internal static void AddPolygon(DecalPolygon poly, Vector3 normal) { int ind1 = AddVertex(poly.vertices[0], normal); for (int i = 1; i < poly.vertices.Count - 1; i++) { int ind2 = AddVertex(poly.vertices[i], normal); int ind3 = AddVertex(poly.vertices[i + 1], normal); bufIndices.Add(ind1); bufIndices.Add(ind2); bufIndices.Add(ind3); } }
internal static DecalPolygon ClipPolygon(DecalPolygon polygon, Plane plane) { bool[] positive = new bool[9]; int positiveCount = 0; for (int i = 0; i < polygon.vertices.Count; i++) { positive[i] = !plane.GetSide(polygon.vertices[i]); if (positive[i]) { positiveCount++; } } if (positiveCount == 0) { return(null); } if (positiveCount == polygon.vertices.Count) { return(polygon); } DecalPolygon tempPolygon = new DecalPolygon(); for (int i = 0; i < polygon.vertices.Count; i++) { int next = i + 1; next %= polygon.vertices.Count; if (positive[i]) { tempPolygon.vertices.Add(polygon.vertices[i]); } if (positive[i] != positive[next]) { Vector3 v1 = polygon.vertices[next]; Vector3 v2 = polygon.vertices[i]; Vector3 v = LineCast(plane, v1, v2); tempPolygon.vertices.Add(v); } } return(tempPolygon); }
internal static void BuildDecalForObject(Decal decal, GameObject affectedObject) { var skinnedMeshRenderer = affectedObject.GetComponent<SkinnedMeshRenderer>(); var meshFilter = affectedObject.GetComponent<MeshFilter>(); Mesh affectedMesh = skinnedMeshRenderer == null ? meshFilter.sharedMesh : skinnedMeshRenderer.sharedMesh; if (affectedMesh == null) return; float maxAngle = decal.maxAngle; Plane right = new Plane(Vector3.right, Vector3.right / 2f); Plane left = new Plane(-Vector3.right, -Vector3.right / 2f); Plane top = new Plane(Vector3.up, Vector3.up / 2f); Plane bottom = new Plane(-Vector3.up, -Vector3.up / 2f); Plane front = new Plane(Vector3.forward, Vector3.forward / 2f); Plane back = new Plane(-Vector3.forward, -Vector3.forward / 2f); Vector3[] vertices = affectedMesh.vertices; int[] triangles = affectedMesh.triangles; int startVertexCount = bufVertices.Count; Matrix4x4 matrix = decal.transform.worldToLocalMatrix * affectedObject.transform.localToWorldMatrix; for (int i = 0; i < triangles.Length; i += 3) { int i1 = triangles[i]; int i2 = triangles[i + 1]; int i3 = triangles[i + 2]; Vector3 v1 = matrix.MultiplyPoint(vertices[i1]); Vector3 v2 = matrix.MultiplyPoint(vertices[i2]); Vector3 v3 = matrix.MultiplyPoint(vertices[i3]); Vector3 side1 = v2 - v1; Vector3 side2 = v3 - v1; Vector3 normal = Vector3.Cross(side1, side2).normalized; if (Vector3.Angle(-Vector3.forward, normal) >= maxAngle) continue; DecalPolygon poly = new DecalPolygon(v1, v2, v3); poly = DecalPolygon.ClipPolygon(poly, right); if (poly == null) continue; poly = DecalPolygon.ClipPolygon(poly, left); if (poly == null) continue; poly = DecalPolygon.ClipPolygon(poly, top); if (poly == null) continue; poly = DecalPolygon.ClipPolygon(poly, bottom); if (poly == null) continue; poly = DecalPolygon.ClipPolygon(poly, front); if (poly == null) continue; poly = DecalPolygon.ClipPolygon(poly, back); if (poly == null) continue; AddPolygon(poly, normal); } GenerateTexCoords(startVertexCount, decal.sprite); }