private void RenderMesh() { if (advancedParameters.nbSegmentToParametrize == 0) { spline.Parametrize(); } else { spline.Parametrize(spline.NbSegments - advancedParameters.nbSegmentToParametrize, spline.NbSegments); } float length = Mathf.Max(spline.Length() - 0.1f, 0); int nbQuad = ((int)(1f / width * length)) + 1 - quadOffset; if (allocatedNbQuad < nbQuad) //allocate more memory for the mesh { Reallocate(nbQuad); length = Mathf.Max(spline.Length() - 0.1f, 0); nbQuad = ((int)(1f / width * length)) + 1 - quadOffset; } int startingQuad = lastStartingQuad; float lastDistance = startingQuad * width + quadOffset * width; maxInstanciedTriCount = System.Math.Max(maxInstanciedTriCount, (nbQuad - 1) * NbTriIndexPerQuad); Vector3 n = normal; if (dynamicNormalUpdate) { if (n == Vector3.zero) { n = (transform.position - Camera.main.transform.position).normalized; } for (int i = 0; i < normals.Length; i++) { normals[i] = n; } } CatmullRomSpline.Marker marker = new CatmullRomSpline.Marker(); spline.PlaceMarker(marker, lastDistance); Vector3 lastPosition = spline.GetPosition(marker); Vector3 lastTangent = spline.GetTangent(marker); Vector3 lastBinormal = CatmullRomSpline.ComputeBinormal(lastTangent, n); int drawingEnd = meshDisposition == MeshDisposition.Fragmented ? nbQuad - 1 : nbQuad - 1; float startingDist = lastDistance; for (int i = startingQuad; i < drawingEnd; i++) { float distance = lastDistance + width; int firstVertexIndex = i * NbVertexPerQuad; int firstTriIndex = i * NbTriIndexPerQuad; spline.MoveMarker(marker, distance); Vector3 position = spline.GetPosition(marker); Vector3 tangent = spline.GetTangent(marker); Vector3 binormal = CatmullRomSpline.ComputeBinormal(tangent, n); float h = FadeMultiplier(lastDistance, length); float h2 = FadeMultiplier(distance, length); float rh = h * height, rh2 = h2 * height; if (fadeType == FadeType.Alpha || fadeType == FadeType.None) { rh = h > 0 ? height : 0; rh2 = h2 > 0 ? height : 0; } if (meshDisposition == MeshDisposition.Continuous) { vertices[firstVertexIndex] = transform.InverseTransformPoint(lastPosition - origin + (lastBinormal * (rh * 0.5f))); vertices[firstVertexIndex + 1] = transform.InverseTransformPoint(lastPosition - origin + (-lastBinormal * (rh * 0.5f))); vertices[firstVertexIndex + 2] = transform.InverseTransformPoint(position - origin + (binormal * (rh2 * 0.5f))); vertices[firstVertexIndex + 3] = transform.InverseTransformPoint(position - origin + (-binormal * (rh2 * 0.5f))); uv[firstVertexIndex] = new Vector2(lastDistance / height, 1); uv[firstVertexIndex + 1] = new Vector2(lastDistance / height, 0); uv[firstVertexIndex + 2] = new Vector2(distance / height, 1); uv[firstVertexIndex + 3] = new Vector2(distance / height, 0); } else { Vector3 pos = lastPosition + (lastTangent * width * -0.5f) - origin; vertices[firstVertexIndex] = transform.InverseTransformPoint(pos + (lastBinormal * (rh * 0.5f))); vertices[firstVertexIndex + 1] = transform.InverseTransformPoint(pos + (-lastBinormal * (rh * 0.5f))); vertices[firstVertexIndex + 2] = transform.InverseTransformPoint(pos + (lastTangent * width) + (lastBinormal * (rh * 0.5f))); vertices[firstVertexIndex + 3] = transform.InverseTransformPoint(pos + (lastTangent * width) + (-lastBinormal * (rh * 0.5f))); uv[firstVertexIndex] = new Vector2(0, 1); uv[firstVertexIndex + 1] = new Vector2(0, 0); uv[firstVertexIndex + 2] = new Vector2(1, 1); uv[firstVertexIndex + 3] = new Vector2(1, 0); } float relLength = length - startingDist; uv2[firstVertexIndex] = new Vector2((lastDistance - startingDist) / relLength, 1); uv2[firstVertexIndex + 1] = new Vector2((lastDistance - startingDist) / relLength, 0); uv2[firstVertexIndex + 2] = new Vector2((distance - startingDist) / relLength, 1); uv2[firstVertexIndex + 3] = new Vector2((distance - startingDist) / relLength, 0); triangles[firstTriIndex] = firstVertexIndex; triangles[firstTriIndex + 1] = firstVertexIndex + 1; triangles[firstTriIndex + 2] = firstVertexIndex + 2; triangles[firstTriIndex + 3] = firstVertexIndex + 2; triangles[firstTriIndex + 4] = firstVertexIndex + 1; triangles[firstTriIndex + 5] = firstVertexIndex + 3; colors[firstVertexIndex] = vertexColor; colors[firstVertexIndex + 1] = vertexColor; colors[firstVertexIndex + 2] = vertexColor; colors[firstVertexIndex + 3] = vertexColor; if (fadeType == FadeType.Alpha || fadeType == FadeType.Both) { colors[firstVertexIndex].a *= h; colors[firstVertexIndex + 1].a *= h; colors[firstVertexIndex + 2].a *= h2; colors[firstVertexIndex + 3].a *= h2; } lastPosition = position; lastTangent = tangent; lastBinormal = binormal; lastDistance = distance; } for (int i = (nbQuad - 1) * NbTriIndexPerQuad; i < maxInstanciedTriCount; i++) //clear a few tri ahead { triangles[i] = 0; } lastStartingQuad = advancedParameters.lengthToRedraw == 0 ? System.Math.Max(0, nbQuad - ((int)(maxLength / width) + 5)) : System.Math.Max(0, nbQuad - ((int)(advancedParameters.lengthToRedraw / width) + 5)); mesh.Clear(); mesh.vertices = vertices; mesh.uv = uv; mesh.uv2 = uv2; mesh.triangles = triangles; mesh.colors = colors; mesh.normals = normals; }