Exemple #1
0
    void FixedUpdate()
    {
        GameObject player = GameObject.Find("Main Camera");
        GameObject wall   = GameObject.Find("600Cell");
        Vector4    p;

        wall.GetComponent <MeshColliderSpherical>().ClosestPoint(player.GetComponent <TransformSpherical>().position, out p);
        GetComponent <TransformSpherical>().localToWorld = Rot4.StraightTo((R4)p);
    }
Exemple #2
0
 void Start()
 {
     Renderer[] rs = GetComponentsInChildren <Renderer>();
     rs[0].material.color = new Color(0.2f, 0.2f, 0.2f); // 1
     rs[1].material.color = Color.red;                   // i
     rs[2].material.color = Color.yellow;                // j
     rs[3].material.color = Color.blue;                  // k
     rs[4].material.color = Color.magenta;               // -1
     rs[5].material.color = new Color(1f, 0.5f, 0f, 1f); // -i
     rs[6].material.color = Color.white;                 // -j
     rs[7].material.color = Color.green;                 // -k
     rs[0].GetComponent <TransformSpherical>().localToWorld = Rot4.StraightTo(new Quaternion(0, 0, 0, 1));
     rs[1].GetComponent <TransformSpherical>().localToWorld = Rot4.StraightTo(new Quaternion(1, 0, 0, 0));
     rs[2].GetComponent <TransformSpherical>().localToWorld = Rot4.StraightTo(new Quaternion(0, 1, 0, 0));
     rs[3].GetComponent <TransformSpherical>().localToWorld = Rot4.StraightTo(new Quaternion(0, 0, 1, 0));
     rs[4].GetComponent <TransformSpherical>().localToWorld = new Rot4(new R4(0, 0, 0, -1), new R4(0, 0, 0, 1));
     rs[5].GetComponent <TransformSpherical>().localToWorld = Rot4.StraightTo(new Quaternion(-1, 0, 0, 0));
     rs[6].GetComponent <TransformSpherical>().localToWorld = Rot4.StraightTo(new Quaternion(0, -1, 0, 0));
     rs[7].GetComponent <TransformSpherical>().localToWorld = Rot4.StraightTo(new Quaternion(0, 0, -1, 0));
 }
    void Start()
    {
        MeshFilter mf   = GetComponent <MeshFilter>();
        Mesh       mesh = mf.mesh;

        Vector3[]      vertices = mesh.vertices;
        Vector3[]      normals  = mesh.normals;
        int[]          indices  = mesh.triangles;
        List <Vector4> newPos   = new List <Vector4>();
        List <Vector4> newNor   = new List <Vector4>();

        if (normals.Length < vertices.Length)
        {
            mesh.RecalculateNormals();
            normals = mesh.normals;
        }

        if (recenter)
        {
            Vector3 center = Vector3.zero;
            foreach (Vector3 v in vertices)
            {
                center += v;
            }
            center /= vertices.Length;
            for (int i = 0; i < vertices.Length; i++)
            {
                vertices[i] -= center;
            }
        }

        // lol I just realized I wrote this using stereographic projection for normals instead of exponential projection
        // they're approximately the same for small models so we'll leave it for now
        for (int i = 0; i < vertices.Length; i++)
        {
            Vector3    pos = vertices[i];
            Vector3    nor = normals[i];
            float      len = pos.magnitude;
            float      s   = Mathf.Sin(len / Globals.radius * scale);
            Quaternion q   = new Quaternion(pos.x * s / len, pos.y * s / len, pos.z * s / len, Mathf.Cos(len / Globals.radius * scale)); // position in curved space
            Vector4    n   = Rot4.StraightTo(q) * new Vector4(nor.x, nor.y, nor.z, 0f);
            //Quaternion p = new Quaternion(n.x, n.y, n.z, n.w);
            //Quaternion pqi = p * Quaternion.Inverse(q);
            //Quaternion l = Quaternion.LookRotation(new Vector3(pqi.x, pqi.y, pqi.z));
            //Quaternion r = Quaternion.Inverse(l) * q;
            newPos.Add((R4)q);
            newNor.Add(n);
        }

        // flip indices because normal video game space has opossite orientation of my space I think
        for (int i = 0; i < indices.Length; i += 3)
        {
            int temp = indices[i];
            indices[i]     = indices[i + 1];
            indices[i + 1] = temp;
        }

        mesh.triangles = indices;
        mesh.SetUVs(1, newPos);
        mesh.SetUVs(2, newNor);
    }