I have a texture that I want to slice into 2 parts, using a Vector2 array. I have all the Vector2 points for the curved line.
Question
How can I slice the texture into 2 parts using the curved line of points.
Alternative Solutions/Questions
How can I 'pixel' fill a Vector2[] shape to create a Texture?
My attempts
1) Generating Vector2 points to create a square, with the top part being the curve edge. Looked promising but when I tried generating a Mesh, the points sorting was incorrect.
2) Dynamically created a Polygon2D Collider - mimicking the bottom part of the sliced texture - this had the same issue as attempt 1, the point ordering. So when convert the Collider to Mesh, it obviously had the same results as attempt
In the picture below:
This makes a mesh that is the shape you want (but with jagged edges on top), hopefully that is a step in the right direction. The Vector2 points[] array contains your red line. It should be sorted by the x coordinate, and all the numbers should be between 0 and 1. Needs a mesh filter and a mesh renderer with your texture.
using UnityEngine;
[RequireComponent(typeof(MeshFilter))]
[RequireComponent(typeof(MeshRenderer))]
public class createMesh : MonoBehaviour {
void Start () {
Vector2[] points = new Vector2[4];
points [0] = new Vector2 (0, .5f);
points [1] = new Vector2 (.33f, 1f);
points [2] = new Vector2 (.66f, .5f);
points [3] = new Vector2 (1, 1f);
MeshFilter mf = GetComponent<MeshFilter> ();
Mesh mesh = new Mesh();
Vector3[] verticies = new Vector3[points.Length * 2];
int[] triangles = new int[(points.Length - 1)*6];
Vector3[] normals = new Vector3[points.Length * 2];
Vector2[] uv = new Vector2[points.Length * 2];
int vIndex = 0;
int tIndex = 0;
int nIndex = 0;
int uvIndex = 0;
for (int i = 0; i< points.Length; i++) {
Vector3 topVert = points[i];
Vector3 bottomVert = topVert;
bottomVert.y = 0;
verticies[vIndex++]= bottomVert;
verticies[vIndex++]=topVert;
//uv
uv[uvIndex++] = bottomVert;
uv[uvIndex++] = topVert;
//normals
normals[nIndex++] = -Vector3.forward;
normals[nIndex++] = -Vector3.forward;
if (i<points.Length - 1) {
//triangles
triangles[tIndex++] = (i)*2;
triangles[tIndex++] = (i)*2+1;
triangles[tIndex++] = (i)*2+2;
triangles[tIndex++] = (i)*2+2;
triangles[tIndex++] = (i)*2+1;
triangles[tIndex++] = (i)*2+3;
}
}
mesh.vertices = verticies;
mesh.triangles = triangles;
mesh.normals = normals;
mesh.uv = uv;
mf.mesh = mesh;
}
}
Bonus: here's a way to do it just with the texture. To use this the bitmap has to be set to Advanced, with read/write enabled in the import settings. This method uses 0 to 1023 (or however large your texture is) for coordinates, and should work for numbers out of that range too.
using UnityEngine;
using System.Collections;
public class tex2d : MonoBehaviour {
public Vector2[] points;
void Start () {
MeshRenderer mr;
Texture2D t2d;
Texture2D newTex = new Texture2D (1024, 1024);
mr = GetComponent<MeshRenderer> ();
t2d = mr.material.GetTexture (0) as Texture2D;
MakeTex (points, t2d, ref newTex, 1024);
mr.material.SetTexture (0, newTex);
}
void MakeTex(Vector2[] pnts, Texture2D inputTex, ref Texture2D outputTex, int size){
Color bgcolor = new Color (1, 0, 1, 1);
for (int i=0; i<(pnts.Length-1); i++) {
Vector2 p1=pnts[i];
Vector2 p2=pnts[i+1];
//skip points that are out of range
if ((p1.x <0 && p2.x <0) || (p1.x > size && p2.x>size)) continue;
for (int x =(int)p1.x; x<(int)p2.x; x++) {
if (x<0) continue;
if (x>=size) break;
float interpX = (x-p1.x)/(p2.x-p1.x);
int interpY = (int) ((p2.y-p1.y)*interpX + p1.y);
for (int y=0; y<interpY; y++) {
outputTex.SetPixel(x,y,inputTex.GetPixel(x,y));
}
for (int y= interpY; y<size; y++) {
outputTex.SetPixel(x,y,bgcolor);
}
}
}
outputTex.Apply ();
}
}