本文整理汇总了C#中pb_Object.SetSharedIndicesUV方法的典型用法代码示例。如果您正苦于以下问题:C# pb_Object.SetSharedIndicesUV方法的具体用法?C# pb_Object.SetSharedIndicesUV怎么用?C# pb_Object.SetSharedIndicesUV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类pb_Object
的用法示例。
在下文中一共展示了pb_Object.SetSharedIndicesUV方法的3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: AlignEdges
/**
* move the UVs to where the edges passed meet
*/
static bool AlignEdges(pb_Object pb, pb_Face f1, pb_Face f2, pb_Edge edge1, pb_Edge edge2)
{
Vector2[] uvs = pb.uv;
pb_IntArray[] sharedIndices = pb.sharedIndices;
pb_IntArray[] sharedIndicesUV = pb.sharedIndicesUV;
/**
* Match each edge vertex to the other
*/
int[] matchX = new int[2] { edge1.x, -1 };
int[] matchY = new int[2] { edge1.y, -1 };
int siIndex = sharedIndices.IndexOf(edge1.x);
if(siIndex < 0)
return false;
if(sharedIndices[siIndex].array.Contains(edge2.x))
{
matchX[1] = edge2.x;
matchY[1] = edge2.y;
}
else
{
matchX[1] = edge2.y;
matchY[1] = edge2.x;
}
// scale face 2 to match the edge size of f1
float dist_e1 = Vector2.Distance(uvs[edge1.x], uvs[edge1.y]);
float dist_e2 = Vector2.Distance(uvs[edge2.x], uvs[edge2.y]);
float scale = dist_e1/dist_e2;
// doesn't matter what point we scale around because we'll move it in the next step anyways
foreach(int i in f2.distinctIndices)
uvs[i] = uvs[i].ScaleAroundPoint(Vector2.zero, Vector2.one * scale);
/**
* Figure out where the center of each edge is so that we can move the f2 edge to match f1's origin
*/
Vector2 f1_center = (uvs[edge1.x] + uvs[edge1.y]) / 2f;
Vector2 f2_center = (uvs[edge2.x] + uvs[edge2.y]) / 2f;
Vector2 diff = f1_center - f2_center;
/**
* Move f2 face to where it's matching edge center is on top of f1's center
*/
foreach(int i in f2.distinctIndices)
uvs[i] += diff;
/**
* Now that the edge's centers are matching, rotate f2 to match f1's angle
*/
Vector2 angle1 = uvs[matchY[0]] - uvs[matchX[0]];
Vector2 angle2 = uvs[matchY[1]] - uvs[matchX[1]];
float angle = Vector2.Angle(angle1, angle2);
if(Vector3.Cross(angle1, angle2).z < 0)
angle = 360f - angle;
foreach(int i in f2.distinctIndices)
uvs[i] = pb_Math.RotateAroundPoint(uvs[i], f1_center, angle);
float error = Mathf.Abs( Vector2.Distance(uvs[matchX[0]], uvs[matchX[1]]) ) + Mathf.Abs( Vector2.Distance(uvs[matchY[0]], uvs[matchY[1]]) );
// now check that the matched UVs are on top of one another if the error allowance is greater than some small value
if(error > .02)
{
// first try rotating 180 degrees
foreach(int i in f2.distinctIndices)
uvs[i] = pb_Math.RotateAroundPoint(uvs[i], f1_center, 180f);
float e2 = Mathf.Abs( Vector2.Distance(uvs[matchX[0]], uvs[matchX[1]]) ) + Mathf.Abs( Vector2.Distance(uvs[matchY[0]], uvs[matchY[1]]) );
if(e2 < error)
error = e2;
else
{
// flip 'em back around
foreach(int i in f2.distinctIndices)
uvs[i] = pb_Math.RotateAroundPoint(uvs[i], f1_center, 180f);
}
}
// If successfully aligned, merge the sharedIndicesUV
pbUVOps.SplitUVs(pb, f2.distinctIndices);
pb_IntArrayUtility.MergeSharedIndices(ref sharedIndicesUV, matchX);
pb_IntArrayUtility.MergeSharedIndices(ref sharedIndicesUV, matchY);
pb_IntArray.RemoveEmptyOrNull(ref sharedIndicesUV);
pb.SetSharedIndicesUV(sharedIndicesUV);
// @todo Update Element Groups here?
pb.SetUV(uvs);
//.........这里部分代码省略.........
示例2: Triangulate
/**
* Triangulate an entire pb_Object.
*/
public static void Triangulate(pb_Object pb)
{
Vector3[] v = pb.vertices;
Color[] c = pb.colors;
Vector2[] u = pb.uv;
int triangleCount = pb.TriangleCount();
// int triangleCount = pb_Face.AllTriangles(pb.faces).Length; // pb.msh.triangles.Length;
if(triangleCount == v.Length)
{
Debug.LogWarning("We can't pull over any further!\npb_Object: " + pb.name + " is already triangulated.");
}
int vertexCount = triangleCount;
int faceCount = vertexCount / 3;
Vector3[] tri_vertices = new Vector3[vertexCount];
Color[] tri_colors = new Color[vertexCount];
Vector2[] tri_uvs = new Vector2[vertexCount];
pb_Face[] tri_faces = new pb_Face[faceCount];
int n = 0, f = 0;
foreach(pb_Face face in pb.faces)
{
int[] indices = face.indices;
for(int i = 0; i < indices.Length; i+=3)
{
tri_vertices[n+0] = v[indices[i+0]];
tri_vertices[n+1] = v[indices[i+1]];
tri_vertices[n+2] = v[indices[i+2]];
tri_colors[n+0] = c[indices[i+0]];
tri_colors[n+1] = c[indices[i+1]];
tri_colors[n+2] = c[indices[i+2]];
tri_uvs[n+0] = u[indices[i+0]];
tri_uvs[n+1] = u[indices[i+1]];
tri_uvs[n+2] = u[indices[i+2]];
tri_faces[f++] = new pb_Face( new int[] { n+0, n+1, n+2 },
face.material,
face.uv,
face.smoothingGroup,
face.textureGroup, // textureGroup -> force to manual uv mode
face.elementGroup,
face.manualUV
);
n += 3;
}
}
pb.SetVertices(tri_vertices);
pb.SetColors(tri_colors);
pb.SetUV(tri_uvs);
pb.SetFaces(tri_faces);
pb.SetSharedIndices( pb_IntArrayUtility.ExtractSharedIndices(tri_vertices) );
pb.SetSharedIndicesUV( new pb_IntArray[0] );
}
示例3: CombineObjects
/**
* \brief Given an array of "donors", this method returns a merged #pb_Object.
*/
public static bool CombineObjects(pb_Object[] pbs, out pb_Object combined)
{
combined = null;
if(pbs.Length < 1) return false;
List<Vector3> v = new List<Vector3>();
List<Vector2> u = new List<Vector2>();
List<Color> c = new List<Color>();
List<pb_Face> f = new List<pb_Face>();
List<pb_IntArray> s = new List<pb_IntArray>();
List<pb_IntArray> suv = new List<pb_IntArray>();
foreach(pb_Object pb in pbs)
{
int vertexCount = v.Count;
// Vertices
v.AddRange(pb.VerticesInWorldSpace());
// UVs
u.AddRange(pb.uv);
// Colors
c.AddRange(pb.colors);
// Faces
pb_Face[] faces = new pb_Face[pb.faces.Length];
for(int i = 0; i < faces.Length; i++)
{
faces[i] = new pb_Face(pb.faces[i]);
faces[i].manualUV = true;
faces[i].ShiftIndices(vertexCount);
faces[i].RebuildCaches();
}
f.AddRange(faces);
// Shared Indices
pb_IntArray[] si = pb.GetSharedIndices();
for(int i = 0; i < si.Length; i++)
{
for(int n = 0; n < si[i].Length; n++)
si[i][n] += vertexCount;
}
s.AddRange(si);
// Shared Indices UV
{
pb_IntArray[] si_uv = pb.GetSharedIndicesUV();
for(int i = 0; i < si_uv.Length; i++)
{
for(int n = 0; n < si_uv[i].Length; n++)
si_uv[i][n] += vertexCount;
}
suv.AddRange(si_uv);
}
}
GameObject go = (GameObject)GameObject.Instantiate(pbs[0].gameObject);
go.transform.position = Vector3.zero;
go.transform.localRotation = Quaternion.identity;
go.transform.localScale = Vector3.one;
// Destroy the children
foreach(Transform t in go.transform)
GameObject.DestroyImmediate(t.gameObject);
if(go.GetComponent<pb_Object>()) GameObject.DestroyImmediate(go.GetComponent<pb_Object>());
if(go.GetComponent<pb_Entity>()) GameObject.DestroyImmediate(go.GetComponent<pb_Entity>());
combined = go.AddComponent<pb_Object>();
combined.SetVertices(v.ToArray());
combined.SetUV(u.ToArray());
combined.SetColors(c.ToArray());
combined.SetFaces(f.ToArray());
combined.SetSharedIndices( s.ToArray() ?? pb_IntArrayUtility.ExtractSharedIndices(v.ToArray()) );
combined.SetSharedIndicesUV( suv.ToArray() ?? new pb_IntArray[0] {});
combined.ToMesh();
combined.GetComponent<pb_Entity>().SetEntity( pbs[0].GetComponent<pb_Entity>().entityType );
combined.CenterPivot( pbs[0].transform.position );
combined.Refresh();
// refresh donors since deleting the children of the instantiated object could cause them to lose references
foreach(pb_Object pb in pbs)
pb.Verify();
return true;
}