public static TriangulatedMesh ToSmoothedMesh(TriangulableMesh sourceMeshScript, float smoothness) { sourceMeshScript = ConvertToTriangulatedMesh(sourceMeshScript); List <Vector2> subPoints = new List <Vector2>(); for (int i = 0; i < sourceMeshScript.Vertices.Length; i++) { //start, middle and end of segment Vector2 a = sourceMeshScript.Vertices[i]; Vector2 b = sourceMeshScript.Vertices[(i + 1) % sourceMeshScript.Vertices.Length]; Vector2 c = sourceMeshScript.Vertices[(i + 2) % sourceMeshScript.Vertices.Length]; //midpoints of segments Vector2 mid1 = Vector2.Lerp(a, b, 0.5f); Vector2 mid2 = Vector2.Lerp(b, c, 0.5f); //mid-point of mid-points Vector2 mid_mid = Vector2.Lerp(mid1, mid2, 0.5f); Vector2 diff = Vector2.LerpUnclamped(mid_mid, b, smoothness); subPoints.Add(mid1); subPoints.Add(diff); } List <Triangulation.IntTriple> connections = Triangulation.TriangulationToInt3(new List <Vector2>(subPoints)); TriangulatedMesh triangulatedMesh = sourceMeshScript.gameObject.AddComponent <TriangulatedMesh>(); triangulatedMesh.Build(subPoints.ToArray(), connections, sourceMeshScript.C_MR.sharedMaterial); triangulatedMesh.smoothingValue = smoothness; //delete base component Object.DestroyImmediate(sourceMeshScript); return(triangulatedMesh); }
public static TriangulatedMesh ConvertToTriangulatedMesh(TriangulableMesh sourceMeshScript) { //check if mesh is already a triangulated one if (sourceMeshScript.GetType() == triangulatedMeshType) { return(sourceMeshScript.GetComponent <TriangulatedMesh>()); } Object.DestroyImmediate(sourceMeshScript.GetComponent <Collider2D>()); TriangulatedMesh triangulatedMesh = sourceMeshScript.gameObject.AddComponent <TriangulatedMesh>(); Vector2[] points = MeshHelper.ConvertVec3ToVec2(sourceMeshScript.GetTriangulableVertices()); List <Triangulation.IntTriple> connections = Triangulation.TriangulationToInt3(new List <Vector2>(points)); triangulatedMesh.Build(points, connections, sourceMeshScript.C_MR.sharedMaterial); //delete base component Object.DestroyImmediate(sourceMeshScript); return(triangulatedMesh); }
public static TriangulatedMesh ToSmoothedMesh(TriangulableMesh triangulableMesh, float smoothness) { return(TriangulableMeshProxy.ToSmoothedMesh(triangulableMesh, smoothness)); }
public static TriangulatedMesh ConvertToTriangulatedMesh(TriangulableMesh triangulableMesh) { return(TriangulableMeshProxy.ConvertToTriangulatedMesh(triangulableMesh)); }