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MeshUtils.cs
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MeshUtils.cs
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using UnityEngine;
using System.Collections;
public class MeshUtils : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
public static Mesh CombineMeshes(Matrix4x4 matrixTransform, params Mesh[] meshs)
{
/* * /
List<Vector3> finalVerts = new List<Vector3>();
List<Vector2> finalUVs = new List<Vector2>();
List<int> finalTriangles = new List<int>();
for(int meshIndex = 0; meshIndex < meshs.Length; meshIndex++)
{
//Debug.Log ("combining");
//Debug.Log(meshs[meshIndex].vertices.Length);
finalVerts.AddRange(meshs[meshIndex].vertices);
finalUVs.AddRange(meshs[meshIndex].uv);
finalTriangles.AddRange(meshs[meshIndex].triangles);
}
Mesh finalMesh = new Mesh();
finalMesh.vertices = finalVerts.ToArray();
finalMesh.uv = finalUVs.ToArray();
finalMesh.triangles = finalTriangles.ToArray();
Debug.Log("Final Vertice Count: " + finalMesh.vertices.Length);
Debug.Log("Final UV Count: " + finalMesh.uv.Length);
Debug.Log("Final Triangle Count: " + finalMesh.triangles.Length);
/* */
CombineInstance[] combine = new CombineInstance[meshs.Length];
for(int meshIndex = 0; meshIndex < meshs.Length; meshIndex++)
{
combine[meshIndex].mesh = meshs[meshIndex];
combine[meshIndex].transform = matrixTransform;
}
/*
if(mFilter)
{
mFilter.mesh.CombineMeshes(combine);
mFilter.mesh.RecalculateBounds();
mFilter.mesh.RecalculateNormals();
}
*/
Mesh combinedMesh = new Mesh();
combinedMesh.CombineMeshes(combine);
combinedMesh.RecalculateBounds();
combinedMesh.RecalculateNormals();
return combinedMesh;
}
// Use to generate combine mesh matrix transform.
// Good for usage with `MeshUtil.CombineMeshes()`
// Usage:
// MeshUtil.CombineMeshes(MeshUtil.GenerateCombineMeshMatrixTransform(gameObject), loftMesh, bottomCapMesh, topCapMesh);
public static Matrix4x4 GenerateCombineMeshMatrixTransform()
{
return Matrix4x4.TRS(Vector3.zero, Quaternion.identity, Vector3.one);
}
// ------------------------------------------------------------------
// ------------------------------------------------------------------
public static Vector3[] GenerateRectFaceTris(float sizeX = 1f, float sizeZ = 1f, Vector3 translate = new Vector3(), Quaternion rotation = new Quaternion())
{
Vector3[] meshVertices = new Vector3[6];
// 1____2
// | /
// | /
// 3|/
meshVertices[0] = rotation * (new Vector3(-(sizeX/2), 0f, (sizeZ/2))) + translate;
meshVertices[1] = rotation * (new Vector3((sizeX/2), 0f, (sizeZ/2))) + translate;
meshVertices[2] = rotation * (new Vector3(-(sizeX/2), 0f, -(sizeZ/2))) + translate;
// /|2
// / |
// / |
// 1‾‾‾‾3
meshVertices[3] = rotation * (new Vector3(-(sizeX/2), 0f, -(sizeZ/2))) + translate;
meshVertices[4] = rotation * (new Vector3((sizeX/2), 0f, (sizeZ/2))) + translate;
meshVertices[5] = rotation * (new Vector3((sizeX/2), 0f, -(sizeZ/2))) + translate;
return meshVertices;
}
public static Vector2[] GenerateOverlappingUVArrayForTris(int vertLength)
{
if(vertLength%6 != 0)
Debug.LogError("GenerateOverlappingUVArray(int vertLength): Please pass in a multiple of 6. Can only generate UVs for groups of rect tri faces.");
Vector2[] meshUVs = new Vector2[vertLength];
// In case we don't want to go to the edges
float xMax = 1f;
float yMax = 1f;
// Each ring plane is drawn over top of each other
// So that the material doesn't have to tile
for(int i = 0; i < meshUVs.Length; i+=6)
{
// (0, 1) 1____2 (1, 1)
// | /
// | /
// (0, 0) 3|/
meshUVs[i] = new Vector2(0, yMax);
meshUVs[i+1] = new Vector2(xMax, yMax);
meshUVs[i+2] = new Vector2(0, 0);
// /|2 (1, 1)
// / |
// / |
// (0, 0) 1‾‾‾‾3 (1, 0)
meshUVs[i+3] = new Vector2(0, 0);
meshUVs[i+4] = new Vector2(xMax, yMax);
meshUVs[i+5] = new Vector2(xMax, 0);
}
return meshUVs;
}
public static Vector2[] GenerateNonOverlappingUVArrayForTris(int vertLength, int numRectX, int numRectY)
{
// TODO: finish non-overlapping uvs
if(vertLength%6 != 0)
Debug.LogError("GenerateOverlappingUVArray(int vertLength): Please pass in a multiple of 6. Can only generate UVs for groups of rect tri faces.");
Vector2[] meshUVs = new Vector2[vertLength];
// In case we don't want to go to the edges
float xMax = 1f;
float yMax = 1f;
// (0, 1) _______ (1, 1)
// | |
// | |
// | |
// (0, 0) ‾‾‾‾‾‾‾ (1, 0)
// Each ring plane is drawn over top of each other
// So that the material doesn't have to tile
for(int i = 0; i < meshUVs.Length; i+=6)
{
//float xOffset = (i%(6*numRectX);
//Debug.Log(xOffset);
// (0, 1) 1____2 (1, 1)
// | /
// | /
// (0, 0) 3|/
meshUVs[i] = new Vector2(0, yMax);
meshUVs[i+1] = new Vector2(xMax, yMax);
meshUVs[i+2] = new Vector2(0, 0);
// /|2 (1, 1)
// / |
// / |
// (0, 0) 1‾‾‾‾3 (1, 0)
meshUVs[i+3] = new Vector2(0, 0);
meshUVs[i+4] = new Vector2(xMax, yMax);
meshUVs[i+5] = new Vector2(xMax, 0);
}
return meshUVs;
}
// This creates the int[] for a bunch of verts already ordered as tri's
public static int[] GenerateTriArrayForTris(int vertLength)
{
int[] meshTriangles = new int[vertLength];
for(int vertIndex = 0; vertIndex < meshTriangles.Length; vertIndex++) {
meshTriangles[vertIndex] = vertIndex;
}
return meshTriangles;
}
// ------------------------------------------------------------------
// ------------------------------------------------------------------
public static Mesh GenerateLoftNurb(Vector3[] spline, int heightSegments, float height)
{
Mesh mesh = new Mesh();
mesh.Clear();
if(spline.Length > 0 && heightSegments > 0 && height > 0)
{
// Set up the mesh vert array
Vector3[] meshVertices = new Vector3[6*spline.Length*heightSegments];
int verticeIndex = 0;
for(int hSeg = 0; hSeg < heightSegments; hSeg++)
{
float posY = hSeg*(height/heightSegments) + ((height/heightSegments)/2);
// Now we make them to the current height level
for(int vert = 0; vert < spline.Length; vert++)
{
float sizeX = Vector3.Distance(spline[vert], spline[(vert+1)%spline.Length]);
// Find midpoint in the x
Vector3 posXZ = Vector3.Lerp(spline[vert], spline[(vert+1)%spline.Length], 0.5f);
Vector3 angleVector = spline[(vert+1)%spline.Length] - spline[vert];
float angle = -1f*Mathf.Rad2Deg*Mathf.Atan2(angleVector.z, angleVector.x);
Vector3[] rectFaceTris = GenerateRectFaceTris(sizeX, height/heightSegments, posXZ + new Vector3(0, posY, 0), Quaternion.Euler(0, angle, 0) * Quaternion.Euler(-90, 0, 0));
System.Array.Copy(
rectFaceTris,
0,
meshVertices,
verticeIndex,
rectFaceTris.Length
);
verticeIndex += rectFaceTris.Length;
}
}
// Set the verts we generated into the mesh
mesh.vertices = meshVertices;
// --------------------------------------------------------------
// Set up the mesh UV array
Vector2[] meshUVs;
bool overlapUVs = true;
if(overlapUVs)
{
meshUVs = GenerateOverlappingUVArrayForTris(meshVertices.Length);
}
else
{
meshUVs = GenerateNonOverlappingUVArrayForTris(meshVertices.Length, spline.Length/6, heightSegments);
}
// Set the UVs we generated into the mesh
mesh.uv = meshUVs;
// --------------------------------------------------------------
// Set up the mesh triangle array
//
// "3*" 3 entries that make up a triangle
// "2*" 2 triangles make up the quad
int[] meshTriangles = GenerateTriArrayForTris(meshVertices.Length);
// Set the triangles we generated into the mesh
mesh.triangles = meshTriangles;
}
mesh.RecalculateBounds();
mesh.RecalculateNormals();
return mesh;
}
}