示例#1
0
        public void StartExplosionFromQueue(ExploderParams p)
        {
            ExploderUtils.Assert(currTaskType == TaskType.None, "Wrong task: " + currTaskType);
            this.parameters  = p;
            processingFrames = 1;
            explosionWatch.Reset();
            explosionWatch.Start();

            //
            // do preprocess right away
            //
            currTaskType = TaskType.Preprocess;
            InitTask(currTaskType);
            RunTask(currTaskType);

            if (parameters.ThreadOptions != ExploderObject.ThreadOptions.Disabled)
            {
                currTaskType = NextTask(currTaskType);

                if (currTaskType != TaskType.None)
                {
                    InitTask(currTaskType);
                    RunTask(currTaskType, parameters.FrameBudget);
                }
                else
                {
                    explosionWatch.Stop();
                    queue.OnExplosionFinished(parameters.id, explosionWatch.ElapsedMilliseconds);
                }
            }
        }
示例#2
0
        public void OnExplosionFinished(int id)
        {
            var explosion = queue.Dequeue();

            ExploderUtils.Assert(explosion.id == id, "Explosion id mismatch!");
            ProcessQueue();
        }
示例#3
0
        private TaskType NextTask(TaskType taskType)
        {
            switch (taskType)
            {
            case TaskType.Preprocess:
            {
                if (meshSet.Count == 0)
                {
                    return(TaskType.None);
                }

                if (parameters.PartialExplosion)
                {
                    return(TaskType.PartialSeparator);
                }
                return(TaskType.ProcessCutter);
            }

            case TaskType.PartialSeparator:
                return(TaskType.ProcessCutter);

            case TaskType.ProcessCutter:
            {
                if (splitMeshIslands)
                {
                    return(TaskType.IsolateMeshIslands);
                }
                if (parameters.Crack)
                {
                    return(TaskType.PostprocessCrack);
                }

                return(TaskType.PostprocessExplode);
            }

            case TaskType.IsolateMeshIslands:
            {
                if (parameters.Crack)
                {
                    return(TaskType.PostprocessCrack);
                }

                return(TaskType.PostprocessExplode);
            }

            case TaskType.PostprocessExplode:
                return(TaskType.None);

            case TaskType.PostprocessCrack:
                return(TaskType.None);

            default:
                ExploderUtils.Assert(false, "Invalid task type!");
                break;
            }

            ExploderUtils.Assert(false, "Invalid task type!");
            return(TaskType.None);
        }
示例#4
0
        /// <summary>
        /// c-tor
        /// </summary>
        /// <param name="pnts">points of the polygon</param>
        public Polygon(Vector2[] pnts)
        {
            ExploderUtils.Assert(pnts.Length >= 3, "Invalid polygon!");

            Points = pnts;
            Area   = GetArea();

            holes = new List <Polygon>();
        }
示例#5
0
        /// <summary>
        /// create pool (array) of fragment game objects with all necessary components
        /// </summary>
        /// <param name="poolSize">number of fragments</param>
        /// <param name="useMeshColliders">use mesh colliders</param>
        /// <param name="use2dCollision">enable Unity 2D collision system</param>
        public void Allocate(int poolSize, bool useMeshColliders, bool use2dCollision, bool useGravity)
        {
            ExploderUtils.Assert(poolSize > 0, "");

            if (pool == null || pool.Length < poolSize || useMeshColliders != this.meshColliders)
            {
                DestroyFragments();

                pool = new Fragment[poolSize];

                this.meshColliders = useMeshColliders;

                for (int i = 0; i < poolSize; i++)
                {
                    var fragment = new GameObject("fragment_" + i);
                    fragment.AddComponent <MeshFilter>();
                    fragment.AddComponent <MeshRenderer>();

                    if (use2dCollision)
                    {
#if PHYSICS_2D
                        fragment.AddComponent <PolygonCollider2D>();
                        fragment.AddComponent <Rigidbody2D>();
#endif
                    }
                    else
                    {
                        if (useMeshColliders)
                        {
                            var meshCollider = fragment.AddComponent <MeshCollider>();
                            meshCollider.convex = true;
                        }
                        else
                        {
                            fragment.AddComponent <BoxCollider>();
                        }

                        Rigidbody rb = fragment.AddComponent <Rigidbody>();
                        rb.useGravity = useGravity;
                    }

                    fragment.AddComponent <ExploderOption>();

                    var fragmentComponent = fragment.AddComponent <Fragment>();

                    fragment.transform.parent = gameObject.transform;

                    pool[i] = fragmentComponent;

                    ExploderUtils.SetActiveRecursively(fragment.gameObject, false);

                    fragmentComponent.RefreshComponentsCache();

                    fragmentComponent.Sleep();
                }
            }
        }
示例#6
0
        public void OnExplosionFinished(int id, long ellapsedMS)
        {
            var explosion = queue.Dequeue();

            ExploderUtils.Assert(explosion.id == id, "Explosion id mismatch!");

            if (explosion.Callback != null)
            {
                explosion.Callback(ellapsedMS, explosion.Crack ? ExploderObject.ExplosionState.ObjectCracked : ExploderObject.ExplosionState.ExplosionFinished);
            }

            ProcessQueue();
        }
示例#7
0
        void Triangulate(List <Dictionary <int, int> > contours, Plane plane, List <Vector3>[] vertices, List <Vector3>[] normals, List <Vector2>[] uvs,
                         List <Vector4>[] tangents, List <Color32>[] colors, List <int>[] triangles, bool uvCutMesh, bool useTangents, bool useColors, bool useNormals)
        {
            if (contours.Count == 0 || contours[0].Count < 3)
            {
//                Utils.Log("Contour empty!: ");
                return;
            }

            // prepare plane matrix
            var m    = plane.GetPlaneMatrix();
            var mInv = m.inverse;

            var zShit = 0.0f;

            var polygons = new List <Polygon>(contours.Count);

            // construct polygons from contours
            Polygon highAreaPoly = null;

            foreach (var ctr in contours)
            {
                var polygonPoints = new Vector2[ctr.Count];
                var j             = 0;

                foreach (var i in ctr.Values)
                {
                    var p = mInv * vertices[0][i];
                    polygonPoints[j++] = p;

                    // save z-coordinate
                    zShit = p.z;
                }

                var polygon = new Polygon(polygonPoints);
                polygons.Add(polygon);

                if (highAreaPoly == null || Mathf.Abs(highAreaPoly.Area) < Mathf.Abs(polygon.Area))
                {
                    highAreaPoly = polygon;
                }
            }

            ExploderUtils.Assert(polygons.Count > 0, "Zero polygons!");

            // test for holes
            if (polygons.Count > 0)
            {
                var polyToRemove = new List <Polygon>();

                foreach (var polygon in polygons)
                {
                    if (polygon != highAreaPoly)
                    {
                        if (highAreaPoly.IsPointInside(polygon.Points[0]))
                        {
                            highAreaPoly.AddHole(polygon);
                            polyToRemove.Add(polygon);
                        }
                    }
                }

                foreach (var polygon in polyToRemove)
                {
                    polygons.Remove(polygon);
                }
            }

            var vertCounter0 = vertices[0].Count;
            var vertCounter1 = vertices[1].Count;

            foreach (var polygon in polygons)
            {
                if (!polygon.Triangulate(polygonIndicesArray))
                {
                    continue;
                }

//                ExploderUtils.Assert(indices.Count == polygonIndicesArray.Count, "Count mismatch!");
//
//                for (int i = 0; i < indices.Count; i++)
//                {
//                    ExploderUtils.Assert(polygonIndicesArray[i] == indices[i], "Indices not match: " + polygons.Count);
//
//                    if (indices[i] != polygonIndicesArray[i])
//                    {
//                        ExploderUtils.Assert(false, "");
//                    }
//                }

                // get polygon bounding square size
                var min         = Mathf.Min(polygon.Min.x, polygon.Min.y);
                var max         = Mathf.Max(polygon.Max.x, polygon.Max.y);
                var polygonSize = max - min;

//                Utils.Log("PolygonSize: " + polygonSize + " " + polygon.Min + " " + polygon.Max);

//                Utils.Log("Triangulate polygons: " + polygon.Points.Length);

                foreach (var polyPoint in polygon.Points)
                {
                    var p = m * new Vector3(polyPoint.x, polyPoint.y, zShit);

                    vertices[0].Add(p);
                    vertices[1].Add(p);

                    if (useNormals)
                    {
                        normals[0].Add(-plane.Normal);
                        normals[1].Add(plane.Normal);
                    }

                    if (uvCutMesh)
                    {
                        var uv0 = new Vector2((polyPoint.x - min) / polygonSize,
                                              (polyPoint.y - min) / polygonSize);
                        var uv1 = new Vector2((polyPoint.x - min) / polygonSize,
                                              (polyPoint.y - min) / polygonSize);

                        // normalize uv to fit cross-section uv area
                        var areaSizeX = crossSectionUV.z - crossSectionUV.x;
                        var areaSizeY = crossSectionUV.w - crossSectionUV.y;

                        uv0.x = crossSectionUV.x + uv0.x * areaSizeX;
                        uv0.y = crossSectionUV.y + uv0.y * areaSizeY;
                        uv1.x = crossSectionUV.x + uv1.x * areaSizeX;
                        uv1.y = crossSectionUV.y + uv1.y * areaSizeY;

                        uvs[0].Add(uv0);
                        uvs[1].Add(uv1);
                    }
                    else
                    {
                        uvs[0].Add(Vector2.zero);
                        uvs[1].Add(Vector2.zero);
                    }

                    if (useTangents)
                    {
                        // fast and dirty way to create tangents
                        var v0 = plane.Normal;
                        MeshUtils.Swap(ref v0.x, ref v0.y);
                        MeshUtils.Swap(ref v0.y, ref v0.z);

                        Vector4 tangent = Vector3.Cross(plane.Normal, v0);
                        tangent.w = 1.0f;

                        tangents[0].Add(tangent);

                        tangent.w = -1.0f;
                        tangents[1].Add(tangent);
                    }

                    if (useColors)
                    {
                        colors[0].Add(crossSectionVertexColour);
                        colors[1].Add(crossSectionVertexColour);
                    }
                }

                var indicesCount = polygonIndicesArray.Count;

                var j = indicesCount - 1;
                for (int i = 0; i < indicesCount; i++)
                {
                    triangles[0].Add(vertCounter0 + polygonIndicesArray[i]);
                    triangles[1].Add(vertCounter1 + polygonIndicesArray[j]);
                    j--;
                }

                vertCounter0 += polygon.Points.Length;
                vertCounter1 += polygon.Points.Length;
            }
        }
示例#8
0
        float Cut(ExploderMesh mesh, ExploderTransform meshTransform, Plane plane, bool triangulateHoles, bool allowOpenMesh, ref List <ExploderMesh> meshes)
        {
            var stopWatch = new Stopwatch();

            stopWatch.Start();

#if PROFILING
            MeasureIt.Begin("CutAllocations");
#endif

            // cache mesh data
            var trianglesNum    = mesh.triangles.Length;
            var verticesNum     = mesh.vertices.Length;
            var meshTriangles   = mesh.triangles;
            var meshTangents    = mesh.tangents;
            var meshColors      = mesh.colors32;
            var meshVertices    = mesh.vertices;
            var meshNormals     = mesh.normals;
            var meshUV          = mesh.uv;
            var useMeshTangents = meshTangents != null && meshTangents.Length > 0;
            var useVertexColors = meshColors != null && meshColors.Length > 0;
            var useNormals      = meshNormals != null && meshNormals.Length > 0;

            // preallocate buffers
            AllocateBuffers(trianglesNum, verticesNum, useMeshTangents, useVertexColors);

            ExploderMesh mesh0, mesh1;

#if PROFILING
            MeasureIt.End("CutAllocations");
            MeasureIt.Begin("CutCycleFirstPass");
#endif

            // first pass - find complete triangles on both sides of the plane
            for (int i = 0; i < trianglesNum; i += 3)
            {
                // get triangle points
                var v0 = meshVertices[meshTriangles[i]];
                var v1 = meshVertices[meshTriangles[i + 1]];
                var v2 = meshVertices[meshTriangles[i + 2]];

                var side0 = plane.GetSideFix(ref v0);
                var side1 = plane.GetSideFix(ref v1);
                var side2 = plane.GetSideFix(ref v2);

                meshVertices[meshTriangles[i]]     = v0;
                meshVertices[meshTriangles[i + 1]] = v1;
                meshVertices[meshTriangles[i + 2]] = v2;

//                Utils.Log(plane.Pnt + " " + v0 + " " + v1 + " " + " " + v2);

                // all points on one side
                if (side0 == side1 && side1 == side2)
                {
                    var idx = side0 ? 0 : 1;

                    if (meshTriangles[i] >= triCache.Length)
                    {
                        ExploderUtils.Log("TriCacheError " + meshTriangles[i] + " " + triCache.Length + " " + meshVertices.Length);
                    }

                    if (triCache[meshTriangles[i]] == 0)
                    {
                        triangles[idx].Add(triCounter[idx]);
                        vertices[idx].Add(meshVertices[meshTriangles[i]]);
                        uvs[idx].Add(meshUV[meshTriangles[i]]);

                        if (useNormals)
                        {
                            normals[idx].Add(meshNormals[meshTriangles[i]]);
                        }

                        if (useMeshTangents)
                        {
                            tangents[idx].Add(meshTangents[meshTriangles[i]]);
                        }

                        if (useVertexColors)
                        {
                            vertexColors[idx].Add(meshColors[meshTriangles[i]]);
                        }

                        centroid[idx] += meshVertices[meshTriangles[i]];

                        triCache[meshTriangles[i]] = triCounter[idx] + 1;
                        triCounter[idx]++;
                    }
                    else
                    {
                        triangles[idx].Add(triCache[meshTriangles[i]] - 1);
                    }

                    if (triCache[meshTriangles[i + 1]] == 0)
                    {
                        triangles[idx].Add(triCounter[idx]);
                        vertices[idx].Add(meshVertices[meshTriangles[i + 1]]);
                        uvs[idx].Add(meshUV[meshTriangles[i + 1]]);

                        if (useNormals)
                        {
                            normals[idx].Add(meshNormals[meshTriangles[i + 1]]);
                        }

                        if (useMeshTangents)
                        {
                            tangents[idx].Add(meshTangents[meshTriangles[i + 1]]);
                        }

                        if (useVertexColors)
                        {
                            vertexColors[idx].Add(meshColors[meshTriangles[i + 1]]);
                        }

                        centroid[idx] += meshVertices[meshTriangles[i + 1]];

                        triCache[meshTriangles[i + 1]] = triCounter[idx] + 1;
                        triCounter[idx]++;
                    }
                    else
                    {
                        triangles[idx].Add(triCache[meshTriangles[i + 1]] - 1);
                    }

                    if (triCache[meshTriangles[i + 2]] == 0)
                    {
                        triangles[idx].Add(triCounter[idx]);
                        vertices[idx].Add(meshVertices[meshTriangles[i + 2]]);
                        uvs[idx].Add(meshUV[meshTriangles[i + 2]]);

                        if (useNormals)
                        {
                            normals[idx].Add(meshNormals[meshTriangles[i + 2]]);
                        }

                        if (useMeshTangents)
                        {
                            tangents[idx].Add(meshTangents[meshTriangles[i + 2]]);
                        }

                        if (useVertexColors)
                        {
                            vertexColors[idx].Add(meshColors[meshTriangles[i + 2]]);
                        }

                        centroid[idx] += meshVertices[meshTriangles[i + 2]];

                        triCache[meshTriangles[i + 2]] = triCounter[idx] + 1;
                        triCounter[idx]++;
                    }
                    else
                    {
                        triangles[idx].Add(triCache[meshTriangles[i + 2]] - 1);
                    }
                }
                else
                {
                    // intersection triangles add to list and process it in second pass
                    cutTris.Add(i);
                }
            }

            if (vertices[0].Count == 0)
            {
                centroid[0] = meshVertices[0];
            }
            else
            {
                centroid[0] /= vertices[0].Count;
            }

            if (vertices[1].Count == 0)
            {
                centroid[1] = meshVertices[1];
            }
            else
            {
                centroid[1] /= vertices[1].Count;
            }

//            UnityEngine.Debug.LogFormat("cut: {0} -- {1}, normal: {2}, tris: {3}", vertices[0].Count, vertices[1].Count, plane.Normal, cutTris.Count);

#if PROFILING
            MeasureIt.End("CutCycleFirstPass");
            MeasureIt.Begin("CutCycleSecondPass");
#endif

            if (cutTris.Count < 1)
            {
                stopWatch.Stop();
                return(stopWatch.ElapsedMilliseconds);
            }

            AllocateContours(cutTris.Count);

            // second pass - cut intersecting triangles in half
            foreach (var cutTri in cutTris)
            {
                var triangle = new Triangle
                {
                    ids      = new[] { meshTriangles[cutTri + 0], meshTriangles[cutTri + 1], meshTriangles[cutTri + 2] },
                    pos      = new[] { meshVertices[meshTriangles[cutTri + 0]], meshVertices[meshTriangles[cutTri + 1]], meshVertices[meshTriangles[cutTri + 2]] },
                    normal   = useNormals ? new[] { meshNormals[meshTriangles[cutTri + 0]], meshNormals[meshTriangles[cutTri + 1]], meshNormals[meshTriangles[cutTri + 2]] } : new[] { Vector3.zero, Vector3.zero, Vector3.zero },
                    uvs      = new[] { meshUV[meshTriangles[cutTri + 0]], meshUV[meshTriangles[cutTri + 1]], meshUV[meshTriangles[cutTri + 2]] },
                    tangents = useMeshTangents ? new[] { meshTangents[meshTriangles[cutTri + 0]], meshTangents[meshTriangles[cutTri + 1]], meshTangents[meshTriangles[cutTri + 2]] } : new [] { Vector4.zero, Vector4.zero, Vector4.zero },
                    colors   = useVertexColors ? new[] { meshColors[meshTriangles[cutTri + 0]], meshColors[meshTriangles[cutTri + 1]], meshColors[meshTriangles[cutTri + 2]] } : new Color32[] { Color.white, Color.white, Color.white },
                };

                // check points with a plane
                var side0 = plane.GetSide(triangle.pos[0]);
                var side1 = plane.GetSide(triangle.pos[1]);
                var side2 = plane.GetSide(triangle.pos[2]);

                float   t0, t1;
                Vector3 s0 = Vector3.zero, s1 = Vector3.zero;

                var idxLeft  = side0 ? 0 : 1;
                var idxRight = 1 - idxLeft;

                if (side0 == side1)
                {
                    var a = plane.IntersectSegment(triangle.pos[2], triangle.pos[0], out t0, ref s0);
                    var b = plane.IntersectSegment(triangle.pos[2], triangle.pos[1], out t1, ref s1);

                    ExploderUtils.Assert(a && b, "!!!!!!!!!!!!!!!");

                    // left side ... 2 triangles
                    var s0Left = AddIntersectionPoint(s0, triangle, triangle.ids[2], triangle.ids[0], cutVertCache[idxLeft], vertices[idxLeft], normals[idxLeft], uvs[idxLeft], tangents[idxLeft], vertexColors[idxLeft], useMeshTangents, useVertexColors, useNormals);
                    var s1Left = AddIntersectionPoint(s1, triangle, triangle.ids[2], triangle.ids[1], cutVertCache[idxLeft], vertices[idxLeft], normals[idxLeft], uvs[idxLeft], tangents[idxLeft], vertexColors[idxLeft], useMeshTangents, useVertexColors, useNormals);
                    var v0Left = AddTrianglePoint(triangle.pos[0], triangle.normal[0], triangle.uvs[0], triangle.tangents[0], triangle.colors[0], triangle.ids[0], triCache, cornerVertCache[idxLeft], vertices[idxLeft], normals[idxLeft], uvs[idxLeft], tangents[idxLeft], vertexColors[idxLeft], useMeshTangents, useVertexColors, useNormals);
                    var v1Left = AddTrianglePoint(triangle.pos[1], triangle.normal[1], triangle.uvs[1], triangle.tangents[1], triangle.colors[1], triangle.ids[1], triCache, cornerVertCache[idxLeft], vertices[idxLeft], normals[idxLeft], uvs[idxLeft], tangents[idxLeft], vertexColors[idxLeft], useMeshTangents, useVertexColors, useNormals);

                    // Triangle (s0, v0, s1)
                    triangles[idxLeft].Add(s0Left);
                    triangles[idxLeft].Add(v0Left);
                    triangles[idxLeft].Add(s1Left);

                    // Triangle (s1, v0, v1)
                    triangles[idxLeft].Add(s1Left);
                    triangles[idxLeft].Add(v0Left);
                    triangles[idxLeft].Add(v1Left);

                    // right side ... 1 triangle
                    var s0Right = AddIntersectionPoint(s0, triangle, triangle.ids[2], triangle.ids[0], cutVertCache[idxRight], vertices[idxRight], normals[idxRight], uvs[idxRight], tangents[idxRight], vertexColors[idxRight], useMeshTangents, useVertexColors, useNormals);
                    var s1Right = AddIntersectionPoint(s1, triangle, triangle.ids[2], triangle.ids[1], cutVertCache[idxRight], vertices[idxRight], normals[idxRight], uvs[idxRight], tangents[idxRight], vertexColors[idxRight], useMeshTangents, useVertexColors, useNormals);
                    var v2Right = AddTrianglePoint(triangle.pos[2], triangle.normal[2], triangle.uvs[2], triangle.tangents[2], triangle.colors[2], triangle.ids[2], triCache, cornerVertCache[idxRight], vertices[idxRight], normals[idxRight], uvs[idxRight], tangents[idxRight], vertexColors[idxRight], useMeshTangents, useVertexColors, useNormals);

                    // Triangle (v2, s0, s1)
                    triangles[idxRight].Add(v2Right);
                    triangles[idxRight].Add(s0Right);
                    triangles[idxRight].Add(s1Right);

                    // buffer intersection vertices for triangulation
                    if (triangulateHoles)
                    {
                        if (idxLeft == 0)
                        {
                            contour.AddTriangle(cutTri, s0Left, s1Left, s0, s1);
                        }
                        else
                        {
                            contour.AddTriangle(cutTri, s0Right, s1Right, s0, s1);
                        }
                    }
                }
                else if (side0 == side2)
                {
                    var a = plane.IntersectSegment(triangle.pos[1], triangle.pos[0], out t0, ref s1);
                    var b = plane.IntersectSegment(triangle.pos[1], triangle.pos[2], out t1, ref s0);

                    ExploderUtils.Assert(a && b, "!!!!!!!!!!!!!");

                    // left side ... 2 triangles
                    var s0Left = AddIntersectionPoint(s0, triangle, triangle.ids[1], triangle.ids[2], cutVertCache[idxLeft], vertices[idxLeft], normals[idxLeft], uvs[idxLeft], tangents[idxLeft], vertexColors[idxLeft], useMeshTangents, useVertexColors, useNormals);
                    var s1Left = AddIntersectionPoint(s1, triangle, triangle.ids[1], triangle.ids[0], cutVertCache[idxLeft], vertices[idxLeft], normals[idxLeft], uvs[idxLeft], tangents[idxLeft], vertexColors[idxLeft], useMeshTangents, useVertexColors, useNormals);
                    var v0Left = AddTrianglePoint(triangle.pos[0], triangle.normal[0], triangle.uvs[0], triangle.tangents[0], triangle.colors[0], triangle.ids[0], triCache, cornerVertCache[idxLeft], vertices[idxLeft], normals[idxLeft], uvs[idxLeft], tangents[idxLeft], vertexColors[idxLeft], useMeshTangents, useVertexColors, useNormals);
                    var v2Left = AddTrianglePoint(triangle.pos[2], triangle.normal[2], triangle.uvs[2], triangle.tangents[2], triangle.colors[2], triangle.ids[2], triCache, cornerVertCache[idxLeft], vertices[idxLeft], normals[idxLeft], uvs[idxLeft], tangents[idxLeft], vertexColors[idxLeft], useMeshTangents, useVertexColors, useNormals);

                    // Triangle (v2, s1, s0)
                    triangles[idxLeft].Add(v2Left);
                    triangles[idxLeft].Add(s1Left);
                    triangles[idxLeft].Add(s0Left);

                    // Triangle (v2, v0, s1)
                    triangles[idxLeft].Add(v2Left);
                    triangles[idxLeft].Add(v0Left);
                    triangles[idxLeft].Add(s1Left);

                    // right side ... 1 triangle
                    var s0Right = AddIntersectionPoint(s0, triangle, triangle.ids[1], triangle.ids[2], cutVertCache[idxRight], vertices[idxRight], normals[idxRight], uvs[idxRight], tangents[idxRight], vertexColors[idxRight], useMeshTangents, useVertexColors, useNormals);
                    var s1Right = AddIntersectionPoint(s1, triangle, triangle.ids[1], triangle.ids[0], cutVertCache[idxRight], vertices[idxRight], normals[idxRight], uvs[idxRight], tangents[idxRight], vertexColors[idxRight], useMeshTangents, useVertexColors, useNormals);
                    var v1Right = AddTrianglePoint(triangle.pos[1], triangle.normal[1], triangle.uvs[1], triangle.tangents[1], triangle.colors[1], triangle.ids[1], triCache, cornerVertCache[idxRight], vertices[idxRight], normals[idxRight], uvs[idxRight], tangents[idxRight], vertexColors[idxRight], useMeshTangents, useVertexColors, useNormals);

                    // Triangle (s0, s1, v1)
                    triangles[idxRight].Add(s0Right);
                    triangles[idxRight].Add(s1Right);
                    triangles[idxRight].Add(v1Right);

                    // buffer intersection vertices for triangulation
                    if (triangulateHoles)
                    {
                        if (idxLeft == 0)
                        {
                            contour.AddTriangle(cutTri, s0Left, s1Left, s0, s1);
                        }
                        else
                        {
                            contour.AddTriangle(cutTri, s0Right, s1Right, s0, s1);
                        }
                    }
                }
                else
                {
                    var a = plane.IntersectSegment(triangle.pos[0], triangle.pos[1], out t0, ref s0);
                    var b = plane.IntersectSegment(triangle.pos[0], triangle.pos[2], out t1, ref s1);

                    ExploderUtils.Assert(a && b, "!!!!!!!!!!!!!");

                    // right side ... 2 triangles
                    var s0Right = AddIntersectionPoint(s0, triangle, triangle.ids[0], triangle.ids[1], cutVertCache[idxRight], vertices[idxRight], normals[idxRight], uvs[idxRight], tangents[idxRight], vertexColors[idxRight], useMeshTangents, useVertexColors, useNormals);
                    var s1Right = AddIntersectionPoint(s1, triangle, triangle.ids[0], triangle.ids[2], cutVertCache[idxRight], vertices[idxRight], normals[idxRight], uvs[idxRight], tangents[idxRight], vertexColors[idxRight], useMeshTangents, useVertexColors, useNormals);
                    var v1Right = AddTrianglePoint(triangle.pos[1], triangle.normal[1], triangle.uvs[1], triangle.tangents[1], triangle.colors[1], triangle.ids[1], triCache, cornerVertCache[idxRight], vertices[idxRight], normals[idxRight], uvs[idxRight], tangents[idxRight], vertexColors[idxRight], useMeshTangents, useVertexColors, useNormals);
                    var v2Right = AddTrianglePoint(triangle.pos[2], triangle.normal[2], triangle.uvs[2], triangle.tangents[2], triangle.colors[2], triangle.ids[2], triCache, cornerVertCache[idxRight], vertices[idxRight], normals[idxRight], uvs[idxRight], tangents[idxRight], vertexColors[idxRight], useMeshTangents, useVertexColors, useNormals);

                    // Triangle (v2, s1, v1)
                    triangles[idxRight].Add(v2Right);
                    triangles[idxRight].Add(s1Right);
                    triangles[idxRight].Add(v1Right);

                    // Triangle (s1, s0, v1)
                    triangles[idxRight].Add(s1Right);
                    triangles[idxRight].Add(s0Right);
                    triangles[idxRight].Add(v1Right);

                    // left side ... 1 triangle
                    var s0Left = AddIntersectionPoint(s0, triangle, triangle.ids[0], triangle.ids[1], cutVertCache[idxLeft], vertices[idxLeft], normals[idxLeft], uvs[idxLeft], tangents[idxLeft], vertexColors[idxLeft], useMeshTangents, useVertexColors, useNormals);
                    var s1Left = AddIntersectionPoint(s1, triangle, triangle.ids[0], triangle.ids[2], cutVertCache[idxLeft], vertices[idxLeft], normals[idxLeft], uvs[idxLeft], tangents[idxLeft], vertexColors[idxLeft], useMeshTangents, useVertexColors, useNormals);
                    var v0Left = AddTrianglePoint(triangle.pos[0], triangle.normal[0], triangle.uvs[0], triangle.tangents[0], triangle.colors[0], triangle.ids[0], triCache, cornerVertCache[idxLeft], vertices[idxLeft], normals[idxLeft], uvs[idxLeft], tangents[idxLeft], vertexColors[idxLeft], useMeshTangents, useVertexColors, useNormals);

                    // Triangle (s1, v0, s0)
                    triangles[idxLeft].Add(s1Left);
                    triangles[idxLeft].Add(v0Left);
                    triangles[idxLeft].Add(s0Left);

                    // buffer intersection vertices for triangulation
                    if (triangulateHoles)
                    {
                        if (idxLeft == 0)
                        {
                            contour.AddTriangle(cutTri, s0Left, s1Left, s0, s1);
                        }
                        else
                        {
                            contour.AddTriangle(cutTri, s0Right, s1Right, s0, s1);
                        }
                    }
                }
            }

#if PROFILING
            MeasureIt.End("CutCycleSecondPass");
#endif

            if (triangulateHoles)
            {
#if PROFILING
                MeasureIt.Begin("FindContours");
#endif

                contour.FindContours();

                if (contour.contour.Count == 0 || contour.contour[0].Count < 3)
                {
//                    triangulateHoles = false;

                    if (allowOpenMesh)
                    {
                        triangulateHoles = false;
                    }
                    else
                    {
                        stopWatch.Stop();
                        return(stopWatch.ElapsedMilliseconds);
                    }
                }

#if PROFILING
                MeasureIt.End("FindContours");
#endif
            }

            List <int>[] trianglesCut = null;
            var          centroid0    = Vector3.zero;
            var          centroid1    = Vector3.zero;
            var          min0         = Vector3.zero;
            var          max0         = Vector3.zero;
            var          min1         = Vector3.zero;
            var          max1         = Vector3.zero;

            ExploderMesh.CalculateCentroid(vertices[0], ref centroid0, ref min0, ref max0);
            ExploderMesh.CalculateCentroid(vertices[1], ref centroid1, ref min1, ref max1);

            if (triangulateHoles)
            {
#if PROFILING
                MeasureIt.Begin("Triangulate");
#endif

                trianglesCut = new List <int>[2]
                {
                    new List <int>(contour.MidPointsCount),
                    new List <int>(contour.MidPointsCount)
                };

                Triangulate(contour.contour, plane, vertices, normals, uvs, tangents, vertexColors, trianglesCut, true, useMeshTangents, useVertexColors, useNormals);

#if PROFILING
                MeasureIt.End("Triangulate");
#endif
            }

            if (vertices[0].Count > 3 && vertices[1].Count > 3)
            {
#if PROFILING
                MeasureIt.Begin("CutEndCopyBack");
#endif

                mesh0 = new ExploderMesh();
                mesh1 = new ExploderMesh();

                var verticesArray0 = vertices[0].ToArray();
                var verticesArray1 = vertices[1].ToArray();

                mesh0.vertices = verticesArray0;
                mesh0.uv       = uvs[0].ToArray();

                mesh1.vertices = verticesArray1;
                mesh1.uv       = uvs[1].ToArray();

                if (useNormals)
                {
                    mesh0.normals = normals[0].ToArray();
                    mesh1.normals = normals[1].ToArray();
                }

                if (useMeshTangents)
                {
                    mesh0.tangents = tangents[0].ToArray();
                    mesh1.tangents = tangents[1].ToArray();
                }

                if (useVertexColors)
                {
                    mesh0.colors32 = vertexColors[0].ToArray();
                    mesh1.colors32 = vertexColors[1].ToArray();
                }

                if (trianglesCut != null && trianglesCut[0].Count > 3)
                {
                    triangles[0].AddRange(trianglesCut[0]);
                    triangles[1].AddRange(trianglesCut[1]);
                }

                mesh0.triangles = triangles[0].ToArray();
                mesh1.triangles = triangles[1].ToArray();

                mesh0.centroid = centroid0;
                mesh0.min      = min0;
                mesh0.max      = max0;

                mesh1.centroid = centroid1;
                mesh1.min      = min1;
                mesh1.max      = max1;

#if PROFILING
                MeasureIt.End("CutEndCopyBack");
#endif

                meshes = new List <ExploderMesh> {
                    mesh0, mesh1
                };

                stopWatch.Stop();
                return(stopWatch.ElapsedMilliseconds);
            }

            stopWatch.Stop();

//            UnityEngine.Debug.Log("Empty cut! " + vertices[0].Count + " " + vertices[1].Count);

            return(stopWatch.ElapsedMilliseconds);
        }
示例#9
0
        /// <summary>
        /// find and isolate independent (not connecting) parts in a mesh
        /// </summary>
        public static List <ExploderMesh> IsolateMeshIslands(ExploderMesh mesh)
        {
            var triangles   = mesh.triangles;
            var vertexCount = mesh.vertices.Length;

            // cache mesh data
            var trianglesNum    = mesh.triangles.Length;
            var tangents        = mesh.tangents;
            var colors          = mesh.colors32;
            var vertices        = mesh.vertices;
            var normals         = mesh.normals;
            var uvs             = mesh.uv;
            var useMeshTangents = tangents != null && tangents.Length > 0;
            var useVertexColors = colors != null && colors.Length > 0;
            var useNormals      = normals != null && normals.Length > 0;

            if (trianglesNum <= 3)
            {
                return(null);
            }

            ExploderUtils.Assert(trianglesNum > 3, "IsolateMeshIslands error: " + trianglesNum);

            var lsHash   = new LSHash(0.1f, vertexCount);
            var vertHash = new int[trianglesNum];

            for (int i = 0; i < trianglesNum; i++)
            {
                vertHash[i] = lsHash.Hash(vertices[triangles[i]]);
            }

            var islands = new List <HashSet <int> > {
                new HashSet <int> {
                    vertHash[0], vertHash[1], vertHash[2]
                }
            };
            var islandsIdx = new List <List <int> > {
                new List <int>(trianglesNum)
                {
                    0, 1, 2
                }
            };
            var triVisited = new bool[trianglesNum];

            triVisited[0] = true;
            triVisited[1] = true;
            triVisited[2] = true;

            var currIsland    = islands[0];
            var currIslandIdx = islandsIdx[0];

            var counter        = 3;
            var lastInvalidIdx = -1;
            var loopCounter    = 0;

            while (true)
            {
                var foundIsland = false;

                for (int j = 3; j < trianglesNum; j += 3)
                {
                    if (triVisited[j])
                    {
                        continue;
                    }

                    if (currIsland.Contains(vertHash[j]) ||
                        currIsland.Contains(vertHash[j + 1]) ||
                        currIsland.Contains(vertHash[j + 2]))
                    {
                        currIsland.Add(vertHash[j]);
                        currIsland.Add(vertHash[j + 1]);
                        currIsland.Add(vertHash[j + 2]);

                        currIslandIdx.Add(j);
                        currIslandIdx.Add(j + 1);
                        currIslandIdx.Add(j + 2);

                        triVisited[j]     = true;
                        triVisited[j + 1] = true;
                        triVisited[j + 2] = true;

                        counter    += 3;
                        foundIsland = true;
                    }
                    else
                    {
                        lastInvalidIdx = j;
                    }
                }

                if (counter == trianglesNum)
                {
                    break;
                }

                if (!foundIsland)
                {
                    // create new island
                    currIsland = new HashSet <int> {
                        vertHash[lastInvalidIdx], vertHash[lastInvalidIdx + 1], vertHash[lastInvalidIdx + 2]
                    };
                    currIslandIdx = new List <int>(trianglesNum / 2)
                    {
                        lastInvalidIdx, lastInvalidIdx + 1, lastInvalidIdx + 2
                    };

                    islands.Add(currIsland);
                    islandsIdx.Add(currIslandIdx);
                }

                loopCounter++;
                if (loopCounter > 100)
                {
                    ExploderUtils.Log("10000 loop exceeded, islands: " + islands.Count);
                    break;
                }
            }

            var islandNum = islands.Count;

            ExploderUtils.Assert(islandNum >= 1, "No island found!");

            // no more than one islands
            if (islandNum == 1)
            {
                return(null);
            }

            var result = new List <ExploderMesh>(islands.Count);

            foreach (var island in islandsIdx)
            {
                var cutterMesh = new ExploderMesh();
                var triCount   = island.Count;

                var m = cutterMesh;

                var tt = new List <int>(triCount);
                var vs = new List <Vector3>(triCount);
                var ns = new List <Vector3>(triCount);
                var us = new List <Vector2>(triCount);
                var cs = new List <Color32>(triCount);
                var ts = new List <Vector4>(triCount);

                var triCache        = new Dictionary <int, int>(trianglesNum);
                var centroid        = Vector3.zero;
                var centroidCounter = 0;
                var triCounter      = 0;

                foreach (var i in island)
                {
                    var tri = triangles[i];
                    var id  = 0;

                    if (triCache.TryGetValue(tri, out id))
                    {
                        tt.Add(id);
                        continue;
                    }

                    tt.Add(triCounter);
                    triCache.Add(tri, triCounter);
                    triCounter++;

                    centroid += vertices[tri];
                    centroidCounter++;

                    vs.Add(vertices[tri]);
                    us.Add(uvs[tri]);

                    if (useNormals)
                    {
                        ns.Add(normals[tri]);
                    }

                    if (useVertexColors)
                    {
                        cs.Add(colors[tri]);
                    }

                    if (useMeshTangents)
                    {
                        ts.Add(tangents[tri]);
                    }
                }

                m.vertices = vs.ToArray();
                m.uv       = us.ToArray();

                if (useNormals)
                {
                    m.normals = ns.ToArray();
                }
                if (useVertexColors)
                {
                    m.colors32 = cs.ToArray();
                }
                if (useMeshTangents)
                {
                    m.tangents = ts.ToArray();
                }

                m.triangles = tt.ToArray();

                cutterMesh.centroid = centroid / centroidCounter;

                result.Add(cutterMesh);
            }

            return(result);
        }
示例#10
0
        /// <summary>
        /// returns list of fragments with requested size
        /// this method pick fragments hidden from camera or sleeping rather then visible
        /// </summary>
        /// <param name="size">number of requested fragments</param>
        /// <returns>list of fragments</returns>
        public List <Fragment> GetAvailableFragments(int size)
        {
            if (size > pool.Length)
            {
                Debug.LogError("Requesting pool size higher than allocated! Please call Allocate first! " + size);
                return(null);
            }

            if (size == pool.Length)
            {
                return(new List <Fragment>(pool));
            }

            var fragments = new List <Fragment>();

            int counter = 0;

            // get deactivated fragments first
            foreach (var fragment in pool)
            {
                // get invisible fragments
                if (!fragment.activeObj)
                {
                    fragments.Add(fragment);
                    counter++;
                }

                if (counter == size)
                {
                    return(fragments);
                }
            }

            foreach (var fragment in pool)
            {
                // get invisible fragments
                if (!fragment.visible)
                {
                    fragments.Add(fragment);
                    counter++;
                }

                if (counter == size)
                {
                    return(fragments);
                }
            }

            // there are still live fragments ... get sleeping ones
            if (counter < size)
            {
                foreach (var fragment in pool)
                {
                    if (fragment.IsSleeping() && fragment.visible)
                    {
                        ExploderUtils.Assert(!fragments.Contains(fragment), "!!!");
                        fragments.Add(fragment);
                        counter++;
                    }

                    if (counter == size)
                    {
                        return(fragments);
                    }
                }
            }

            // there are still live fragments...
            if (counter < size)
            {
                foreach (var fragment in pool)
                {
                    if (!fragment.IsSleeping() && fragment.visible)
                    {
                        ExploderUtils.Assert(!fragments.Contains(fragment), "!!!");
                        fragments.Add(fragment);
                        counter++;
                    }

                    if (counter == size)
                    {
                        return(fragments);
                    }
                }
            }

            ExploderUtils.Assert(false, "ERROR!!!");
            return(null);
        }
示例#11
0
        /// <summary>
        /// create pool (array) of fragment game objects with all necessary components
        /// </summary>
        /// <param name="poolSize">number of fragments</param>
        /// <param name="useMeshColliders">use mesh colliders</param>
        /// <param name="use2dCollision">enable Unity 2D collision system</param>
        public void Allocate(int poolSize, bool useMeshColliders, bool use2dCollision)
        {
            ExploderUtils.Assert(poolSize > 0, "");

            if (pool == null || pool.Length < poolSize || useMeshColliders != this.meshColliders)
            {
//                if (useMeshColliders != meshColliders)
//                {
//                    Debug.LogWarning("Re-allocating pool, mesh colliders");
//                }

                DestroyFragments();

                pool = new Fragment[poolSize];

                this.meshColliders = useMeshColliders;

                GameObject fragmentPrefab = null;

                var fragmentInScene = GameObject.FindObjectOfType <Fragment>();

                if (fragmentInScene)
                {
                    fragmentPrefab = fragmentInScene.gameObject;
                }
                else
                {
                    var fragmentResource = Resources.Load("ExploderFragment");

                    if (fragmentResource)
                    {
                        fragmentPrefab = Instantiate(fragmentResource) as GameObject;
                    }
                }

                for (int i = 0; i < poolSize; i++)
                {
                    GameObject fragment = null;

                    if (fragmentPrefab)
                    {
                        fragment      = Instantiate(fragmentPrefab) as GameObject;
                        fragment.name = "fragment_" + i;
                    }
                    else
                    {
                        fragment = new GameObject("fragment_" + i);
                    }

                    fragment.AddComponent <MeshFilter>();
                    fragment.AddComponent <MeshRenderer>();

                    if (use2dCollision)
                    {
                        fragment.AddComponent <PolygonCollider2D>();
                        fragment.AddComponent <Rigidbody2D>();
                    }
                    else
                    {
                        if (useMeshColliders)
                        {
                            var meshCollider = fragment.AddComponent <MeshCollider>();
                            meshCollider.convex = true;
                        }
                        else
                        {
                            fragment.AddComponent <BoxCollider>();
                        }

                        fragment.AddComponent <Rigidbody>();
                    }

                    fragment.AddComponent <ExploderOption>();

                    var fragmentComponent = fragment.GetComponent <Fragment>();

                    if (!fragmentComponent)
                    {
                        fragmentComponent = fragment.AddComponent <Fragment>();
                    }

                    fragment.transform.parent = gameObject.transform;

                    pool[i] = fragmentComponent;

                    ExploderUtils.SetActiveRecursively(fragment.gameObject, false);

                    fragmentComponent.RefreshComponentsCache();

                    fragmentComponent.Sleep();
                }
            }
        }