Example #1
0
        public static Mesh CreateWireTriangularPrism(Vector3 baseCenter, float baseWidth, float baseDepth, float topWidth, float topDepth, float height, Color color)
        {
            baseWidth = Mathf.Max(Mathf.Abs(baseWidth), 1e-4f);
            baseDepth = Mathf.Max(Mathf.Abs(baseDepth), 1e-4f);
            topWidth  = Mathf.Max(Mathf.Abs(topWidth), 1e-4f);
            topDepth  = Mathf.Max(Mathf.Abs(topDepth), 1e-4f);
            height    = Mathf.Max(Mathf.Abs(height), 1e-4f);

            List <Vector3> cornerPoints  = PrismMath.CalcTriangPrismCornerPoints(baseCenter, baseWidth, baseDepth, topWidth, topDepth, height, Quaternion.identity);
            Vector3        baseLeftPt    = cornerPoints[(int)TriangularPrismCorner.BaseLeft];
            Vector3        baseRightPt   = cornerPoints[(int)TriangularPrismCorner.BaseRight];
            Vector3        baseForwardPt = cornerPoints[(int)TriangularPrismCorner.BaseForward];

            Vector3 topLeftPt    = cornerPoints[(int)TriangularPrismCorner.TopLeft];
            Vector3 topRightPt   = cornerPoints[(int)TriangularPrismCorner.TopRight];
            Vector3 topForwardPt = cornerPoints[(int)TriangularPrismCorner.TopForward];

            Vector3[] positions = new Vector3[]
            {
                baseLeftPt, baseForwardPt, baseRightPt,
                topLeftPt, topForwardPt, topRightPt
            };

            int[] indices = new int[] { 0, 1, 1, 2, 2, 0, 3, 4, 4, 5, 5, 3, 0, 3, 1, 4, 2, 5 };

            Mesh mesh = new Mesh();

            mesh.vertices = positions;
            mesh.colors   = ColorEx.GetFilledColorArray(positions.Length, color);
            mesh.SetIndices(indices, MeshTopology.Lines, 0);
            mesh.UploadMeshData(false);

            return(mesh);
        }
Example #2
0
 public override AABB GetAABB()
 {
     return(new AABB(PrismMath.CalcTriangPrismCornerPoints(_baseCenter, _width, _depth, _width, _depth, _height, _rotation)));
 }
Example #3
0
 public bool ContainsPoint(Vector3 point)
 {
     return(PrismMath.ContainsPoint(point, _baseCenter, _width, _depth, _width, _depth, _height, _rotation, _epsilon));
 }
Example #4
0
 public override bool Raycast(Ray ray, out float t)
 {
     return(PrismMath.RaycastTriangular(ray, out t, _baseCenter, _width, _depth, _width, _depth, _height, _rotation));
 }
Example #5
0
        public static Mesh CreateTriangularPrism(Vector3 baseCenter, float baseWidth, float baseDepth, float topWidth, float topDepth, float height, Color color)
        {
            baseWidth = Mathf.Max(Mathf.Abs(baseWidth), 1e-4f);
            baseDepth = Mathf.Max(Mathf.Abs(baseDepth), 1e-4f);
            topWidth  = Mathf.Max(Mathf.Abs(topWidth), 1e-4f);
            topDepth  = Mathf.Max(Mathf.Abs(topDepth), 1e-4f);
            height    = Mathf.Max(Mathf.Abs(height), 1e-4f);

            List <Vector3> cornerPoints  = PrismMath.CalcTriangPrismCornerPoints(baseCenter, baseWidth, baseDepth, topWidth, topDepth, height, Quaternion.identity);
            Vector3        baseLeftPt    = cornerPoints[(int)TriangularPrismCorner.BaseLeft];
            Vector3        baseRightPt   = cornerPoints[(int)TriangularPrismCorner.BaseRight];
            Vector3        baseForwardPt = cornerPoints[(int)TriangularPrismCorner.BaseForward];

            Vector3 topLeftPt    = cornerPoints[(int)TriangularPrismCorner.TopLeft];
            Vector3 topRightPt   = cornerPoints[(int)TriangularPrismCorner.TopRight];
            Vector3 topForwardPt = cornerPoints[(int)TriangularPrismCorner.TopForward];

            Vector3[] positions = new Vector3[]
            {
                // Top face
                topLeftPt, topForwardPt, topRightPt,

                // Bottom face
                baseLeftPt, baseRightPt, baseForwardPt,

                // Back face
                baseLeftPt, topLeftPt, topRightPt, baseRightPt,

                // Left face
                baseLeftPt, baseForwardPt, topForwardPt, topLeftPt,

                // Right face
                baseRightPt, topRightPt, topForwardPt, baseForwardPt
            };

            int[] indices = new int[]
            {
                // Top face
                0, 1, 2,

                // Bottom face
                3, 4, 5,

                // Back face
                6, 7, 8,
                8, 9, 6,

                // Left face
                10, 11, 12,
                12, 13, 10,

                // Right face
                14, 15, 16,
                16, 17, 14
            };

            Vector3 leftFaceNormal  = Vector3.Cross((positions[11] - positions[10]), (positions[13] - positions[10])).normalized;
            Vector3 rightFaceNormal = Vector3.Cross((positions[15] - positions[14]), (positions[17] - positions[14])).normalized;

            Vector3[] normals = new Vector3[]
            {
                // Top face
                Vector3.up, Vector3.up, Vector3.up,

                // Bottom face
                -Vector3.up, -Vector3.up, -Vector3.up,

                // Back face
                -Vector3.forward, -Vector3.forward, -Vector3.forward, -Vector3.forward,

                // Left face
                leftFaceNormal, leftFaceNormal, leftFaceNormal, leftFaceNormal,

                // Right face
                rightFaceNormal, rightFaceNormal, rightFaceNormal, rightFaceNormal
            };

            Mesh mesh = new Mesh();

            mesh.vertices = positions;
            mesh.colors   = ColorEx.GetFilledColorArray(positions.Length, color);
            mesh.normals  = normals;
            mesh.SetIndices(indices, MeshTopology.Triangles, 0);
            mesh.UploadMeshData(false);

            return(mesh);
        }