//Creates a mesh around the Bezier curve public static void CreateRoadMesh(VertexPath path, Mesh mesh, float roadWidth, float thickness, bool flattenSurface, bool useRotation) { Vector3[] verts = new Vector3[path.NumPoints * 8]; Vector2[] uvs = new Vector2[verts.Length]; Vector3[] normals = new Vector3[verts.Length]; int numTris = 2 * (path.NumPoints - 1) + ((path.isClosedLoop) ? 2 : 0); int[] roadTriangles = new int[numTris * 3]; int[] underRoadTriangles = new int[numTris * 3]; int[] sideOfRoadTriangles = new int[numTris * 2 * 3]; int vertIndex = 0; int triIndex = 0; int[] triangleMap = { 0, 8, 1, 1, 8, 9 }; int[] sidesTriangleMap = { 4, 6, 14, 12, 4, 14, 5, 15, 7, 13, 15, 5 }; bool usePathNormals = !(path.space == PathSpace.xyz && flattenSurface); for (int i = 0; i < path.NumPoints; i++) { Vector3 localUp = (usePathNormals) ? Vector3.Cross(path.GetTangent(i), path.GetNormal(i)) : path.up; Vector3 localRight = (usePathNormals) ? path.GetNormal(i) : Vector3.Cross(localUp, path.GetTangent(i)); Vector3 side = useRotation ? Vector3.right : localRight; Vector3 vertSideA = path.GetPoint(i) - side * Mathf.Abs(roadWidth); Vector3 vertSideB = path.GetPoint(i) + side * Mathf.Abs(roadWidth); verts[vertIndex + 0] = vertSideA; verts[vertIndex + 1] = vertSideB; verts[vertIndex + 2] = vertSideA - localUp * thickness; verts[vertIndex + 3] = vertSideB - localUp * thickness; verts[vertIndex + 4] = verts[vertIndex + 0]; verts[vertIndex + 5] = verts[vertIndex + 1]; verts[vertIndex + 6] = verts[vertIndex + 2]; verts[vertIndex + 7] = verts[vertIndex + 3]; uvs[vertIndex + 0] = new Vector2(0, path.times[i]); uvs[vertIndex + 1] = new Vector2(1, path.times[i]); normals[vertIndex + 0] = localUp; normals[vertIndex + 1] = localUp; normals[vertIndex + 2] = -localUp; normals[vertIndex + 3] = -localUp; normals[vertIndex + 4] = -localRight; normals[vertIndex + 5] = localRight; normals[vertIndex + 6] = -localRight; normals[vertIndex + 7] = localRight; // Set triangle indices if (i < path.NumPoints - 1 || path.isClosedLoop) { for (int j = 0; j < triangleMap.Length; j++) { roadTriangles[triIndex + j] = (vertIndex + triangleMap[j]) % verts.Length; // reverse triangle map for under road so that triangles wind the other way and are visible from underneath underRoadTriangles[triIndex + j] = (vertIndex + triangleMap[triangleMap.Length - 1 - j] + 2) % verts.Length; } for (int j = 0; j < sidesTriangleMap.Length; j++) { sideOfRoadTriangles[triIndex * 2 + j] = (vertIndex + sidesTriangleMap[j]) % verts.Length; } } vertIndex += 8; triIndex += 6; } mesh.Clear(); mesh.vertices = verts; mesh.uv = uvs; mesh.normals = normals; mesh.subMeshCount = 3; mesh.SetTriangles(roadTriangles, 0); mesh.SetTriangles(underRoadTriangles, 1); mesh.SetTriangles(sideOfRoadTriangles, 2); mesh.RecalculateBounds(); }
void DrawBezierPathSceneEditor() { bool displayControlPoints = data.displayControlPoints && (bezierPath.ControlPointMode != BezierPath.ControlMode.Automatic || !globalDisplaySettings.hideAutoControls); Bounds bounds = bezierPath.CalculateBoundsWithTransform(creator.transform); if (Event.current.type == EventType.Repaint) { for (int i = 0; i < bezierPath.NumSegments; i++) { Vector3[] points = bezierPath.GetPointsInSegment(i); for (int j = 0; j < points.Length; j++) { points[j] = MathUtility.TransformPoint(points[j], creator.transform, bezierPath.Space); } if (data.showPerSegmentBounds) { Bounds segmentBounds = CubicBezierUtility.CalculateSegmentBounds(points[0], points[1], points[2], points[3]); Handles.color = globalDisplaySettings.segmentBounds; Handles.DrawWireCube(segmentBounds.center, segmentBounds.size); } // Draw lines between control points if (displayControlPoints) { Handles.color = (bezierPath.ControlPointMode == BezierPath.ControlMode.Automatic) ? globalDisplaySettings.handleDisabled : globalDisplaySettings.controlLine; Handles.DrawLine(points[1], points[0]); Handles.DrawLine(points[2], points[3]); } // Draw path bool highlightSegment = (i == selectedSegmentIndex && Event.current.shift && draggingHandleIndex == -1 && mouseOverHandleIndex == -1); Color segmentCol = (highlightSegment) ? globalDisplaySettings.highlightedPath : globalDisplaySettings.bezierPath; Handles.DrawBezier(points[0], points[3], points[1], points[2], segmentCol, null, 2); } if (data.showPathBounds) { Handles.color = globalDisplaySettings.bounds; Handles.DrawWireCube(bounds.center, bounds.size); } // Draw normals if (data.showNormals) { if (!hasUpdatedNormalsVertexPath) { normalsVertexPath = new VertexPath(bezierPath, creator.transform, normalsSpacing); hasUpdatedNormalsVertexPath = true; } if (editingNormalsOld != data.showNormals) { editingNormalsOld = data.showNormals; Repaint(); } Vector3[] normalLines = new Vector3[normalsVertexPath.NumPoints * 2]; Handles.color = globalDisplaySettings.normals; for (int i = 0; i < normalsVertexPath.NumPoints; i++) { normalLines[i * 2] = normalsVertexPath.GetPoint(i); normalLines[i * 2 + 1] = normalsVertexPath.GetPoint(i) + normalsVertexPath.GetNormal(i) * globalDisplaySettings.normalsLength; } Handles.DrawLines(normalLines); } } if (data.displayAnchorPoints) { for (int i = 0; i < bezierPath.NumPoints; i += 3) { DrawHandle(i); } } if (displayControlPoints) { for (int i = 1; i < bezierPath.NumPoints - 1; i += 3) { DrawHandle(i); DrawHandle(i + 1); } } }
void CreateRoadMesh() { Vector3[] verts = new Vector3[VertexPath.NumPoints * 8]; Vector2[] uvs = new Vector2[verts.Length]; Vector3[] normals = new Vector3[verts.Length]; int numTris = 2 * (VertexPath.NumPoints - 1) + ((VertexPath.isClosedLoop) ? 2 : 0); int[] roadTriangles = new int[numTris * 3]; int[] underRoadTriangles = new int[numTris * 3]; int[] sideOfRoadTriangles = new int[numTris * 2 * 3]; int vertIndex = 0; int triIndex = 0; // Vertices for the top of the road are layed out: // 0 1 // 8 9 // and so on... So the triangle map 0,8,1 for example, defines a triangle from top left to bottom left to bottom right. int[] triangleMap = { 0, 8, 1, 1, 8, 9 }; int[] sidesTriangleMap = { 4, 6, 14, 12, 4, 14, 5, 15, 7, 13, 15, 5 }; bool usePathNormals = !(VertexPath.space == PathSpace.xyz && flattenSurface); for (int i = 0; i < VertexPath.NumPoints; i++) { Vector3 localUp = (usePathNormals) ? Vector3.Cross(VertexPath.GetTangent(i), VertexPath.GetNormal(i)) : VertexPath.up; Vector3 localRight = (usePathNormals) ? VertexPath.GetNormal(i) : Vector3.Cross(localUp, VertexPath.GetTangent(i)); // Find position to left and right of current VertexPath vertex Vector3 vertSideA = VertexPath.GetPoint(i) - localRight * Mathf.Abs(roadWidth); Vector3 vertSideB = VertexPath.GetPoint(i) + localRight * Mathf.Abs(roadWidth); // Add top of road vertices verts[vertIndex + 0] = vertSideA; verts[vertIndex + 1] = vertSideB; // Add bottom of road vertices verts[vertIndex + 2] = vertSideA - localUp * thickness; verts[vertIndex + 3] = vertSideB - localUp * thickness; // Duplicate vertices to get flat shading for sides of road verts[vertIndex + 4] = verts[vertIndex + 0]; verts[vertIndex + 5] = verts[vertIndex + 1]; verts[vertIndex + 6] = verts[vertIndex + 2]; verts[vertIndex + 7] = verts[vertIndex + 3]; // Set uv on y axis to VertexPath time (0 at start of VertexPath, up to 1 at end of VertexPath) uvs[vertIndex + 0] = new Vector2(0, VertexPath.times[i]); uvs[vertIndex + 1] = new Vector2(1, VertexPath.times[i]); // Top of road normals normals[vertIndex + 0] = localUp; normals[vertIndex + 1] = localUp; // Bottom of road normals normals[vertIndex + 2] = -localUp; normals[vertIndex + 3] = -localUp; // Sides of road normals normals[vertIndex + 4] = -localRight; normals[vertIndex + 5] = localRight; normals[vertIndex + 6] = -localRight; normals[vertIndex + 7] = localRight; // Set triangle indices if (i < VertexPath.NumPoints - 1 || VertexPath.isClosedLoop) { for (int j = 0; j < triangleMap.Length; j++) { roadTriangles[triIndex + j] = (vertIndex + triangleMap[j]) % verts.Length; // reverse triangle map for under road so that triangles wind the other way and are visible from underneath underRoadTriangles[triIndex + j] = (vertIndex + triangleMap[triangleMap.Length - 1 - j] + 2) % verts.Length; } for (int j = 0; j < sidesTriangleMap.Length; j++) { sideOfRoadTriangles[triIndex * 2 + j] = (vertIndex + sidesTriangleMap[j]) % verts.Length; } } vertIndex += 8; triIndex += 6; } mesh.Clear(); mesh.vertices = verts; mesh.uv = uvs; mesh.normals = normals; mesh.subMeshCount = 3; mesh.SetTriangles(roadTriangles, 0); mesh.SetTriangles(underRoadTriangles, 1); mesh.SetTriangles(sideOfRoadTriangles, 2); mesh.RecalculateBounds(); }