示例#1
0
        private static CustomMesh buildTriangles(Mesh mesh, string name, Transform transform, bool keep, bool noCompare, int materialIndex)
        {
            CustomMesh customMesh = new CustomMesh();

            customMesh.mesh          = mesh;
            customMesh.keep          = keep;
            customMesh.noCompare     = noCompare;
            customMesh.name          = name;
            customMesh.materialIndex = materialIndex;

            for (int triangle = 0; triangle < mesh.triangles.Length / 3; triangle++)
            {
                int[]     vertices  = new int[3];
                Vector3[] positions = new Vector3[3];
                Color[]   colors    = new Color[3];
                Vector2[] uvs       = new Vector2[3];
                Vector3[] normals   = new Vector3[3];

                for (int i = 0; i < 3; i++)
                {
                    int vertexIndex = mesh.triangles [triangle * 3 + i];

                    if (transform != null)
                    {
                        positions [i] = transform.TransformPoint(mesh.vertices [vertexIndex]);
                    }
                    else
                    {
                        positions [i] = mesh.vertices [vertexIndex];
                    }
                    if (mesh.colors.Length > vertexIndex)
                    {
                        colors [i] = mesh.colors [vertexIndex];
                    }
                    if (transform != null)
                    {
                        normals[i] = transform.TransformDirection(mesh.normals [vertexIndex]);
                    }
                    else
                    {
                        normals[i] = mesh.normals [vertexIndex];
                    }
                    if (mesh.uv.Length > 0)
                    {
                        uvs [i] = mesh.uv [vertexIndex];
                    }
                    vertices [i] = vertexIndex;
                }

                Triangle tr = new Triangle(positions, colors, uvs, normals);
                customMesh.addTriangle(tr);
            }

            return(customMesh);
        }
示例#2
0
        private static void buildQuadsFromTriangles(List <CustomMesh> meshes)
        {
            for (int mi = 0; mi < meshes.Count; mi++)
            {
                CustomMesh customMesh = meshes [mi];

                List <Triangle> triangles = new List <Triangle>(customMesh.getTriangles());
                customMesh.clear();

                for (int t = 0; t < triangles.Count; t++)
                {
                    Triangle t1 = triangles [t];
                    if (t1.removed)
                    {
                        continue;
                    }

                    if ((customMesh.noCompare || (Mathf.Abs(t1.avgNormal.y)) < 1.0f - MeshUtils.MAX_ROUND_ERROR.x && Mathf.Abs(t1.avgNormal.y) > MeshUtils.MAX_ROUND_ERROR.x))
                    {
                        t1.addedToQuad = true;
                        customMesh.addTriangle(t1);
                        continue;
                    }
                    if (!t1.addedToQuad)
                    {
                        Triangle t2 = findQuadTriangle(t1, triangles);
                        if (t2 != null)
                        {
                            t1.addedToQuad = true;
                            Quad quad = new Quad(t1, t2);

                            List <Vector3> positions = new List <Vector3> (quad.positions);
                            List <Vector2> uvs       = new List <Vector2> (quad.uvs);

                            // Rotate object so the points are always in XY-space
                            Quaternion rot = Quaternion.FromToRotation(quad.avgNormal, new Vector3(0, 0, -1));

                            // Move center to origo
                            for (int i = 0; i < positions.Count; i++)
                            {
                                positions [i] = rot * (positions [i] - quad.bounds.center);
                            }

                            Bounds quadBounds = createBounds(positions);

                            // After this method quad points are in this order:
                            //
                            //	0	1
                            //
                            //	3	2
                            Quad.arrangePositions(ref positions, ref uvs, quadBounds);

                            float x1length = Vector3.Distance(positions [1], positions [0]) - MeshUtils.MAX_ROUND_ERROR.x;
                            float x2length = Vector3.Distance(positions [2], positions [3]) - MeshUtils.MAX_ROUND_ERROR.x;

                            float y1length = Vector3.Distance(positions [0], positions [3]) - MeshUtils.MAX_ROUND_ERROR.x;
                            float y2length = Vector3.Distance(positions [1], positions [2]) - MeshUtils.MAX_ROUND_ERROR.x;

                            bool  divide = false;                           //!customMesh.keep;
                            float xdiff  = Mathf.Abs(x1length - x2length);
                            float ydiff  = Mathf.Abs(y1length - y2length);

                            if (divide && (x1length > 0 && y1length > 0 && x2length > 0 && y2length > 0 && xdiff < 0.001f && ydiff < 0.001f && (x1length > 1 || y1length > 1)))
                            {
                                Color[] colors = new Color[3];

                                int ydivisions = (int)Mathf.Ceil(y1length);
                                int xdivisions = (int)Mathf.Ceil(x1length);

                                for (int y = 0; y < ydivisions; y++)
                                {
                                    Vector3 currentStartPoint = positions [0] + Vector3.Normalize(positions [3] - positions [0]) * y;

                                    for (int x = 0; x < xdivisions; x++)
                                    {
                                        Vector3 point1 = currentStartPoint + Vector3.Normalize(positions [1] - positions [0]);
                                        Vector3 point2 = point1 + Vector3.Normalize(positions [2] - positions [1]);
                                        Vector3 point3 = currentStartPoint + Vector3.Normalize(positions [3] - positions [0]);

                                        // Check boundaries
                                        if (point1.x > positions [1].x)
                                        {
                                            point1.x = positions [1].x;
                                        }
                                        if (point1.y < positions [2].y)
                                        {
                                            point1.y = positions [1].y;
                                        }
                                        if (point2.x > positions [2].x)
                                        {
                                            point2.x = positions [2].x;
                                        }
                                        if (point2.y < positions [2].y)
                                        {
                                            point2.y = positions [2].y;
                                        }
                                        if (point3.y < positions [3].y)
                                        {
                                            point3.y = positions [3].y;
                                        }
                                        // Create triangles
                                        List <Vector3> trPositions = new List <Vector3> ();

                                        trPositions.Add(currentStartPoint);
                                        trPositions.Add(point1);
                                        trPositions.Add(point3);

                                        List <Vector3> tr2Positions = new List <Vector3> ();

                                        tr2Positions.Add(point1);
                                        tr2Positions.Add(point2);
                                        tr2Positions.Add(point3);

                                        // Calculate UVs
                                        List <Vector2> trUVs = new List <Vector2> ();
                                        Vector2        uv0   = Quad.calculateUVForPoint(trPositions [0], positions, uvs);
                                        Vector2        uv1   = Quad.calculateUVForPoint(trPositions [1], positions, uvs);
                                        Vector2        uv2   = Quad.calculateUVForPoint(tr2Positions [1], positions, uvs);
                                        Vector2        uv3   = Quad.calculateUVForPoint(trPositions [2], positions, uvs);

                                        trUVs.Add(uv0);
                                        trUVs.Add(uv1);
                                        trUVs.Add(uv3);

                                        List <Vector2> tr2UVs = new List <Vector2> ();
                                        tr2UVs.Add(uv1);
                                        tr2UVs.Add(uv2);
                                        tr2UVs.Add(uv3);

                                        // Revert the previous movement
                                        for (int i = 0; i < trPositions.Count; i++)
                                        {
                                            // Invert XY-space changes
                                            trPositions [i]  = Quaternion.Inverse(rot) * trPositions [i];
                                            trPositions [i] += quad.bounds.center;

                                            tr2Positions [i]  = Quaternion.Inverse(rot) * tr2Positions [i];
                                            tr2Positions [i] += quad.bounds.center;
                                        }

                                        // Create new Quad
                                        List <Vector3> nnormals = new List <Vector3> ();
                                        for (int i = 0; i < 3; i++)
                                        {
                                            nnormals.Add(quad.avgNormal);
                                        }

                                        Triangle tr1 = new Triangle(trPositions.ToArray(), colors, trUVs.ToArray(), nnormals.ToArray());
                                        Triangle tr2 = new Triangle(tr2Positions.ToArray(), colors, tr2UVs.ToArray(), nnormals.ToArray());

                                        Quad newQuad = new Quad(tr1, tr2);
                                        customMesh.addQuad(newQuad);

                                        currentStartPoint = point1;
                                    }
                                }
                            }
                            else
                            {
                                customMesh.addQuad(quad);
                            }
                        }
                        else
                        {
                            t1.addedToQuad = true;
                            customMesh.addTriangle(t1);
                        }
                    }
                }
            }
        }
示例#3
0
		private static CustomMesh buildTriangles (Mesh mesh, string name, Transform transform, bool keep, bool noCompare, int materialIndex)
		{
			CustomMesh customMesh = new CustomMesh ();
			customMesh.mesh = mesh;
			customMesh.keep = keep;
			customMesh.noCompare = noCompare;
			customMesh.name = name;
			customMesh.materialIndex = materialIndex;

			for (int triangle = 0; triangle < mesh.triangles.Length/3; triangle++) {
				int[] vertices = new int[3];
				Vector3[] positions = new Vector3[3];
				Color[] colors = new Color[3];
				Vector2[] uvs = new Vector2[3];
				Vector3[] normals = new Vector3[3];
				
				for (int i=0; i<3; i++) {
					int vertexIndex = mesh.triangles [triangle * 3 + i];
					
					if (transform != null) {
						positions [i] = transform.TransformPoint (mesh.vertices [vertexIndex]);
					} else {
						positions [i] = mesh.vertices [vertexIndex];
					}
					if (mesh.colors.Length > vertexIndex) {
						colors [i] = mesh.colors [vertexIndex];
					}
					if (transform != null) {
						normals[i] = transform.TransformDirection (mesh.normals [vertexIndex]);
					} else {
						normals[i] = mesh.normals [vertexIndex];
					}
					if(mesh.uv.Length > 0){
						uvs [i] = mesh.uv [vertexIndex];
					}
					vertices [i] = vertexIndex;
					
				}
				
				Triangle tr = new Triangle (positions, colors, uvs, normals);
				customMesh.addTriangle (tr);
			}

			return customMesh;
		}