示例#1
0
        //The length of this edge
        public float Length()
        {
            //The edge points TO a vertex
            MyVector3 p2 = v.position;
            MyVector3 p1 = prevEdge.v.position;

            float length = MyVector3.Distance(p1, p2);

            return(length);
        }
示例#2
0
        //
        // Calculate length of curve
        //

        //Get the length of the curve with a naive method where we divide the
        //curve into straight lines and then measure the length of each line
        //tEnd is 1 if we want to get the length of the entire curve
        public static float GetLength_Naive(_Curve curve, int steps, float tEnd)
        {
            //Split the ruve into positions with some steps resolution
            List <MyVector3> CurvePoints = SplitCurve(curve, steps, tEnd);

            //Calculate the length by measuring the length of each step
            float length = 0f;

            for (int i = 1; i < CurvePoints.Count; i++)
            {
                float thisStepLength = MyVector3.Distance(CurvePoints[i - 1], CurvePoints[i]);

                length += thisStepLength;
            }

            return(length);
        }
        //Cut a triangle where two vertices are inside and the other vertex is outside
        //Make sure they are sorted clockwise: O1-O2-I1
        //F means that this vertex is outside the plane
        private static void CutTriangleTwoOutside(MyMeshVertex O1, MyMeshVertex O2, MyMeshVertex I1, HalfEdgeData3 newMeshO, HalfEdgeData3 newMeshI, HashSet <HalfEdge3> newEdgesI, HashSet <HalfEdge3> newEdgesO, Plane3 cutPlane)
        {
            //Cut the triangle by using edge-plane intersection
            //Triangles in Unity are ordered clockwise, so form edges that intersects with the plane:
            Edge3 e_O2I1 = new Edge3(O2.position, I1.position);
            //Edge3 e_F1F2 = new Edge3(F1, F2); //Not needed because never intersects with the plane
            Edge3 e_I1O1 = new Edge3(I1.position, O1.position);

            //The positions of the intersection vertices
            MyVector3 pos_O2I1 = _Intersections.GetLinePlaneIntersectionPoint(cutPlane, e_O2I1);
            MyVector3 pos_I1O1 = _Intersections.GetLinePlaneIntersectionPoint(cutPlane, e_I1O1);

            //The normals of the intersection vertices
            float percentageBetween_O2I1 = MyVector3.Distance(O2.position, pos_O2I1) / MyVector3.Distance(O2.position, I1.position);
            float percentageBetween_I1O1 = MyVector3.Distance(I1.position, pos_I1O1) / MyVector3.Distance(I1.position, O1.position);

            MyVector3 normal_O2I1 = _Interpolation.Lerp(O2.normal, I1.normal, percentageBetween_O2I1);
            MyVector3 normal_I1O1 = _Interpolation.Lerp(I1.normal, O1.normal, percentageBetween_I1O1);

            //MyVector3 normal_F2B1 = Vector3.Slerp(F2.normal.ToVector3(), B1.normal.ToVector3(), percentageBetween_F2B1).ToMyVector3();
            //MyVector3 normal_B1F1 = Vector3.Slerp(B1.normal.ToVector3(), F1.normal.ToVector3(), percentageBetween_B1F1).ToMyVector3();

            normal_O2I1 = MyVector3.Normalize(normal_O2I1);
            normal_I1O1 = MyVector3.Normalize(normal_I1O1);

            //The intersection vertices
            MyMeshVertex v_O2I1 = new MyMeshVertex(pos_O2I1, normal_O2I1);
            MyMeshVertex v_I1O1 = new MyMeshVertex(pos_I1O1, normal_I1O1);


            //Form 3 new triangles
            //Outside
            AddTriangleToMesh(v_O2I1, v_I1O1, O2, newMeshO, newEdgesO);
            AddTriangleToMesh(O2, v_I1O1, O1, newMeshO, null);
            //Inside
            AddTriangleToMesh(v_I1O1, v_O2I1, I1, newMeshI, newEdgesI);
        }
示例#4
0
        //
        // Help method to calculate the accumulated total distances along the curve
        // by walking along it by using constant t-steps
        //
        public static List <float> GetAccumulatedDistances(Curve curve, int steps = 20)
        {
            //Step 1. Find positions on the curve by using the bad t-value
            List <MyVector3> positionsOnCurve = SplitCurve(curve, steps, tEnd: 1f);


            //Step 2. Calculate the cumulative distances along the curve for each position along the curve
            //we just calculated
            List <float> accumulatedDistances = new List <float>();

            float totalDistance = 0f;

            accumulatedDistances.Add(totalDistance);

            for (int i = 1; i < positionsOnCurve.Count; i++)
            {
                totalDistance += MyVector3.Distance(positionsOnCurve[i], positionsOnCurve[i - 1]);

                accumulatedDistances.Add(totalDistance);
            }


            return(accumulatedDistances);
        }