using System.Collections.Generic;
namespace UnityEngine.ProBuilder.MeshOperations
{
///
/// Provides a helper function to manage converting triangulated polygons to [quads](../manual/gloss.html#quad).
///
public static class QuadUtility
{
///
/// Converts the faces to quads if possible.
///
/// The source mesh.
/// The list of faces to process.
/// True to apply smoothing.
/// A list of the processed faces.
public static List ToQuads(this ProBuilderMesh mesh, IList faces, bool smoothing = true)
{
HashSet processed = new HashSet();
List wings = WingedEdge.GetWingedEdges(mesh, faces, true);
// build a lookup of the strength of edge connections between triangle faces
Dictionary connections = new Dictionary();
for (int i = 0; i < wings.Count; i++)
{
using (var it = new WingedEdgeEnumerator(wings[i]))
{
while (it.MoveNext())
{
var border = it.Current;
if (border.opposite != null && !connections.ContainsKey(border.edge))
{
float score = mesh.GetQuadScore(border, border.opposite);
connections.Add(border.edge, score);
}
}
}
}
List> quads = new List>();
// move through each face and find it's best quad neighbor
foreach (WingedEdge face in wings)
{
if (!processed.Add(face.face))
continue;
float bestScore = 0f;
Face buddy = null;
using (var it = new WingedEdgeEnumerator(face))
{
while (it.MoveNext())
{
var border = it.Current;
if (border.opposite != null && processed.Contains(border.opposite.face))
continue;
float borderScore;
// only add it if the opposite face's best score is also this face
if (connections.TryGetValue(border.edge, out borderScore) &&
borderScore > bestScore &&
face.face == GetBestQuadConnection(border.opposite, connections))
{
bestScore = borderScore;
buddy = border.opposite.face;
}
}
}
if (buddy != null)
{
processed.Add(buddy);
quads.Add(new SimpleTuple(face.face, buddy));
}
}
// don't collapse coincident vertices if smoothing is enabled, we need the original normals intact
return MergeElements.MergePairs(mesh, quads, smoothing);
}
static Face GetBestQuadConnection(WingedEdge wing, Dictionary connections)
{
float score = 0f;
Face face = null;
using (var it = new WingedEdgeEnumerator(wing))
{
while (it.MoveNext())
{
var border = it.Current;
float s = 0f;
if (connections.TryGetValue(border.edge, out s) && s > score)
{
score = connections[border.edge];
face = border.opposite.face;
}
}
}
return face;
}
/**
* Get a weighted value for the quality of a quad composed of two triangles. 0 is terrible, 1 is perfect.
* normalThreshold will discard any quads where the dot product of their normals is less than the threshold.
* @todo Abstract the quad detection to a separate class so it can be applied to pb_Objects.
*/
static float GetQuadScore(this ProBuilderMesh mesh, WingedEdge left, WingedEdge right, float normalThreshold = .9f)
{
Vertex[] vertices = mesh.GetVertices();
int[] quad = WingedEdge.MakeQuad(left, right);
if (quad == null)
return 0f;
// first check normals
Vector3 leftNormal = Math.Normal(vertices[quad[0]].position, vertices[quad[1]].position, vertices[quad[2]].position);
Vector3 rightNormal = Math.Normal(vertices[quad[2]].position, vertices[quad[3]].position, vertices[quad[0]].position);
float score = Vector3.Dot(leftNormal, rightNormal);
if (score < normalThreshold)
return 0f;
// next is right-angle-ness check
Vector3 a = (vertices[quad[1]].position - vertices[quad[0]].position);
Vector3 b = (vertices[quad[2]].position - vertices[quad[1]].position);
Vector3 c = (vertices[quad[3]].position - vertices[quad[2]].position);
Vector3 d = (vertices[quad[0]].position - vertices[quad[3]].position);
a.Normalize();
b.Normalize();
c.Normalize();
d.Normalize();
float da = Mathf.Abs(Vector3.Dot(a, b));
float db = Mathf.Abs(Vector3.Dot(b, c));
float dc = Mathf.Abs(Vector3.Dot(c, d));
float dd = Mathf.Abs(Vector3.Dot(d, a));
score += 1f - ((da + db + dc + dd) * .25f);
// and how close to parallel the opposite sides area
score += Mathf.Abs(Vector3.Dot(a, c)) * .5f;
score += Mathf.Abs(Vector3.Dot(b, d)) * .5f;
// the three tests each contribute 1
return score * .33f;
}
}
}