mirror of
https://github.com/xiaopeng12138/MaiDXR.git
synced 2024-12-19 04:15:53 +01:00
444 lines
13 KiB
C#
444 lines
13 KiB
C#
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/*
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* Copyright (c) Meta Platforms, Inc. and affiliates.
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* All rights reserved.
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*
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* Licensed under the Oculus SDK License Agreement (the "License");
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* you may not use the Oculus SDK except in compliance with the License,
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* which is provided at the time of installation or download, or which
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* otherwise accompanies this software in either electronic or hard copy form.
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*
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* You may obtain a copy of the License at
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*
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* https://developer.oculus.com/licenses/oculussdk/
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*
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* Unless required by applicable law or agreed to in writing, the Oculus SDK
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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/// <summary>
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/// When attached to a GameObject with an OVROverlay component, OVROverlayMeshGenerator will use a mesh renderer
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/// to preview the appearance of the OVROverlay as it would appear as a TimeWarp overlay on a headset.
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/// </summary>
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[RequireComponent(typeof(MeshFilter))]
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[RequireComponent(typeof(MeshRenderer))]
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[ExecuteInEditMode]
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public class OVROverlayMeshGenerator : MonoBehaviour {
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private Mesh _Mesh;
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private List<Vector3> _Verts = new List<Vector3>();
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private List<Vector2> _UV = new List<Vector2>();
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private List<int> _Tris = new List<int>();
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private OVROverlay _Overlay;
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private MeshFilter _MeshFilter;
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private MeshCollider _MeshCollider;
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private MeshRenderer _MeshRenderer;
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private Transform _CameraRoot;
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private Transform _Transform;
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private OVROverlay.OverlayShape _LastShape;
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private Vector3 _LastPosition;
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private Quaternion _LastRotation;
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private Vector3 _LastScale;
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private Rect _LastDestRectLeft;
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private Rect _LastDestRectRight;
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private Rect _LastSrcRectLeft;
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private Texture _LastTexture;
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private bool _Awake = false;
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protected void Awake()
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{
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_MeshFilter = GetComponent<MeshFilter>();
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_MeshCollider = GetComponent<MeshCollider>();
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_MeshRenderer = GetComponent<MeshRenderer>();
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_Transform = transform;
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if (Camera.main && Camera.main.transform.parent)
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{
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_CameraRoot = Camera.main.transform.parent;
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}
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_Awake = true;
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}
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public void SetOverlay(OVROverlay overlay) {
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_Overlay = overlay;
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}
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private Rect GetBoundingRect(Rect a, Rect b)
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{
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float xMin = Mathf.Min(a.x, b.x);
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float xMax = Mathf.Max(a.x + a.width, b.x + b.width);
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float yMin = Mathf.Min(a.y, b.y);
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float yMax = Mathf.Max(a.y + a.height, b.y + b.height);
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return new Rect(xMin, yMin, xMax - xMin, yMax - yMin);
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}
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protected void OnEnable() {
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#if UNITY_EDITOR
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UnityEditor.EditorApplication.update += Update;
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#endif
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}
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protected void OnDisable() {
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#if UNITY_EDITOR
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UnityEditor.EditorApplication.update -= Update;
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#endif
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}
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private void Update()
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{
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if (!Application.isEditor)
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{
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return;
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}
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if (!_Awake)
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{
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Awake();
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}
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if (_Overlay)
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{
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OVROverlay.OverlayShape shape = _Overlay.currentOverlayShape;
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Vector3 position = _CameraRoot ? (_Transform.position - _CameraRoot.position) : _Transform.position;
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Quaternion rotation = _Transform.rotation;
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Vector3 scale = _Transform.lossyScale;
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Rect destRectLeft = _Overlay.overrideTextureRectMatrix ? _Overlay.destRectLeft : new Rect(0, 0, 1, 1);
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Rect destRectRight = _Overlay.overrideTextureRectMatrix ? _Overlay.destRectRight : new Rect(0, 0, 1, 1);
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Rect srcRectLeft = _Overlay.overrideTextureRectMatrix ? _Overlay.srcRectLeft : new Rect(0, 0, 1, 1);
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Texture texture = _Overlay.textures[0];
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// Re-generate the mesh if necessary
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if (_Mesh == null ||
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_LastShape != shape ||
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_LastPosition != position ||
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_LastRotation != rotation ||
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_LastScale != scale ||
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_LastDestRectLeft != destRectLeft ||
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_LastDestRectRight != destRectRight)
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{
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UpdateMesh(shape, position, rotation, scale, GetBoundingRect(destRectLeft, destRectRight));
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_LastShape = shape;
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_LastPosition = position;
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_LastRotation = rotation;
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_LastScale = scale;
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_LastDestRectLeft = destRectLeft;
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_LastDestRectRight = destRectRight;
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}
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// Generate the material and update textures if necessary
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if (_MeshRenderer.sharedMaterial == null)
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{
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Material previewMat = new Material(Shader.Find("Unlit/Transparent"));
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_MeshRenderer.sharedMaterial = previewMat;
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}
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if (_MeshRenderer.sharedMaterial.mainTexture != texture && !_Overlay.isExternalSurface)
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{
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_MeshRenderer.sharedMaterial.mainTexture = texture;
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}
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if (_LastSrcRectLeft != srcRectLeft)
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{
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_MeshRenderer.sharedMaterial.mainTextureOffset = srcRectLeft.position;
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_MeshRenderer.sharedMaterial.mainTextureScale = srcRectLeft.size;
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_LastSrcRectLeft = srcRectLeft;
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}
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}
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}
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private void UpdateMesh(OVROverlay.OverlayShape shape, Vector3 position, Quaternion rotation, Vector3 scale, Rect rect)
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{
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if (_MeshFilter)
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{
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if (_Mesh == null)
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{
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_Mesh = new Mesh() { name = "Overlay" };
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_Mesh.hideFlags = HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor;
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}
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_Mesh.Clear();
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_Verts.Clear();
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_UV.Clear();
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_Tris.Clear();
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GenerateMesh(_Verts, _UV, _Tris, shape, position, rotation, scale, rect);
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_Mesh.SetVertices(_Verts);
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_Mesh.SetUVs(0, _UV);
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_Mesh.SetTriangles(_Tris, 0);
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_Mesh.UploadMeshData(false);
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_MeshFilter.sharedMesh = _Mesh;
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if (_MeshCollider)
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{
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_MeshCollider.sharedMesh = _Mesh;
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}
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}
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}
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public static void GenerateMesh(List<Vector3> verts, List<Vector2> uvs, List<int> tris, OVROverlay.OverlayShape shape, Vector3 position, Quaternion rotation, Vector3 scale, Rect rect)
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{
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switch (shape)
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{
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case OVROverlay.OverlayShape.Equirect:
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BuildSphere(verts, uvs, tris, position, rotation, scale, rect);
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break;
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case OVROverlay.OverlayShape.Cubemap:
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case OVROverlay.OverlayShape.OffcenterCubemap:
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BuildCube(verts, uvs, tris, position, rotation, scale);
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break;
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case OVROverlay.OverlayShape.Quad:
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BuildQuad(verts, uvs, tris, rect);
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break;
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case OVROverlay.OverlayShape.Cylinder:
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BuildHemicylinder(verts, uvs, tris, scale, rect);
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break;
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}
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}
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private static Vector2 GetSphereUV(float theta, float phi, float expand_coef)
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{
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float thetaU = ((theta / (2 * Mathf.PI) - 0.5f) / expand_coef) + 0.5f;
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float phiV = ((phi / Mathf.PI) / expand_coef) + 0.5f;
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return new Vector2(thetaU, phiV);
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}
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private static Vector3 GetSphereVert(float theta, float phi)
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{
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return new Vector3(-Mathf.Sin(theta) * Mathf.Cos(phi), Mathf.Sin(phi), -Mathf.Cos(theta) * Mathf.Cos(phi));
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}
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public static void BuildSphere(List<Vector3> verts, List<Vector2> uv, List<int> triangles, Vector3 position, Quaternion rotation, Vector3 scale, Rect rect, float worldScale = 800, int latitudes = 128, int longitudes = 128, float expand_coef = 1.0f)
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{
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position = Quaternion.Inverse(rotation) * position;
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latitudes = Mathf.CeilToInt(latitudes * rect.height);
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longitudes = Mathf.CeilToInt(longitudes * rect.width);
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float minTheta = Mathf.PI * 2 * ( rect.x);
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float minPhi = Mathf.PI * (0.5f - rect.y - rect.height);
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float thetaScale = Mathf.PI * 2 * rect.width / longitudes;
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float phiScale = Mathf.PI * rect.height / latitudes;
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for (int j = 0; j < latitudes + 1; j += 1)
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{
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for (int k = 0; k < longitudes + 1; k++)
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{
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float theta = minTheta + k * thetaScale;
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float phi = minPhi + j * phiScale;
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Vector2 suv = GetSphereUV(theta, phi, expand_coef);
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uv.Add(new Vector2((suv.x - rect.x) / rect.width, (suv.y - rect.y) / rect.height));
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Vector3 vert = GetSphereVert(theta, phi);
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vert.x = (worldScale * vert.x - position.x) / scale.x;
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vert.y = (worldScale * vert.y - position.y) / scale.y;
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vert.z = (worldScale * vert.z - position.z) / scale.z;
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verts.Add(vert);
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}
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}
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for (int j = 0; j < latitudes; j++)
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{
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for (int k = 0; k < longitudes; k++)
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{
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triangles.Add((j * (longitudes + 1)) + k);
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triangles.Add(((j + 1) * (longitudes + 1)) + k);
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triangles.Add(((j + 1) * (longitudes + 1)) + k + 1);
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triangles.Add(((j + 1) * (longitudes + 1)) + k + 1);
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triangles.Add((j * (longitudes + 1)) + k + 1);
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triangles.Add((j * (longitudes + 1)) + k);
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}
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}
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}
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private enum CubeFace
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{
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Right,
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Left,
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Top,
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Bottom,
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Front,
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Back,
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COUNT
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}
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private static readonly Vector3[] BottomLeft = new Vector3[]
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{
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new Vector3(-0.5f, -0.5f, -0.5f),
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new Vector3(0.5f, -0.5f, 0.5f),
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new Vector3(0.5f, 0.5f, -0.5f),
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new Vector3(0.5f, -0.5f, 0.5f),
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new Vector3(0.5f, -0.5f, -0.5f),
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new Vector3(-0.5f, -0.5f, 0.5f)
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};
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private static readonly Vector3[] RightVector = new Vector3[]
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{
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Vector3.forward,
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Vector3.back,
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Vector3.left,
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Vector3.left,
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Vector3.left,
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Vector3.right
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};
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private static readonly Vector3[] UpVector = new Vector3[]
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{
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Vector3.up,
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Vector3.up,
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Vector3.forward,
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Vector3.back,
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Vector3.up,
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Vector3.up
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};
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private static Vector2 GetCubeUV(CubeFace face, Vector2 sideUV, float expand_coef)
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{
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sideUV = (sideUV - 0.5f * Vector2.one) / expand_coef + 0.5f * Vector2.one;
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switch (face)
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{
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case CubeFace.Bottom:
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return new Vector2(sideUV.x / 3, sideUV.y / 2);
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case CubeFace.Front:
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return new Vector2((1 + sideUV.x) / 3, sideUV.y / 2);
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case CubeFace.Back:
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return new Vector2((2 + sideUV.x) / 3, sideUV.y / 2);
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case CubeFace.Right:
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return new Vector2(sideUV.x / 3, (1 + sideUV.y) / 2);
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case CubeFace.Left:
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return new Vector2((1 + sideUV.x) / 3, (1 + sideUV.y) / 2);
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case CubeFace.Top:
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return new Vector2((2 + sideUV.x) / 3, (1 + sideUV.y) / 2);
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default:
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return Vector2.zero;
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}
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}
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private static Vector3 GetCubeVert(CubeFace face, Vector2 sideUV, float expand_coef)
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{
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return BottomLeft[(int)face] + sideUV.x * RightVector[(int)face] + sideUV.y * UpVector[(int)face];
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}
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public static void BuildCube(List<Vector3> verts, List<Vector2> uv, List<int> triangles, Vector3 position, Quaternion rotation, Vector3 scale, float worldScale = 800, int subQuads = 1, float expand_coef = 1.01f)
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{
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position = Quaternion.Inverse(rotation) * position;
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int vertsPerSide = (subQuads + 1) * (subQuads + 1);
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for (int i = 0; i < (int)CubeFace.COUNT; i++)
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{
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for(int j = 0; j < subQuads + 1; j++)
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{
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for(int k = 0; k < subQuads + 1; k++)
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{
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float u = j / (float)subQuads;
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float v = k / (float)subQuads;
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uv.Add(GetCubeUV((CubeFace)i, new Vector2(u, v), expand_coef));
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Vector3 vert = GetCubeVert((CubeFace)i, new Vector2(u, v), expand_coef);
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vert.x = (worldScale * vert.x - position.x) / scale.x;
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vert.y = (worldScale * vert.y - position.y) / scale.y;
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vert.z = (worldScale * vert.z - position.z) / scale.z;
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verts.Add(vert);
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}
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}
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for(int j = 0; j < subQuads; j++)
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{
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for(int k = 0; k < subQuads; k++)
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{
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triangles.Add(vertsPerSide * i + ((j + 1) * (subQuads + 1)) + k);
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triangles.Add(vertsPerSide * i + (j * (subQuads + 1)) + k);
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triangles.Add(vertsPerSide * i + ((j + 1) * (subQuads + 1)) + k + 1);
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triangles.Add(vertsPerSide * i + ((j + 1) * (subQuads + 1)) + k + 1);
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triangles.Add(vertsPerSide * i + (j * (subQuads + 1)) + k);
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triangles.Add(vertsPerSide * i + (j * (subQuads + 1)) + k + 1);
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}
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}
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}
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}
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public static void BuildQuad(List<Vector3> verts, List<Vector2> uv, List<int> triangles, Rect rect)
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{
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verts.Add(new Vector3(rect.x - 0.5f, (1 - rect.y - rect.height) - 0.5f, 0));
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verts.Add(new Vector3(rect.x - 0.5f, (1 - rect.y) - 0.5f, 0));
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verts.Add(new Vector3(rect.x + rect.width - 0.5f, (1 - rect.y) - 0.5f, 0));
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verts.Add(new Vector3(rect.x + rect.width - 0.5f, (1 - rect.y - rect.height) - 0.5f, 0));
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uv.Add(new Vector2(0, 0));
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uv.Add(new Vector2(0, 1));
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uv.Add(new Vector2(1, 1));
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uv.Add(new Vector2(1, 0));
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triangles.Add(0);
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triangles.Add(1);
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triangles.Add(2);
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triangles.Add(2);
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triangles.Add(3);
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triangles.Add(0);
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}
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public static void BuildHemicylinder(List<Vector3> verts, List<Vector2> uv, List<int> triangles, Vector3 scale, Rect rect, int longitudes = 128)
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{
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float height = Mathf.Abs(scale.y) * rect.height;
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float radius = scale.z;
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float arcLength = scale.x * rect.width;
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float arcAngle = arcLength / radius;
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float minAngle = scale.x * (-0.5f + rect.x) / radius;
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int columns = Mathf.CeilToInt(longitudes * arcAngle / (2 * Mathf.PI));
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|
||
|
// we don't want super tall skinny triangles because that can lead to artifacting.
|
||
|
// make triangles no more than 2x taller than wide
|
||
|
|
||
|
float triangleWidth = arcLength / columns;
|
||
|
float ratio = height / triangleWidth;
|
||
|
|
||
|
int rows = Mathf.CeilToInt(ratio / 2);
|
||
|
|
||
|
for (int j = 0; j < rows + 1; j += 1)
|
||
|
{
|
||
|
for (int k = 0; k < columns + 1; k++)
|
||
|
{
|
||
|
uv.Add(new Vector2((k / (float)columns), 1 - (j / (float)rows)));
|
||
|
|
||
|
Vector3 vert = Vector3.zero;
|
||
|
// because the scale is used to control the parameters, we need
|
||
|
// to reverse multiply by scale to appear correctly
|
||
|
vert.x = (Mathf.Sin(minAngle + (k * arcAngle / columns)) * radius) / scale.x;
|
||
|
|
||
|
vert.y = (0.5f - rect.y - rect.height + rect.height * (1 - j / (float)rows));
|
||
|
vert.z = (Mathf.Cos(minAngle + (k * arcAngle / columns)) * radius) / scale.z;
|
||
|
verts.Add(vert);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
for (int j = 0; j < rows; j++)
|
||
|
{
|
||
|
for (int k = 0; k < columns; k++)
|
||
|
{
|
||
|
triangles.Add((j * (columns + 1)) + k);
|
||
|
triangles.Add(((j + 1) * (columns + 1)) + k + 1);
|
||
|
triangles.Add(((j + 1) * (columns + 1)) + k);
|
||
|
triangles.Add(((j + 1) * (columns + 1)) + k + 1);
|
||
|
triangles.Add((j * (columns + 1)) + k);
|
||
|
triangles.Add((j * (columns + 1)) + k + 1);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|