本文整理汇总了C#中Face.AddVertex方法的典型用法代码示例。如果您正苦于以下问题:C# Face.AddVertex方法的具体用法?C# Face.AddVertex怎么用?C# Face.AddVertex使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Face
的用法示例。
在下文中一共展示了Face.AddVertex方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: Split
// Split this Face with given Plane
public bool Split( Plane inPlane, out Face outFront, out Face outBack )
{
outFront = new Face();
outBack = new Face();
float[] distance = new float[vertices.Length + 1];
EPlaneSide[] side = new EPlaneSide[vertices.Length + 1];
for( int i = 0; i < vertices.Length; ++i )
{
distance[i] = inPlane.GetDistanceToPoint( vertices[i] );
side[i] = Side( inPlane, vertices[i] );
}
distance[vertices.Length] = distance[0];
side[vertices.Length] = side[0];
for( int i = 0; i < vertices.Length; ++i )
{
// if we lie on plane, add them to both
if( side[i] == EPlaneSide.Side_Planar )
{
outFront.AddVertex( vertices[i], uv[i] );
outBack.AddVertex( vertices[i], uv[i] );
// nothing todo with this vertex
continue;
}
// if we are on the front, add it to front face
if( side[i] == EPlaneSide.Side_Front )
{
outFront.AddVertex( vertices[i], uv[i] );
}
// if we are on the back, add it to the back side
else if( side[i] == EPlaneSide.Side_Back )
{
outBack.AddVertex( vertices[i], uv[i] );
}
// check if the next vertex is planar or on the same side, then we do not split
if( side[i+1] == EPlaneSide.Side_Planar || side[i] == side[i+1] )
continue;
// create split point
Vector3 nextVector = vertices[ (i+1) % vertices.Length];
Vector2 nextUV = uv[ (i+1) % uv.Length];
Vector3 newVector, newUV;
// if we were on the front
if( side[i] == EPlaneSide.Side_Front )
{
float t = distance[i] / (distance[i] - distance[i+1]);
newVector = vertices[i] + t * (nextVector - vertices[i]);
newUV = uv[i] + t * (nextUV - uv[i]);
}
else // back side...
{
float t = distance[i+1] / (distance[i+1] - distance[i]);
newVector = nextVector + t * (vertices[i] - nextVector);
newUV = nextUV + t * (uv[i] - nextUV);
}
// split points are added
// add to front
outFront.AddVertex( newVector, newUV );
// add to back
outBack.AddVertex( newVector, newUV );
}
// Debugging checks
if( outFront.vertices.Length < 3 || outBack.vertices.Length < 3 )
Debug.Log("Degenerate Faces");
// todo...
outFront.material = material;
//
outBack.material = material;
return true;
}
示例2: Merge
public bool Merge( Face inOther, out Face outFace )
{
outFace = null;
// do not share same material
if( material != inOther.material || vertices.Length < 1 )
return false;
Vector3 p1, p2;
Vector3 p3, p4;
int i = 0, j = 0;
// just to fix compiler error
p1 = vertices[0];
p2 = vertices[1%vertices.Length];
// check if we share an edge
for( i = 0; i < vertices.Length; ++i )
{
// get edge
p1 = vertices[i];
p2 = vertices[(i+1) % vertices.Length];
// go through all edges of other face
for( j = 0; j < inOther.vertices.Length; ++j )
{
// get other edge
p3 = inOther.vertices[j];
p4 = inOther.vertices[(j+1) % inOther.vertices.Length];
// check if we are sharing an edge
if( p1.Equals( p4 ) && p2.Equals( p3 ) )
break;
}
// found edge
if( j < inOther.vertices.Length )
break;
}
// no edge found
if( i == vertices.Length )
return false;
// ...
Vector3 back = vertices[ (i+vertices.Length-1) % vertices.Length ];
Vector3 delta = p1 - back;
Vector3 normal = Vector3.Cross( GetPlane().normal, delta );
normal.Normalize();
back = inOther.vertices[ (j+2) % inOther.vertices.Length ];
delta = back - p1;
float dot = Vector3.Dot( delta, normal );
// not a convex polygon
if( dot > GlobalSettings.Epsilonf )
return false;
// if they are co linear
bool keep1 = (dot < -GlobalSettings.Epsilonf);
// ...
back = vertices[ (i+2) % vertices.Length ];
delta = back - p2;
normal = Vector3.Cross( GetPlane().normal, delta );
normal.Normalize();
back = inOther.vertices[(j+inOther.vertices.Length-1)%inOther.vertices.Length];
delta = back - p2;
dot = Vector3.Dot( delta, normal );
// not convex
if( dot > GlobalSettings.Epsilonf )
return false;
bool keep2 = (dot < -GlobalSettings.Epsilonf);
bool keep = false;
// create out face
outFace = new Face();
outFace.flags = flags;
outFace.material = material;
// copy vertices from this
for( int k = (i+1) % vertices.Length; k != i; k = (k+1)%vertices.Length )
{
if( !keep && k == (i+1)%vertices.Length && !keep2 )
continue;
// copy vector
outFace.AddVertex( vertices[k], uv[k] );
//.........这里部分代码省略.........