Inheritance: MonoBehaviour
Beispiel #1
0
    // Update is called once per frame
    void Update()
    {
        Control();
        Vector2 tOffset = new Vector3(Mathf.Cos(tTime), Mathf.Sin(tTime));

        mMF.mesh.Clear();          //Clear buffers

        mVertices[0] = V1 * Scale; //Reset vertex positions
        mVertices[1] = V2 * Scale;
        mVertices[2] = V3 * Scale;
        mVertices[3] = V4 * Scale;

        mMF.mesh.vertices = mVertices;

        mNormals[0]      = Quaternion.AngleAxis(AngleX, mRotationAxisX) * Quaternion.AngleAxis(-AngleY, mRotationAxisY) * tNormal; //Vertext normals, they change how light is affected
        mNormals[1]      = Quaternion.AngleAxis(AngleX, mRotationAxisX) * Quaternion.AngleAxis(AngleY, mRotationAxisY) * tNormal;
        mNormals[2]      = Quaternion.AngleAxis(-AngleX, mRotationAxisX) * Quaternion.AngleAxis(-AngleY, mRotationAxisY) * tNormal;
        mNormals[3]      = Quaternion.AngleAxis(-AngleX, mRotationAxisX) * Quaternion.AngleAxis(AngleY, mRotationAxisY) * tNormal;
        mMF.mesh.normals = mNormals;

        mUVs[0]            = new Vector2(0, 0) + tOffset; //Mesh UV maps 2D texture to mesh
        mUVs[1]            = new Vector2(MapX, 0) + tOffset;
        mUVs[2]            = new Vector2(0, MapY) + tOffset;
        mUVs[3]            = new Vector2(MapX, MapY) + tOffset;
        mMF.mesh.uv        = mUVs;
        mMF.mesh.triangles = mTriangles;

        MeshDebug.DebugDrawVertexNormals(transform.position, transform.rotation, mMF.mesh, Color.red);
        MeshDebug.DebugDrawTriangleNormals(transform.position, transform.rotation, mMF.mesh, Color.green);

        tTime += Time.deltaTime * Speed;
    }
Beispiel #2
0
 public void Update()
 {
     if (mMF != null)
     {
         if (VertexNormals)
         {
             MeshDebug.DebugDrawVertexNormals(transform.position, transform.rotation, mMF.mesh, Color.red);
         }
         if (TriNormals)
         {
             MeshDebug.DebugDrawTriangleNormals(transform.position, transform.rotation, mMF.mesh, Color.green);
         }
     }
     else
     {
         mMF = GetComponent <MeshFilter>();
     }
 }