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Stenvers,V. (Victor)
MGP-Project
Commits
c183c07d
Commit
c183c07d
authored
5 years ago
by
Maurice Manshanden
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Recursively split mesh
parent
35bd1b30
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Mini Project/Assets/Splitter.cs
+107
-44
107 additions, 44 deletions
Mini Project/Assets/Splitter.cs
with
107 additions
and
44 deletions
Mini Project/Assets/Splitter.cs
+
107
−
44
View file @
c183c07d
...
...
@@ -3,100 +3,163 @@ using UnityEngine;
public
class
MeshTreeNode
{
public
Mesh
mesh
;
public
MeshTreeNode
left
;
public
MeshTreeNode
right
;
public
int
[]
triangles
;
}
public
class
MeshBuilder
{
Mesh
mesh
;
public
List
<
Vector3
>
vertices
;
public
List
<
Vector3
>
normals
;
public
List
<
Vector2
>
uv
;
public
MeshBuilder
(
Mesh
mesh
)
{
this
.
mesh
=
mesh
;
this
.
vertices
=
new
List
<
Vector3
>(
mesh
.
vertices
);
this
.
normals
=
new
List
<
Vector3
>(
mesh
.
normals
);
this
.
uv
=
new
List
<
Vector2
>(
mesh
.
uv
);
}
public
Mesh
GetMesh
()
{
Mesh
mesh
=
new
Mesh
();
mesh
.
vertices
=
this
.
vertices
.
ToArray
();
mesh
.
normals
=
this
.
normals
.
ToArray
();
mesh
.
uv
=
this
.
uv
.
ToArray
();
return
mesh
;
}
public
int
SplitEdge
(
int
index1
,
int
index2
,
Vector3
p
,
Vector3
n
)
{
// Setup a ray along the edge
Vector3
origin
=
this
.
vertices
[
index1
];
Vector3
direction
=
origin
-
this
.
vertices
[
index2
];
// Calculate intersection
float
t
=
Vector3
.
Dot
(
p
-
origin
,
n
)
/
Vector3
.
Dot
(
direction
,
n
);
// Interpolate vertex, normal and uv
Vector3
vertex
=
t
*
this
.
vertices
[
index1
]
+
(
1
-
t
)
*
this
.
vertices
[
index2
];
Vector3
normal
=
t
*
this
.
normals
[
index1
]
+
(
1
-
t
)
*
this
.
normals
[
index2
];
Vector2
uv
=
t
*
this
.
uv
[
index1
]
+
(
1
-
t
)
*
this
.
uv
[
index2
];
this
.
vertices
.
Add
(
vertex
);
this
.
normals
.
Add
(
normal
);
this
.
uv
.
Add
(
uv
);
return
this
.
vertices
.
Count
;
}
public
Vector3
GetCenter
(
IEnumerable
<
int
>
triangles
)
{
// Get unique indices
HashSet
<
int
>
indices
=
new
HashSet
<
int
>(
triangles
);
// Accumalate all vertex positions of mesh
Vector3
accumalator
=
new
Vector3
();
foreach
(
int
idx
in
indices
)
{
accumalator
+=
this
.
vertices
[
idx
];
}
// Return average of positions (i.e. center)
return
accumalator
*
(
1.0f
/
indices
.
Count
);
}
}
public
class
Splitter
:
MonoBehaviour
{
private
MeshBuilder
mesh
;
private
MeshTreeNode
root
;
void
Start
()
{
BuildMeshTree
();
Mesh
mesh
=
this
.
GetComponent
<
MeshFilter
>().
mesh
;
this
.
mesh
=
new
MeshBuilder
(
mesh
);
this
.
BuildMeshTree
();
this
.
GetComponent
<
MeshFilter
>().
mesh
=
this
.
mesh
.
GetMesh
();
this
.
GetComponent
<
MeshFilter
>().
mesh
.
triangles
=
this
.
root
.
left
.
triangles
;
}
void
BuildMeshTree
()
{
this
.
root
=
new
MeshTreeNode
();
this
.
root
.
mesh
=
this
.
GetComponent
<
MeshFilter
>().
mesh
;
this
.
root
=
new
MeshTreeNode
{
triangles
=
this
.
GetComponent
<
MeshFilter
>().
mesh
.
triangles
};
this
.
SplitNode
(
root
);
this
.
SplitNode
(
this
.
root
);
}
void
SplitNode
(
MeshTreeNode
node
)
{
// Too small for splitting (TODO: make configurable?)
if
(
node
.
triangles
.
Length
<
10
)
{
return
;
}
// We split the vertices in the node based on which
// side of the plane they are. This plane has a random
// normal and goes through the center of the mesh.
Vector3
n
=
Random
.
onUnitSphere
;
// normal of plane
Vector3
p
=
GetCenter
(
node
.
m
es
h
);
// point on plane
Vector3
n
=
Random
.
onUnitSphere
;
// normal of plane
Vector3
p
=
this
.
mesh
.
GetCenter
(
node
.
triangl
es
);
// point on plane
float
d
=
-
n
.
x
*
p
.
x
-
n
.
y
*
p
.
y
-
n
.
z
*
p
.
z
;
//
Acquire copy of vertices and indices
Vector3
[]
vertices
=
node
.
mesh
.
vertices
;
int
[]
indices
=
node
.
mesh
.
triangles
;
//
For containing the triangles of the left and right children.
List
<
int
>
left
=
new
List
<
int
>()
;
List
<
int
>
right
=
new
List
<
int
>()
;
List
<
int
>
newTriangles
=
new
List
<
int
>();
// stub
for
(
int
i
=
0
;
i
<
indices
.
Length
;
i
+=
3
)
for
(
int
i
=
0
;
i
<
node
.
triangles
.
Length
;
i
+=
3
)
{
// Get indices to triangle vertices
int
i1
=
indic
es
[
i
+
0
];
int
i2
=
indic
es
[
i
+
1
];
int
i3
=
indic
es
[
i
+
2
];
int
i1
=
node
.
triangl
es
[
i
+
0
];
int
i2
=
node
.
triangl
es
[
i
+
1
];
int
i3
=
node
.
triangl
es
[
i
+
2
];
// Get vertices themselves
Vector3
v1
=
vertices
[
i1
];
Vector3
v2
=
vertices
[
i2
];
Vector3
v3
=
vertices
[
i3
];
Vector3
v1
=
this
.
mesh
.
vertices
[
i1
];
Vector3
v2
=
this
.
mesh
.
vertices
[
i2
];
Vector3
v3
=
this
.
mesh
.
vertices
[
i3
];
// Test for each vertex whether they lie on the same side of the plane
bool
s1
=
v1
.
x
*
n
.
x
+
v1
.
y
*
n
.
y
+
v1
.
z
*
n
.
z
+
d
<
0
;
bool
s2
=
v2
.
x
*
n
.
x
+
v2
.
y
*
n
.
y
+
v2
.
z
*
n
.
z
+
d
<
0
;
bool
s3
=
v3
.
x
*
n
.
x
+
v3
.
y
*
n
.
y
+
v3
.
z
*
n
.
z
+
d
<
0
;
// Stub to see whether the mesh actually got cut in half
if
(
s1
&&
s2
&&
s3
)
{
newTriangles
.
Add
(
i1
);
newTriangles
.
Add
(
i2
);
newTriangles
.
Add
(
i3
);
// Temporarily add back-culled version so we can see the inside of the cut-in-half mesh
newTriangles
.
Add
(
i3
);
newTriangles
.
Add
(
i2
);
newTriangles
.
Add
(
i1
);
left
.
AddRange
(
new
[]
{
i1
,
i2
,
i3
});
}
else
if
(!
s1
&&
!
s2
&&
!
s3
)
{
right
.
AddRange
(
new
[]
{
i1
,
i2
,
i3
});
}
else
{
// The difficult case where one vertex is on one side, and the other
// two vertices are on the other side of the plane.
}
}
node
.
mesh
.
triangles
=
newTriangles
.
ToArray
();
// stub
}
public
Vector3
GetCenter
(
Mesh
mesh
)
{
// Get unique indices
HashSet
<
int
>
indices
=
new
HashSet
<
int
>(
mesh
.
triangles
);
// Create children
node
.
left
=
new
MeshTreeNode
()
{
triangles
=
left
.
ToArray
()
};
// Accumalate all vertex positions of mesh
Vector3
accumalator
=
new
Vector3
();
foreach
(
int
idx
in
indices
)
accumalator
+=
mesh
.
vertices
[
idx
]
;
node
.
right
=
new
MeshTreeNode
()
{
triangles
=
right
.
ToArray
(
)
}
;
// Return average of positions (i.e. center)
return
accumalator
*
(
1.0f
/
indices
.
Count
);
// Split children
SplitNode
(
node
.
left
);
SplitNode
(
node
.
right
);
}
}
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