595 lines
18 KiB
C#
595 lines
18 KiB
C#
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using System.Collections.Generic;
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using AwesomeTechnologies.External;
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using AwesomeTechnologies.Shaders;
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using AwesomeTechnologies.VegetationSystem;
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using UnityEngine;
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namespace AwesomeTechnologies
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{
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public enum MeshType
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{
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Normal,
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Billboard
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}
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public class MeshUtils
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{
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public static GameObject SelectMeshObject(GameObject go, LODLevel lodLevel)
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{
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return SelectNormalMesh(go, lodLevel);
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}
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public static Quaternion GetMeshRotation(GameObject go, LODLevel lodLevel)
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{
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GameObject meshGameObject = SelectMeshObject(go, lodLevel);
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if (meshGameObject)
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{
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return Quaternion.Inverse(Quaternion.identity) * meshGameObject.transform.rotation;
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}
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else
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{
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return Quaternion.identity;
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}
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}
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public static int GetLODCount(GameObject go, IShaderController shaderController)
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{
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LODGroup lodGroup = go.GetComponentInChildren<LODGroup>();
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if (lodGroup)
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{
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LOD[] lods = lodGroup.GetLODs();
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int lodCount = lods.Length;
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LOD lastLOD = lods[lods.Length - 1];
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foreach (Renderer renderer in lastLOD.renderers)
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{
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if (renderer is BillboardRenderer)
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{
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lodCount -= 1;
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break;
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}
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else if (renderer is MeshRenderer)
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{
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if (shaderController == null) continue;
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MeshRenderer meshRenderer = renderer as MeshRenderer;
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if (shaderController.MatchBillboardShader(meshRenderer.sharedMaterials))
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{
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lodCount -= 1;
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break;
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}
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}
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}
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return lodCount;
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}
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return 1;
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}
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static GameObject SelectNormalMesh(GameObject go, LODLevel lodLevel)
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{
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LODGroup lodGroup = go.GetComponentInChildren<LODGroup>();
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if (lodGroup)
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{
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LOD[] lods = lodGroup.GetLODs();
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int lodIndex = (int)lodLevel;
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lodIndex = Mathf.Clamp(lodIndex, 0, lods.Length - 1);
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LOD lod = lods[lodIndex];
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if (lod.renderers.Length > 0)
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{
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if (lod.renderers[0].gameObject.GetComponent<BillboardRenderer>())
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{
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if (lodIndex > 0)
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{
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lod = lods[lodIndex - 1];
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}
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else
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{
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return null;
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}
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}
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}
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return lod.renderers.Length > 0 ? lod.renderers[0].gameObject : null;
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}
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else
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{
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var meshRenderer = go.GetComponent<MeshRenderer>();
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if (meshRenderer) return meshRenderer.gameObject;
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meshRenderer = go.GetComponentInChildren<MeshRenderer>();
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if (meshRenderer) return meshRenderer.gameObject;
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return null;
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}
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}
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public static Bounds CalculateBoundsInstantiate(GameObject go)
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{
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if (!go)
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{
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return new Bounds(Vector3.zero, Vector3.one);
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}
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GameObject originalObject = Object.Instantiate(go);
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originalObject.transform.localScale = Vector3.one;
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originalObject.hideFlags = HideFlags.DontSave;
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Bounds objectBounds = CalculateBounds(originalObject);
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if (Application.isPlaying)
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{
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Object.Destroy(originalObject);
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}
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else
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{
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Object.DestroyImmediate(originalObject);
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}
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return objectBounds;
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}
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public static Bounds CalculateBounds(GameObject go)
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{
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Bounds combinedbounds = new Bounds(go.transform.position, Vector3.zero);
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Renderer[] renderers = go.GetComponentsInChildren<Renderer>();
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foreach (Renderer renderer in renderers)
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{
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if (renderer is SkinnedMeshRenderer)
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{
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SkinnedMeshRenderer skinnedMeshRenderer = renderer as SkinnedMeshRenderer;
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Mesh mesh = new Mesh();
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skinnedMeshRenderer.BakeMesh(mesh);
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Vector3[] vertices = mesh.vertices;
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for (int i = 0; i <= vertices.Length - 1; i++)
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{
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vertices[i] = skinnedMeshRenderer.transform.TransformPoint(vertices[i]);
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}
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mesh.vertices = vertices;
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mesh.RecalculateBounds();
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Bounds meshBounds = mesh.bounds;
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combinedbounds.Encapsulate(meshBounds);
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}
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else
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{
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combinedbounds.Encapsulate(renderer.bounds);
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}
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}
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return combinedbounds;
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}
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public static Mesh CreateBoxMesh(float length = 1f, float width = 1f, float height = 1f)
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{
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Mesh mesh = new Mesh();
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mesh.Clear();
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//const float length = 1f;
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//const float width = 1f;
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//const float height = 1f;
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#region Vertices
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Vector3 p0 = new Vector3(-length * .5f, -width * .5f, height * .5f);
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Vector3 p1 = new Vector3(length * .5f, -width * .5f, height * .5f);
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Vector3 p2 = new Vector3(length * .5f, -width * .5f, -height * .5f);
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Vector3 p3 = new Vector3(-length * .5f, -width * .5f, -height * .5f);
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Vector3 p4 = new Vector3(-length * .5f, width * .5f, height * .5f);
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Vector3 p5 = new Vector3(length * .5f, width * .5f, height * .5f);
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Vector3 p6 = new Vector3(length * .5f, width * .5f, -height * .5f);
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Vector3 p7 = new Vector3(-length * .5f, width * .5f, -height * .5f);
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Vector3[] vertices =
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{
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// Bottom
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p0, p1, p2, p3,
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// Left
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p7, p4, p0, p3,
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// Front
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p4, p5, p1, p0,
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// Back
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p6, p7, p3, p2,
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// Right
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p5, p6, p2, p1,
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// Top
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p7, p6, p5, p4
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};
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#endregion
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#region Normales
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Vector3 up = Vector3.up;
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Vector3 down = Vector3.down;
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Vector3 front = Vector3.forward;
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Vector3 back = Vector3.back;
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Vector3 left = Vector3.left;
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Vector3 right = Vector3.right;
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Vector3[] normales =
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{
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// Bottom
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down, down, down, down,
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// Left
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left, left, left, left,
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// Front
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front, front, front, front,
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// Back
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back, back, back, back,
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// Right
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right, right, right, right,
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// Top
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up, up, up, up
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};
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#endregion
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#region UVs
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UnityEngine.Vector2 _00 = new UnityEngine.Vector2(0f, 0f);
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UnityEngine.Vector2 _10 = new UnityEngine.Vector2(1f, 0f);
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UnityEngine.Vector2 _01 = new UnityEngine.Vector2(0f, 1f);
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UnityEngine.Vector2 _11 = new UnityEngine.Vector2(1f, 1f);
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UnityEngine.Vector2[] uvs =
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{
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// Bottom
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_11, _01, _00, _10,
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// Left
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_11, _01, _00, _10,
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// Front
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_11, _01, _00, _10,
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// Back
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_11, _01, _00, _10,
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// Right
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_11, _01, _00, _10,
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// Top
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_11, _01, _00, _10
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};
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#endregion
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#region Triangles
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int[] triangles =
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{
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// Bottom
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3, 1, 0,
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3, 2, 1,
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// Left
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3 + 4 * 1, 1 + 4 * 1, 0 + 4 * 1,
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3 + 4 * 1, 2 + 4 * 1, 1 + 4 * 1,
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// Front
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3 + 4 * 2, 1 + 4 * 2, 0 + 4 * 2,
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3 + 4 * 2, 2 + 4 * 2, 1 + 4 * 2,
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// Back
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3 + 4 * 3, 1 + 4 * 3, 0 + 4 * 3,
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3 + 4 * 3, 2 + 4 * 3, 1 + 4 * 3,
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// Right
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3 + 4 * 4, 1 + 4 * 4, 0 + 4 * 4,
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3 + 4 * 4, 2 + 4 * 4, 1 + 4 * 4,
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// Top
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3 + 4 * 5, 1 + 4 * 5, 0 + 4 * 5,
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3 + 4 * 5, 2 + 4 * 5, 1 + 4 * 5
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};
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#endregion
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mesh.vertices = vertices;
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mesh.normals = normales;
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mesh.uv = uvs;
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mesh.triangles = triangles;
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mesh.RecalculateBounds();
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return mesh;
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}
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public static Mesh CreateCapsuleMesh(float radius, float height)
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{
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int segments = 24;
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if (segments % 2 != 0)
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segments++;
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// extra vertex on the seam
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int points = segments + 1;
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// calculate points around a circle
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float[] pX = new float[points];
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float[] pZ = new float[points];
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float[] pY = new float[points];
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float[] pR = new float[points];
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float calcH = 0f;
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float calcV = 0f;
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for (int i = 0; i < points; i++)
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{
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pX[i] = Mathf.Sin(calcH * Mathf.Deg2Rad);
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pZ[i] = Mathf.Cos(calcH * Mathf.Deg2Rad);
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pY[i] = Mathf.Cos(calcV * Mathf.Deg2Rad);
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pR[i] = Mathf.Sin(calcV * Mathf.Deg2Rad);
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calcH += 360f / segments;
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calcV += 180f / segments;
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}
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// - Vertices and UVs -
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Vector3[] vertices = new Vector3[points * (points + 1)];
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UnityEngine.Vector2[] uvs = new UnityEngine.Vector2[vertices.Length];
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int ind = 0;
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// Y-offset is half the height minus the diameter
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float yOff = (height - radius * 2f) * 0.5f;
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if (yOff < 0)
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yOff = 0;
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// uv calculations
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float stepX = 1f / (points - 1);
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float uvX, uvY;
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// Top Hemisphere
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int top = Mathf.CeilToInt(points * 0.5f);
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for (int y = 0; y < top; y++)
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for (int x = 0; x < points; x++)
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{
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vertices[ind] = new Vector3(pX[x] * pR[y], pY[y], pZ[x] * pR[y]) * radius;
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vertices[ind].y = yOff + vertices[ind].y;
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uvX = 1f - stepX * x;
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uvY = (vertices[ind].y + height * 0.5f) / height;
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uvs[ind] = new UnityEngine.Vector2(uvX, uvY);
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ind++;
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}
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// Bottom Hemisphere
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int btm = Mathf.FloorToInt(points * 0.5f);
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for (int y = btm; y < points; y++)
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for (int x = 0; x < points; x++)
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{
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vertices[ind] = new Vector3(pX[x] * pR[y], pY[y], pZ[x] * pR[y]) * radius;
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vertices[ind].y = -yOff + vertices[ind].y;
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uvX = 1f - stepX * x;
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uvY = (vertices[ind].y + height * 0.5f) / height;
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uvs[ind] = new UnityEngine.Vector2(uvX, uvY);
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ind++;
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}
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// - Triangles -
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int[] triangles = new int[segments * (segments + 1) * 2 * 3];
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for (int y = 0, t = 0; y < segments + 1; y++)
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for (int x = 0; x < segments; x++, t += 6)
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{
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triangles[t + 0] = (y + 0) * (segments + 1) + x + 0;
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triangles[t + 1] = (y + 1) * (segments + 1) + x + 0;
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triangles[t + 2] = (y + 1) * (segments + 1) + x + 1;
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triangles[t + 3] = (y + 0) * (segments + 1) + x + 1;
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triangles[t + 4] = (y + 0) * (segments + 1) + x + 0;
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triangles[t + 5] = (y + 1) * (segments + 1) + x + 1;
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}
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Mesh mesh = new Mesh();
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mesh.Clear();
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mesh.name = "ProceduralCapsule";
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mesh.vertices = vertices;
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mesh.uv = uvs;
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mesh.triangles = triangles;
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mesh.RecalculateBounds();
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mesh.RecalculateNormals();
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return mesh;
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//_capsuleColliderMesh = mesh;
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}
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public static Mesh CreateSphereMesh(float radius = 1f)
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{
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Mesh mesh = new Mesh();
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mesh.Clear();
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//float radius = 1f;
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// Longitude |||
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int nbLong = 24;
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// Latitude ---
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int nbLat = 16;
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#region Vertices
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Vector3[] vertices = new Vector3[(nbLong + 1) * nbLat + 2];
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float _pi = Mathf.PI;
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var _2Pi = _pi * 2f;
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vertices[0] = Vector3.up * radius;
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for (int lat = 0; lat < nbLat; lat++)
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{
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float a1 = _pi * (lat + 1) / (nbLat + 1);
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float sin1 = Mathf.Sin(a1);
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float cos1 = Mathf.Cos(a1);
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for (int lon = 0; lon <= nbLong; lon++)
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{
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float a2 = _2Pi * (lon == nbLong ? 0 : lon) / nbLong;
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float sin2 = Mathf.Sin(a2);
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|||
|
float cos2 = Mathf.Cos(a2);
|
|||
|
|
|||
|
vertices[lon + lat * (nbLong + 1) + 1] = new Vector3(sin1 * cos2, cos1, sin1 * sin2) * radius;
|
|||
|
}
|
|||
|
}
|
|||
|
vertices[vertices.Length - 1] = Vector3.up * -radius;
|
|||
|
|
|||
|
#endregion
|
|||
|
|
|||
|
#region Normales
|
|||
|
|
|||
|
Vector3[] normales = new Vector3[vertices.Length];
|
|||
|
for (int n = 0; n < vertices.Length; n++)
|
|||
|
normales[n] = vertices[n].normalized;
|
|||
|
|
|||
|
#endregion
|
|||
|
|
|||
|
#region UVs
|
|||
|
|
|||
|
UnityEngine.Vector2[] uvs = new UnityEngine.Vector2[vertices.Length];
|
|||
|
uvs[0] = UnityEngine.Vector2.up;
|
|||
|
uvs[uvs.Length - 1] = UnityEngine.Vector2.zero;
|
|||
|
for (int lat = 0; lat < nbLat; lat++)
|
|||
|
for (int lon = 0; lon <= nbLong; lon++)
|
|||
|
uvs[lon + lat * (nbLong + 1) + 1] =
|
|||
|
new UnityEngine.Vector2((float)lon / nbLong, 1f - (float)(lat + 1) / (nbLat + 1));
|
|||
|
|
|||
|
#endregion
|
|||
|
|
|||
|
#region Triangles
|
|||
|
|
|||
|
int nbFaces = vertices.Length;
|
|||
|
int nbTriangles = nbFaces * 2;
|
|||
|
int nbIndexes = nbTriangles * 3;
|
|||
|
int[] triangles = new int[nbIndexes];
|
|||
|
|
|||
|
//Top Cap
|
|||
|
int i = 0;
|
|||
|
for (int lon = 0; lon < nbLong; lon++)
|
|||
|
{
|
|||
|
triangles[i++] = lon + 2;
|
|||
|
triangles[i++] = lon + 1;
|
|||
|
triangles[i++] = 0;
|
|||
|
}
|
|||
|
|
|||
|
//Middle
|
|||
|
for (int lat = 0; lat < nbLat - 1; lat++)
|
|||
|
for (int lon = 0; lon < nbLong; lon++)
|
|||
|
{
|
|||
|
int current = lon + lat * (nbLong + 1) + 1;
|
|||
|
int next = current + nbLong + 1;
|
|||
|
|
|||
|
triangles[i++] = current;
|
|||
|
triangles[i++] = current + 1;
|
|||
|
triangles[i++] = next + 1;
|
|||
|
|
|||
|
triangles[i++] = current;
|
|||
|
triangles[i++] = next + 1;
|
|||
|
triangles[i++] = next;
|
|||
|
}
|
|||
|
|
|||
|
//Bottom Cap
|
|||
|
for (int lon = 0; lon < nbLong; lon++)
|
|||
|
{
|
|||
|
triangles[i++] = vertices.Length - 1;
|
|||
|
triangles[i++] = vertices.Length - (lon + 2) - 1;
|
|||
|
triangles[i++] = vertices.Length - (lon + 1) - 1;
|
|||
|
}
|
|||
|
|
|||
|
#endregion
|
|||
|
|
|||
|
mesh.vertices = vertices;
|
|||
|
mesh.normals = normales;
|
|||
|
mesh.uv = uvs;
|
|||
|
mesh.triangles = triangles;
|
|||
|
|
|||
|
mesh.RecalculateBounds();
|
|||
|
return mesh;
|
|||
|
}
|
|||
|
|
|||
|
public static Mesh ExtrudeMeshFromPolygon(Vector3[] polygonPoints, float yExtent)
|
|||
|
{
|
|||
|
Vector2[] polyginPoints2D = new Vector2[polygonPoints.Length];
|
|||
|
for (int i = 0; i < polygonPoints.Length; i++)
|
|||
|
{
|
|||
|
polyginPoints2D[i] = new Vector2(polygonPoints[i].x,polygonPoints[i].z);
|
|||
|
}
|
|||
|
Triangulator tr = new Triangulator(polyginPoints2D);
|
|||
|
int[] indices = tr.Triangulate();
|
|||
|
|
|||
|
List<int> indexList = new List<int>();
|
|||
|
|
|||
|
for (int i = 0; i < indices.Length; i += 3)
|
|||
|
{
|
|||
|
indexList.Add(indices[i + 2]);
|
|||
|
indexList.Add(indices[i + 1]);
|
|||
|
indexList.Add(indices[i]);
|
|||
|
}
|
|||
|
|
|||
|
int polygonCount = polygonPoints.Length;
|
|||
|
for (int i = 0; i < indices.Length; i+=3)
|
|||
|
{
|
|||
|
indexList.Add(indices[i] + polygonCount);
|
|||
|
indexList.Add(indices[i + 1] + polygonCount);
|
|||
|
indexList.Add(indices[i + 2] + polygonCount);
|
|||
|
}
|
|||
|
|
|||
|
for (int i = 0; i < polygonPoints.Length -1; i++)
|
|||
|
{
|
|||
|
indexList.Add(i);
|
|||
|
indexList.Add(i + polygonCount);
|
|||
|
indexList.Add(i + 1);
|
|||
|
|
|||
|
indexList.Add(i + polygonCount);
|
|||
|
indexList.Add(i + 1 + polygonCount);
|
|||
|
indexList.Add(i + 1);
|
|||
|
}
|
|||
|
|
|||
|
indexList.Add(polygonCount -1 );
|
|||
|
indexList.Add(polygonCount -1 + polygonCount);
|
|||
|
indexList.Add(0);
|
|||
|
|
|||
|
indexList.Add(polygonCount - 1 + polygonCount);
|
|||
|
indexList.Add(polygonCount);
|
|||
|
indexList.Add(0);
|
|||
|
|
|||
|
List<Vector3> verticeList = new List<Vector3>();
|
|||
|
|
|||
|
for (int i = 0; i < polygonPoints.Length; i++)
|
|||
|
{
|
|||
|
verticeList.Add(new Vector3(polygonPoints[i].x, polygonPoints[i].y - yExtent, polygonPoints[i].z));
|
|||
|
}
|
|||
|
|
|||
|
for (int i = 0; i < polygonPoints.Length; i++)
|
|||
|
{
|
|||
|
verticeList.Add(new Vector3(polygonPoints[i].x, polygonPoints[i].y + yExtent, polygonPoints[i].z));
|
|||
|
}
|
|||
|
|
|||
|
Mesh mesh = new Mesh
|
|||
|
{
|
|||
|
vertices = verticeList.ToArray(),
|
|||
|
triangles = indexList.ToArray()
|
|||
|
};
|
|||
|
mesh.RecalculateNormals();
|
|||
|
mesh.RecalculateBounds();
|
|||
|
return mesh;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
|