Exemple #1
0
        public static GameObject CreateCollider(this Link.Geometry.Sphere sphere, GameObject parent)
        {
            GameObject gameObject = new GameObject("Sphere");

            gameObject.transform.SetParentAndAlign(parent.transform);

            SphereCollider sphereCollider = gameObject.AddComponent <SphereCollider>();

            sphereCollider.radius = (float)sphere.radius;

            return(gameObject);
        }
Exemple #2
0
        public static GameObject CreateVisual(this Link.Geometry.Sphere sphere, GameObject parent)
        {
            GameObject gameObject = new GameObject("Sphere");

            gameObject.transform.SetParentAndAlign(parent.transform);

            MeshFilter meshFilter = gameObject.AddComponent <MeshFilter>();

            meshFilter.mesh = sphere.getMesh();
            gameObject.AddComponent <MeshRenderer>();

            return(gameObject);
        }
Exemple #3
0
        private static Mesh getMesh(this Link.Geometry.Sphere sphere)
        {
            float radius = (float)sphere.radius;
            int   nbLong = 30;
            int   nbLat  = 30;

            #region Vertices
            Vector3[] vertices = new Vector3[(nbLong + 1) * nbLat + 2];
            float     _pi      = Mathf.PI;
            float     _2pi     = _pi * 2f;

            vertices[0] = Vector3.up * radius;
            for (int lat = 0; lat < nbLat; lat++)
            {
                float a1   = _pi * (float)(lat + 1) / (nbLat + 1);
                float sin1 = Mathf.Sin(a1);
                float cos1 = Mathf.Cos(a1);

                for (int lon = 0; lon <= nbLong; lon++)
                {
                    float a2   = _2pi * (float)(lon == nbLong ? 0 : lon) / nbLong;
                    float sin2 = Mathf.Sin(a2);
                    float cos2 = Mathf.Cos(a2);

                    vertices[lon + lat * (nbLong + 1) + 1] = new Vector3(sin1 * cos2, cos1, sin1 * sin2) * radius;
                }
            }
            vertices[vertices.Length - 1] = Vector3.up * -radius;
            #endregion

            #region Normales
            Vector3[] normales = new Vector3[vertices.Length];
            for (int n = 0; n < vertices.Length; n++)
            {
                normales[n] = vertices[n].normalized;
            }
            #endregion

            #region UVs
            Vector2[] uvs = new Vector2[vertices.Length];
            uvs[0] = Vector2.up;
            uvs[uvs.Length - 1] = Vector2.zero;
            for (int lat = 0; lat < nbLat; lat++)
            {
                for (int lon = 0; lon <= nbLong; lon++)
                {
                    uvs[lon + lat * (nbLong + 1) + 1] = new Vector2((float)lon / nbLong, 1f - (float)(lat + 1) / (nbLat + 1));
                }
            }
            #endregion

            #region Triangles
            int   nbFaces     = vertices.Length;
            int   nbTriangles = nbFaces * 2;
            int   nbIndexes   = nbTriangles * 3;
            int[] triangles   = new int[nbIndexes];

            //Top Cap
            int i = 0;
            for (int lon = 0; lon < nbLong; lon++)
            {
                triangles[i++] = lon + 2;
                triangles[i++] = lon + 1;
                triangles[i++] = 0;
            }

            //Middle
            for (int lat = 0; lat < nbLat - 1; lat++)
            {
                for (int lon = 0; lon < nbLong; lon++)
                {
                    int current = lon + lat * (nbLong + 1) + 1;
                    int next    = current + nbLong + 1;

                    triangles[i++] = current;
                    triangles[i++] = current + 1;
                    triangles[i++] = next + 1;

                    triangles[i++] = current;
                    triangles[i++] = next + 1;
                    triangles[i++] = next;
                }
            }

            //Bottom Cap
            for (int lon = 0; lon < nbLong; lon++)
            {
                triangles[i++] = vertices.Length - 1;
                triangles[i++] = vertices.Length - (lon + 2) - 1;
                triangles[i++] = vertices.Length - (lon + 1) - 1;
            }
            #endregion

            Mesh mesh = new Mesh();
            mesh.vertices  = vertices;
            mesh.normals   = normales;
            mesh.uv        = uvs;
            mesh.triangles = triangles;

            mesh.RecalculateBounds();

            return(mesh);
        }