Exemple #1
0
        // Scan for MeshRenderers that overlap the projector, and collect all of their triangles to be clipped
        // into the projector
        int GatherTriangles(NativeArray <Triangle> sourceTriangleArray)
        {
            TRS    meshTRS         = new TRS();
            int    sourceTriangles = 0;
            float4 up = new float4(0f, 1f, 0f, 0f);

            foreach (var meshFilter in FindObjectsOfType <MeshFilter>())
            {
                // Filter out object by layer mask
                int mask = 1 << meshFilter.gameObject.layer;
                if ((mask & m_layerMask) != mask)
                {
                    continue;
                }

                // Filter out objects that are themselves decal projectors
                if (meshFilter.GetComponent <DecalProjector>() != null)
                {
                    continue;
                }

                // Filter out objects by render bounds
                Renderer r = meshFilter.GetComponent <Renderer>();
                if (!r.bounds.Intersects(m_bounds))
                {
                    continue;
                }

                // Filter out objects with no mesh
                Mesh m = meshFilter.sharedMesh;
                if (m == null)
                {
                    continue;
                }

                Transform meshTransform = meshFilter.transform;
                meshTRS.Update(meshTransform.worldToLocalMatrix, meshTransform.localToWorldMatrix, meshTransform.position.ToFloat4());

                Vector3[] meshVertices = m.vertices;

                // Iterate over the submeshes
                for (int submeshIndex = 0; submeshIndex < m.subMeshCount; submeshIndex++)
                {
                    // Iterate over every group of 3 indices that form triangles
                    int[] meshIndices = m.GetIndices(submeshIndex);
                    for (int meshIndex = 0; meshIndex < meshIndices.Length; meshIndex += 3)
                    {
                        // TODO, make triangle Transform modify the triangle instead of making a new one
                        Triangle tInMeshLocal = Triangle.zero;
                        tInMeshLocal.SetFrom(
                            meshVertices[meshIndices[meshIndex]].ToFloat4(),
                            meshVertices[meshIndices[meshIndex + 1]].ToFloat4(),
                            meshVertices[meshIndices[meshIndex + 2]].ToFloat4());
                        Triangle tInWorld = tInMeshLocal.LocalToWorld(meshTRS);

                        if (m_cullBackfaces)
                        {
                            if (math.dot(tInWorld.Normal, up) < 0f)
                            {
                                continue;
                            }
                        }

                        // If the bounds of the individual triangle don't intersect with the unit cube bounds, we can
                        // ignore it
                        Bounds triangleBounds = BoundsFromTriangle(tInWorld);
                        if (!triangleBounds.Intersects(m_bounds))
                        {
                            continue;
                        }

                        Triangle tInProjectorLocal = tInWorld.WorldToLocal(m_TRS);

                        sourceTriangleArray[sourceTriangles++] = tInProjectorLocal;

                        if (sourceTriangles >= MaxDecalTriangles)
                        {
                            Debug.LogError($"Decal triangles exceeds max trianges {MaxDecalTriangles}.");
                            return(sourceTriangles);
                        }
                    }
                }
            }

            return(sourceTriangles);
        }
Exemple #2
0
 void UpdateSelfTRS()
 {
     m_TRS.Update(transform.worldToLocalMatrix, transform.localToWorldMatrix, transform.position.ToFloat4());
 }