Example #1
0
        /// <summary>Updates the internal triangulated version of the path. Occurs whenever Path is set.</summary>
        public void Refresh()
        {
                        #if !NO_BLADE_RUNTIME
            if (MeshSet)
            {
                // Do nothing.
                return;
            }

            if (Path_ == null)
            {
                Mesh_ = null;
                return;
            }

            if (Mesh_ == null)
            {
                // Create it now:
                Mesh_ = new Mesh();
            }

            // Build the verts first:
            int vertCount = Path_.GetVertexCount(Accuracy);

            Vector3[]  verts    = new Vector3[vertCount];
            List <int> contours = new List <int>();
            int        index    = 0;
            Path_.GetVertices(verts, null, Accuracy, 0f, 0f, 1f, ref index, contours);

            // Create uv set:
            Vector2[] uvs = new Vector2[vertCount];

            // UV values are directly based on verts, just a little remapped.
            // UV is 0-1, verts are -1 to +1. Y is also inverted (Because Unity stores textures "upside down").
            for (int i = 0; i < vertCount; i++)
            {
                Vector3 vert = verts[i];

                uvs[i] = new Vector2(
                    ((vert.x + 1f) / 2f),                // Map
                    ((1f - vert.y) / 2f)                 // Map and invert
                    );
            }

            // Triangulate each contour next.

            // Create triangulator:
            if (Triangulator == null)
            {
                Triangulator = new Triangulator(null, 0, 0);
            }

            // Set verts:
            Triangulator.Vertices = verts;

            // Triangulate:
            int[] tris = Triangulator.Triangulate(contours);

            // Set verts etc now:
            Mesh_.triangles = null;
            Mesh_.vertices  = verts;
            Mesh_.uv        = uvs;
            Mesh_.triangles = tris;

            // Bounds and normals aren't required, but we do need to upload it:
            Mesh_.UploadMeshData(true);
                        #endif
        }