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C# pb_Face.IsValid方法代码示例

本文整理汇总了C#中pb_Face.IsValid方法的典型用法代码示例。如果您正苦于以下问题:C# pb_Face.IsValid方法的具体用法?C# pb_Face.IsValid怎么用?C# pb_Face.IsValid使用的例子?那么恭喜您, 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pb_Face的用法示例。


在下文中一共展示了pb_Face.IsValid方法的1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: AppendVerticesToFace

	/**
	 *	Given a face and a point, this will add a vertex to the pb_Object and retriangulate the face.
	 */
	public static bool AppendVerticesToFace(this pb_Object pb, pb_Face face, Vector3[] points, Color[] addColors, out pb_Face newFace)
	{
		if(!face.IsValid())
		{
			newFace = face;
			return false;
		}

		// First order of business - project face to 2d
		int[] distinctIndices = face.distinctIndices;
		Vector3[] verts = pb.GetVertices(distinctIndices);
		Color[] cols = pbUtil.ValuesWithIndices(pb.colors, distinctIndices);
		Vector2[] uvs = new Vector2[distinctIndices.Length+points.Length];
		System.Array.Copy(pb.GetUVs(distinctIndices), 0, uvs, 0, distinctIndices.Length);

		// Add the new point
		Vector3[] t_verts = new Vector3[verts.Length + points.Length];
		System.Array.Copy(verts, 0, t_verts, 0, verts.Length);
		System.Array.Copy(points, 0, t_verts, verts.Length, points.Length);
		verts = t_verts;

		// Add the new color
		Color[] t_col = new Color[cols.Length + addColors.Length];
		System.Array.Copy(cols, 0, t_col, 0, cols.Length);
		System.Array.Copy(addColors, 0, t_col, cols.Length, addColors.Length);
		cols = t_col;

		// Get the face normal before modifying the vertex array
		Vector3 nrm = pb_Math.Normal(pb.GetVertices(face.indices));
		Vector3 projAxis = pb_Math.ProjectionAxisToVector( pb_Math.VectorToProjectionAxis(nrm) );
		
		// Project
		List<Vector2> plane = new List<Vector2>(pb_Math.PlanarProject(verts, projAxis));

		// Save the sharedIndices index for each distinct vertex
		pb_IntArray[] sharedIndices = pb.sharedIndices;
		int[] sharedIndex = new int[distinctIndices.Length+points.Length];
		for(int i = 0; i < distinctIndices.Length; i++)
			sharedIndex[i] = sharedIndices.IndexOf(distinctIndices[i]);
		
		for(int i = distinctIndices.Length; i < distinctIndices.Length+points.Length; i++)
			sharedIndex[i] = -1;	// add the new vertex to it's own sharedIndex

		// Triangulate the face with the new point appended
		int[] tris = Delaunay.Triangulate(plane).ToIntArray();
		
		// Check to make sure the triangulated face is facing the same direction, and flip if not
		Vector3 del = Vector3.Cross( verts[tris[2]] - verts[tris[0]], verts[tris[1]]-verts[tris[0]]).normalized;
		if(Vector3.Dot(nrm, del) > 0)
			System.Array.Reverse(tris);
		
		// Build the new face
		pb_Face triangulated_face = new pb_Face(tris, face.material, new pb_UV(face.uv), face.smoothingGroup, face.textureGroup, -1, face.manualUV);

		/**
		 * Attempt to figure out where the new UV point(s) should go (if auto uv'ed face)
		 */
		if(triangulated_face.manualUV)
		{
			for(int n = distinctIndices.Length; n < uvs.Length; n++)
			{
				// these are the two vertices that are split by the new vertex
				int[] adjacent_vertex = System.Array.FindAll(triangulated_face.edges, x => x.Contains(n)).Select(x => x.x != n ? x.x : x.y).ToArray();

				if(adjacent_vertex.Length == 2)
				{
					uvs[n] = (uvs[adjacent_vertex[0]] + uvs[adjacent_vertex[1]])/2f;
				}
				else
				{
					Debug.LogWarning("Failed to find appropriate UV coordinate for new vertex point.  Setting face to AutoUV.");
					triangulated_face.manualUV = false;
				}
			}
		}

		// Compose new face
		newFace = pb.AppendFace(verts, cols, uvs, triangulated_face, sharedIndex);

		// And delete the old
		pb.DeleteFace(face);	

		return true;
	}
开发者ID:itubeasts,项目名称:I-eaT-U,代码行数:87,代码来源:pbVertexOps.cs


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