Files
VHACD/Runtime/VHACD.cs

246 lines
8.2 KiB
C#

using System.Collections.Generic;
using System.Linq;
using System.Runtime.InteropServices;
using UnityEngine;
namespace Unity.VHACD
{
#if UTILS
[Utils.HideScriptField]
#endif
public class VHACD : MonoBehaviour
{
[System.Serializable]
public unsafe struct Parameters
{
public void Init()
{
m_resolution = 100000;
m_concavity = 0.001;
m_planeDownsampling = 4;
m_convexhullDownsampling = 4;
m_alpha = 0.05;
m_beta = 0.05;
m_pca = 0;
m_mode = 0; // 0: voxel-based (recommended), 1: tetrahedron-based
m_maxNumVerticesPerCH = 64;
m_minVolumePerCH = 0.0001;
m_callback = null;
m_logger = null;
m_convexhullApproximation = 1;
m_oclAcceleration = 0;
m_maxConvexHulls = 1024;
m_projectHullVertices =
true; // This will project the output convex hull vertices onto the original source mesh to increase the floating point accuracy of the results
}
[Tooltip("Maximum concavity")] [Range(0, 1)]
public double m_concavity;
[Tooltip("Controls the bias toward clipping along symmetry planes.")] [Range(0, 1)]
public double m_alpha;
[Tooltip("Controls the bias toward clipping along revolution axes.")] [Range(0, 1)]
public double m_beta;
[Tooltip("Controls the adaptive sampling of the generated convex-hulls.")] [Range(0, 0.01f)]
public double m_minVolumePerCH;
public void* m_callback;
public void* m_logger;
[Tooltip("Maximum number of voxels generated during the voxelization stage.")] [Range(10000, 64000000)]
public uint m_resolution;
[Tooltip("Controls the maximum number of triangles per convex-hull.")] [Range(4, 1024)]
public uint m_maxNumVerticesPerCH;
[Tooltip("Controls the granularity of the search for the \"best\" clipping plane")] [Range(1, 16)]
public uint m_planeDownsampling;
[Tooltip(
"Controls the precision of the convex-hull generation process during the clipping plane selection stage.")]
[Range(1, 16)]
public uint m_convexhullDownsampling;
[Tooltip("Enable/disable normalizing the mesh before applying the convex decomposition.")] [Range(0, 1)]
public uint m_pca;
[Tooltip("0: voxel-based (recommended), 1: tetrahedron-based")] [Range(0, 1)]
public uint m_mode;
[Range(0, 1)] public uint m_convexhullApproximation;
[Range(0, 1)] public uint m_oclAcceleration;
public uint m_maxConvexHulls;
[Tooltip(
"This will project the output convex hull vertices onto the original source mesh to increase the floating point accuracy of the results.")]
public bool m_projectHullVertices;
};
unsafe struct ConvexHull
{
public double* m_points;
public uint* m_triangles;
public uint m_nPoints;
public uint m_nTriangles;
public double m_volume;
public fixed double m_center[3];
};
[DllImport("libvhacd")]
static extern unsafe void* CreateVHACD();
[DllImport("libvhacd")]
static extern unsafe void DestroyVHACD(void* pVHACD);
[DllImport("libvhacd")]
static extern unsafe bool ComputeFloat(
void* pVHACD,
float* points,
uint countPoints,
uint* triangles,
uint countTriangles,
Parameters* parameters);
[DllImport("libvhacd")]
static extern unsafe bool ComputeDouble(
void* pVHACD,
double* points,
uint countPoints,
uint* triangles,
uint countTriangles,
Parameters* parameters);
[DllImport("libvhacd")]
static extern unsafe uint GetNConvexHulls(void* pVHACD);
[DllImport("libvhacd")]
static extern unsafe void GetConvexHull(
void* pVHACD,
uint index,
ConvexHull* ch);
public Parameters m_parameters;
public VHACD()
{
m_parameters.Init();
}
public unsafe List<Mesh> GenerateConvexMeshes(Mesh mesh = null)
{
if (mesh == null)
{
mesh = GetComponent<MeshFilter>().sharedMesh;
}
var vhacd = CreateVHACD();
var parameters = m_parameters;
var verts = mesh.vertices;
var tris = mesh.triangles;
fixed (Vector3* pVerts = verts)
fixed (int* pTris = tris)
{
ComputeFloat(
vhacd,
(float*)pVerts, (uint)verts.Length,
(uint*)pTris, (uint)tris.Length / 3,
&parameters);
}
var numHulls = GetNConvexHulls(vhacd);
List<Mesh> convexMesh = new List<Mesh>((int)numHulls);
foreach (var index in Enumerable.Range(0, (int)numHulls))
{
ConvexHull hull;
GetConvexHull(vhacd, (uint)index, &hull);
var hullMesh = new Mesh();
var hullVerts = new Vector3[hull.m_nPoints];
fixed (Vector3* pHullVerts = hullVerts)
{
var pComponents = hull.m_points;
var pVerts = pHullVerts;
for (var pointCount = hull.m_nPoints; pointCount != 0; --pointCount)
{
pVerts->x = (float)pComponents[0];
pVerts->y = (float)pComponents[1];
pVerts->z = (float)pComponents[2];
pVerts += 1;
pComponents += 3;
}
}
hullMesh.SetVertices(hullVerts);
var indices = new int[hull.m_nTriangles * 3];
Marshal.Copy((System.IntPtr)hull.m_triangles, indices, 0, indices.Length);
hullMesh.SetTriangles(indices, 0);
convexMesh.Add(hullMesh);
}
return convexMesh;
}
public unsafe List<MeshSafe> GenerateConvexMeshes(Vector3[] verts, int[] tris)
{
var vhacd = CreateVHACD();
var parameters = m_parameters;
fixed (Vector3* pVerts = verts)
fixed (int* pTris = tris)
{
ComputeFloat(
vhacd,
(float*)pVerts, (uint)verts.Length,
(uint*)pTris, (uint)tris.Length / 3,
&parameters);
}
var numHulls = GetNConvexHulls(vhacd);
List<MeshSafe> convexMesh = new List<MeshSafe>((int)numHulls);
foreach (var index in Enumerable.Range(0, (int)numHulls))
{
ConvexHull hull;
GetConvexHull(vhacd, (uint)index, &hull);
var hullMesh = new MeshSafe();
var hullVerts = new Vector3[hull.m_nPoints];
fixed (Vector3* pHullVerts = hullVerts)
{
var pComponents = hull.m_points;
var pVerts = pHullVerts;
for (var pointCount = hull.m_nPoints; pointCount != 0; --pointCount)
{
pVerts->x = (float)pComponents[0];
pVerts->y = (float)pComponents[1];
pVerts->z = (float)pComponents[2];
pVerts += 1;
pComponents += 3;
}
}
hullMesh.Vertices = hullVerts;
var indices = new int[hull.m_nTriangles * 3];
Marshal.Copy((System.IntPtr)hull.m_triangles, indices, 0, indices.Length);
hullMesh.Triangles = indices;
convexMesh.Add(hullMesh);
}
return convexMesh;
}
}
}