public static bool GenerateRevolvedShapeAsset(CSGBrushMeshAsset brushMeshAsset, CSGRevolvedShapeDefinition definition) { definition.Validate(); var surfaces = definition.surfaceAssets; var descriptions = definition.surfaceDescriptions; var shapeVertices = new List <Vector2>(); var shapeSegmentIndices = new List <int>(); GetPathVertices(definition.shape, definition.curveSegments, shapeVertices, shapeSegmentIndices); Vector2[][] polygonVerticesArray; int[][] polygonIndicesArray; if (!Decomposition.ConvexPartition(shapeVertices, shapeSegmentIndices, out polygonVerticesArray, out polygonIndicesArray)) { brushMeshAsset.Clear(); return(false); } // TODO: splitting it before we do the composition would be better var polygonVerticesList = polygonVerticesArray.ToList(); for (int i = polygonVerticesList.Count - 1; i >= 0; i--) { SplitPolygon(polygonVerticesList, i); } var subMeshes = new List <CSGBrushSubMesh>(); var horzSegments = definition.revolveSegments; //horizontalSegments; var horzDegreePerSegment = definition.totalAngle / horzSegments; // TODO: make this work when intersecting rotation axis // 1. split polygons along rotation axis // 2. if edge lies on rotation axis, make sure we don't create infinitely thin quad // collapse this quad, or prevent this from happening // TODO: share this code with torus generator for (int p = 0; p < polygonVerticesList.Count; p++) { var polygonVertices = polygonVerticesList[p]; // var segmentIndices = polygonIndicesArray[p]; var shapeSegments = polygonVertices.Length; var vertSegments = polygonVertices.Length; var descriptionIndex = new int[2 + vertSegments]; descriptionIndex[0] = 0; descriptionIndex[1] = 1; for (int v = 0; v < vertSegments; v++) { descriptionIndex[v + 2] = 2; } var horzOffset = definition.startAngle; for (int h = 1, pr = 0; h < horzSegments + 1; pr = h, h++) { var hDegree0 = (pr * horzDegreePerSegment) + horzOffset; var hDegree1 = (h * horzDegreePerSegment) + horzOffset; var rotation0 = Quaternion.AngleAxis(hDegree0, Vector3.forward); var rotation1 = Quaternion.AngleAxis(hDegree1, Vector3.forward); var subMeshVertices = new Vector3[vertSegments * 2]; for (int v = 0; v < vertSegments; v++) { subMeshVertices[v + vertSegments] = rotation0 * new Vector3(polygonVertices[v].x, 0, polygonVertices[v].y); subMeshVertices[v] = rotation1 * new Vector3(polygonVertices[v].x, 0, polygonVertices[v].y); } var subMesh = new CSGBrushSubMesh(); if (!CreateExtrudedSubMesh(subMesh, vertSegments, descriptionIndex, descriptionIndex, 0, 1, subMeshVertices, surfaces, descriptions)) { continue; } if (!subMesh.Validate()) { brushMeshAsset.Clear(); return(false); } subMeshes.Add(subMesh); } } brushMeshAsset.SubMeshes = subMeshes.ToArray(); brushMeshAsset.CalculatePlanes(); brushMeshAsset.SetDirty(); return(true); }