public static Mesh CreateHiddenAreaMesh(HiddenAreaMesh_t src, VRTextureBounds_t bounds) { if (src.unTriangleCount == 0) return null; var data = new float[src.unTriangleCount * 3 * 2]; //HmdVector2_t Marshal.Copy(src.pVertexData, data, 0, data.Length); var vertices = new Vector3[src.unTriangleCount * 3 + 12]; var indices = new int[src.unTriangleCount * 3 + 24]; var x0 = 2.0f * bounds.uMin - 1.0f; var x1 = 2.0f * bounds.uMax - 1.0f; var y0 = 2.0f * bounds.vMin - 1.0f; var y1 = 2.0f * bounds.vMax - 1.0f; for (int i = 0, j = 0; i < src.unTriangleCount * 3; i++) { var x = Lerp(x0, x1, data[j++]); var y = Lerp(y0, y1, data[j++]); vertices[i] = new Vector3(x, y, 0.0f); indices[i] = i; } // Add border var offset = (int)src.unTriangleCount * 3; var iVert = offset; vertices[iVert++] = new Vector3(-1, -1, 0); vertices[iVert++] = new Vector3(x0, -1, 0); vertices[iVert++] = new Vector3(-1, 1, 0); vertices[iVert++] = new Vector3(x0, 1, 0); vertices[iVert++] = new Vector3(x1, -1, 0); vertices[iVert++] = new Vector3(1, -1, 0); vertices[iVert++] = new Vector3(x1, 1, 0); vertices[iVert++] = new Vector3(1, 1, 0); vertices[iVert++] = new Vector3(x0, y0, 0); vertices[iVert++] = new Vector3(x1, y0, 0); vertices[iVert++] = new Vector3(x0, y1, 0); vertices[iVert++] = new Vector3(x1, y1, 0); var iTri = offset; indices[iTri++] = offset + 0; indices[iTri++] = offset + 1; indices[iTri++] = offset + 2; indices[iTri++] = offset + 2; indices[iTri++] = offset + 1; indices[iTri++] = offset + 3; indices[iTri++] = offset + 4; indices[iTri++] = offset + 5; indices[iTri++] = offset + 6; indices[iTri++] = offset + 6; indices[iTri++] = offset + 5; indices[iTri++] = offset + 7; indices[iTri++] = offset + 1; indices[iTri++] = offset + 4; indices[iTri++] = offset + 8; indices[iTri++] = offset + 8; indices[iTri++] = offset + 4; indices[iTri++] = offset + 9; indices[iTri++] = offset + 10; indices[iTri++] = offset + 11; indices[iTri++] = offset + 3; indices[iTri++] = offset + 3; indices[iTri++] = offset + 11; indices[iTri++] = offset + 6; var mesh = new Mesh(); mesh.vertices = vertices; mesh.triangles = indices; mesh.bounds = new Bounds(Vector3.zero, new Vector3(float.MaxValue, float.MaxValue, float.MaxValue)); // Prevent frustum culling from culling this mesh return mesh; }
public static Mesh CreateHiddenAreaMesh(HiddenAreaMesh_t src, VRTextureBounds_t bounds) { if (src.unTriangleCount == 0u) { return(null); } float[] array = new float[src.unTriangleCount * 3u * 2u]; Marshal.Copy(src.pVertexData, array, 0, array.Length); Vector3[] array2 = new Vector3[src.unTriangleCount * 3u + 12u]; int[] array3 = new int[src.unTriangleCount * 3u + 24u]; float num = 2f * bounds.uMin - 1f; float num2 = 2f * bounds.uMax - 1f; float num3 = 2f * bounds.vMin - 1f; float num4 = 2f * bounds.vMax - 1f; int num5 = 0; int num6 = 0; while ((long)num5 < (long)((ulong)(src.unTriangleCount * 3u))) { float x = SteamVR_Utils.Lerp(num, num2, array[num6++]); float y = SteamVR_Utils.Lerp(num3, num4, array[num6++]); array2[num5] = new Vector3(x, y, 0f); array3[num5] = num5; num5++; } int num7 = (int)(src.unTriangleCount * 3u); int num8 = num7; array2[num8++] = new Vector3(-1f, -1f, 0f); array2[num8++] = new Vector3(num, -1f, 0f); array2[num8++] = new Vector3(-1f, 1f, 0f); array2[num8++] = new Vector3(num, 1f, 0f); array2[num8++] = new Vector3(num2, -1f, 0f); array2[num8++] = new Vector3(1f, -1f, 0f); array2[num8++] = new Vector3(num2, 1f, 0f); array2[num8++] = new Vector3(1f, 1f, 0f); array2[num8++] = new Vector3(num, num3, 0f); array2[num8++] = new Vector3(num2, num3, 0f); array2[num8++] = new Vector3(num, num4, 0f); array2[num8++] = new Vector3(num2, num4, 0f); int num9 = num7; array3[num9++] = num7; array3[num9++] = num7 + 1; array3[num9++] = num7 + 2; array3[num9++] = num7 + 2; array3[num9++] = num7 + 1; array3[num9++] = num7 + 3; array3[num9++] = num7 + 4; array3[num9++] = num7 + 5; array3[num9++] = num7 + 6; array3[num9++] = num7 + 6; array3[num9++] = num7 + 5; array3[num9++] = num7 + 7; array3[num9++] = num7 + 1; array3[num9++] = num7 + 4; array3[num9++] = num7 + 8; array3[num9++] = num7 + 8; array3[num9++] = num7 + 4; array3[num9++] = num7 + 9; array3[num9++] = num7 + 10; array3[num9++] = num7 + 11; array3[num9++] = num7 + 3; array3[num9++] = num7 + 3; array3[num9++] = num7 + 11; array3[num9++] = num7 + 6; return(new Mesh { vertices = array2, triangles = array3, bounds = new Bounds(Vector3.zero, new Vector3(float.MaxValue, float.MaxValue, float.MaxValue)) }); }