Splice mesh by plane - unity3d

I try splice mesh by intersect plane, but get wrong result.
my code (I slice mesh by plane with calc side from plane positive or negative and create accordingly place vertics in separte arrays (for negative and positive), if triangle belong to both side, then I calc intersections points and build new triangles:
public void SliceIt()
{
Mesh mesh = GetComponent<MeshFilter>().sharedMesh;
gameObject.name = "v1";
Vector3[] vertices = mesh.vertices;
Mesh cutplanemesh = cutplane.GetComponent<MeshFilter>().sharedMesh;
Vector3[] cutplanevertices = cutplanemesh.vertices;
p1 = cutplane.TransformPoint(cutplanevertices[40]);
p2 = cutplane.TransformPoint(cutplanevertices[20]);
p3 = cutplane.TransformPoint(cutplanevertices[0]);
var myplane = new Plane(p1, p2, p3);
Vector3[] vertics = mesh.vertices;
int[] triangles = mesh.triangles;
var side = new bool[vertics.Length];
for (var i = vertics.Length - 1; i >= 0; i--)
{
vertics[i] = transform.TransformPoint(vertics[i]);
side[i] = myplane.GetSide((vertics[i]));
}
var verticsPositive = new List<Vector3>();
var verticsNegative = new List<Vector3>();
var trianglesPositive = new List<int>();
var trianglesNegative = new List<int>();
for (var trix = triangles.Length - 3; trix >= 0; trix -= 3)
{
var index0 = triangles[trix];
var index1 = triangles[trix + 1];
var index2 = triangles[trix + 2];
var point0 = vertics[index0];
var point1 = vertics[index1];
var point2 = vertics[index2];
Debug.Log(point0 + " " + point1 + " " + point2);
if (side[index1] != side[index2] || side[index0] != side[index1] || side[index2] != side[index0])
{
if (side[index0] == side[index1])
Intersect(point0, point1, point2, myplane, side[index0], verticsPositive, verticsNegative, trianglesPositive, trianglesNegative);
else if (side[index0] == side[index2])
Intersect(point0, point2, point1, myplane, side[index0], verticsPositive, verticsNegative, trianglesPositive, trianglesNegative);
else if (side[index1] == side[index2])
Intersect(point1, point2, point0, myplane, side[index1], verticsPositive, verticsNegative, trianglesPositive, trianglesNegative);
}
else
{
if (side[index1])
{
trianglesPositive.Add(verticsPositive.Count + 2);
trianglesPositive.Add(verticsPositive.Count + 1);
trianglesPositive.Add(verticsPositive.Count + 0);
verticsPositive.Add(point2);
verticsPositive.Add(point1);
verticsPositive.Add(point0);
}
else
{
trianglesNegative.Add(verticsNegative.Count + 2);
trianglesNegative.Add(verticsNegative.Count + 1);
trianglesNegative.Add(verticsNegative.Count + 0);
verticsNegative.Add(point2);
verticsNegative.Add(point1);
verticsNegative.Add(point0);
}
}
}
var go1 = new GameObject();
go1.name = "positive";
var meshFilter = go1.AddComponent<MeshFilter>();
go1.AddComponent<MeshRenderer>();
var meshPositive = new Mesh();
meshPositive.vertices = verticsPositive.ToArray();
meshPositive.triangles = trianglesPositive.ToArray();
meshPositive.RecalculateBounds();
meshPositive.RecalculateNormals();
meshFilter.sharedMesh = meshPositive;
var go2 = new GameObject();
go2.name = "negative";
var meshFilter2 = go2.AddComponent<MeshFilter>();
go2.AddComponent<MeshRenderer>();
var meshNegative = new Mesh();
meshNegative.vertices = verticsNegative.ToArray();
meshNegative.triangles = trianglesNegative.ToArray();
meshNegative.RecalculateBounds();
meshNegative.RecalculateNormals();
meshFilter2.sharedMesh = meshNegative;
}
public void Intersect(Vector3 point0, Vector3 point1, Vector3 point2, Plane myplane, bool side, List<Vector3> verticsPositive, List<Vector3> verticsNegative, List<int> trianglesPositive,
List<int> trianglesNegative)
{
Vector3 pointIntersection1 = Vector3.zero;
var vector1 = point2 - point0;
var isIntersect1 = Math3d.LinePlaneIntersection(out pointIntersection1, point0, vector1, myplane.normal, p1);
Debug.Log("isIntersect " + isIntersect1 + " pointIntersection" + pointIntersection1);
Vector3 pointIntersection2 = Vector3.zero;
var vector2 = point2 - point1;
var isIntersect2 = Math3d.LinePlaneIntersection(out pointIntersection2, point1, vector2, myplane.normal, p1);
Debug.Log("isIntersect2 " + isIntersect1 + " pointIntersection2" + pointIntersection1);
if (side)
{
trianglesPositive.Add(verticsPositive.Count);
trianglesPositive.Add(verticsPositive.Count + 1);
trianglesPositive.Add(verticsPositive.Count + 2);
verticsPositive.Add(point0);
verticsPositive.Add(point1);
verticsPositive.Add(pointIntersection1);
trianglesPositive.Add(verticsPositive.Count);
trianglesPositive.Add(verticsPositive.Count + 1);
trianglesPositive.Add(verticsPositive.Count + 2);
verticsPositive.Add(point0);
verticsPositive.Add(pointIntersection1);
verticsPositive.Add(pointIntersection2);
}
else
{
trianglesNegative.Add(verticsNegative.Count);
trianglesNegative.Add(verticsNegative.Count + 1);
trianglesNegative.Add(verticsNegative.Count + 2);
verticsNegative.Add(point0);
verticsNegative.Add(point1);
verticsNegative.Add(pointIntersection1);
trianglesNegative.Add(verticsNegative.Count);
trianglesNegative.Add(verticsNegative.Count + 1);
trianglesNegative.Add(verticsNegative.Count + 2);
verticsNegative.Add(point0);
verticsNegative.Add(pointIntersection1);
verticsNegative.Add(pointIntersection2);
}
}
public static bool LinePlaneIntersection(out Vector3 intersection, Vector3 linePoint, Vector3 lineVec, Vector3 planeNormal, Vector3 planePoint)
{
float length;
float dotNumerator;
float dotDenominator;
Vector3 vector;
intersection = Vector3.zero;
dotNumerator = Vector3.Dot((planePoint - linePoint), planeNormal);
dotDenominator = Vector3.Dot(lineVec, planeNormal);
if (dotDenominator != 0.0f)
{
length = dotNumerator / dotDenominator;
vector = SetVectorLength(lineVec, length);
intersection = linePoint + vector;
return true;
}
else
return false;
}

Related

How to fix Invalid worldAABB?

public class path : MonoBehaviour
{
[Header("Line renderer veriables")]
public LineRenderer line;
[Range(2, 30)]
public int resolution;
Rigidbody rb;
[Header("Formula variables")]
public Vector3 velocity;
public float yLimit;
private float g;
[Header("Linecast variables")]
[Range(2, 30)]
public int linecastResolution;
public LayerMask canHit;
public Rigidbody ballRigid;
public open2close claw;
private void Start()
{
rb = GetComponent<Rigidbody>();
g = Mathf.Abs(Physics.gravity.y);
}
private void Update()
{
if(claw.isClosed)
RenderArc();
}
private void RenderArc()
{
line.positionCount = resolution + 1;
line.SetPositions(CalculateLineArray());
}
private Vector3[] CalculateLineArray()
{
Vector3[] lineArray = new Vector3[resolution + 1];
var lowestTimeValueX = MaxTimeX() / resolution;
var lowestTimeValueZ = MaxTimeZ() / resolution;
var lowestTimeValue = lowestTimeValueX > lowestTimeValueZ ? lowestTimeValueZ : lowestTimeValueX;
for (int i = 0; i < lineArray.Length; i++)
{
var t = lowestTimeValue * i;
lineArray[i] = CalculateLinePoint(t);
}
return lineArray;
}
private Vector3 HitPosition()
{
var lowestTimeValue = MaxTimeY() / linecastResolution;
for (int i = 0; i < linecastResolution + 1; i++)
{
RaycastHit rayHit;
var t = lowestTimeValue * i;
var tt = lowestTimeValue * (i + 1);
if (Physics.Linecast(CalculateLinePoint(t), CalculateLinePoint(tt), out rayHit, canHit))
return rayHit.point;
}
return CalculateLinePoint(MaxTimeY());
}
private Vector3 CalculateLinePoint(float t)
{
float x = rb.velocity.x * t;
float z = rb.velocity.z * t;
float y = (rb.velocity.y * t) - (g * Mathf.Pow(t, 2) / 2);
return new Vector3(x + transform.position.x, y + transform.position.y, z + transform.position.z);
}
private float MaxTimeY()
{
var v = rb.velocity.y;
var vv = v * v;
var t = (v + Mathf.Sqrt(vv + 2 * g * (transform.position.y - yLimit))) / g;
return t;
}
private float MaxTimeX()
{
if (IsValueAlmostZero(rb.velocity.x))
SetValueToAlmostZero(ref velocity.x);
var x = rb.velocity.x;
var t = (HitPosition().x - transform.position.x) / x;
return t;
}
private float MaxTimeZ()
{
if (IsValueAlmostZero(rb.velocity.z))
SetValueToAlmostZero(ref velocity.z);
var z = rb.velocity.z;
var t = (HitPosition().z - transform.position.z) / z;
return t;
}
private bool IsValueAlmostZero(float value)
{
return value < 0.0001f && value > -0.0001f;
}
private void SetValueToAlmostZero(ref float value)
{
value = 0.0001f;
}
public void SetVelocity(Vector3 velocity)
{
this.velocity = velocity;
}
}
I have this code but for some reason it shows these errors:
*Invalid AABB a
*Invalid AABB a
*UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
*Assertion failed on expression: 'IsFinite(outDistanceForSort)'
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
My trajectory isnt even showing anymore. ANyone know how to fix this?

Unity: procedural generated mesh vertices's position are wrong/off

I'm generating points and mesh on run-time, the problem is, the generated mesh vertices appeared in the wrong position, even if I pass on the point's global position.
the mesh generating part is made in MakeMeshData();
I tired calculating with all my points with position instead of localPosition, as well as commenting out the parenting, still the same result .
https://imgur.com/a/YAlpXfh
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NPG03_Corridor : MonoBehaviour
{
public Transform centerPoint;
public Transform startPoint;
public Transform endPoint;
public enum CORRIDORTYPE
{
LinearBezierCurves,
QuadraticBezierCurves,
CubicBezierCurve
}
public CORRIDORTYPE corridorType;
public List<Transform> centerLinePoints = new List<Transform>();
public List<Transform> corridorAllPoint = new List<Transform>();
List<Transform> rightPoints = new List<Transform>();
List<Transform> leftPoints = new List<Transform>();
public List<GameObject> listOfCorridorFloor = new List<GameObject>();
public Vector3[] corridorVertices;
public int[] corridorTrangle;
public float StartEndDistanceFromCenter = 15;
public float minStartEndDistanceFromCenter = 10;
public float maxStartEndDistanceFromCenter = 20;
public int controlDirection = 1;
public float minControlDistanceFromCenter = 10;
public float maxControlDistanceFromCenter = 30;
public int numberOfLinePoint = 15;
public int numberOfMesh;
public Vector3[] testVec = new Vector3[3];
int[] textInt = new int[3];
private void Start()
{
BasiceSetup();
PointsSetups();
MakeMeshData();
}
private void BasiceSetup()
{
numberOfMesh = (numberOfLinePoint - 1);
GameObject pointHolderObject = new GameObject();
GameObject centerPointObject = new GameObject();
GameObject startPointObject = new GameObject();
GameObject endPostionObject = new GameObject();
centerPoint = centerPointObject.transform;
startPoint = startPointObject.transform;
endPoint = endPostionObject.transform;
pointHolderObject.name = "Point Holder";
centerPointObject.name = "Center Point";
startPointObject.name = "Start Point";
endPostionObject.name = "End Point";
pointHolderObject.transform.parent = transform;
centerPointObject.transform.parent = pointHolderObject.transform;
startPointObject.transform.parent = pointHolderObject.transform;
endPostionObject.transform.parent = pointHolderObject.transform;
pointHolderObject.transform.localPosition = Vector3.zero;
pointHolderObject.transform.localRotation = Quaternion.Euler(Vector3.zero);
centerPointObject.transform.localPosition = Vector3.zero;
centerPointObject.transform.localRotation = Quaternion.Euler(Vector3.zero);
startPointObject.transform.localPosition = Vector3.zero;
startPointObject.transform.localRotation = Quaternion.Euler(new Vector3(0, 180, 0));
endPostionObject.transform.localPosition = Vector3.zero;
endPostionObject.transform.localRotation = Quaternion.Euler(Vector3.zero);
Vector3 newStartExitPostion = Vector3.forward * (Random.Range(minStartEndDistanceFromCenter, maxStartEndDistanceFromCenter));
startPointObject.transform.localPosition = -1 * newStartExitPostion;
endPostionObject.transform.localPosition = newStartExitPostion;
NPG01_ModulePoint centerPointScript = centerPointObject.AddComponent<NPG01_ModulePoint>();
NPG01_ModulePoint startPointScript = startPointObject.AddComponent<NPG01_ModulePoint>();
NPG01_ModulePoint endPointScript = endPostionObject.AddComponent<NPG01_ModulePoint>();
centerPointScript.updatePoint(NPG01_ModulePoint.POINTSTATE.CENTER);
startPointScript.updatePoint(NPG01_ModulePoint.POINTSTATE.CONNECTION);
endPointScript.updatePoint(NPG01_ModulePoint.POINTSTATE.CONNECTION);
}
private void PointsSetups()
{
GameObject curveHolder = new GameObject();
curveHolder.transform.parent = transform;
curveHolder.name = "Curve Holder";
curveHolder.transform.localPosition = Vector3.zero;
curveHolder.transform.localRotation = Quaternion.Euler(Vector3.zero);
switch (corridorType)
{
case CORRIDORTYPE.LinearBezierCurves:
for (int i = 0; i < numberOfLinePoint; i++)
{
GameObject point = new GameObject();
point.name = "Curve Point " + i.ToString();
point.transform.parent = curveHolder.transform;
point.transform.localPosition = Vector3.zero;
point.transform.localRotation = Quaternion.Euler(Vector3.zero);
NPG01_ModulePoint pointScript = point.AddComponent<NPG01_ModulePoint>();
pointScript.updatePoint(NPG01_ModulePoint.POINTSTATE.BEZIERCURVES);
centerLinePoints.Add(point.transform);
}
for (int i = 0; i < numberOfLinePoint; i++)
{
float t = (float)i / ((float)numberOfLinePoint - 1);
centerLinePoints[i].localPosition = LinearBezierCurves(startPoint.localPosition, endPoint.localPosition, t);
GameObject rightPoint = new GameObject();
GameObject leftPoint = new GameObject();
rightPoint.transform.parent = curveHolder.transform;
rightPoint.name = "Right " + i;
rightPoint.transform.localRotation = Quaternion.Euler(Vector3.zero);
rightPoint.transform.localPosition = centerLinePoints[i].localPosition + (Vector3.right * 3);
NPG01_ModulePoint rightPointScript = rightPoint.AddComponent<NPG01_ModulePoint>();
rightPointScript.updatePoint(NPG01_ModulePoint.POINTSTATE.BEZIERCURVES);
leftPoint.transform.parent = curveHolder.transform;
leftPoint.name = "Left " + i;
leftPoint.transform.localRotation = Quaternion.Euler(Vector3.zero);
leftPoint.transform.localPosition = centerLinePoints[i].localPosition + (-Vector3.right * 3);
NPG01_ModulePoint leftPointScript = leftPoint.AddComponent<NPG01_ModulePoint>();
leftPointScript.updatePoint(NPG01_ModulePoint.POINTSTATE.BEZIERCURVES);
rightPoints.Add(rightPoint.transform);
leftPoints.Add(leftPoint.transform);
}
for (int i = 0; i < numberOfLinePoint; i++)
{
corridorAllPoint.Add(centerLinePoints[i]);
corridorAllPoint.Add(leftPoints[i]);
corridorAllPoint.Add(rightPoints[i]);
}
break;
case CORRIDORTYPE.QuadraticBezierCurves:
int controlPointDirction = Random.Range(0, 9);
if (controlPointDirction % 2 == 0)
{
controlDirection = 1;
}
else
{
controlDirection = -1;
}
GameObject controlPointObject = new GameObject();
controlPointObject.name = "Control Point";
controlPointObject.transform.parent = curveHolder.transform;
controlPointObject.transform.localPosition = Vector3.right * (20 * controlDirection);
controlPointObject.transform.localPosition = new Vector3(controlPointObject.transform.localPosition.x,
controlPointObject.transform.localPosition.y,
0);
NPG01_ModulePoint controlPointScript = controlPointObject.AddComponent<NPG01_ModulePoint>();
controlPointScript.updatePoint(NPG01_ModulePoint.POINTSTATE.BEZIERCONTROLE);
for (int i = 0; i < numberOfLinePoint; i++)
{
GameObject point = new GameObject();
point.name = "Curve Point " + i.ToString();
point.transform.parent = curveHolder.transform;
point.transform.position = Vector3.zero;
point.transform.localPosition = Vector3.zero;
point.transform.localRotation = Quaternion.Euler(Vector3.zero);
centerLinePoints.Add(point.transform);
NPG01_ModulePoint pointScript = point.AddComponent<NPG01_ModulePoint>();
pointScript.updatePoint(NPG01_ModulePoint.POINTSTATE.BEZIERCURVES);
}
for (int i = 0; i < numberOfLinePoint; i++)
{
float t = (float)i / ((float)numberOfLinePoint - 1);
centerLinePoints[i].localPosition = QuadraticBezierCurves(startPoint.localPosition, endPoint.localPosition, controlPointObject.transform.localPosition, t);
GameObject rightPoint = new GameObject();
GameObject leftPoint = new GameObject();
rightPoint.transform.parent = curveHolder.transform;
rightPoint.name = "Right " + i;
rightPoint.transform.localPosition = centerLinePoints[i].localPosition + (Vector3.right * 3);
NPG01_ModulePoint rightPointScript = rightPoint.AddComponent<NPG01_ModulePoint>();
rightPointScript.updatePoint(NPG01_ModulePoint.POINTSTATE.BEZIERCURVES);
leftPoint.transform.parent = curveHolder.transform;
leftPoint.name = "Left " + i;
leftPoint.transform.position = Vector3.zero;
leftPoint.transform.localPosition = Vector3.zero;
leftPoint.transform.localPosition = centerLinePoints[i].localPosition + (-Vector3.right * 3);
NPG01_ModulePoint leftPointScript = leftPoint.AddComponent<NPG01_ModulePoint>();
leftPointScript.updatePoint(NPG01_ModulePoint.POINTSTATE.BEZIERCURVES);
}
for (int i = 0; i < numberOfLinePoint; i++)
{
corridorAllPoint.Add(centerLinePoints[i]);
corridorAllPoint.Add(leftPoints[i]);
corridorAllPoint.Add(rightPoints[i]);
}
break;
case CORRIDORTYPE.CubicBezierCurve:
break;
}
}
private void MakeMeshData()
{
//mr = GetComponent<MeshRenderer>();
//mf = GetComponent<MeshFilter>();
GameObject meshHolder = new GameObject();
meshHolder.name = "Mesh Holder";
meshHolder.transform.parent = transform;
meshHolder.transform.localPosition = Vector3.zero;
meshHolder.transform.localRotation = Quaternion.Euler(Vector3.zero);
for (int i = 0; i < numberOfLinePoint - 1; i++)
{
GameObject leftFloorPanel = new GameObject();
GameObject rightFloorPanel = new GameObject();
leftFloorPanel.name = "Left Floor " + i.ToString();
rightFloorPanel.name = "Right Floor " + i.ToString();
leftFloorPanel.transform.parent = meshHolder.transform;
leftFloorPanel.transform.position = Vector3.zero;
leftFloorPanel.transform.localPosition = Vector3.zero;
leftFloorPanel.transform.localRotation = Quaternion.Euler(Vector3.zero);
Vector3 leftFloorPanelPostion = centerLinePoints[i].localPosition;
leftFloorPanelPostion.x = (leftPoints[i].localPosition.x + centerLinePoints[i].localPosition.x) / 2;
leftFloorPanelPostion.z = (centerLinePoints[i + 1].localPosition.z + centerLinePoints[i].localPosition.z) / 2;
leftFloorPanel.transform.localPosition = leftFloorPanelPostion;
rightFloorPanel.transform.parent = meshHolder.transform;
rightFloorPanel.transform.localPosition = Vector3.zero;
rightFloorPanel.transform.localRotation = Quaternion.Euler(Vector3.zero);
Vector3 rightFloorPanelPostion = centerLinePoints[i].localPosition;
rightFloorPanelPostion.x = (rightPoints[i].localPosition.x + centerLinePoints[i].localPosition.x) / 2;
rightFloorPanelPostion.z = (centerLinePoints[i + 1].localPosition.z + centerLinePoints[i].localPosition.z) / 2;
rightFloorPanel.transform.localPosition = rightFloorPanelPostion;
listOfCorridorFloor.Add(leftFloorPanel);
listOfCorridorFloor.Add(rightFloorPanel);
// Debug.Log(leftFloorPanel.transform.position + " " + leftFloorPanel.transform.localPosition);
}
corridorVertices = new Vector3[listOfCorridorFloor.Count * 3];
corridorTrangle = new int[listOfCorridorFloor.Count * 3];
//listOfCorridorFloor[0].transform.parent = null;
//centerLinePoints[0].transform.parent = null;
//leftPoints[0].transform.parent = null;
//leftPoints[1].transform.parent = null;
testVec[0] = centerLinePoints[0].transform.position;
testVec[1] = leftPoints[0].transform.position;
testVec[2] = leftPoints[1].transform.position;
//testVec[3] = leftPoints[1].transform.position;
//testVec[4] = centerLinePoints[1].position;
//testVec[5] = centerLinePoints[0].position;
textInt[0] = 0;
textInt[1] = 1;
textInt[2] = 2;
//textInt[3] = 3;
//textInt[4] = 4;
//textInt[5] = 5;
listOfCorridorFloor[0].AddComponent<MeshFilter>();
listOfCorridorFloor[0].AddComponent<MeshRenderer>();
}
private void Update()
{
Mesh testmesh = listOfCorridorFloor[0].GetComponent<MeshFilter>().mesh;
testVec[0] = centerLinePoints[0].transform.position;
testVec[1] = leftPoints[0].transform.position;
testVec[2] = leftPoints[1].transform.position;
textInt[0] = 0;
textInt[1] = 1;
textInt[2] = 2;
//Debug.Log("point local: " + centerLinePoints[0].transform.localPosition);
//Debug.Log("point global : " + centerLinePoints[0].transform.position);
//Debug.Log("vertice " + testVec[0]);
testmesh.Clear();
testmesh.vertices = testVec;
testmesh.triangles = textInt;
}
Vector3 LinearBezierCurves(Vector3 _pointStart, Vector3 _pointEnd, float t)
{// P0 P1
//P(t) = P0 + t * (P1 – P0) = (1 - t) P0 + t * P1 , 0 < t < 1
Vector3 p = Vector3.zero;
p = _pointStart + t * (_pointEnd - _pointStart);
return p;
}
Vector3 QuadraticBezierCurves(Vector3 _pointStart, Vector3 _pointEnd, Vector3 _pointControl, float t)
{ // P0 P1 P2
// P(t) = (1-t)^2 * P0 + 2(1-t) t * P2 + t^2 * P1 , 0 < t < 1
// uu u2 tt
Vector3 p = Vector3.zero;
float u = 1 - t;
float tt = t * t;
float uu = u * u;
float u2 = u * 2;
p = uu * _pointStart;
p += u2 * t * _pointControl;
p += tt * _pointEnd;
return p;
}
Vector3 CubicBezierCurve(Vector3 _pointStart, Vector3 _pointEnd, Vector3 _pointControlOne, Vector3 _pointControlTwo, float t)
{ // P0 P1 P2 P3
//P(t) = (1-t)^3 * P0 + 3 (1-t)^2 * t * P2 +3(1-t) * t^2 * P3 + t^3 * P1 , 0 < t< 1
// uuu uu u
Vector3 p = Vector3.zero;
float u = 1 - t;
float uu = u * u;
float uuu = u * u * u;
float tt = t * t;
float ttt = t * t * t;
return p;
}
private void MakeMeshData(Vector3 meshPointOne, Vector3 meshPointTwo, Vector3 meshPointThree, int index)
{
corridorVertices[index - 3] = meshPointOne;
corridorVertices[index - 2] = meshPointTwo;
corridorVertices[index - 1] = meshPointThree;
corridorTrangle[index - 3] = index - 3;
corridorTrangle[index - 2] = index - 2;
corridorTrangle[index - 1] = index - 1;
}
//private void CreateMesh()
//{
// roomMesh.Clear();
// roomMesh.vertices = roomVertices;
// roomMesh.triangles = roomTrangle;
//}
}
The mesh is always expressed in relation to its root transform. In order to use global positions use Transform.TransformPoint (or transform.InverseTransformPoint) to convert them to local space, i.e. all points must be expressed relative to the center of the gameobejct that will be displaying the mesh.

Fill polygon in unity 3d

I've some problem when draw manual in unity 2d.
I used list vector to draw polygon, but I can't fill it.
I also read this tutorial: http://forum.unity3d.com/threads/draw-polygon.54092/
But it's seem I need to convert polygon to triangles.(because my polygon is complex so convert to triangles is hard. I need to use some algorithm like Ear clipping...).
Please help me an easy way to fill it. (I think unity is top of game engine, then have some way to do it easiest).
Thanks so so much.
You are stuck with converting to mesh to get fill to work... GPUs(shaders) can only fill the interior spaces of triangles... This is fairly easy if you are working with closed convex polygons. Polygons with concave sections will take a bit more complicated algorithm to convert to mesh, but it seems you've already done some research on the subject (you mentioned ear clipping).
Good luck implementing your polygon list to triangle algo :)
I can offer Poisson-Disc algorithm remodel UniformPoissonDiskSampler.cs like :
using System;
using System.Collections.Generic;
using UnityEngine;
namespace AwesomeNamespace
{
public static class UniformPoissonDiskSampler
{
public const int DefaultPointsPerIteration = 30;
static readonly float SquareRootTwo = (float)Math.Sqrt(2);
struct Settings
{
public UnityEngine.Vector2 TopLeft, LowerRight, Center;
public UnityEngine.Vector2 Dimensions;
public float? RejectionSqDistance;
public float MinimumDistance;
public float CellSize;
public int GridWidth, GridHeight;
}
struct State
{
public UnityEngine.Vector2?[,] Grid;
public List<UnityEngine.Vector2> ActivePoints, Points;
}
public static List<UnityEngine.Vector2> SampleCircle(UnityEngine.Vector2 center, float radius, float minimumDistance)
{
return SampleCircle(center, radius, minimumDistance, DefaultPointsPerIteration);
}
public static List<UnityEngine.Vector2> SampleCircle(UnityEngine.Vector2 center, float radius, float minimumDistance, int pointsPerIteration)
{
return Sample(center - new UnityEngine.Vector2(radius, radius), center + new UnityEngine.Vector2(radius, radius), radius, minimumDistance, pointsPerIteration, null);
}
public static List<UnityEngine.Vector2> SampleRectangle(UnityEngine.Vector2 topLeft, UnityEngine.Vector2 lowerRight, float minimumDistance)
{
return SampleRectangle(topLeft, lowerRight, minimumDistance, DefaultPointsPerIteration);
}
public static List<UnityEngine.Vector2> SampleRectangle(UnityEngine.Vector2 topLeft, UnityEngine.Vector2 lowerRight, float minimumDistance, int pointsPerIteration)
{
return Sample(topLeft, lowerRight, null, minimumDistance, pointsPerIteration, null);
}
public static List<UnityEngine.Vector2> SamplePolygon(UnityEditor.Experimental.TerrainAPI.Processing.InMetric metric, float minimumDistance)
{
return Sample(null, null, null, minimumDistance, DefaultPointsPerIteration, metric);
}
static List<UnityEngine.Vector2> Sample(UnityEngine.Vector2? topLeft, UnityEngine.Vector2? lowerRight, float? rejectionDistance, float minimumDistance, int pointsPerIteration, UnityEditor.Experimental.TerrainAPI.Processing.InMetric metric = null)
{
if (!topLeft.HasValue && !lowerRight.HasValue && metric != null)
{
topLeft = new Vector2(metric.minpointx, metric.minpointz);
lowerRight = new Vector2(metric.maxpointx, metric.maxpointz);
}
var settings = new Settings
{
TopLeft = (Vector2)topLeft,
LowerRight = (Vector2)lowerRight,
Dimensions = (Vector2)lowerRight - (Vector2)topLeft,
Center = ((Vector2)topLeft + (Vector2)lowerRight) / 2,
CellSize = minimumDistance / SquareRootTwo,
MinimumDistance = minimumDistance,
RejectionSqDistance = rejectionDistance == null ? null : rejectionDistance * rejectionDistance
};
settings.GridWidth = (int)(settings.Dimensions.x / settings.CellSize) + 1;
settings.GridHeight = (int)(settings.Dimensions.y / settings.CellSize) + 1;
// Debug.Log("settings.GridWidth"+settings.GridWidth+"settings.GridHeight"+settings.GridHeight);
var state = new State
{
Grid = new UnityEngine.Vector2?[settings.GridWidth, settings.GridHeight],
ActivePoints = new List<UnityEngine.Vector2>(),
Points = new List<UnityEngine.Vector2>()
};
AddFirstPoint(ref settings, ref state, (metric == null) ? null : metric);
while (state.ActivePoints.Count != 0)
{
var listIndex = RandomHelper.Random.Next(state.ActivePoints.Count);
var point = state.ActivePoints[listIndex];
var found = false;
for (var k = 0; k < pointsPerIteration; k++)
found |= AddNextPoint(point, ref settings, ref state, (metric == null) ? null : metric);
if (!found)
state.ActivePoints.RemoveAt(listIndex);
}
return state.Points;
}
static void AddFirstPoint(ref Settings settings,
ref State state,
UnityEditor.Experimental.TerrainAPI.Processing.InMetric metric = null)
{
var added = false;
while (!added)
{
var d = RandomHelper.Random.NextDouble();
var xr = settings.TopLeft.x + settings.Dimensions.x * d;
d = RandomHelper.Random.NextDouble();
var yr = settings.TopLeft.y + settings.Dimensions.y * d;
var p = new UnityEngine.Vector2((float)xr, (float)yr);
if (settings.RejectionSqDistance != null && DistanceSquared(settings.Center, p) > settings.RejectionSqDistance)
continue;
added = true;
if (UnityEditor.Experimental.TerrainAPI.Processing.figures_Included(p.x, p.y, metric.metricIn, metric.count) == true)
{
var index = Denormalize(p, settings.TopLeft, settings.CellSize);
state.Grid[(int)index.x, (int)index.y] = p;
state.ActivePoints.Add(p);
state.Points.Add(p);
}
else
{
AddFirstPoint(ref settings, ref state, metric);
}
}
}
static float DistanceSquared(Vector2 A, Vector2 B)
{
return (float)Math.Pow(Math.Sqrt(Math.Pow((A.x - B.x), 2) + Math.Pow((A.y - B.y), 2)), 2);
}
static bool AddNextPoint(UnityEngine.Vector2 point,
ref Settings settings,
ref State state,
UnityEditor.Experimental.TerrainAPI.Processing.InMetric metric = null)
{
var found = false;
var q = GenerateRandomAround(point, settings.MinimumDistance);
if (metric != null)
{
if (UnityEditor.Experimental.TerrainAPI.Processing.figures_Included(q.x, q.y, metric.metricIn, metric.count) == true &&
q.x >= settings.TopLeft.x && q.x < settings.LowerRight.x &&
q.y > settings.TopLeft.y && q.y < settings.LowerRight.y &&
(settings.RejectionSqDistance == null || DistanceSquared(settings.Center, q) <= settings.RejectionSqDistance))
{
var qIndex = Denormalize(q, settings.TopLeft, settings.CellSize);
var tooClose = false;
for (var i = (int)Math.Max(0, qIndex.x - 2); i < Math.Min(settings.GridWidth, qIndex.x + 3) && !tooClose; i++)
for (var j = (int)Math.Max(0, qIndex.y - 2); j < Math.Min(settings.GridHeight, qIndex.y + 3) && !tooClose; j++)
if (state.Grid[i, j].HasValue && Vector2.Distance(state.Grid[i, j].Value, q) < settings.MinimumDistance)
tooClose = true;
if (!tooClose)
{
found = true;
state.ActivePoints.Add(q);
state.Points.Add(q);
state.Grid[(int)qIndex.x, (int)qIndex.y] = q;
}
}
}
else
{
if (q.x >= settings.TopLeft.x && q.x < settings.LowerRight.x &&
q.y > settings.TopLeft.y && q.y < settings.LowerRight.y &&
(settings.RejectionSqDistance == null || DistanceSquared(settings.Center, q) <= settings.RejectionSqDistance))
{
var qIndex = Denormalize(q, settings.TopLeft, settings.CellSize);
var tooClose = false;
for (var i = (int)Math.Max(0, qIndex.x - 2); i < Math.Min(settings.GridWidth, qIndex.x + 3) && !tooClose; i++)
for (var j = (int)Math.Max(0, qIndex.y - 2); j < Math.Min(settings.GridHeight, qIndex.y + 3) && !tooClose; j++)
if (state.Grid[i, j].HasValue && Vector2.Distance(state.Grid[i, j].Value, q) < settings.MinimumDistance)
tooClose = true;
if (!tooClose)
{
found = true;
state.ActivePoints.Add(q);
state.Points.Add(q);
state.Grid[(int)qIndex.x, (int)qIndex.y] = q;
}
}
}
return found;
}
static Vector2 GenerateRandomAround(Vector2 center, float minimumDistance)
{
var d = RandomHelper.Random.NextDouble();
var radius = minimumDistance + minimumDistance * d;
d = RandomHelper.Random.NextDouble();
var angle = MathHelper.TwoPi * d;
var newX = radius * Math.Sin(angle);
var newY = radius * Math.Cos(angle);
return new Vector2((float)(center.x + newX), (float)(center.y + newY));
}
static Vector2 Denormalize(Vector2 point, Vector2 origin, double cellSize)
{
return new Vector2((int)((point.x - origin.x) / cellSize), (int)((point.y - origin.y) / cellSize));
}
}
public static class RandomHelper
{
public static readonly System.Random Random = new System.Random();
}
public static class MathHelper
{
public const float Pi = (float)Math.PI;
public const float HalfPi = (float)(Math.PI / 2);
public const float TwoPi = (float)(Math.PI * 2);
}
}
figures_Included:
public static bool figures_Included(float xPoint, float yPoint, float[] metricIn, int n)
{
float X = xPoint;
float Y = yPoint;
int npol = n;
int i, j;
bool res = false;
float[] XYpol = metricIn;
for (i = 0, j = npol - 1; i < npol; j = i++)
{
if ((((XYpol[i * 2 + 1] <= Y) && (Y < XYpol[j * 2 + 1])) ||
((XYpol[j * 2 + 1] <= Y) && (Y < XYpol[i * 2 + 1]))) &&
(X < (XYpol[j * 2] - XYpol[i * 2]) * (Y - XYpol[i * 2 + 1]) /
(XYpol[j * 2 + 1] - XYpol[i * 2 + 1]) + XYpol[i * 2]))
{
res = !res;
}
}
return res;
}
and InMetric :
static public InMetric getmetricIn(List<Vector3> drawcoord, bool editingmode = true)
{
float mapoffsetx = 0;
float mapoffsety = 0;
if (editingmode == true)
{
mapoffsetx = Main.mainSatting.mapoffsetx;
mapoffsety = Main.mainSatting.mapoffsetz;
}
else
{
mapoffsetx = 0;
mapoffsety = 0;
}
if (drawcoord[0].x != drawcoord[drawcoord.Count - 1].x && drawcoord[0].z != drawcoord[drawcoord.Count - 1].z) //если линия, ограничивающая полигон не замкнута
drawcoord.Add(drawcoord[0]); //добавляем замыкающую вершину
float[] metricIn = new float[drawcoord.Count * 2]; //дополнительный массив вершин, пересчитанный для проверки нахождения точки внутри полигона
drawcoord[0] = new Vector3(drawcoord[0].x - mapoffsetx, 0, drawcoord[0].z - mapoffsety); //расчет 0-ой вершины в единицах Unity (метры)
metricIn[0] = drawcoord[0].x;
metricIn[1] = drawcoord[0].z; //запись 0-ой вершины в дополнительный массив. x-координаты под четными индексами, Z-координаты под нечетными индексами
float minpointx = drawcoord[0].x; //минимальная x-координата
float maxpointx = drawcoord[0].x; //максимальная х-координата
float minpointz = drawcoord[0].z; //минимальная y-координата
float maxpointz = drawcoord[0].z; //максимальная у-координата
/*Цикл обработки вершин. начинается 1-ой вершины*/
for (int i = 1; i < drawcoord.Count; i++)
{
drawcoord[i] = new Vector3(drawcoord[i].x - mapoffsetx, 0, drawcoord[i].z - mapoffsety); //расчет i-ой вершины в единицах Unity (метры)
metricIn[i * 2] = drawcoord[i].x; //запись i-ой вершины в дополнительный массив. x-координаты под четными индексами
metricIn[i * 2 + 1] = drawcoord[i].z; //запись i-ой вершины в дополнительный массив. z-координаты под нечетными индексами
/*поиск максимальных и минимальных координат по x и максимальных и минимальных координат по z*/
if (drawcoord[i].x < minpointx)
minpointx = drawcoord[i].x;
if (drawcoord[i].x > maxpointx)
maxpointx = drawcoord[i].x;
if (drawcoord[i].z < minpointz)
minpointz = drawcoord[i].z;
if (drawcoord[i].z > maxpointz)
maxpointz = drawcoord[i].z;
}
InMetric metric = new InMetric();
metric.metricIn = metricIn;
metric.minpointx = minpointx;
metric.maxpointx = maxpointx;
metric.minpointz = minpointz;
metric.maxpointz = maxpointz;
metric.drawcoord = drawcoord;
metric.count = drawcoord.Count;
return metric;
}
public class InMetric
{
public float minpointx { get; set; }
public float maxpointx { get; set; }
public float minpointz { get; set; }
public float maxpointz { get; set; }
public float[] metricIn { get; set; }
public List<Vector3> drawcoord { get; set; }
public int count { get; set; }
}

Unity - Change cube color before placement

So, I am making a Minecraft-like game, and you basically move around on a pre-generated floor and place blocks. My problem is that I need to get the ability for the player to change the block color by hitting a numberpad key, ex: 1 for red, 2 for blue, and so on.
Here is the script that generates the floor, and handles block placement.
var range : float = Mathf.Infinity;
var hit : RaycastHit;
for (var y = -4; y < 50; ++y)
for (var x = -4; x < 50; ++x) {
var block : GameObject = GameObject.CreatePrimitive(PrimitiveType.Cube);
block.transform.position = transform.position + Vector3(x, -3, y);
}
function Update () {
if (Input.GetMouseButtonDown(0) && Hit()) {
var cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
cube.transform.position = hit.transform.position + hit.normal;
}
if (Input.GetMouseButtonDown(1) && Hit())
Destroy(hit.transform.gameObject);
if (Input.GetKeyDown(KeyCode.Keypad1)) {
cube.renderer.material.color = Color.red;
}
if (Input.GetKeyDown(KeyCode.Keypad2)) {
cube.renderer.material.color = Color.blue;
}
if (Input.GetKeyDown(KeyCode.Keypad3)) {
cube.renderer.material.color = Color.yellow;
}
if (Input.GetKeyDown(KeyCode.Keypad4)) {
cube.renderer.material.color = Color.green;
}
if (Input.GetKeyDown(KeyCode.Keypad5)) {
cube.renderer.material.color = Color.magenta;
}
}
function Hit() : boolean {
return Physics.Raycast(transform.position, transform.forward, hit, range, 1);
}

How to use Action Script file in iOS

I have a page curl code in Action Script and i want to use that code in my app which is developed using Xcode(Objective c). Can any one tell whether it is possible or not. If possible then please tell me how to do.
The action script code follows
package
{
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.DisplayObject;
import flash.display.GradientType;
import flash.display.PixelSnapping;
import flash.display.Sprite;
import flash.geom.Matrix;
import flash.geom.Point;
import flash.geom.Rectangle;
import asData.clsGlobalConstants;
import com.DaveLibrary.clsSupport;
import com.cupcake.Utils;
public class clsPageTurn extends Sprite
{
private var cMain:clsMain;
private var gc:clsGlobalConstants;
private var flipDirection:int;
private var pageWidth:Number;
private var pageHeight:Number;
private var pageWidthHeight:Number;
private var pivotY:Number;
private var NextPageLeft:BitmapData;
private var NextPageRight:BitmapData;
private var StationaryPage:Sprite;
private var StationaryPageMask:Sprite;
private var StationaryPageBitmap:Bitmap;
private var StationaryShadow:Sprite;
private var StationaryShadowMask:Sprite;
private var FlippingPage:Sprite;
private var FlippingPageBitmap:Bitmap;
private var FlippingPageMask:Sprite;
private var FlippingPageBorder:Sprite;
private var FlippingPageShadow:Sprite;
private var OutsideShadow:Sprite;
private var OutsideShadowMask:Sprite;
private var LeftRect:Rectangle;
private var RightRect:Rectangle;
private var LeftPoint:Point;
private var RightPoint:Point;
private var StaticLeftRect:Rectangle;
private var StaticRightRect:Rectangle;
private var StaticLeftPoint:Point;
private var StaticRightPoint:Point;
public var percentage:Number;
public var useShadows:Boolean = false;
public function clsPageTurn(Main:clsMain, FlipDirection:int, pWidth:Number = 1366, pHeight:Number = 768, xOffset:Number = -171)
{
// constructor code
cMain = Main;
gc = cMain.gc;
this.x = xOffset;
percentage = 0; // tracks the last percentage that was drawn.
StationaryPage = new Sprite();
StationaryPage.x = xOffset;
this.addChild(StationaryPage);
StationaryPageBitmap = new Bitmap();
StationaryPageBitmap.pixelSnapping = PixelSnapping.ALWAYS;
StationaryPage.addChild(StationaryPageBitmap);
StationaryPageMask = new Sprite();
StationaryPageMask.x = xOffset;
this.addChild(StationaryPageMask);
useShadows = !clsMain.isSlow;
if ( useShadows )
{
StationaryShadow = new Sprite();
StationaryShadow.x = xOffset;
this.addChild(StationaryShadow);
OutsideShadow = new Sprite();
OutsideShadow.x = xOffset;
this.addChild(OutsideShadow);
OutsideShadowMask = new Sprite();
OutsideShadowMask.x = xOffset;
this.addChild(OutsideShadowMask);
}
FlippingPage = new Sprite();
FlippingPage.x = xOffset;
this.addChild(FlippingPage);
FlippingPageBitmap = new Bitmap();
FlippingPageBitmap.pixelSnapping = PixelSnapping.ALWAYS;
FlippingPage.addChild(FlippingPageBitmap);
if ( useShadows )
{
FlippingPageBorder = new Sprite();
FlippingPage.addChild(FlippingPageBorder);
}
FlippingPageMask = new Sprite();
FlippingPageMask.x = xOffset;
this.addChild(FlippingPageMask);
if ( useShadows )
{
FlippingPageShadow = new Sprite();
FlippingPage.addChild(FlippingPageShadow);
}
// set the page width and height and other variables for this page flip object.
pageWidth = pWidth / 2; // the width is the width of one of our half pages, not the full screen width.
pageHeight = pHeight;
pageWidthHeight = pageWidth + pageHeight;
pivotY = (pageHeight/2) + pageWidth;
// rect and points for copying the halves.
LeftRect = new Rectangle(xOffset, 0, pageWidth, pageHeight);
RightRect = new Rectangle(pageWidth + xOffset, 0, pageWidth, pageHeight);
LeftPoint = new Point(xOffset,0);
RightPoint = new Point(pageWidth + xOffset, 0);
StaticLeftRect = new Rectangle(0, 0, pageWidth, pageHeight);
StaticRightRect = new Rectangle(pageWidth, 0, pageWidth, pageHeight);
StaticLeftPoint = new Point(0,0);
StaticRightPoint = new Point(pageWidth, 0);
flipDirection = FlipDirection;
// create our page halves.
NextPageLeft = new BitmapData(pageWidth, pageHeight, true, 0);
NextPageRight = new BitmapData(pageWidth, pageHeight, true, 0);
if(flipDirection > 0) {
StationaryPageBitmap.bitmapData = NextPageRight;
FlippingPageBitmap.bitmapData = NextPageLeft;
} else {
StationaryPageBitmap.bitmapData = NextPageLeft;
FlippingPageBitmap.bitmapData = NextPageRight;
}
// disable the mouse for this sprite so it doesn't trap events.
this.mouseEnabled = false;
this.mouseChildren = false;
}
public function destroy():void
{
this.graphics.clear();
if(this.parent != null) {
if(this.parent.contains(this)) {
this.parent.removeChild(this);
}
}
if(NextPageLeft != null) NextPageLeft.dispose();
NextPageLeft = null;
if(NextPageRight != null) NextPageRight.dispose();
NextPageRight = null;
if(StationaryPage != null) {
while(StationaryPage.numChildren < 0) {
StationaryPage.removeChildAt(0);
}
}
StationaryPage = null;
if(StationaryPageMask != null) StationaryPageMask.graphics.clear();
StationaryPageMask = null;
if(StationaryShadow != null) StationaryShadow.graphics.clear();
StationaryShadow = null;
if(StationaryShadowMask != null) StationaryShadowMask.graphics.clear();
StationaryShadowMask = null;
if(OutsideShadow != null) {
while(OutsideShadow.numChildren < 0) {
OutsideShadow.removeChildAt(0);
}
}
OutsideShadow = null;
if(OutsideShadowMask != null) OutsideShadowMask.graphics.clear();
OutsideShadowMask = null;
if(FlippingPage != null) {
while(FlippingPage.numChildren > 0) {
FlippingPage.removeChildAt(0);
}
}
FlippingPage = null;
if(FlippingPageMask != null) FlippingPageMask.graphics.clear();
FlippingPageMask = null;
if(FlippingPageShadow != null) FlippingPageShadow.graphics.clear();
FlippingPageShadow = null;
if(FlippingPageBitmap != null) {
if(FlippingPageBitmap.bitmapData != null) FlippingPageBitmap.bitmapData.dispose();
}
FlippingPageBitmap = null;
gc = null;
cMain = null;
}
public function Initialize( NextPage:BitmapData ):void
{
NextPageLeft.copyPixels(NextPage, StaticLeftRect, StaticLeftPoint);
NextPageRight.copyPixels(NextPage, StaticRightRect, StaticLeftPoint);
StationaryPageBitmap.smoothing = useShadows;
FlippingPageBitmap.smoothing = useShadows;
redraw(0);
}
public function InitializeDO( NextPage:DisplayObject ):void
{
var rect:Rectangle = NextPage.scrollRect;
NextPage.scrollRect = LeftRect;
NextPageLeft.draw( NextPage );
NextPage.scrollRect = RightRect;
NextPageRight.draw( NextPage );
NextPage.scrollRect = rect;
StationaryPageBitmap.smoothing = useShadows;
FlippingPageBitmap.smoothing = useShadows;
redraw(0);
}
public function InitializeHelperObjects():void
{
var bmData:BitmapData;
var m:Matrix;
var colors:Array;
var alphas:Array;
var ratios:Array;
var maxLength:Number = Math.sqrt((pageWidth * pageWidth)+(pageWidthHeight * pageWidthHeight));
var matrix:Matrix = new Matrix();
StationaryPageBitmap.x = ((flipDirection * pageWidth) / 2) - (pageWidth / 2);
StationaryPageBitmap.y = -pivotY - (pageHeight/2);
StationaryPage.x = pageWidth;
StationaryPage.y = pivotY + (pageHeight / 2);
StationaryPageMask.graphics.clear();
StationaryPageMask.graphics.beginFill(0x00FF00,1);
StationaryPageMask.graphics.drawRect(((flipDirection > 0) ? 0 : -pageWidth) , (-pivotY) - (pageWidthHeight / 2), pageWidth, pageWidthHeight);
StationaryPageMask.graphics.endFill();
StationaryPageMask.transform.matrix = new Matrix(1,0,0,1,pageWidth, pivotY + (pageHeight / 2));
colors = [gc.pageTurn_InsideShadow_Color, gc.pageTurn_InsideShadow_Color,gc.pageTurn_InsideShadow_Color,gc.pageTurn_InsideShadow_Color,gc.pageTurn_InsideShadow_Color];
alphas = [0,0,gc.pageTurn_InsideShadow_Stationary_Max,0,0];
ratios = [0,85,125,170,255];
matrix = new Matrix();
if ( useShadows )
{
StationaryShadow.graphics.clear();
StationaryShadow.graphics.beginGradientFill(GradientType.LINEAR, colors, alphas, ratios, matrix);
StationaryShadow.graphics.drawRect(((flipDirection > 0) ? 0 : -pageWidth), (-pivotY) - (pageWidthHeight / 2), pageWidth, pageWidthHeight);
StationaryShadow.graphics.endFill();
StationaryShadow.transform.matrix = new Matrix(1,0,0,1,pageWidth, pivotY + (pageHeight / 2));
}
FlippingPageBitmap.x = ((-flipDirection * pageWidth) / 2) - (pageWidth / 2);
FlippingPageBitmap.y = (-pivotY) - (pageHeight / 2);
FlippingPage.transform.matrix = new Matrix(1,0,0,1,pageWidth, pivotY + (pageHeight / 2));
maxLength = Math.sqrt((pageWidth * pageWidth)+(pageWidthHeight * pageWidthHeight));
colors = [gc.pageTurn_InsideShadow_Color,gc.pageTurn_InsideShadow_Color,gc.pageTurn_InsideShadow_Color,gc.pageTurn_InsideShadow_Color];
alphas = [0, gc.pageTurn_InsideShadow_Flipping_Max, gc.pageTurn_InsideShadow_Flipping_Max, 0];
ratios = [0, 100, 150, 255];
matrix = new Matrix();
matrix.createGradientBox( pageWidth, FlippingPageBitmap.height, 0, 0, 0);
if ( useShadows )
{
FlippingPageShadow.graphics.clear();
FlippingPageShadow.graphics.beginGradientFill(GradientType.LINEAR, colors, alphas, ratios, matrix);
FlippingPageShadow.graphics.drawRect(0, 0, FlippingPageBitmap.width, FlippingPageBitmap.height);
FlippingPageShadow.graphics.endFill();
FlippingPageShadow.transform.matrix = new Matrix(1,0,0,1,FlippingPageBitmap.x, FlippingPageBitmap.y);
}
FlippingPageMask.graphics.clear();
FlippingPageMask.graphics.beginFill(0xFF0000,1);
FlippingPageMask.graphics.drawRect(((-flipDirection * pageWidthHeight) / 2) - (pageWidthHeight/2), (-pivotY) - (pageWidthHeight / 2), pageWidthHeight, pageWidthHeight*2);
FlippingPageMask.graphics.endFill();
FlippingPageMask.transform.matrix = new Matrix(1,0,0,1,pageWidth, pivotY + (pageHeight / 2));
if ( useShadows )
{
OutsideShadow.graphics.clear();
OutsideShadow.graphics.beginFill(0x000000,cMain.gc.pageTurn_OutsideShadow_Alpha);
OutsideShadow.graphics.drawRect(FlippingPageBitmap.x, FlippingPageBitmap.y, FlippingPageBitmap.width, FlippingPageBitmap.height);
OutsideShadow.graphics.endFill();
OutsideShadow.transform.matrix = new Matrix(1,0,0,1,pageWidth, pivotY + (pageHeight / 2));
OutsideShadowMask.graphics.clear();
OutsideShadowMask.graphics.beginFill(0x0000FF,1);
OutsideShadowMask.graphics.drawRect(((-flipDirection * pageWidthHeight) / 2) - (pageWidthHeight/2), (-pivotY) - (pageWidthHeight / 2), pageWidthHeight, pageWidthHeight*2);
OutsideShadowMask.graphics.endFill();
OutsideShadowMask.transform.matrix = new Matrix(1,0,0,1,pageWidth, pivotY + (pageHeight / 2));
FlippingPageBorder.x = FlippingPageBitmap.x;
FlippingPageBorder.y = FlippingPageBitmap.y;
FlippingPageBorder.width = pageWidth;
FlippingPageBorder.height = pageHeight;
FlippingPageBorder.graphics.clear();
FlippingPageBorder.graphics.beginFill(0x000001, 1);
FlippingPageBorder.graphics.drawRect(0,0,gc.pageTurn_Border_Size, pageHeight);
FlippingPageBorder.graphics.endFill();
FlippingPageBorder.graphics.beginFill(0x000001, 1);
FlippingPageBorder.graphics.drawRect(gc.pageTurn_Border_Size,0,pageWidth-(gc.pageTurn_Border_Size*2), gc.pageTurn_Border_Size);
FlippingPageBorder.graphics.endFill();
FlippingPageBorder.graphics.beginFill(0x000001, 1);
FlippingPageBorder.graphics.drawRect(gc.pageTurn_Border_Size,pageHeight - gc.pageTurn_Border_Size,pageWidth - (gc.pageTurn_Border_Size*2), gc.pageTurn_Border_Size);
FlippingPageBorder.graphics.endFill();
FlippingPageBorder.graphics.beginFill(0x000001, 1);
FlippingPageBorder.graphics.drawRect(pageWidth - gc.pageTurn_Border_Size,0,gc.pageTurn_Border_Size, pageHeight);
FlippingPageBorder.graphics.endFill();
FlippingPageBorder.visible = true;
}
StationaryPage.mask = StationaryPageMask;
FlippingPage.mask = FlippingPageMask;
if ( useShadows ) OutsideShadow.mask = OutsideShadowMask;
}
public function redraw(Percentage:Number):void
{
percentage = Utils.Clamp( Percentage, 0, 1 );
var rot:Number = flipDirection * 45 * Percentage;
rotateSprite(FlippingPage, (flipDirection * 90) - rot * 2);
if ( useShadows )
{
FlippingPageShadow.alpha = 0;
StationaryShadow.alpha = clsSupport.GetBezier2DPercentage(0,0,1,1,Percentage);
FlippingPageBorder.alpha = gc.pageTurn_Border_Alpha * (1 - percentage);
rotateSprite(OutsideShadow, ((flipDirection * 90) - rot * 2) + (clsSupport.GetBezier2DPercentage(gc.pageTurn_OutsideShadow_OffsetStart, gc.pageTurn_OutsideShadow_OffsetEnd, gc.pageTurn_OutsideShadow_LeadIn, gc.pageTurn_OutsideShadow_LeadOut, Percentage) * -flipDirection));
rotateSprite(StationaryShadow, (flipDirection * 45) - rot );
rotateSprite(OutsideShadowMask, (flipDirection * 45) - rot);
}
rotateSprite(StationaryPageMask, (flipDirection * 45) - rot );
rotateSprite(FlippingPageMask, (flipDirection * 45) - rot);
if(Percentage == 0 && useShadows)
{
FlippingPageBorder.x = FlippingPageBitmap.x;
FlippingPageBorder.y = FlippingPageBitmap.y;
FlippingPageBorder.width = FlippingPageBitmap.bitmapData.width;
FlippingPageBorder.height = FlippingPageBitmap.bitmapData.height;
}
}
private function rotateSprite(spr:Sprite, degress:Number):void
{
var m:Matrix;
var x:Number;
var y:Number;
x = spr.x;
y = spr.y;
m = spr.transform.matrix;
m.a = 1;
m.b = 0;
m.c = 0;
m.d = 1;
m.rotate(clsSupport.ToRadians(degress));
m.tx = x;
m.ty = y;
spr.transform.matrix = m;
}
}
}
Can anyone tell me how to do this. Any help will be appreciated.
Impossible. if you want to use it in objective-c, must directly porting. Note that the page curl effect is built into iOS. To use the code on the iPhone using Air for iOS development.
Use a UIPageViewController to have this curl effect. Set the transitionStyle to UIPageViewControllerTransitionStylePageCurl or use the init-method – initWithTransitionStyle:navigationOrientation:options: .
Create instances of all the viewController you want use in put them into an array. This array is first argument of the setViewControllers:direction:animated:completion: method.