TriangleNet.Mesh.Smooth C# (CSharp) Method

Smooth() public method

Smooth the current mesh.
public Smooth ( ) : void
return void
        public void Smooth()
        {
            numbering = NodeNumbering.None;

            ISmoother smoother = new SimpleSmoother(this);
            smoother.Smooth();
        }

Usage Example

    public void SubdivideMesh(int divisions)
    {
        if (spriteRenderer != null && points.Length > 2) {
            // Unparent the skin temporarily before adding the mesh
            Transform polygonParent = spriteRenderer.transform.parent;
            spriteRenderer.transform.parent = null;

            // Reset the rotation before creating the mesh so the UV's will align properly
            Quaternion localRotation = spriteRenderer.transform.localRotation;
            spriteRenderer.transform.localRotation = Quaternion.identity;

            // Reset the scale before creating the mesh so the UV's will align properly
            Vector3 localScale = spriteRenderer.transform.localScale;
            spriteRenderer.transform.localScale = Vector3.one;

            //Create triangle.NET geometry
            TriangleNet.Geometry.InputGeometry geometry = new TriangleNet.Geometry.InputGeometry(points.Length);

            //Add vertices
            foreach (Vector2 point in points) {
                geometry.AddPoint(point.x,point.y);
            }

            int N = geometry.Count;
            int end = 0;
            //Add vertices
            foreach (Vector2 point in points) {
                geometry.AddPoint(point.x,point.y);
                end++;
            }

            for (int i = 0; i < end; i++) {
                geometry.AddSegment(N + i, N + ((i + 1) % end));
            }

            //Triangulate and subdivide the mesh
            TriangleNet.Mesh triangleMesh = new TriangleNet.Mesh();

            if (divisions > 0) {
                triangleMesh.behavior.MinAngle = 10;
            }

            triangleMesh.Triangulate(geometry);
            if (divisions > 0) {
                if (divisions > 1) triangleMesh.Refine(true);
                TriangleNet.Tools.Statistic stat = new TriangleNet.Tools.Statistic();
                stat.Update(triangleMesh, 1);
                // Refine by area
                if (divisions > 2) triangleMesh.Refine (stat.LargestArea / 8);

                try {
                    triangleMesh.Smooth();
                } catch {
                    //Debug.Log("Cannot subdivide");
                }
                triangleMesh.Renumber();
            }

            //transform vertices
            points = new Vector2[triangleMesh.Vertices.Count];
            Vector3[] vertices = new Vector3[triangleMesh.Vertices.Count];
            Vector3[] normals = new Vector3[triangleMesh.Vertices.Count];

            int n = 0;
            foreach(TriangleNet.Data.Vertex v in triangleMesh.Vertices) {

                points[n] = new Vector2((float)v.X, (float)v.Y);
                vertices[n] = new Vector3((float)v.X, (float)v.Y, 0);
                normals[n] = new Vector3(0, 0, -1);
                n++;
            }

            //transform triangles
            int[] triangles = new int[triangleMesh.Triangles.Count*3];
            n = 0;
            foreach (TriangleNet.Data.Triangle t in triangleMesh.Triangles) {
                triangles[n++] = t.P1;
                triangles[n++] = t.P0;
                triangles[n++] = t.P2;
            }

            mesh.Clear();
            mesh = new Mesh();
            mesh.vertices = vertices;
            mesh.triangles = triangles;
            mesh.uv = genUV(mesh.vertices);
            mesh.normals = normals;
            mesh.RecalculateNormals();
            mesh.RecalculateBounds();

            // Reset the rotations of the object
            spriteRenderer.transform.localRotation = localRotation;
            spriteRenderer.transform.localScale = localScale;
            spriteRenderer.transform.parent = polygonParent;

            meshCreated = true;
        }
    }
All Usage Examples Of TriangleNet.Mesh::Smooth