Ejemplo n.º 1
0
    void Start()
    {
        //Create a mesh filter while also assigning it as a variable to get the mesh property
        MeshFilter meshFilter = gameObject.AddComponent <MeshFilter> ();

        //Create a mesh renderer so we can actually display the mesh
        gameObject.AddComponent <MeshRenderer> ();

        //Set the mesh object to be that of the mesh from the mesh filter
        mesh = meshFilter.mesh;

        //Set a random material
        Object[] loadedMaterials = Resources.LoadAll("Materials");
        gameObject.GetComponent <Renderer> ().material = (Material)loadedMaterials [Random.Range(0, loadedMaterials.Length - 2)];

        //Get script of previous mesh
        sidePanel  = GameObject.Find("VanSidePanel0").GetComponent <VanSidePanel0>();
        windscreen = GameObject.Find("Van7Windscreen").GetComponent <Van7Windscreen>();
        roof       = GameObject.Find("Van8Roof").GetComponent <Van8Roof>();

        //Create the mesh
        CreateMesh();
    }
    void CreateVanMesh()
    {
        VanSidePanel0 script           = GameObject.Find("VanSidePanel0").GetComponent <VanSidePanel0> ();
        float         heightDifference = (Vector3.Lerp(script.mesh.vertices [8], script.mesh.vertices [6], 0.55f)).y;

        radius = Random.Range(heightDifference - (heightDifference / 4), heightDifference);

        height = 0.75f;
        sides  = 30;

        #region Vertices
        int nbVerticesCap = sides + 1;

        // bottom + top + sides
        Vector3[] vertices = new Vector3[nbVerticesCap + nbVerticesCap + sides * 2 + 2];
        int       vert     = 0;
        float     twoPi    = Mathf.PI * 2f;

        // Bottom cap
        vertices [vert++] = new Vector3(0f, 0f, 0f);
        while (vert <= sides)
        {
            float rad = (float)vert / sides * twoPi;
            vertices [vert] = new Vector3(Mathf.Cos(rad) * radius, 0f, Mathf.Sin(rad) * radius);
            vert++;
        }

        // Top cap
        vertices [vert++] = new Vector3(0f, height, 0f);
        while (vert <= sides * 2 + 1)
        {
            float rad = (float)(vert - sides - 1) / sides * twoPi;
            vertices [vert] = new Vector3(Mathf.Cos(rad) * radius, height, Mathf.Sin(rad) * radius);
            vert++;
        }

        // Sides
        int v = 0;
        while (vert <= vertices.Length - 4)
        {
            float rad = (float)v / sides * twoPi;
            vertices [vert]     = new Vector3(Mathf.Cos(rad) * radius, height, Mathf.Sin(rad) * radius);
            vertices [vert + 1] = new Vector3(Mathf.Cos(rad) * radius, 0, Mathf.Sin(rad) * radius);
            vert += 2;
            v++;
        }
        vertices [vert]     = vertices [sides * 2 + 2];
        vertices [vert + 1] = vertices [sides * 2 + 3];
        #endregion

        #region Triangles
        int   nbTriangles = sides + sides + sides * 2;
        int[] triangles   = new int[nbTriangles * 3 + 3];

        // Bottom cap
        int tri = 0;
        int i   = 0;
        while (tri < sides - 1)
        {
            triangles [i]     = 0;
            triangles [i + 1] = tri + 1;
            triangles [i + 2] = tri + 2;
            tri++;
            i += 3;
        }
        triangles [i]     = 0;
        triangles [i + 1] = tri + 1;
        triangles [i + 2] = 1;
        tri++;
        i += 3;

        // Top cap
        //tri++;
        while (tri < sides * 2)
        {
            triangles [i]     = tri + 2;
            triangles [i + 1] = tri + 1;
            triangles [i + 2] = nbVerticesCap;
            tri++;
            i += 3;
        }

        triangles [i]     = nbVerticesCap + 1;
        triangles [i + 1] = tri + 1;
        triangles [i + 2] = nbVerticesCap;
        tri++;
        i += 3;
        tri++;

        // Sides
        while (tri <= nbTriangles)
        {
            triangles [i]     = tri + 2;
            triangles [i + 1] = tri + 1;
            triangles [i + 2] = tri + 0;
            tri++;
            i += 3;

            triangles [i]     = tri + 1;
            triangles [i + 1] = tri + 2;
            triangles [i + 2] = tri + 0;
            tri++;
            i += 3;
        }
        #endregion

        mesh.vertices  = vertices;
        mesh.triangles = triangles;
        mesh.RecalculateNormals();

        wheelPos = Random.Range(0.7f, 1f);
        float zPos = Vector3.Lerp(script.mesh.vertices[4], script.mesh.vertices[8], wheelPos).z;
        gameObject.transform.position = new Vector3(script.mesh.vertices[1].x + 0.1f, 0, zPos);
        gameObject.transform.rotation = Quaternion.Euler(0, 0, 90.0f);
    }