliceEdgePosResult[i] = edgeResult;
                edgeResult.capsData   = sliceTryItem.meshDissector.CapsPos[i];
            }
            itemResult.sliceEdgesPos = sliceEdgePosResult;

            return(itemResult);
        }
示例#2
0
        /// <summary>
        /// Start slicing process
        /// </summary>
        /// <param name="addData">You can pass any object. You will </param>
        /// <returns>Returns true if pre-slice conditions was succeeded and task was added to the queue</returns>
        private void StartSlice(BzSliceTryData sliceTryData, IBzSliceAdapter[] adapters, Action <BzSliceTryResult> callBack)
        {
            Renderer[]     renderers = GetRenderers(gameObject);
            SliceTryItem[] items     = new SliceTryItem[renderers.Length];

            for (int i = 0; i < renderers.Length; i++)
            {
                var renderer = renderers[i];

                var adapterAndMesh = GetAdapterAndMesh(renderer);

                if (adapterAndMesh == null)
                {
                    continue;
                }

                Mesh            mesh    = adapterAndMesh.mesh;
                IBzSliceAdapter adapter = adapters == null ? adapterAndMesh.adapter : adapters[i];

                var configuration = renderer.gameObject.GetComponent <BzSliceConfiguration>();
                var confDto       = configuration == null?BzSliceConfiguration.GetDefault() : configuration.GetDto();

                var meshDissector = new BzMeshDataDissector(mesh, sliceTryData.plane, renderer.sharedMaterials, adapter, confDto);
                meshDissector.DefaultSliceMaterial = defaultSliceMaterial;

                SliceTryItem sliceTryItem = new SliceTryItem();
                sliceTryItem.meshRenderer  = renderer;
                sliceTryItem.meshDissector = meshDissector;
                items[i] = sliceTryItem;
            }

            SliceTry sliceTry = new SliceTry();

            sliceTry.items     = items;
            sliceTry.callBack  = callBack;
            sliceTry.sliceData = sliceTryData;
            sliceTry.position  = transform.position;
            sliceTry.rotation  = transform.rotation;

            if (asynchronously)
            {
                StartWorker(WorkForWorker, sliceTry);
                _sliceTrys.Enqueue(sliceTry);
            }
            else
            {
                Work(sliceTry);
                SliceTryFinished(sliceTry);
            }
        }