121 lines
3.5 KiB
C#
121 lines
3.5 KiB
C#
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using UnityEngine;
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namespace DigitalRuby.ThunderAndLightning
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{
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public class MeshHelper
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{
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private Mesh mesh;
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private int[] triangles;
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private Vector3[] vertices;
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private Vector3[] normals;
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private float[] normalizedAreaWeights;
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public Mesh Mesh => mesh;
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public int[] Triangles => triangles;
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public Vector3[] Vertices => vertices;
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public Vector3[] Normals => normals;
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public MeshHelper(Mesh mesh)
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{
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this.mesh = mesh;
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triangles = mesh.triangles;
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vertices = mesh.vertices;
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normals = mesh.normals;
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CalculateNormalizedAreaWeights();
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}
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public void GenerateRandomPoint(ref RaycastHit hit, out int triangleIndex)
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{
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triangleIndex = SelectRandomTriangle();
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GetRaycastFromTriangleIndex(triangleIndex, ref hit);
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}
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public void GetRaycastFromTriangleIndex(int triangleIndex, ref RaycastHit hit)
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{
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Vector3 barycentricCoordinate = GenerateRandomBarycentricCoordinates();
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Vector3 vector = vertices[triangles[triangleIndex]];
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Vector3 vector2 = vertices[triangles[triangleIndex + 1]];
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Vector3 vector3 = vertices[triangles[triangleIndex + 2]];
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hit.barycentricCoordinate = barycentricCoordinate;
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hit.point = vector * barycentricCoordinate.x + vector2 * barycentricCoordinate.y + vector3 * barycentricCoordinate.z;
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if (normals == null)
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{
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hit.normal = Vector3.Cross(vector3 - vector2, vector - vector2).normalized;
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return;
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}
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vector = normals[triangles[triangleIndex]];
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vector2 = normals[triangles[triangleIndex + 1]];
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vector3 = normals[triangles[triangleIndex + 2]];
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hit.normal = vector * barycentricCoordinate.x + vector2 * barycentricCoordinate.y + vector3 * barycentricCoordinate.z;
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}
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private float[] CalculateSurfaceAreas(out float totalSurfaceArea)
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{
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int num = 0;
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totalSurfaceArea = 0f;
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float[] array = new float[triangles.Length / 3];
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for (int i = 0; i < triangles.Length; i += 3)
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{
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Vector3 vector = vertices[triangles[i]];
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Vector3 vector2 = vertices[triangles[i + 1]];
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Vector3 vector3 = vertices[triangles[i + 2]];
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float sqrMagnitude = (vector - vector2).sqrMagnitude;
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float sqrMagnitude2 = (vector - vector3).sqrMagnitude;
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float sqrMagnitude3 = (vector2 - vector3).sqrMagnitude;
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float num2 = PathGenerator.SquareRoot((2f * sqrMagnitude * sqrMagnitude2 + 2f * sqrMagnitude2 * sqrMagnitude3 + 2f * sqrMagnitude3 * sqrMagnitude - sqrMagnitude * sqrMagnitude - sqrMagnitude2 * sqrMagnitude2 - sqrMagnitude3 * sqrMagnitude3) / 16f);
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array[num++] = num2;
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totalSurfaceArea += num2;
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}
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return array;
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}
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private void CalculateNormalizedAreaWeights()
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{
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normalizedAreaWeights = CalculateSurfaceAreas(out var totalSurfaceArea);
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if (normalizedAreaWeights.Length != 0)
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{
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float num = 0f;
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for (int i = 0; i < normalizedAreaWeights.Length; i++)
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{
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float num2 = normalizedAreaWeights[i] / totalSurfaceArea;
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normalizedAreaWeights[i] = num;
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num += num2;
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}
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}
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}
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private int SelectRandomTriangle()
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{
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float value = Random.value;
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int num = 0;
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int num2 = normalizedAreaWeights.Length - 1;
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while (num < num2)
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{
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int num3 = (num + num2) / 2;
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if (normalizedAreaWeights[num3] < value)
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{
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num = num3 + 1;
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}
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else
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{
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num2 = num3;
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}
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}
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return num * 3;
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}
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private Vector3 GenerateRandomBarycentricCoordinates()
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{
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Vector3 vector = new Vector3(Random.Range(Mathf.Epsilon, 1f), Random.Range(Mathf.Epsilon, 1f), Random.Range(Mathf.Epsilon, 1f));
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return vector / (vector.x + vector.y + vector.z);
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}
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}
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}
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