Zwiebeln schneiden (Test-Scene-Nick2)
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace EzySlice {
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/**
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* A Basic Structure which contains intersection information
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* for Plane->Triangle Intersection Tests
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* TO-DO -> This structure can be optimized to hold less data
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* via an optional indices array. Could lead for a faster
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* intersection test aswell.
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*/
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public sealed class IntersectionResult {
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// general tag to check if this structure is valid
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private bool is_success;
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// our intersection points/triangles
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private readonly Triangle[] upper_hull;
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private readonly Triangle[] lower_hull;
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private readonly Vector3[] intersection_pt;
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// our counters. We use raw arrays for performance reasons
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private int upper_hull_count;
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private int lower_hull_count;
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private int intersection_pt_count;
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public IntersectionResult() {
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this.is_success = false;
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this.upper_hull = new Triangle[2];
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this.lower_hull = new Triangle[2];
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this.intersection_pt = new Vector3[2];
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this.upper_hull_count = 0;
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this.lower_hull_count = 0;
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this.intersection_pt_count = 0;
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}
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public Triangle[] upperHull {
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get { return upper_hull; }
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}
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public Triangle[] lowerHull {
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get { return lower_hull; }
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}
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public Vector3[] intersectionPoints {
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get { return intersection_pt; }
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}
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public int upperHullCount {
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get { return upper_hull_count; }
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}
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public int lowerHullCount {
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get { return lower_hull_count; }
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}
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public int intersectionPointCount {
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get { return intersection_pt_count; }
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}
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public bool isValid {
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get { return is_success; }
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}
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/**
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* Used by the intersector, adds a new triangle to the
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* upper hull section
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*/
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public IntersectionResult AddUpperHull(Triangle tri) {
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upper_hull[upper_hull_count++] = tri;
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is_success = true;
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return this;
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}
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/**
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* Used by the intersector, adds a new triangle to the
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* lower gull section
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*/
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public IntersectionResult AddLowerHull(Triangle tri) {
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lower_hull[lower_hull_count++] = tri;
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is_success = true;
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return this;
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}
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/**
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* Used by the intersector, adds a new intersection point
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* which is shared by both upper->lower hulls
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*/
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public void AddIntersectionPoint(Vector3 pt) {
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intersection_pt[intersection_pt_count++] = pt;
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}
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/**
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* Clear the current state of this object
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*/
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public void Clear() {
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is_success = false;
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upper_hull_count = 0;
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lower_hull_count = 0;
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intersection_pt_count = 0;
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}
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/**
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* Editor only DEBUG functionality. This should not be compiled in the final
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* Version.
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*/
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public void OnDebugDraw() {
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OnDebugDraw(Color.white);
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}
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public void OnDebugDraw(Color drawColor) {
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#if UNITY_EDITOR
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if (!isValid) {
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return;
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}
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Color prevColor = Gizmos.color;
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Gizmos.color = drawColor;
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// draw the intersection points
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for (int i = 0; i < intersectionPointCount; i++) {
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Gizmos.DrawSphere(intersectionPoints[i], 0.1f);
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}
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// draw the upper hull in RED
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for (int i = 0; i < upperHullCount; i++) {
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upperHull[i].OnDebugDraw(Color.red);
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}
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// draw the lower hull in BLUE
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for (int i = 0; i < lowerHullCount; i++) {
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lowerHull[i].OnDebugDraw(Color.blue);
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}
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Gizmos.color = prevColor;
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#endif
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}
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}
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}
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guid: 5efa1a1afdfb25242a95d994371519bb
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace EzySlice {
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/**
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* Contains static functionality to perform geometric intersection tests.
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*/
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public sealed class Intersector {
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/**
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* Perform an intersection between Plane and Line, storing intersection point
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* in reference q. Function returns true if intersection has been found or
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* false otherwise.
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*/
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public static bool Intersect(Plane pl, Line ln, out Vector3 q) {
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return Intersector.Intersect(pl, ln.positionA, ln.positionB, out q);
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}
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public const float Epsilon = 0.0001f;
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/**
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* Perform an intersection between Plane and Line made up of points a and b. Intersection
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* point will be stored in reference q. Function returns true if intersection has been
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* found or false otherwise.
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*/
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public static bool Intersect(Plane pl, Vector3 a, Vector3 b, out Vector3 q) {
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Vector3 normal = pl.normal;
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Vector3 ab = b - a;
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float t = (pl.dist - Vector3.Dot(normal, a)) / Vector3.Dot(normal, ab);
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// need to be careful and compensate for floating errors
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if (t >= -Epsilon && t <= (1 + Epsilon)) {
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q = a + t * ab;
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return true;
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}
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q = Vector3.zero;
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return false;
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}
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/**
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* Support functionality
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*/
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public static float TriArea2D(float x1, float y1, float x2, float y2, float x3, float y3) {
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return (x1 - x2) * (y2 - y3) - (x2 - x3) * (y1 - y2);
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}
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/**
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* Perform an intersection between Plane and Triangle. This is a comprehensive function
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* which alwo builds a HULL Hirearchy useful for decimation projects. This obviously
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* comes at the cost of more complex code and runtime checks, but the returned results
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* are much more flexible.
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* Results will be filled into the IntersectionResult reference. Check result.isValid()
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* for the final results.
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*/
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public static void Intersect(Plane pl, Triangle tri, IntersectionResult result) {
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// clear the previous results from the IntersectionResult
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result.Clear();
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// grab local variables for easier access
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Vector3 a = tri.positionA;
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Vector3 b = tri.positionB;
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Vector3 c = tri.positionC;
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// check to see which side of the plane the points all
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// lay in. SideOf operation is a simple dot product and some comparison
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// operations, so these are a very quick checks
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SideOfPlane sa = pl.SideOf(a);
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SideOfPlane sb = pl.SideOf(b);
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SideOfPlane sc = pl.SideOf(c);
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// we cannot intersect if the triangle points all fall on the same side
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// of the plane. This is an easy early out test as no intersections are possible.
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if (sa == sb && sb == sc) {
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return;
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}
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// detect cases where two points lay straight on the plane, meaning
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// that the plane is actually parralel with one of the edges of the triangle
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else if ((sa == SideOfPlane.ON && sa == sb) ||
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(sa == SideOfPlane.ON && sa == sc) ||
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(sb == SideOfPlane.ON && sb == sc)) {
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return;
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}
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// detect cases where one point is on the plane and the other two are on the same side
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else if ((sa == SideOfPlane.ON && sb != SideOfPlane.ON && sb == sc) ||
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(sb == SideOfPlane.ON && sa != SideOfPlane.ON && sa == sc) ||
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(sc == SideOfPlane.ON && sa != SideOfPlane.ON && sa == sb)) {
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return;
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}
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// keep in mind that intersection points are shared by both
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// the upper HULL and lower HULL hence they lie perfectly
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// on the plane that cut them
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Vector3 qa;
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Vector3 qb;
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// check the cases where the points of the triangle actually lie on the plane itself
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// in these cases, there is only going to be 2 triangles, one for the upper HULL and
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// the other on the lower HULL
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// we just need to figure out which points to accept into the upper or lower hulls.
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if (sa == SideOfPlane.ON) {
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// if the point a is on the plane, test line b-c
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if (Intersector.Intersect(pl, b, c, out qa)) {
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// line b-c intersected, construct out triangles and return approprietly
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result.AddIntersectionPoint(qa);
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result.AddIntersectionPoint(a);
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// our two generated triangles, we need to figure out which
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// triangle goes into the UPPER hull and which goes into the LOWER hull
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Triangle ta = new Triangle(a, b, qa);
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Triangle tb = new Triangle(a, qa, c);
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// generate UV coordinates if there is any
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if (tri.hasUV) {
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// the computed UV coordinate if the intersection point
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Vector2 pq = tri.GenerateUV(qa);
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Vector2 pa = tri.uvA;
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Vector2 pb = tri.uvB;
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Vector2 pc = tri.uvC;
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ta.SetUV(pa, pb, pq);
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tb.SetUV(pa, pq, pc);
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}
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// generate Normal coordinates if there is any
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if (tri.hasNormal) {
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// the computed Normal coordinate if the intersection point
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Vector3 pq = tri.GenerateNormal(qa);
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Vector3 pa = tri.normalA;
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Vector3 pb = tri.normalB;
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Vector3 pc = tri.normalC;
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ta.SetNormal(pa, pb, pq);
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tb.SetNormal(pa, pq, pc);
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}
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// generate Tangent coordinates if there is any
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if (tri.hasTangent) {
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// the computed Tangent coordinate if the intersection point
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Vector4 pq = tri.GenerateTangent(qa);
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Vector4 pa = tri.tangentA;
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Vector4 pb = tri.tangentB;
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Vector4 pc = tri.tangentC;
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ta.SetTangent(pa, pb, pq);
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tb.SetTangent(pa, pq, pc);
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}
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// b point lies on the upside of the plane
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if (sb == SideOfPlane.UP) {
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result.AddUpperHull(ta).AddLowerHull(tb);
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}
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// b point lies on the downside of the plane
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else if (sb == SideOfPlane.DOWN) {
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result.AddUpperHull(tb).AddLowerHull(ta);
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}
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}
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}
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// test the case where the b point lies on the plane itself
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else if (sb == SideOfPlane.ON) {
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// if the point b is on the plane, test line a-c
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if (Intersector.Intersect(pl, a, c, out qa)) {
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// line a-c intersected, construct out triangles and return approprietly
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result.AddIntersectionPoint(qa);
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result.AddIntersectionPoint(b);
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// our two generated triangles, we need to figure out which
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// triangle goes into the UPPER hull and which goes into the LOWER hull
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Triangle ta = new Triangle(a, b, qa);
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Triangle tb = new Triangle(qa, b, c);
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// generate UV coordinates if there is any
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if (tri.hasUV) {
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// the computed UV coordinate if the intersection point
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Vector2 pq = tri.GenerateUV(qa);
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Vector2 pa = tri.uvA;
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Vector2 pb = tri.uvB;
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Vector2 pc = tri.uvC;
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ta.SetUV(pa, pb, pq);
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tb.SetUV(pq, pb, pc);
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}
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// generate Normal coordinates if there is any
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if (tri.hasNormal) {
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// the computed Normal coordinate if the intersection point
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Vector3 pq = tri.GenerateNormal(qa);
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Vector3 pa = tri.normalA;
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Vector3 pb = tri.normalB;
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Vector3 pc = tri.normalC;
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ta.SetNormal(pa, pb, pq);
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tb.SetNormal(pq, pb, pc);
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}
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// generate Tangent coordinates if there is any
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if (tri.hasTangent) {
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// the computed Tangent coordinate if the intersection point
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Vector4 pq = tri.GenerateTangent(qa);
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Vector4 pa = tri.tangentA;
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Vector4 pb = tri.tangentB;
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Vector4 pc = tri.tangentC;
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ta.SetTangent(pa, pb, pq);
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tb.SetTangent(pq, pb, pc);
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}
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// a point lies on the upside of the plane
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if (sa == SideOfPlane.UP) {
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result.AddUpperHull(ta).AddLowerHull(tb);
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}
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// a point lies on the downside of the plane
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else if (sa == SideOfPlane.DOWN) {
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result.AddUpperHull(tb).AddLowerHull(ta);
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}
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}
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}
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// test the case where the c point lies on the plane itself
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else if (sc == SideOfPlane.ON) {
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// if the point c is on the plane, test line a-b
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if (Intersector.Intersect(pl, a, b, out qa)) {
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// line a-c intersected, construct out triangles and return approprietly
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result.AddIntersectionPoint(qa);
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result.AddIntersectionPoint(c);
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// our two generated triangles, we need to figure out which
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// triangle goes into the UPPER hull and which goes into the LOWER hull
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Triangle ta = new Triangle(a, qa, c);
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Triangle tb = new Triangle(qa, b, c);
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// generate UV coordinates if there is any
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if (tri.hasUV) {
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// the computed UV coordinate if the intersection point
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Vector2 pq = tri.GenerateUV(qa);
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Vector2 pa = tri.uvA;
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Vector2 pb = tri.uvB;
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Vector2 pc = tri.uvC;
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ta.SetUV(pa, pq, pc);
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tb.SetUV(pq, pb, pc);
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}
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// generate Normal coordinates if there is any
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if (tri.hasNormal) {
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// the computed Normal coordinate if the intersection point
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Vector3 pq = tri.GenerateNormal(qa);
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Vector3 pa = tri.normalA;
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Vector3 pb = tri.normalB;
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Vector3 pc = tri.normalC;
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ta.SetNormal(pa, pq, pc);
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tb.SetNormal(pq, pb, pc);
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}
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// generate Tangent coordinates if there is any
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if (tri.hasTangent) {
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// the computed Tangent coordinate if the intersection point
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Vector4 pq = tri.GenerateTangent(qa);
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Vector4 pa = tri.tangentA;
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Vector4 pb = tri.tangentB;
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Vector4 pc = tri.tangentC;
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ta.SetTangent(pa, pq, pc);
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tb.SetTangent(pq, pb, pc);
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}
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// a point lies on the upside of the plane
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if (sa == SideOfPlane.UP) {
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result.AddUpperHull(ta).AddLowerHull(tb);
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}
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// a point lies on the downside of the plane
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else if (sa == SideOfPlane.DOWN) {
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result.AddUpperHull(tb).AddLowerHull(ta);
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}
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}
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}
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// at this point, all edge cases have been tested and failed, we need to perform
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// full intersection tests against the lines. From this point onwards we will generate
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// 3 triangles
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else if (sa != sb && Intersector.Intersect(pl, a, b, out qa)) {
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// intersection found against a - b
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result.AddIntersectionPoint(qa);
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// since intersection was found against a - b, we need to check which other
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// lines to check (we only need to check one more line) for intersection.
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// the line we check against will be the line against the point which lies on
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// the other side of the plane.
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if (sa == sc) {
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// we likely have an intersection against line b-c which will complete this loop
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if (Intersector.Intersect(pl, b, c, out qb)) {
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result.AddIntersectionPoint(qb);
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// our three generated triangles. Two of these triangles will end
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// up on either the UPPER or LOWER hulls.
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Triangle ta = new Triangle(qa, b, qb);
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Triangle tb = new Triangle(a, qa, qb);
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Triangle tc = new Triangle(a, qb, c);
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// generate UV coordinates if there is any
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if (tri.hasUV) {
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// the computed UV coordinate if the intersection point
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Vector2 pqa = tri.GenerateUV(qa);
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Vector2 pqb = tri.GenerateUV(qb);
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Vector2 pa = tri.uvA;
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Vector2 pb = tri.uvB;
|
||||
Vector2 pc = tri.uvC;
|
||||
|
||||
ta.SetUV(pqa, pb, pqb);
|
||||
tb.SetUV(pa, pqa, pqb);
|
||||
tc.SetUV(pa, pqb, pc);
|
||||
}
|
||||
|
||||
// generate Normal coordinates if there is any
|
||||
if (tri.hasNormal) {
|
||||
// the computed Normal coordinate if the intersection point
|
||||
Vector3 pqa = tri.GenerateNormal(qa);
|
||||
Vector3 pqb = tri.GenerateNormal(qb);
|
||||
Vector3 pa = tri.normalA;
|
||||
Vector3 pb = tri.normalB;
|
||||
Vector3 pc = tri.normalC;
|
||||
|
||||
ta.SetNormal(pqa, pb, pqb);
|
||||
tb.SetNormal(pa, pqa, pqb);
|
||||
tc.SetNormal(pa, pqb, pc);
|
||||
}
|
||||
|
||||
// generate Tangent coordinates if there is any
|
||||
if (tri.hasTangent) {
|
||||
// the computed Tangent coordinate if the intersection point
|
||||
Vector4 pqa = tri.GenerateTangent(qa);
|
||||
Vector4 pqb = tri.GenerateTangent(qb);
|
||||
Vector4 pa = tri.tangentA;
|
||||
Vector4 pb = tri.tangentB;
|
||||
Vector4 pc = tri.tangentC;
|
||||
|
||||
ta.SetTangent(pqa, pb, pqb);
|
||||
tb.SetTangent(pa, pqa, pqb);
|
||||
tc.SetTangent(pa, pqb, pc);
|
||||
}
|
||||
|
||||
if (sa == SideOfPlane.UP) {
|
||||
result.AddUpperHull(tb).AddUpperHull(tc).AddLowerHull(ta);
|
||||
} else {
|
||||
result.AddLowerHull(tb).AddLowerHull(tc).AddUpperHull(ta);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// in this scenario, the point a is a "lone" point which lies in either upper
|
||||
// or lower HULL. We need to perform another intersection to find the last point
|
||||
if (Intersector.Intersect(pl, a, c, out qb)) {
|
||||
result.AddIntersectionPoint(qb);
|
||||
|
||||
// our three generated triangles. Two of these triangles will end
|
||||
// up on either the UPPER or LOWER hulls.
|
||||
Triangle ta = new Triangle(a, qa, qb);
|
||||
Triangle tb = new Triangle(qa, b, c);
|
||||
Triangle tc = new Triangle(qb, qa, c);
|
||||
|
||||
// generate UV coordinates if there is any
|
||||
if (tri.hasUV) {
|
||||
// the computed UV coordinate if the intersection point
|
||||
Vector2 pqa = tri.GenerateUV(qa);
|
||||
Vector2 pqb = tri.GenerateUV(qb);
|
||||
Vector2 pa = tri.uvA;
|
||||
Vector2 pb = tri.uvB;
|
||||
Vector2 pc = tri.uvC;
|
||||
|
||||
ta.SetUV(pa, pqa, pqb);
|
||||
tb.SetUV(pqa, pb, pc);
|
||||
tc.SetUV(pqb, pqa, pc);
|
||||
}
|
||||
|
||||
// generate Normal coordinates if there is any
|
||||
if (tri.hasNormal) {
|
||||
// the computed Normal coordinate if the intersection point
|
||||
Vector3 pqa = tri.GenerateNormal(qa);
|
||||
Vector3 pqb = tri.GenerateNormal(qb);
|
||||
Vector3 pa = tri.normalA;
|
||||
Vector3 pb = tri.normalB;
|
||||
Vector3 pc = tri.normalC;
|
||||
|
||||
ta.SetNormal(pa, pqa, pqb);
|
||||
tb.SetNormal(pqa, pb, pc);
|
||||
tc.SetNormal(pqb, pqa, pc);
|
||||
}
|
||||
|
||||
// generate Tangent coordinates if there is any
|
||||
if (tri.hasTangent) {
|
||||
// the computed Tangent coordinate if the intersection point
|
||||
Vector4 pqa = tri.GenerateTangent(qa);
|
||||
Vector4 pqb = tri.GenerateTangent(qb);
|
||||
Vector4 pa = tri.tangentA;
|
||||
Vector4 pb = tri.tangentB;
|
||||
Vector4 pc = tri.tangentC;
|
||||
|
||||
ta.SetTangent(pa, pqa, pqb);
|
||||
tb.SetTangent(pqa, pb, pc);
|
||||
tc.SetTangent(pqb, pqa, pc);
|
||||
}
|
||||
|
||||
if (sa == SideOfPlane.UP) {
|
||||
result.AddUpperHull(ta).AddLowerHull(tb).AddLowerHull(tc);
|
||||
} else {
|
||||
result.AddLowerHull(ta).AddUpperHull(tb).AddUpperHull(tc);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// if line a-b did not intersect (or the lie on the same side of the plane)
|
||||
// this simplifies the problem a fair bit. This means we have an intersection
|
||||
// in line a-c and b-c, which we can use to build a new UPPER and LOWER hulls
|
||||
// we are expecting both of these intersection tests to pass, otherwise something
|
||||
// went wrong (float errors? missed a checked case?)
|
||||
else if (Intersector.Intersect(pl, c, a, out qa) && Intersector.Intersect(pl, c, b, out qb)) {
|
||||
// in here we know that line a-b actually lie on the same side of the plane, this will
|
||||
// simplify the rest of the logic. We also have our intersection points
|
||||
// the computed UV coordinate of the intersection point
|
||||
|
||||
result.AddIntersectionPoint(qa);
|
||||
result.AddIntersectionPoint(qb);
|
||||
|
||||
// our three generated triangles. Two of these triangles will end
|
||||
// up on either the UPPER or LOWER hulls.
|
||||
Triangle ta = new Triangle(qa, qb, c);
|
||||
Triangle tb = new Triangle(a, qb, qa);
|
||||
Triangle tc = new Triangle(a, b, qb);
|
||||
|
||||
// generate UV coordinates if there is any
|
||||
if (tri.hasUV) {
|
||||
// the computed UV coordinate if the intersection point
|
||||
Vector2 pqa = tri.GenerateUV(qa);
|
||||
Vector2 pqb = tri.GenerateUV(qb);
|
||||
Vector2 pa = tri.uvA;
|
||||
Vector2 pb = tri.uvB;
|
||||
Vector2 pc = tri.uvC;
|
||||
|
||||
ta.SetUV(pqa, pqb, pc);
|
||||
tb.SetUV(pa, pqb, pqa);
|
||||
tc.SetUV(pa, pb, pqb);
|
||||
}
|
||||
|
||||
// generate Normal coordinates if there is any
|
||||
if (tri.hasNormal) {
|
||||
// the computed Normal coordinate if the intersection point
|
||||
Vector3 pqa = tri.GenerateNormal(qa);
|
||||
Vector3 pqb = tri.GenerateNormal(qb);
|
||||
Vector3 pa = tri.normalA;
|
||||
Vector3 pb = tri.normalB;
|
||||
Vector3 pc = tri.normalC;
|
||||
|
||||
ta.SetNormal(pqa, pqb, pc);
|
||||
tb.SetNormal(pa, pqb, pqa);
|
||||
tc.SetNormal(pa, pb, pqb);
|
||||
}
|
||||
|
||||
// generate Tangent coordinates if there is any
|
||||
if (tri.hasTangent) {
|
||||
// the computed Tangent coordinate if the intersection point
|
||||
Vector4 pqa = tri.GenerateTangent(qa);
|
||||
Vector4 pqb = tri.GenerateTangent(qb);
|
||||
Vector4 pa = tri.tangentA;
|
||||
Vector4 pb = tri.tangentB;
|
||||
Vector4 pc = tri.tangentC;
|
||||
|
||||
ta.SetTangent(pqa, pqb, pc);
|
||||
tb.SetTangent(pa, pqb, pqa);
|
||||
tc.SetTangent(pa, pb, pqb);
|
||||
}
|
||||
|
||||
if (sa == SideOfPlane.UP) {
|
||||
result.AddUpperHull(tb).AddUpperHull(tc).AddLowerHull(ta);
|
||||
} else {
|
||||
result.AddLowerHull(tb).AddLowerHull(tc).AddUpperHull(ta);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 966c18ce8e503ed47a80ec55f6a1928e
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,31 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace EzySlice {
|
||||
public struct Line {
|
||||
private readonly Vector3 m_pos_a;
|
||||
private readonly Vector3 m_pos_b;
|
||||
|
||||
public Line(Vector3 pta, Vector3 ptb) {
|
||||
this.m_pos_a = pta;
|
||||
this.m_pos_b = ptb;
|
||||
}
|
||||
|
||||
public float dist {
|
||||
get { return Vector3.Distance(this.m_pos_a, this.m_pos_b); }
|
||||
}
|
||||
|
||||
public float distSq {
|
||||
get { return (this.m_pos_a - this.m_pos_b).sqrMagnitude; }
|
||||
}
|
||||
|
||||
public Vector3 positionA {
|
||||
get { return this.m_pos_a; }
|
||||
}
|
||||
|
||||
public Vector3 positionB {
|
||||
get { return this.m_pos_b; }
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 8c53f19a109c6ef4aa92ee2d52fffd2d
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,141 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace EzySlice {
|
||||
|
||||
/**
|
||||
* Quick Internal structure which checks where the point lays on the
|
||||
* Plane. UP = Upwards from the Normal, DOWN = Downwards from the Normal
|
||||
* ON = Point lays straight on the plane
|
||||
*/
|
||||
public enum SideOfPlane {
|
||||
UP,
|
||||
DOWN,
|
||||
ON
|
||||
}
|
||||
|
||||
/**
|
||||
* Represents a simple 3D Plane structure with a position
|
||||
* and direction which extends infinitely in its axis. This provides
|
||||
* an optimal structure for collision tests for the slicing framework.
|
||||
*/
|
||||
public struct Plane {
|
||||
private Vector3 m_normal;
|
||||
private float m_dist;
|
||||
|
||||
// this is for editor debugging only! do NOT try to access this
|
||||
// variable at runtime, we will be stripping it out for final
|
||||
// builds
|
||||
#if UNITY_EDITOR
|
||||
private Transform trans_ref;
|
||||
#endif
|
||||
|
||||
public Plane(Vector3 pos, Vector3 norm) {
|
||||
this.m_normal = norm;
|
||||
this.m_dist = Vector3.Dot(norm, pos);
|
||||
|
||||
// this is for editor debugging only!
|
||||
#if UNITY_EDITOR
|
||||
trans_ref = null;
|
||||
#endif
|
||||
}
|
||||
|
||||
public Plane(Vector3 norm, float dot) {
|
||||
this.m_normal = norm;
|
||||
this.m_dist = dot;
|
||||
|
||||
// this is for editor debugging only!
|
||||
#if UNITY_EDITOR
|
||||
trans_ref = null;
|
||||
#endif
|
||||
}
|
||||
|
||||
public Plane(Vector3 a, Vector3 b, Vector3 c) {
|
||||
m_normal = Vector3.Normalize(Vector3.Cross(b - a, c - a));
|
||||
m_dist = -Vector3.Dot(m_normal, a);
|
||||
|
||||
// this is for editor debugging only!
|
||||
#if UNITY_EDITOR
|
||||
trans_ref = null;
|
||||
#endif
|
||||
}
|
||||
|
||||
public void Compute(Vector3 pos, Vector3 norm) {
|
||||
this.m_normal = norm;
|
||||
this.m_dist = Vector3.Dot(norm, pos);
|
||||
}
|
||||
|
||||
public void Compute(Transform trans) {
|
||||
Compute(trans.position, trans.up);
|
||||
|
||||
// this is for editor debugging only!
|
||||
#if UNITY_EDITOR
|
||||
trans_ref = trans;
|
||||
#endif
|
||||
}
|
||||
|
||||
public void Compute(GameObject obj) {
|
||||
Compute(obj.transform);
|
||||
}
|
||||
|
||||
public Vector3 normal {
|
||||
get { return this.m_normal; }
|
||||
}
|
||||
|
||||
public float dist {
|
||||
get { return this.m_dist; }
|
||||
}
|
||||
|
||||
/**
|
||||
* Checks which side of the plane the point lays on.
|
||||
*/
|
||||
public SideOfPlane SideOf(Vector3 pt) {
|
||||
float result = Vector3.Dot(m_normal, pt) - m_dist;
|
||||
|
||||
if (result > Intersector.Epsilon) {
|
||||
return SideOfPlane.UP;
|
||||
}
|
||||
|
||||
if (result < -Intersector.Epsilon) {
|
||||
return SideOfPlane.DOWN;
|
||||
}
|
||||
|
||||
return SideOfPlane.ON;
|
||||
}
|
||||
|
||||
/**
|
||||
* Editor only DEBUG functionality. This should not be compiled in the final
|
||||
* Version.
|
||||
*/
|
||||
public void OnDebugDraw() {
|
||||
OnDebugDraw(Color.white);
|
||||
}
|
||||
|
||||
public void OnDebugDraw(Color drawColor) {
|
||||
// NOTE -> Gizmos are only supported in the editor. We will keep these function
|
||||
// signatures for consistancy however at final build, these will do nothing
|
||||
// TO/DO -> Should we throw a runtime exception if this function tried to get executed
|
||||
// at runtime?
|
||||
#if UNITY_EDITOR
|
||||
|
||||
if (trans_ref == null) {
|
||||
return;
|
||||
}
|
||||
|
||||
Color prevColor = Gizmos.color;
|
||||
Matrix4x4 prevMatrix = Gizmos.matrix;
|
||||
|
||||
// TO-DO
|
||||
Gizmos.matrix = Matrix4x4.TRS(trans_ref.position, trans_ref.rotation, trans_ref.localScale);
|
||||
Gizmos.color = drawColor;
|
||||
|
||||
Gizmos.DrawWireCube(Vector3.zero, new Vector3(1.0f, 0.0f, 1.0f));
|
||||
|
||||
Gizmos.color = prevColor;
|
||||
Gizmos.matrix = prevMatrix;
|
||||
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 0838665d3fc17c645a1d7d45613d4f30
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,115 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace EzySlice {
|
||||
/**
|
||||
* TextureRegion defines a region of a specific texture which can be used
|
||||
* for custom UV Mapping Routines.
|
||||
*
|
||||
* TextureRegions are always stored in normalized UV Coordinate space between
|
||||
* 0.0f and 1.0f
|
||||
*/
|
||||
public struct TextureRegion {
|
||||
private readonly float pos_start_x;
|
||||
private readonly float pos_start_y;
|
||||
private readonly float pos_end_x;
|
||||
private readonly float pos_end_y;
|
||||
|
||||
public TextureRegion(float startX, float startY, float endX, float endY) {
|
||||
this.pos_start_x = startX;
|
||||
this.pos_start_y = startY;
|
||||
this.pos_end_x = endX;
|
||||
this.pos_end_y = endY;
|
||||
}
|
||||
|
||||
public float startX { get { return this.pos_start_x; } }
|
||||
public float startY { get { return this.pos_start_y; } }
|
||||
public float endX { get { return this.pos_end_x; } }
|
||||
public float endY { get { return this.pos_end_y; } }
|
||||
|
||||
public Vector2 start { get { return new Vector2(startX, startY); } }
|
||||
public Vector2 end { get { return new Vector2(endX, endY); } }
|
||||
|
||||
/**
|
||||
* Perform a mapping of a UV coordinate (computed in 0,1 space)
|
||||
* into the new coordinates defined by the provided TextureRegion
|
||||
*/
|
||||
public Vector2 Map(Vector2 uv) {
|
||||
return Map(uv.x, uv.y);
|
||||
}
|
||||
|
||||
/**
|
||||
* Perform a mapping of a UV coordinate (computed in 0,1 space)
|
||||
* into the new coordinates defined by the provided TextureRegion
|
||||
*/
|
||||
public Vector2 Map(float x, float y) {
|
||||
float mappedX = MAP(x, 0.0f, 1.0f, pos_start_x, pos_end_x);
|
||||
float mappedY = MAP(y, 0.0f, 1.0f, pos_start_y, pos_end_y);
|
||||
|
||||
return new Vector2(mappedX, mappedY);
|
||||
}
|
||||
|
||||
/**
|
||||
* Our mapping function to map arbitrary values into our required texture region
|
||||
*/
|
||||
private static float MAP(float x, float in_min, float in_max, float out_min, float out_max) {
|
||||
return (x - in_min) * (out_max - out_min) / (in_max - in_min) + out_min;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Define our TextureRegion extension to easily calculate
|
||||
* from a Texture2D Object.
|
||||
*/
|
||||
public static class TextureRegionExtension {
|
||||
|
||||
/**
|
||||
* Helper function to quickly calculate the Texture Region from a material.
|
||||
* This extension function will use the mainTexture component to perform the
|
||||
* calculation.
|
||||
*
|
||||
* Will throw a null exception if the texture does not exist. See
|
||||
* Texture.getTextureRegion() for function details.
|
||||
*/
|
||||
public static TextureRegion GetTextureRegion(this Material mat,
|
||||
int pixX,
|
||||
int pixY,
|
||||
int pixWidth,
|
||||
int pixHeight) {
|
||||
return mat.mainTexture.GetTextureRegion(pixX, pixY, pixWidth, pixHeight);
|
||||
}
|
||||
|
||||
/**
|
||||
* Using a Texture2D, calculate and return a specific TextureRegion
|
||||
* Coordinates are provided in pixel coordinates where 0,0 is the
|
||||
* bottom left corner of the texture.
|
||||
*
|
||||
* The texture region will automatically be calculated to ensure that it
|
||||
* will fit inside the provided texture.
|
||||
*/
|
||||
public static TextureRegion GetTextureRegion(this Texture tex,
|
||||
int pixX,
|
||||
int pixY,
|
||||
int pixWidth,
|
||||
int pixHeight) {
|
||||
int textureWidth = tex.width;
|
||||
int textureHeight = tex.height;
|
||||
|
||||
// ensure we are not referencing out of bounds coordinates
|
||||
// relative to our texture
|
||||
int calcWidth = Mathf.Min(textureWidth, pixWidth);
|
||||
int calcHeight = Mathf.Min(textureHeight, pixHeight);
|
||||
int calcX = Mathf.Min(Mathf.Abs(pixX), textureWidth);
|
||||
int calcY = Mathf.Min(Mathf.Abs(pixY), textureHeight);
|
||||
|
||||
float startX = calcX / (float) textureWidth;
|
||||
float startY = calcY / (float) textureHeight;
|
||||
float endX = (calcX + calcWidth) / (float) textureWidth;
|
||||
float endY = (calcY + calcHeight) / (float) textureHeight;
|
||||
|
||||
// texture region is a struct which is allocated on the stack
|
||||
return new TextureRegion(startX, startY, endX, endY);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 18937420d6e20bf43aa3ff0774c73407
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,349 @@
|
|||
using UnityEngine;
|
||||
|
||||
namespace EzySlice {
|
||||
/**
|
||||
* Represents a simple 3D Triangle structure with position
|
||||
* and UV map. The UV is required if the slicer needs
|
||||
* to recalculate the new UV position for texture mapping.
|
||||
*/
|
||||
public struct Triangle {
|
||||
// the points which represent this triangle
|
||||
// these have to be set and are immutable. Cannot be
|
||||
// changed once set
|
||||
private readonly Vector3 m_pos_a;
|
||||
private readonly Vector3 m_pos_b;
|
||||
private readonly Vector3 m_pos_c;
|
||||
|
||||
// the UV coordinates of this triangle
|
||||
// these are optional and may not be set
|
||||
private bool m_uv_set;
|
||||
private Vector2 m_uv_a;
|
||||
private Vector2 m_uv_b;
|
||||
private Vector2 m_uv_c;
|
||||
|
||||
// the Normals of the Vertices
|
||||
// these are optional and may not be set
|
||||
private bool m_nor_set;
|
||||
private Vector3 m_nor_a;
|
||||
private Vector3 m_nor_b;
|
||||
private Vector3 m_nor_c;
|
||||
|
||||
// the Tangents of the Vertices
|
||||
// these are optional and may not be set
|
||||
private bool m_tan_set;
|
||||
private Vector4 m_tan_a;
|
||||
private Vector4 m_tan_b;
|
||||
private Vector4 m_tan_c;
|
||||
|
||||
public Triangle(Vector3 posa,
|
||||
Vector3 posb,
|
||||
Vector3 posc) {
|
||||
this.m_pos_a = posa;
|
||||
this.m_pos_b = posb;
|
||||
this.m_pos_c = posc;
|
||||
|
||||
this.m_uv_set = false;
|
||||
this.m_uv_a = Vector2.zero;
|
||||
this.m_uv_b = Vector2.zero;
|
||||
this.m_uv_c = Vector2.zero;
|
||||
|
||||
this.m_nor_set = false;
|
||||
this.m_nor_a = Vector3.zero;
|
||||
this.m_nor_b = Vector3.zero;
|
||||
this.m_nor_c = Vector3.zero;
|
||||
|
||||
this.m_tan_set = false;
|
||||
this.m_tan_a = Vector4.zero;
|
||||
this.m_tan_b = Vector4.zero;
|
||||
this.m_tan_c = Vector4.zero;
|
||||
}
|
||||
|
||||
public Vector3 positionA {
|
||||
get { return this.m_pos_a; }
|
||||
}
|
||||
|
||||
public Vector3 positionB {
|
||||
get { return this.m_pos_b; }
|
||||
}
|
||||
|
||||
public Vector3 positionC {
|
||||
get { return this.m_pos_c; }
|
||||
}
|
||||
|
||||
public bool hasUV {
|
||||
get { return this.m_uv_set; }
|
||||
}
|
||||
|
||||
public void SetUV(Vector2 uvA, Vector2 uvB, Vector2 uvC) {
|
||||
this.m_uv_a = uvA;
|
||||
this.m_uv_b = uvB;
|
||||
this.m_uv_c = uvC;
|
||||
|
||||
this.m_uv_set = true;
|
||||
}
|
||||
|
||||
public Vector2 uvA {
|
||||
get { return this.m_uv_a; }
|
||||
}
|
||||
|
||||
public Vector2 uvB {
|
||||
get { return this.m_uv_b; }
|
||||
}
|
||||
|
||||
public Vector2 uvC {
|
||||
get { return this.m_uv_c; }
|
||||
}
|
||||
|
||||
public bool hasNormal {
|
||||
get { return this.m_nor_set; }
|
||||
}
|
||||
|
||||
public void SetNormal(Vector3 norA, Vector3 norB, Vector3 norC) {
|
||||
this.m_nor_a = norA;
|
||||
this.m_nor_b = norB;
|
||||
this.m_nor_c = norC;
|
||||
|
||||
this.m_nor_set = true;
|
||||
}
|
||||
|
||||
public Vector3 normalA {
|
||||
get { return this.m_nor_a; }
|
||||
}
|
||||
|
||||
public Vector3 normalB {
|
||||
get { return this.m_nor_b; }
|
||||
}
|
||||
|
||||
public Vector3 normalC {
|
||||
get { return this.m_nor_c; }
|
||||
}
|
||||
|
||||
public bool hasTangent {
|
||||
get { return this.m_tan_set; }
|
||||
}
|
||||
|
||||
public void SetTangent(Vector4 tanA, Vector4 tanB, Vector4 tanC) {
|
||||
this.m_tan_a = tanA;
|
||||
this.m_tan_b = tanB;
|
||||
this.m_tan_c = tanC;
|
||||
|
||||
this.m_tan_set = true;
|
||||
}
|
||||
|
||||
public Vector4 tangentA {
|
||||
get { return this.m_tan_a; }
|
||||
}
|
||||
|
||||
public Vector4 tangentB {
|
||||
get { return this.m_tan_b; }
|
||||
}
|
||||
|
||||
public Vector4 tangentC {
|
||||
get { return this.m_tan_c; }
|
||||
}
|
||||
|
||||
/**
|
||||
* Compute and set the tangents of this triangle
|
||||
* Derived From https://answers.unity.com/questions/7789/calculating-tangents-vector4.html
|
||||
*/
|
||||
public void ComputeTangents() {
|
||||
// computing tangents requires both UV and normals set
|
||||
if (!m_nor_set || !m_uv_set) {
|
||||
return;
|
||||
}
|
||||
|
||||
Vector3 v1 = m_pos_a;
|
||||
Vector3 v2 = m_pos_b;
|
||||
Vector3 v3 = m_pos_c;
|
||||
|
||||
Vector2 w1 = m_uv_a;
|
||||
Vector2 w2 = m_uv_b;
|
||||
Vector2 w3 = m_uv_c;
|
||||
|
||||
float x1 = v2.x - v1.x;
|
||||
float x2 = v3.x - v1.x;
|
||||
float y1 = v2.y - v1.y;
|
||||
float y2 = v3.y - v1.y;
|
||||
float z1 = v2.z - v1.z;
|
||||
float z2 = v3.z - v1.z;
|
||||
|
||||
float s1 = w2.x - w1.x;
|
||||
float s2 = w3.x - w1.x;
|
||||
float t1 = w2.y - w1.y;
|
||||
float t2 = w3.y - w1.y;
|
||||
|
||||
float r = 1.0f / (s1 * t2 - s2 * t1);
|
||||
|
||||
Vector3 sdir = new Vector3((t2 * x1 - t1 * x2) * r, (t2 * y1 - t1 * y2) * r, (t2 * z1 - t1 * z2) * r);
|
||||
Vector3 tdir = new Vector3((s1 * x2 - s2 * x1) * r, (s1 * y2 - s2 * y1) * r, (s1 * z2 - s2 * z1) * r);
|
||||
|
||||
Vector3 n1 = m_nor_a;
|
||||
Vector3 nt1 = sdir;
|
||||
|
||||
Vector3.OrthoNormalize(ref n1, ref nt1);
|
||||
Vector4 tanA = new Vector4(nt1.x, nt1.y, nt1.z, (Vector3.Dot(Vector3.Cross(n1, nt1), tdir) < 0.0f) ? -1.0f : 1.0f);
|
||||
|
||||
Vector3 n2 = m_nor_b;
|
||||
Vector3 nt2 = sdir;
|
||||
|
||||
Vector3.OrthoNormalize(ref n2, ref nt2);
|
||||
Vector4 tanB = new Vector4(nt2.x, nt2.y, nt2.z, (Vector3.Dot(Vector3.Cross(n2, nt2), tdir) < 0.0f) ? -1.0f : 1.0f);
|
||||
|
||||
Vector3 n3 = m_nor_c;
|
||||
Vector3 nt3 = sdir;
|
||||
|
||||
Vector3.OrthoNormalize(ref n3, ref nt3);
|
||||
Vector4 tanC = new Vector4(nt3.x, nt3.y, nt3.z, (Vector3.Dot(Vector3.Cross(n3, nt3), tdir) < 0.0f) ? -1.0f : 1.0f);
|
||||
|
||||
// finally set the tangents of this object
|
||||
SetTangent(tanA, tanB, tanC);
|
||||
}
|
||||
|
||||
/**
|
||||
* Calculate the Barycentric coordinate weight values u-v-w for Point p in respect to the provided
|
||||
* triangle. This is useful for computing new UV coordinates for arbitrary points.
|
||||
*/
|
||||
public Vector3 Barycentric(Vector3 p) {
|
||||
Vector3 a = m_pos_a;
|
||||
Vector3 b = m_pos_b;
|
||||
Vector3 c = m_pos_c;
|
||||
|
||||
Vector3 m = Vector3.Cross(b - a, c - a);
|
||||
|
||||
float nu;
|
||||
float nv;
|
||||
float ood;
|
||||
|
||||
float x = Mathf.Abs(m.x);
|
||||
float y = Mathf.Abs(m.y);
|
||||
float z = Mathf.Abs(m.z);
|
||||
|
||||
// compute areas of plane with largest projections
|
||||
if (x >= y && x >= z) {
|
||||
// area of PBC in yz plane
|
||||
nu = Intersector.TriArea2D(p.y, p.z, b.y, b.z, c.y, c.z);
|
||||
// area of PCA in yz plane
|
||||
nv = Intersector.TriArea2D(p.y, p.z, c.y, c.z, a.y, a.z);
|
||||
// 1/2*area of ABC in yz plane
|
||||
ood = 1.0f / m.x;
|
||||
} else if (y >= x && y >= z) {
|
||||
// project in xz plane
|
||||
nu = Intersector.TriArea2D(p.x, p.z, b.x, b.z, c.x, c.z);
|
||||
nv = Intersector.TriArea2D(p.x, p.z, c.x, c.z, a.x, a.z);
|
||||
ood = 1.0f / -m.y;
|
||||
} else {
|
||||
// project in xy plane
|
||||
nu = Intersector.TriArea2D(p.x, p.y, b.x, b.y, c.x, c.y);
|
||||
nv = Intersector.TriArea2D(p.x, p.y, c.x, c.y, a.x, a.y);
|
||||
ood = 1.0f / m.z;
|
||||
}
|
||||
|
||||
float u = nu * ood;
|
||||
float v = nv * ood;
|
||||
float w = 1.0f - u - v;
|
||||
|
||||
return new Vector3(u, v, w);
|
||||
}
|
||||
|
||||
/**
|
||||
* Generate a set of new UV coordinates for the provided point pt in respect to Triangle.
|
||||
*
|
||||
* Uses weight values for the computation, so this triangle must have UV's set to return
|
||||
* the correct results. Otherwise Vector2.zero will be returned. check via hasUV().
|
||||
*/
|
||||
public Vector2 GenerateUV(Vector3 pt) {
|
||||
// if not set, result will be zero, quick exit
|
||||
if (!m_uv_set) {
|
||||
return Vector2.zero;
|
||||
}
|
||||
|
||||
Vector3 weights = Barycentric(pt);
|
||||
|
||||
return (weights.x * m_uv_a) + (weights.y * m_uv_b) + (weights.z * m_uv_c);
|
||||
}
|
||||
|
||||
/**
|
||||
* Generates a set of new Normal coordinates for the provided point pt in respect to Triangle.
|
||||
*
|
||||
* Uses weight values for the computation, so this triangle must have Normal's set to return
|
||||
* the correct results. Otherwise Vector3.zero will be returned. check via hasNormal().
|
||||
*/
|
||||
public Vector3 GenerateNormal(Vector3 pt) {
|
||||
// if not set, result will be zero, quick exit
|
||||
if (!m_nor_set) {
|
||||
return Vector3.zero;
|
||||
}
|
||||
|
||||
Vector3 weights = Barycentric(pt);
|
||||
|
||||
return (weights.x * m_nor_a) + (weights.y * m_nor_b) + (weights.z * m_nor_c);
|
||||
}
|
||||
|
||||
/**
|
||||
* Generates a set of new Tangent coordinates for the provided point pt in respect to Triangle.
|
||||
*
|
||||
* Uses weight values for the computation, so this triangle must have Tangent's set to return
|
||||
* the correct results. Otherwise Vector4.zero will be returned. check via hasTangent().
|
||||
*/
|
||||
public Vector4 GenerateTangent(Vector3 pt) {
|
||||
// if not set, result will be zero, quick exit
|
||||
if (!m_nor_set) {
|
||||
return Vector4.zero;
|
||||
}
|
||||
|
||||
Vector3 weights = Barycentric(pt);
|
||||
|
||||
return (weights.x * m_tan_a) + (weights.y * m_tan_b) + (weights.z * m_tan_c);
|
||||
}
|
||||
|
||||
/**
|
||||
* Helper function to split this triangle by the provided plane and store
|
||||
* the results inside the IntersectionResult structure.
|
||||
* Returns true on success or false otherwise
|
||||
*/
|
||||
public bool Split(Plane pl, IntersectionResult result) {
|
||||
Intersector.Intersect(pl, this, result);
|
||||
|
||||
return result.isValid;
|
||||
}
|
||||
|
||||
/**
|
||||
* Check the triangle winding order, if it's Clock Wise or Counter Clock Wise
|
||||
*/
|
||||
public bool IsCW() {
|
||||
return SignedSquare(m_pos_a, m_pos_b, m_pos_c) >= float.Epsilon;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the Signed square of a given triangle, useful for checking the
|
||||
* winding order
|
||||
*/
|
||||
public static float SignedSquare(Vector3 a, Vector3 b, Vector3 c) {
|
||||
return (a.x * (b.y * c.z - b.z * c.y) -
|
||||
a.y * (b.x * c.z - b.z * c.x) +
|
||||
a.z * (b.x * c.y - b.y * c.x));
|
||||
}
|
||||
|
||||
/**
|
||||
* Editor only DEBUG functionality. This should not be compiled in the final
|
||||
* Version.
|
||||
*/
|
||||
public void OnDebugDraw() {
|
||||
OnDebugDraw(Color.white);
|
||||
}
|
||||
|
||||
public void OnDebugDraw(Color drawColor) {
|
||||
#if UNITY_EDITOR
|
||||
Color prevColor = Gizmos.color;
|
||||
|
||||
Gizmos.color = drawColor;
|
||||
|
||||
Gizmos.DrawLine(positionA, positionB);
|
||||
Gizmos.DrawLine(positionB, positionC);
|
||||
Gizmos.DrawLine(positionC, positionA);
|
||||
|
||||
Gizmos.color = prevColor;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 96f717fa4e78b3a488db75d4d84a7a3c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,199 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace EzySlice {
|
||||
|
||||
/**
|
||||
* Contains static functionality for performing Triangulation on arbitrary vertices.
|
||||
* Read the individual function descriptions for specific details.
|
||||
*/
|
||||
public sealed class Triangulator {
|
||||
|
||||
/**
|
||||
* Represents a 3D Vertex which has been mapped onto a 2D surface
|
||||
* and is mainly used in MonotoneChain to triangulate a set of vertices
|
||||
* against a flat plane.
|
||||
*/
|
||||
internal struct Mapped2D {
|
||||
private readonly Vector3 original;
|
||||
private readonly Vector2 mapped;
|
||||
|
||||
public Mapped2D(Vector3 newOriginal, Vector3 u, Vector3 v) {
|
||||
this.original = newOriginal;
|
||||
this.mapped = new Vector2(Vector3.Dot(newOriginal, u), Vector3.Dot(newOriginal, v));
|
||||
}
|
||||
|
||||
public Vector2 mappedValue {
|
||||
get { return this.mapped; }
|
||||
}
|
||||
|
||||
public Vector3 originalValue {
|
||||
get { return this.original; }
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Overloaded variant of MonotoneChain which will calculate UV coordinates of the Triangles
|
||||
* between 0.0 and 1.0 (default).
|
||||
*
|
||||
* See MonotoneChain(vertices, normal, tri, TextureRegion) for full explanation
|
||||
*/
|
||||
public static bool MonotoneChain(List<Vector3> vertices, Vector3 normal, out List<Triangle> tri) {
|
||||
// default texture region is in coordinates 0,0 to 1,1
|
||||
return MonotoneChain(vertices, normal, out tri, new TextureRegion(0.0f, 0.0f, 1.0f, 1.0f));
|
||||
}
|
||||
|
||||
/**
|
||||
* O(n log n) Convex Hull Algorithm.
|
||||
* Accepts a list of vertices as Vector3 and triangulates them according to a projection
|
||||
* plane defined as planeNormal. Algorithm will output vertices, indices and UV coordinates
|
||||
* as arrays
|
||||
*/
|
||||
public static bool MonotoneChain(List<Vector3> vertices, Vector3 normal, out List<Triangle> tri, TextureRegion texRegion) {
|
||||
int count = vertices.Count;
|
||||
|
||||
// we cannot triangulate less than 3 points. Use minimum of 3 points
|
||||
if (count < 3) {
|
||||
tri = null;
|
||||
return false;
|
||||
}
|
||||
|
||||
// first, we map from 3D points into a 2D plane represented by the provided normal
|
||||
Vector3 u = Vector3.Normalize(Vector3.Cross(normal, Vector3.up));
|
||||
if (Vector3.zero == u) {
|
||||
u = Vector3.Normalize(Vector3.Cross(normal, Vector3.forward));
|
||||
}
|
||||
Vector3 v = Vector3.Cross(u, normal);
|
||||
|
||||
// generate an array of mapped values
|
||||
Mapped2D[] mapped = new Mapped2D[count];
|
||||
|
||||
// these values will be used to generate new UV coordinates later on
|
||||
float maxDivX = float.MinValue;
|
||||
float maxDivY = float.MinValue;
|
||||
float minDivX = float.MaxValue;
|
||||
float minDivY = float.MaxValue;
|
||||
|
||||
// map the 3D vertices into the 2D mapped values
|
||||
for (int i = 0; i < count; i++) {
|
||||
Vector3 vertToAdd = vertices[i];
|
||||
|
||||
Mapped2D newMappedValue = new Mapped2D(vertToAdd, u, v);
|
||||
Vector2 mapVal = newMappedValue.mappedValue;
|
||||
|
||||
// grab our maximal values so we can map UV's in a proper range
|
||||
maxDivX = Mathf.Max(maxDivX, mapVal.x);
|
||||
maxDivY = Mathf.Max(maxDivY, mapVal.y);
|
||||
minDivX = Mathf.Min(minDivX, mapVal.x);
|
||||
minDivY = Mathf.Min(minDivY, mapVal.y);
|
||||
|
||||
mapped[i] = newMappedValue;
|
||||
}
|
||||
|
||||
// sort our newly generated array values
|
||||
Array.Sort<Mapped2D>(mapped, (a, b) => {
|
||||
Vector2 x = a.mappedValue;
|
||||
Vector2 p = b.mappedValue;
|
||||
|
||||
return (x.x < p.x || (x.x == p.x && x.y < p.y)) ? -1 : 1;
|
||||
});
|
||||
|
||||
// our final hull mappings will end up in here
|
||||
Mapped2D[] hulls = new Mapped2D[count + 1];
|
||||
|
||||
int k = 0;
|
||||
|
||||
// build the lower hull of the chain
|
||||
for (int i = 0; i < count; i++) {
|
||||
while (k >= 2) {
|
||||
Vector2 mA = hulls[k - 2].mappedValue;
|
||||
Vector2 mB = hulls[k - 1].mappedValue;
|
||||
Vector2 mC = mapped[i].mappedValue;
|
||||
|
||||
if (Intersector.TriArea2D(mA.x, mA.y, mB.x, mB.y, mC.x, mC.y) > 0.0f) {
|
||||
break;
|
||||
}
|
||||
|
||||
k--;
|
||||
}
|
||||
|
||||
hulls[k++] = mapped[i];
|
||||
}
|
||||
|
||||
// build the upper hull of the chain
|
||||
for (int i = count - 2, t = k + 1; i >= 0; i--) {
|
||||
while (k >= t) {
|
||||
Vector2 mA = hulls[k - 2].mappedValue;
|
||||
Vector2 mB = hulls[k - 1].mappedValue;
|
||||
Vector2 mC = mapped[i].mappedValue;
|
||||
|
||||
if (Intersector.TriArea2D(mA.x, mA.y, mB.x, mB.y, mC.x, mC.y) > 0.0f) {
|
||||
break;
|
||||
}
|
||||
|
||||
k--;
|
||||
}
|
||||
|
||||
hulls[k++] = mapped[i];
|
||||
}
|
||||
|
||||
// finally we can build our mesh, generate all the variables
|
||||
// and fill them up
|
||||
int vertCount = k - 1;
|
||||
int triCount = (vertCount - 2) * 3;
|
||||
|
||||
// this should not happen, but here just in case
|
||||
if (vertCount < 3) {
|
||||
tri = null;
|
||||
return false;
|
||||
}
|
||||
|
||||
// ensure List does not dynamically grow, performing copy ops each time!
|
||||
tri = new List<Triangle>(triCount / 3);
|
||||
|
||||
float width = maxDivX - minDivX;
|
||||
float height = maxDivY - minDivY;
|
||||
|
||||
int indexCount = 1;
|
||||
|
||||
// generate both the vertices and uv's in this loop
|
||||
for (int i = 0; i < triCount; i += 3) {
|
||||
// the Vertices in our triangle
|
||||
Mapped2D posA = hulls[0];
|
||||
Mapped2D posB = hulls[indexCount];
|
||||
Mapped2D posC = hulls[indexCount + 1];
|
||||
|
||||
// generate UV Maps
|
||||
Vector2 uvA = posA.mappedValue;
|
||||
Vector2 uvB = posB.mappedValue;
|
||||
Vector2 uvC = posC.mappedValue;
|
||||
|
||||
uvA.x = (uvA.x - minDivX) / width;
|
||||
uvA.y = (uvA.y - minDivY) / height;
|
||||
|
||||
uvB.x = (uvB.x - minDivX) / width;
|
||||
uvB.y = (uvB.y - minDivY) / height;
|
||||
|
||||
uvC.x = (uvC.x - minDivX) / width;
|
||||
uvC.y = (uvC.y - minDivY) / height;
|
||||
|
||||
Triangle newTriangle = new Triangle(posA.originalValue, posB.originalValue, posC.originalValue);
|
||||
|
||||
// ensure our UV coordinates are mapped into the requested TextureRegion
|
||||
newTriangle.SetUV(texRegion.Map(uvA), texRegion.Map(uvB), texRegion.Map(uvC));
|
||||
|
||||
// the normals is the same for all vertices since the final mesh is completly flat
|
||||
newTriangle.SetNormal(normal, normal, normal);
|
||||
newTriangle.ComputeTangents();
|
||||
|
||||
tri.Add(newTriangle);
|
||||
|
||||
indexCount++;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: df75fed5929ce23479250922ef5b2b7c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,141 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace EzySlice {
|
||||
|
||||
/**
|
||||
* The final generated data structure from a slice operation. This provides easy access
|
||||
* to utility functions and the final Mesh data for each section of the HULL.
|
||||
*/
|
||||
public sealed class SlicedHull {
|
||||
private Mesh upper_hull;
|
||||
private Mesh lower_hull;
|
||||
|
||||
public SlicedHull(Mesh upperHull, Mesh lowerHull) {
|
||||
this.upper_hull = upperHull;
|
||||
this.lower_hull = lowerHull;
|
||||
}
|
||||
|
||||
public GameObject CreateUpperHull(GameObject original) {
|
||||
return CreateUpperHull(original, null);
|
||||
}
|
||||
|
||||
public GameObject CreateUpperHull(GameObject original, Material crossSectionMat) {
|
||||
GameObject newObject = CreateUpperHull();
|
||||
|
||||
if (newObject != null) {
|
||||
newObject.transform.localPosition = original.transform.localPosition;
|
||||
newObject.transform.localRotation = original.transform.localRotation;
|
||||
newObject.transform.localScale = original.transform.localScale;
|
||||
|
||||
Material[] shared = original.GetComponent<MeshRenderer>().sharedMaterials;
|
||||
Mesh mesh = original.GetComponent<MeshFilter>().sharedMesh;
|
||||
|
||||
// nothing changed in the hierarchy, the cross section must have been batched
|
||||
// with the submeshes, return as is, no need for any changes
|
||||
if (mesh.subMeshCount == upper_hull.subMeshCount) {
|
||||
// the the material information
|
||||
newObject.GetComponent<Renderer>().sharedMaterials = shared;
|
||||
|
||||
return newObject;
|
||||
}
|
||||
|
||||
// otherwise the cross section was added to the back of the submesh array because
|
||||
// it uses a different material. We need to take this into account
|
||||
Material[] newShared = new Material[shared.Length + 1];
|
||||
|
||||
// copy our material arrays across using native copy (should be faster than loop)
|
||||
System.Array.Copy(shared, newShared, shared.Length);
|
||||
newShared[shared.Length] = crossSectionMat;
|
||||
|
||||
// the the material information
|
||||
newObject.GetComponent<Renderer>().sharedMaterials = newShared;
|
||||
}
|
||||
|
||||
return newObject;
|
||||
}
|
||||
|
||||
public GameObject CreateLowerHull(GameObject original) {
|
||||
return CreateLowerHull(original, null);
|
||||
}
|
||||
|
||||
public GameObject CreateLowerHull(GameObject original, Material crossSectionMat) {
|
||||
GameObject newObject = CreateLowerHull();
|
||||
|
||||
if (newObject != null) {
|
||||
newObject.transform.localPosition = original.transform.localPosition;
|
||||
newObject.transform.localRotation = original.transform.localRotation;
|
||||
newObject.transform.localScale = original.transform.localScale;
|
||||
|
||||
Material[] shared = original.GetComponent<MeshRenderer>().sharedMaterials;
|
||||
Mesh mesh = original.GetComponent<MeshFilter>().sharedMesh;
|
||||
|
||||
// nothing changed in the hierarchy, the cross section must have been batched
|
||||
// with the submeshes, return as is, no need for any changes
|
||||
if (mesh.subMeshCount == lower_hull.subMeshCount) {
|
||||
// the the material information
|
||||
newObject.GetComponent<Renderer>().sharedMaterials = shared;
|
||||
|
||||
return newObject;
|
||||
}
|
||||
|
||||
// otherwise the cross section was added to the back of the submesh array because
|
||||
// it uses a different material. We need to take this into account
|
||||
Material[] newShared = new Material[shared.Length + 1];
|
||||
|
||||
// copy our material arrays across using native copy (should be faster than loop)
|
||||
System.Array.Copy(shared, newShared, shared.Length);
|
||||
newShared[shared.Length] = crossSectionMat;
|
||||
|
||||
// the the material information
|
||||
newObject.GetComponent<Renderer>().sharedMaterials = newShared;
|
||||
}
|
||||
|
||||
return newObject;
|
||||
}
|
||||
|
||||
/**
|
||||
* Generate a new GameObject from the upper hull of the mesh
|
||||
* This function will return null if upper hull does not exist
|
||||
*/
|
||||
public GameObject CreateUpperHull() {
|
||||
return CreateEmptyObject("Upper_Hull", upper_hull);
|
||||
}
|
||||
|
||||
/**
|
||||
* Generate a new GameObject from the Lower hull of the mesh
|
||||
* This function will return null if lower hull does not exist
|
||||
*/
|
||||
public GameObject CreateLowerHull() {
|
||||
return CreateEmptyObject("Lower_Hull", lower_hull);
|
||||
}
|
||||
|
||||
public Mesh upperHull {
|
||||
get { return this.upper_hull; }
|
||||
}
|
||||
|
||||
public Mesh lowerHull {
|
||||
get { return this.lower_hull; }
|
||||
}
|
||||
|
||||
/**
|
||||
* Helper function which will create a new GameObject to be able to add
|
||||
* a new mesh for rendering and return.
|
||||
*/
|
||||
private static GameObject CreateEmptyObject(string name, Mesh hull) {
|
||||
if (hull == null) {
|
||||
return null;
|
||||
}
|
||||
|
||||
GameObject newObject = new GameObject(name);
|
||||
|
||||
newObject.AddComponent<MeshRenderer>();
|
||||
MeshFilter filter = newObject.AddComponent<MeshFilter>();
|
||||
|
||||
filter.mesh = hull;
|
||||
|
||||
return newObject;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 3038362ea1df3e0448b1b60ebe0a0034
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,481 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace EzySlice {
|
||||
|
||||
/**
|
||||
* Contains methods for slicing GameObjects
|
||||
*/
|
||||
public sealed class Slicer {
|
||||
|
||||
/**
|
||||
* An internal class for storing internal submesh values
|
||||
*/
|
||||
internal class SlicedSubmesh {
|
||||
public readonly List<Triangle> upperHull = new List<Triangle>();
|
||||
public readonly List<Triangle> lowerHull = new List<Triangle>();
|
||||
|
||||
/**
|
||||
* Check if the submesh has had any UV's added.
|
||||
* NOTE -> This should be supported properly
|
||||
*/
|
||||
public bool hasUV {
|
||||
get {
|
||||
// what is this abomination??
|
||||
return upperHull.Count > 0 ? upperHull[0].hasUV : lowerHull.Count > 0 && lowerHull[0].hasUV;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if the submesh has had any Normals added.
|
||||
* NOTE -> This should be supported properly
|
||||
*/
|
||||
public bool hasNormal {
|
||||
get {
|
||||
// what is this abomination??
|
||||
return upperHull.Count > 0 ? upperHull[0].hasNormal : lowerHull.Count > 0 && lowerHull[0].hasNormal;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if the submesh has had any Tangents added.
|
||||
* NOTE -> This should be supported properly
|
||||
*/
|
||||
public bool hasTangent {
|
||||
get {
|
||||
// what is this abomination??
|
||||
return upperHull.Count > 0 ? upperHull[0].hasTangent : lowerHull.Count > 0 && lowerHull[0].hasTangent;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if proper slicing has occured for this submesh. Slice occured if there
|
||||
* are triangles in both the upper and lower hulls
|
||||
*/
|
||||
public bool isValid {
|
||||
get {
|
||||
return upperHull.Count > 0 && lowerHull.Count > 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Helper function to accept a gameobject which will transform the plane
|
||||
* approprietly before the slice occurs
|
||||
* See -> Slice(Mesh, Plane) for more info
|
||||
*/
|
||||
public static SlicedHull Slice(GameObject obj, Plane pl, TextureRegion crossRegion, Material crossMaterial) {
|
||||
|
||||
// cannot continue without a proper filter
|
||||
if (!obj.TryGetComponent<MeshFilter>(out var filter)) {
|
||||
Debug.LogWarning("EzySlice::Slice -> Provided GameObject must have a MeshFilter Component.");
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
|
||||
// cannot continue without a proper renderer
|
||||
if (!obj.TryGetComponent<MeshRenderer>(out var renderer)) {
|
||||
Debug.LogWarning("EzySlice::Slice -> Provided GameObject must have a MeshRenderer Component.");
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
Material[] materials = renderer.sharedMaterials;
|
||||
|
||||
Mesh mesh = filter.sharedMesh;
|
||||
|
||||
// cannot slice a mesh that doesn't exist
|
||||
if (mesh == null) {
|
||||
Debug.LogWarning("EzySlice::Slice -> Provided GameObject must have a Mesh that is not NULL.");
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
int submeshCount = mesh.subMeshCount;
|
||||
|
||||
// to make things straightforward, exit without slicing if the materials and mesh
|
||||
// array don't match. This shouldn't happen anyway
|
||||
if (materials.Length != submeshCount) {
|
||||
Debug.LogWarning("EzySlice::Slice -> Provided Material array must match the length of submeshes.");
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
// we need to find the index of the material for the cross section.
|
||||
// default to the end of the array
|
||||
int crossIndex = materials.Length;
|
||||
|
||||
// for cases where the sliced material is null, we will append the cross section to the end
|
||||
// of the submesh array, this is because the application may want to set/change the material
|
||||
// after slicing has occured, so we don't assume anything
|
||||
if (crossMaterial != null) {
|
||||
for (int i = 0; i < crossIndex; i++) {
|
||||
if (materials[i] == crossMaterial) {
|
||||
crossIndex = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return Slice(mesh, pl, crossRegion, crossIndex);
|
||||
}
|
||||
|
||||
/**
|
||||
* Slice the gameobject mesh (if any) using the Plane, which will generate
|
||||
* a maximum of 2 other Meshes.
|
||||
* This function will recalculate new UV coordinates to ensure textures are applied
|
||||
* properly.
|
||||
* Returns null if no intersection has been found or the GameObject does not contain
|
||||
* a valid mesh to cut.
|
||||
*/
|
||||
public static SlicedHull Slice(Mesh sharedMesh, Plane pl, TextureRegion region, int crossIndex) {
|
||||
if (sharedMesh == null) {
|
||||
return null;
|
||||
}
|
||||
|
||||
Vector3[] verts = sharedMesh.vertices;
|
||||
Vector2[] uv = sharedMesh.uv;
|
||||
Vector3[] norm = sharedMesh.normals;
|
||||
Vector4[] tan = sharedMesh.tangents;
|
||||
|
||||
int submeshCount = sharedMesh.subMeshCount;
|
||||
|
||||
// each submesh will be sliced and placed in its own array structure
|
||||
SlicedSubmesh[] slices = new SlicedSubmesh[submeshCount];
|
||||
// the cross section hull is common across all submeshes
|
||||
List<Vector3> crossHull = new List<Vector3>();
|
||||
|
||||
// we reuse this object for all intersection tests
|
||||
IntersectionResult result = new IntersectionResult();
|
||||
|
||||
// see if we would like to split the mesh using uv, normals and tangents
|
||||
bool genUV = verts.Length == uv.Length;
|
||||
bool genNorm = verts.Length == norm.Length;
|
||||
bool genTan = verts.Length == tan.Length;
|
||||
|
||||
// iterate over all the submeshes individually. vertices and indices
|
||||
// are all shared within the submesh
|
||||
for (int submesh = 0; submesh < submeshCount; submesh++) {
|
||||
int[] indices = sharedMesh.GetTriangles(submesh);
|
||||
int indicesCount = indices.Length;
|
||||
|
||||
SlicedSubmesh mesh = new SlicedSubmesh();
|
||||
|
||||
// loop through all the mesh vertices, generating upper and lower hulls
|
||||
// and all intersection points
|
||||
for (int index = 0; index < indicesCount; index += 3) {
|
||||
int i0 = indices[index + 0];
|
||||
int i1 = indices[index + 1];
|
||||
int i2 = indices[index + 2];
|
||||
|
||||
Triangle newTri = new Triangle(verts[i0], verts[i1], verts[i2]);
|
||||
|
||||
// generate UV if available
|
||||
if (genUV) {
|
||||
newTri.SetUV(uv[i0], uv[i1], uv[i2]);
|
||||
}
|
||||
|
||||
// generate normals if available
|
||||
if (genNorm) {
|
||||
newTri.SetNormal(norm[i0], norm[i1], norm[i2]);
|
||||
}
|
||||
|
||||
// generate tangents if available
|
||||
if (genTan) {
|
||||
newTri.SetTangent(tan[i0], tan[i1], tan[i2]);
|
||||
}
|
||||
|
||||
// slice this particular triangle with the provided
|
||||
// plane
|
||||
if (newTri.Split(pl, result)) {
|
||||
int upperHullCount = result.upperHullCount;
|
||||
int lowerHullCount = result.lowerHullCount;
|
||||
int interHullCount = result.intersectionPointCount;
|
||||
|
||||
for (int i = 0; i < upperHullCount; i++) {
|
||||
mesh.upperHull.Add(result.upperHull[i]);
|
||||
}
|
||||
|
||||
for (int i = 0; i < lowerHullCount; i++) {
|
||||
mesh.lowerHull.Add(result.lowerHull[i]);
|
||||
}
|
||||
|
||||
for (int i = 0; i < interHullCount; i++) {
|
||||
crossHull.Add(result.intersectionPoints[i]);
|
||||
}
|
||||
} else {
|
||||
SideOfPlane sa = pl.SideOf(verts[i0]);
|
||||
SideOfPlane sb = pl.SideOf(verts[i1]);
|
||||
SideOfPlane sc = pl.SideOf(verts[i2]);
|
||||
|
||||
SideOfPlane side = SideOfPlane.ON;
|
||||
if (sa != SideOfPlane.ON)
|
||||
{
|
||||
side = sa;
|
||||
}
|
||||
|
||||
if (sb != SideOfPlane.ON)
|
||||
{
|
||||
Debug.Assert(side == SideOfPlane.ON || side == sb);
|
||||
side = sb;
|
||||
}
|
||||
|
||||
if (sc != SideOfPlane.ON)
|
||||
{
|
||||
Debug.Assert(side == SideOfPlane.ON || side == sc);
|
||||
side = sc;
|
||||
}
|
||||
|
||||
if (side == SideOfPlane.UP || side == SideOfPlane.ON) {
|
||||
mesh.upperHull.Add(newTri);
|
||||
} else {
|
||||
mesh.lowerHull.Add(newTri);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// register into the index
|
||||
slices[submesh] = mesh;
|
||||
}
|
||||
|
||||
// check if slicing actually occured
|
||||
for (int i = 0; i < slices.Length; i++) {
|
||||
// check if at least one of the submeshes was sliced. If so, stop checking
|
||||
// because we need to go through the generation step
|
||||
if (slices[i] != null && slices[i].isValid) {
|
||||
return CreateFrom(slices, CreateFrom(crossHull, pl.normal, region), crossIndex);
|
||||
}
|
||||
}
|
||||
|
||||
// no slicing occured, just return null to signify
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Generates a single SlicedHull from a set of cut submeshes
|
||||
*/
|
||||
private static SlicedHull CreateFrom(SlicedSubmesh[] meshes, List<Triangle> cross, int crossSectionIndex) {
|
||||
int submeshCount = meshes.Length;
|
||||
|
||||
int upperHullCount = 0;
|
||||
int lowerHullCount = 0;
|
||||
|
||||
// get the total amount of upper, lower and intersection counts
|
||||
for (int submesh = 0; submesh < submeshCount; submesh++) {
|
||||
upperHullCount += meshes[submesh].upperHull.Count;
|
||||
lowerHullCount += meshes[submesh].lowerHull.Count;
|
||||
}
|
||||
|
||||
Mesh upperHull = CreateUpperHull(meshes, upperHullCount, cross, crossSectionIndex);
|
||||
Mesh lowerHull = CreateLowerHull(meshes, lowerHullCount, cross, crossSectionIndex);
|
||||
|
||||
return new SlicedHull(upperHull, lowerHull);
|
||||
}
|
||||
|
||||
private static Mesh CreateUpperHull(SlicedSubmesh[] mesh, int total, List<Triangle> crossSection, int crossSectionIndex) {
|
||||
return CreateHull(mesh, total, crossSection, crossSectionIndex, true);
|
||||
}
|
||||
|
||||
private static Mesh CreateLowerHull(SlicedSubmesh[] mesh, int total, List<Triangle> crossSection, int crossSectionIndex) {
|
||||
return CreateHull(mesh, total, crossSection, crossSectionIndex, false);
|
||||
}
|
||||
|
||||
/**
|
||||
* Generate a single Mesh HULL of either the UPPER or LOWER hulls.
|
||||
*/
|
||||
private static Mesh CreateHull(SlicedSubmesh[] meshes, int total, List<Triangle> crossSection, int crossIndex, bool isUpper) {
|
||||
if (total <= 0) {
|
||||
return null;
|
||||
}
|
||||
|
||||
int submeshCount = meshes.Length;
|
||||
int crossCount = crossSection != null ? crossSection.Count : 0;
|
||||
|
||||
Mesh newMesh = new Mesh();
|
||||
newMesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32;
|
||||
|
||||
int arrayLen = (total + crossCount) * 3;
|
||||
|
||||
bool hasUV = meshes[0].hasUV;
|
||||
bool hasNormal = meshes[0].hasNormal;
|
||||
bool hasTangent = meshes[0].hasTangent;
|
||||
|
||||
// vertices and uv's are common for all submeshes
|
||||
Vector3[] newVertices = new Vector3[arrayLen];
|
||||
Vector2[] newUvs = hasUV ? new Vector2[arrayLen] : null;
|
||||
Vector3[] newNormals = hasNormal ? new Vector3[arrayLen] : null;
|
||||
Vector4[] newTangents = hasTangent ? new Vector4[arrayLen] : null;
|
||||
|
||||
// each index refers to our submesh triangles
|
||||
List<int[]> triangles = new List<int[]>(submeshCount);
|
||||
|
||||
int vIndex = 0;
|
||||
|
||||
// first we generate all our vertices, uv's and triangles
|
||||
for (int submesh = 0; submesh < submeshCount; submesh++) {
|
||||
// pick the hull we will be playing around with
|
||||
List<Triangle> hull = isUpper ? meshes[submesh].upperHull : meshes[submesh].lowerHull;
|
||||
int hullCount = hull.Count;
|
||||
|
||||
int[] indices = new int[hullCount * 3];
|
||||
|
||||
// fill our mesh arrays
|
||||
for (int i = 0, triIndex = 0; i < hullCount; i++, triIndex += 3) {
|
||||
Triangle newTri = hull[i];
|
||||
|
||||
int i0 = vIndex + 0;
|
||||
int i1 = vIndex + 1;
|
||||
int i2 = vIndex + 2;
|
||||
|
||||
// add the vertices
|
||||
newVertices[i0] = newTri.positionA;
|
||||
newVertices[i1] = newTri.positionB;
|
||||
newVertices[i2] = newTri.positionC;
|
||||
|
||||
// add the UV coordinates if any
|
||||
if (hasUV) {
|
||||
newUvs[i0] = newTri.uvA;
|
||||
newUvs[i1] = newTri.uvB;
|
||||
newUvs[i2] = newTri.uvC;
|
||||
}
|
||||
|
||||
// add the Normals if any
|
||||
if (hasNormal) {
|
||||
newNormals[i0] = newTri.normalA;
|
||||
newNormals[i1] = newTri.normalB;
|
||||
newNormals[i2] = newTri.normalC;
|
||||
}
|
||||
|
||||
// add the Tangents if any
|
||||
if (hasTangent) {
|
||||
newTangents[i0] = newTri.tangentA;
|
||||
newTangents[i1] = newTri.tangentB;
|
||||
newTangents[i2] = newTri.tangentC;
|
||||
}
|
||||
|
||||
// triangles are returned in clocwise order from the
|
||||
// intersector, no need to sort these
|
||||
indices[triIndex] = i0;
|
||||
indices[triIndex + 1] = i1;
|
||||
indices[triIndex + 2] = i2;
|
||||
|
||||
vIndex += 3;
|
||||
}
|
||||
|
||||
// add triangles to the index for later generation
|
||||
triangles.Add(indices);
|
||||
}
|
||||
|
||||
// generate the cross section required for this particular hull
|
||||
if (crossSection != null && crossCount > 0) {
|
||||
int[] crossIndices = new int[crossCount * 3];
|
||||
|
||||
for (int i = 0, triIndex = 0; i < crossCount; i++, triIndex += 3) {
|
||||
Triangle newTri = crossSection[i];
|
||||
|
||||
int i0 = vIndex + 0;
|
||||
int i1 = vIndex + 1;
|
||||
int i2 = vIndex + 2;
|
||||
|
||||
// add the vertices
|
||||
newVertices[i0] = newTri.positionA;
|
||||
newVertices[i1] = newTri.positionB;
|
||||
newVertices[i2] = newTri.positionC;
|
||||
|
||||
// add the UV coordinates if any
|
||||
if (hasUV) {
|
||||
newUvs[i0] = newTri.uvA;
|
||||
newUvs[i1] = newTri.uvB;
|
||||
newUvs[i2] = newTri.uvC;
|
||||
}
|
||||
|
||||
// add the Normals if any
|
||||
if (hasNormal) {
|
||||
// invert the normals dependiong on upper or lower hull
|
||||
if (isUpper) {
|
||||
newNormals[i0] = -newTri.normalA;
|
||||
newNormals[i1] = -newTri.normalB;
|
||||
newNormals[i2] = -newTri.normalC;
|
||||
} else {
|
||||
newNormals[i0] = newTri.normalA;
|
||||
newNormals[i1] = newTri.normalB;
|
||||
newNormals[i2] = newTri.normalC;
|
||||
}
|
||||
}
|
||||
|
||||
// add the Tangents if any
|
||||
if (hasTangent) {
|
||||
newTangents[i0] = newTri.tangentA;
|
||||
newTangents[i1] = newTri.tangentB;
|
||||
newTangents[i2] = newTri.tangentC;
|
||||
}
|
||||
|
||||
// add triangles in clockwise for upper
|
||||
// and reversed for lower hulls, to ensure the mesh
|
||||
// is facing the right direction
|
||||
if (isUpper) {
|
||||
crossIndices[triIndex] = i0;
|
||||
crossIndices[triIndex + 1] = i1;
|
||||
crossIndices[triIndex + 2] = i2;
|
||||
} else {
|
||||
crossIndices[triIndex] = i0;
|
||||
crossIndices[triIndex + 1] = i2;
|
||||
crossIndices[triIndex + 2] = i1;
|
||||
}
|
||||
|
||||
vIndex += 3;
|
||||
}
|
||||
|
||||
// add triangles to the index for later generation
|
||||
if (triangles.Count <= crossIndex) {
|
||||
triangles.Add(crossIndices);
|
||||
} else {
|
||||
// otherwise, we need to merge the triangles for the provided subsection
|
||||
int[] prevTriangles = triangles[crossIndex];
|
||||
int[] merged = new int[prevTriangles.Length + crossIndices.Length];
|
||||
|
||||
System.Array.Copy(prevTriangles, merged, prevTriangles.Length);
|
||||
System.Array.Copy(crossIndices, 0, merged, prevTriangles.Length, crossIndices.Length);
|
||||
|
||||
// replace the previous array with the new merged array
|
||||
triangles[crossIndex] = merged;
|
||||
}
|
||||
}
|
||||
|
||||
int totalTriangles = triangles.Count;
|
||||
|
||||
newMesh.subMeshCount = totalTriangles;
|
||||
// fill the mesh structure
|
||||
newMesh.vertices = newVertices;
|
||||
|
||||
if (hasUV) {
|
||||
newMesh.uv = newUvs;
|
||||
}
|
||||
|
||||
if (hasNormal) {
|
||||
newMesh.normals = newNormals;
|
||||
}
|
||||
|
||||
if (hasTangent) {
|
||||
newMesh.tangents = newTangents;
|
||||
}
|
||||
|
||||
// add the submeshes
|
||||
for (int i = 0; i < totalTriangles; i++) {
|
||||
newMesh.SetTriangles(triangles[i], i, false);
|
||||
}
|
||||
|
||||
return newMesh;
|
||||
}
|
||||
|
||||
/**
|
||||
* Generate Two Meshes (an upper and lower) cross section from a set of intersection
|
||||
* points and a plane normal. Intersection Points do not have to be in order.
|
||||
*/
|
||||
private static List<Triangle> CreateFrom(List<Vector3> intPoints, Vector3 planeNormal, TextureRegion region) {
|
||||
return Triangulator.MonotoneChain(intPoints, planeNormal, out List<Triangle> tris, region) ? tris : null;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
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@ -0,0 +1,98 @@
|
|||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
namespace EzySlice {
|
||||
/**
|
||||
* Define Extension methods for easy access to slicer functionality
|
||||
*/
|
||||
public static class SlicerExtensions {
|
||||
|
||||
/**
|
||||
* SlicedHull Return functions and appropriate overrides!
|
||||
*/
|
||||
public static SlicedHull Slice(this GameObject obj, Plane pl, Material crossSectionMaterial = null) {
|
||||
return Slice(obj, pl, new TextureRegion(0.0f, 0.0f, 1.0f, 1.0f), crossSectionMaterial);
|
||||
}
|
||||
|
||||
public static SlicedHull Slice(this GameObject obj, Vector3 position, Vector3 direction, Material crossSectionMaterial = null) {
|
||||
return Slice(obj, position, direction, new TextureRegion(0.0f, 0.0f, 1.0f, 1.0f), crossSectionMaterial);
|
||||
}
|
||||
|
||||
public static SlicedHull Slice(this GameObject obj, Vector3 position, Vector3 direction, TextureRegion textureRegion, Material crossSectionMaterial = null) {
|
||||
Plane cuttingPlane = new Plane();
|
||||
|
||||
Matrix4x4 mat = obj.transform.worldToLocalMatrix;
|
||||
Matrix4x4 transpose = mat.transpose;
|
||||
Matrix4x4 inv = transpose.inverse;
|
||||
|
||||
Vector3 refUp = inv.MultiplyVector(direction).normalized;
|
||||
Vector3 refPt = obj.transform.InverseTransformPoint(position);
|
||||
|
||||
cuttingPlane.Compute(refPt, refUp);
|
||||
|
||||
return Slice(obj, cuttingPlane, textureRegion, crossSectionMaterial);
|
||||
}
|
||||
|
||||
public static SlicedHull Slice(this GameObject obj, Plane pl, TextureRegion textureRegion, Material crossSectionMaterial = null) {
|
||||
return Slicer.Slice(obj, pl, textureRegion, crossSectionMaterial);
|
||||
}
|
||||
|
||||
/**
|
||||
* These functions (and overrides) will return the final indtaniated GameObjects types
|
||||
*/
|
||||
public static GameObject[] SliceInstantiate(this GameObject obj, Plane pl) {
|
||||
return SliceInstantiate(obj, pl, new TextureRegion(0.0f, 0.0f, 1.0f, 1.0f));
|
||||
}
|
||||
|
||||
public static GameObject[] SliceInstantiate(this GameObject obj, Vector3 position, Vector3 direction) {
|
||||
return SliceInstantiate(obj, position, direction, null);
|
||||
}
|
||||
|
||||
public static GameObject[] SliceInstantiate(this GameObject obj, Vector3 position, Vector3 direction, Material crossSectionMat) {
|
||||
return SliceInstantiate(obj, position, direction, new TextureRegion(0.0f, 0.0f, 1.0f, 1.0f), crossSectionMat);
|
||||
}
|
||||
|
||||
public static GameObject[] SliceInstantiate(this GameObject obj, Vector3 position, Vector3 direction, TextureRegion cuttingRegion, Material crossSectionMaterial = null) {
|
||||
EzySlice.Plane cuttingPlane = new EzySlice.Plane();
|
||||
|
||||
Matrix4x4 mat = obj.transform.worldToLocalMatrix;
|
||||
Matrix4x4 transpose = mat.transpose;
|
||||
Matrix4x4 inv = transpose.inverse;
|
||||
|
||||
Vector3 refUp = inv.MultiplyVector(direction).normalized;
|
||||
Vector3 refPt = obj.transform.InverseTransformPoint(position);
|
||||
|
||||
cuttingPlane.Compute(refPt, refUp);
|
||||
|
||||
return SliceInstantiate(obj, cuttingPlane, cuttingRegion, crossSectionMaterial);
|
||||
}
|
||||
|
||||
public static GameObject[] SliceInstantiate(this GameObject obj, Plane pl, TextureRegion cuttingRegion, Material crossSectionMaterial = null) {
|
||||
SlicedHull slice = Slicer.Slice(obj, pl, cuttingRegion, crossSectionMaterial);
|
||||
|
||||
if (slice == null) {
|
||||
return null;
|
||||
}
|
||||
|
||||
GameObject upperHull = slice.CreateUpperHull(obj, crossSectionMaterial);
|
||||
GameObject lowerHull = slice.CreateLowerHull(obj, crossSectionMaterial);
|
||||
|
||||
if (upperHull != null && lowerHull != null) {
|
||||
return new GameObject[] { upperHull, lowerHull };
|
||||
}
|
||||
|
||||
// otherwise return only the upper hull
|
||||
if (upperHull != null) {
|
||||
return new GameObject[] { upperHull };
|
||||
}
|
||||
|
||||
// otherwise return only the lower hull
|
||||
if (lowerHull != null) {
|
||||
return new GameObject[] { lowerHull };
|
||||
}
|
||||
|
||||
// nothing to return, so return nothing!
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using EzySlice;
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using UnityEngine.InputSystem;
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using UnityEngine.XR.Interaction.Toolkit;
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public class SliceObjectsVR : MonoBehaviour
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{
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public Transform endSlicePoint;
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private Vector3 slicerVelocity; // Berechnete Geschwindigkeit von SLICER
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void Start()
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{
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lastSlicerPosition = transform.position; // Startposition speichern
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}
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void FixedUpdate()
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{
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slicerVelocity = (transform.position - lastSlicerPosition) / Time.fixedDeltaTime;
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lastSlicerPosition = transform.position;
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//Debug.Log($"SLICER Velocity: {slicerVelocity}, Magnitude: {slicerVelocity.magnitude}");
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if (hasHit)
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{
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GameObject target = hit.transform.gameObject;
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Slice(target);
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}
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}
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public void Slice(GameObject target)
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{
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//Debug.Log("Slice Function active: " + target.name);
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// Normalenvektor für die Schnittebene berechnen
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planeNormal.Normalize();
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//Debug.Log($"Direction: {planeNormal}, Magnitude: {planeNormal.magnitude}");
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//Debug.Log($"Velocity: {slicerVelocity}, Magnitude: {slicerVelocity.magnitude}");
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// Prüfen, ob das Objekt geschnitten werden kann
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if (hull != null)
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{
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//Debug.Log("Hull isn't empty");
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|
||||
GameObject upperHull = hull.CreateUpperHull(target, crossSectionMaterial);
|
||||
SetupSlicedComponent(upperHull);
|
||||
|
||||
GameObject lowerHull = hull.CreateLowerHull(target, crossSectionMaterial);
|
||||
SetupSlicedComponent(lowerHull);
|
||||
|
||||
Destroy(target);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetupSlicedComponent(GameObject slicedObject)
|
||||
{
|
||||
//Debug.Log("New object created");
|
||||
Rigidbody rb = slicedObject.AddComponent<Rigidbody>(); //add Rigidbody
|
||||
MeshCollider collider = slicedObject.AddComponent<MeshCollider>(); //add Meshcolider
|
||||
collider.convex = true; //make Collider convex
|
||||
rb.AddExplosionForce(cutForce, slicedObject.transform.position, explosionRadius); //add force for realistic behaviour
|
||||
slicedObject.layer = 6; // 6 = "sliceableLayer"
|
||||
slicedObject.AddComponent<XRGrabInteractable>(); //add grabbable Script
|
||||
slicedObject.AddComponent<ComponentController>(); //add BT-Controller
|
||||
slicedObject.AddComponent<OnGrabSound>(); //add grab sound
|
||||
slicedObject.AddComponent<OnCollideSound>(); //add collision sound
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: e1a9ccd4390731943a96583ba3f9c2ae
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -3,7 +3,7 @@
|
|||
--- !u!55 &1
|
||||
PhysicsManager:
|
||||
m_ObjectHideFlags: 0
|
||||
serializedVersion: 13
|
||||
serializedVersion: 14
|
||||
m_Gravity: {x: 0, y: -9.81, z: 0}
|
||||
m_DefaultMaterial: {fileID: 0}
|
||||
m_BounceThreshold: 2
|
||||
|
@ -18,10 +18,11 @@ PhysicsManager:
|
|||
m_ClothInterCollisionDistance: 0
|
||||
m_ClothInterCollisionStiffness: 0
|
||||
m_ContactsGeneration: 1
|
||||
m_LayerCollisionMatrix: ffffffffffffffffdffffffffffffffffffffffffbffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
|
||||
m_AutoSimulation: 1
|
||||
m_LayerCollisionMatrix: ffffffffffffffffdffffffffffffffffffffffffbffffff7fffffffbfffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
|
||||
m_SimulationMode: 0
|
||||
m_AutoSyncTransforms: 1
|
||||
m_ReuseCollisionCallbacks: 1
|
||||
m_InvokeCollisionCallbacks: 1
|
||||
m_ClothInterCollisionSettingsToggle: 0
|
||||
m_ClothGravity: {x: 0, y: -9.81, z: 0}
|
||||
m_ContactPairsMode: 0
|
||||
|
|
|
@ -5,8 +5,12 @@ EditorBuildSettings:
|
|||
m_ObjectHideFlags: 0
|
||||
serializedVersion: 2
|
||||
m_Scenes:
|
||||
- enabled: 1
|
||||
- enabled: 0
|
||||
path: Assets/Scenes/Test-Scene-Nick.unity
|
||||
guid: 3b4a6e5db0165e344b220fcfbfe68836
|
||||
- enabled: 1
|
||||
path: Assets/Scenes/Test-Scene-Nick2.unity
|
||||
guid: 86afdeefd7cdf934d9c4db691f96a878
|
||||
m_configObjects:
|
||||
Unity.XR.Oculus.Settings: {fileID: 11400000, guid: bfa1182bd221b4ca89619141f66f1260, type: 2}
|
||||
com.unity.xr.openxr.settings4: {fileID: 11400000, guid: 0f4832b23b368b643bc8a91696fbb473, type: 2}
|
||||
|
|
|
@ -25,8 +25,8 @@ TagManager:
|
|||
-
|
||||
- Water
|
||||
- UI
|
||||
-
|
||||
-
|
||||
- Sliceable
|
||||
- Slicer
|
||||
-
|
||||
- hands
|
||||
- no-post-processing
|
||||
|
|
Loading…
Reference in New Issue