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PipeMesh.cs
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PipeMesh.cs
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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
namespace nl.elleniaw.pipeBuilder{
public class PipeMesh {
private PipeLayoutToMesh pipeLayoutToMesh;
public List<Vector2> uvs;
public List<Vector3> normals;
public Mesh mesh;
public PipeMesh(PipeLayoutToMesh pipeLayoutToMesh){
this.pipeLayoutToMesh = pipeLayoutToMesh;
uvs = new List<Vector2> ();
normals = new List<Vector3> ();
allUVs ();
BuildMesh ();
}
private void BuildMesh(){
mesh = new Mesh ();
mesh.vertices = pipeLayoutToMesh.vertices.ToArray();
mesh.uv = uvs.ToArray ();
mesh.triangles = pipeLayoutToMesh.triangles.ToArray();
mesh.RecalculateNormals();
var norms = mesh.normals.ToList ();
for (int i = 0; i < mesh.normals.Length; i+=pipeLayoutToMesh.pipe_layout.amount_of_ring_vertices) {
var n = (mesh.normals [i] + mesh.normals [i+1]) * 0.5f;
norms [i] = n;
norms [i+1] = n;
}
mesh.normals = norms.ToArray ();
}
private void allUVs(){
//for every vertice build uv position
float y = 0;
int i = 0;
int repetitionsOfRing = 2;
if (pipeLayoutToMesh.doubledVertices) {
repetitionsOfRing = 1;
}
while(i<pipeLayoutToMesh.vertices.Count) {
for (int k = 0; k < repetitionsOfRing; k++) {
uvs.Insert (i, new Vector2 (1.0f, y));
i++;
for (float x = 0; x < pipeLayoutToMesh.pipe_layout.amount_of_ring_vertices - 1; x++) {
uvs.Insert (i, new Vector2 (x / (pipeLayoutToMesh.pipe_layout.amount_of_ring_vertices - 1), y));
i++;
}
}
y = (y + 1) % 2;
}
}
}
}