public void GenerateFromDynamicMesh(BuildRMesh mesh) { if (_mesh == null) { _mesh = new Mesh(); } if (_meshCollider == null) { _meshCollider = gameObject.AddComponent <MeshCollider>(); } mesh.Build(_mesh); _meshCollider.sharedMesh = _mesh; if (mesh.hasOverflowed) { if (_sibling == null) { _sibling = Create(transform.parent, name); } _sibling.GenerateFromDynamicMesh(mesh.overflow); } else { if (_sibling != null) { _sibling.Deactivate(); } _sibling = null; } }
public void GenerateFromDynamicMesh(BuildRMesh mesh) { if (_mesh == null) { _mesh = new Mesh(); } if (_meshCollider == null) { #if UNITY_EDITOR _meshCollider = UnityEditor.Undo.AddComponent <MeshCollider>(gameObject); #else _meshCollider = gameObject.AddComponent <MeshCollider>(); #endif } // Debug.Log("GenerateFromDynamicMesh "+ _mesh.vertexCount+" "+_mesh.triangles.Length); mesh.Build(_mesh); _meshCollider.sharedMesh = _mesh; if (mesh.hasOverflowed) { if (_sibling == null) { _sibling = Create(transform.parent, name); } _sibling.GenerateFromDynamicMesh(mesh.overflow); } else { if (_sibling != null) { _sibling.DestroyVisual(); } _sibling = null; } }
private void OnEnable() { _roomStyle = (RoomStyle)target; bMesh = new BuildRMesh("preview mesh"); float width = 3; float height = 1.5f; Vector3 v0 = new Vector3(-width, -height, -width); Vector3 v1 = new Vector3(width, -height, -width); Vector3 v2 = new Vector3(-width, -height, width); Vector3 v3 = new Vector3(width, -height, width); Vector3 v4 = new Vector3(-width, height, -width); Vector3 v5 = new Vector3(width, height, -width); Vector3 v6 = new Vector3(-width, height, width); Vector3 v7 = new Vector3(width, height, width); bMesh.AddPlane(v0, v1, v2, v3, 0); bMesh.AddPlane(v1, v0, v5, v4, 1); bMesh.AddPlane(v3, v1, v7, v5, 1); bMesh.AddPlane(v0, v2, v4, v6, 1); bMesh.AddPlane(v2, v3, v6, v7, 1); bMesh.AddPlane(v6, v7, v4, v5, 2); mesh = new Mesh(); bMesh.submeshLibrary.enabled = false; bMesh.Build(mesh); }
public void GenerateFromDynamicMesh(BuildRMesh overflow = null) { HUtils.log(); if (_dynamicMesh.vertexCount == 0) { return; } if (_mesh == null) { _mesh = new Mesh(); } if (_filter == null) { _filter = gameObject.AddComponent <MeshFilter>(); } if (_renderer == null) { _renderer = gameObject.AddComponent <MeshRenderer>(); } if (overflow != null) { _dynamicMesh = overflow; } _dynamicMesh.Build(_mesh); _filter.sharedMesh = _mesh; _renderer.sharedMaterials = _dynamicMesh.materials.ToArray(); if (_dynamicMesh.hasOverflowed) { if (_sibling == null) { _sibling = GetPoolItem(); } _sibling.GenerateFromDynamicMesh(_dynamicMesh.overflow); } else { if (_sibling != null) { _sibling.Deactivate(); VisualPartRuntimePool.Instance.Push(_sibling); } _sibling = null; } if (_colliderPart == null) { _colliderPart = ColliderPartRuntime.GetPoolItem(); _colliderPart.GenerateFromColliderMesh(_colliderMesh); } }
public void Build(Mesh mesh) { if (_mesh.vertexCount == 0) { return; } if (mesh == null) { Debug.LogError("Mesh sent is null - where is this guy?"); return; } _mesh.Build(mesh); }
private void UpdatePreviewMesh() { string meshName = string.Format("{0}_Preview_Mesh", name); BuildRMesh pBMesh = new BuildRMesh(meshName); if (_previewMesh == null) { _previewMesh = new Mesh(); } _previewMesh.name = meshName; if (_settings == null) { _settings = BuildRSettings.GetSettings(); } Vector3 left = new Vector3(-_settings.previewGableWidth * 0.5f, -_settings.previewGableHeight * 0.5f, 0); Vector3 right = new Vector3(_settings.previewGableWidth * 0.5f, -_settings.previewGableHeight * 0.5f, 0); GableGenerator.Generate(ref pBMesh, this, left, right, _settings.previewGableHeight, _settings.previewGableThickness, new Vector2()); pBMesh.Build(_previewMesh); }
private void UpdatePreview() { FacadeGenerator.FacadeData fData = new FacadeGenerator.FacadeData(); Vector2 sectionSize = new Vector2(2, 3); fData.baseA = new Vector3(0, 0, 0); fData.baseB = new Vector3(sectionSize.x * SIZE.x, 0, 0); fData.controlA = Vector3.zero; fData.controlB = Vector3.zero; List <Vector2Int> anchors = new List <Vector2Int>(); fData.anchors = anchors; fData.isStraight = true; fData.curveStyle = VolumePoint.CurveStyles.Distance; fData.floorCount = SIZE.y; fData.facadeDesign = _facade; fData.startFloor = 0; fData.actualStartFloor = 0; fData.foundationDepth = 0; fData.wallThickness = 0.25f; fData.minimumWallUnitLength = sectionSize.x; fData.floorHeight = sectionSize.y; fData.meshType = BuildingMeshTypes.Full; fData.colliderType = BuildingColliderTypes.None; fData.cullDoors = false; fData.prefabs = null; BuildRMesh dMesh = new BuildRMesh("facade preview"); FacadeGenerator.GenerateFacade(fData, dMesh); _mesh = new Mesh(); dMesh.Build(_mesh); if (_materialList == null) { _materialList = new List <Material>(); } _materialList.Clear(); _materialList.AddRange(dMesh.materials); }
public static void Generate(Chimney chimney, GenerationOutput output, SubmeshLibrary submeshLibrary = null) { RGEN.seed = chimney.seed; DYNAMIC_MESH.Clear(); if (submeshLibrary != null) { DYNAMIC_MESH.submeshLibrary.AddRange(submeshLibrary.SURFACES.ToArray()); //DYNAMIC_MESH.submeshLibrary.Inject(ref submeshLibrary); } else { DYNAMIC_MESH.submeshLibrary.Add(chimney); } submeshLibrary = DYNAMIC_MESH.submeshLibrary; //CASE Vector3 caseNoiseVector = new Vector3(chimney.noise.x * RGEN.OneRange(), chimney.noise.y * RGEN.OneRange(), chimney.noise.z * RGEN.OneRange()); Vector3 cs0 = new Vector3(-chimney.caseSize.x * 0.5f, 0, -chimney.caseSize.z * 0.5f); Vector3 cs1 = new Vector3(chimney.caseSize.x * 0.5f, 0, -chimney.caseSize.z * 0.5f); Vector3 cs2 = new Vector3(-chimney.caseSize.x * 0.5f, 0, chimney.caseSize.z * 0.5f); Vector3 cs3 = new Vector3(chimney.caseSize.x * 0.5f, 0, chimney.caseSize.z * 0.5f); Vector3 cs4 = new Vector3(-chimney.caseSize.x * 0.5f, chimney.caseSize.y, -chimney.caseSize.z * 0.5f) + caseNoiseVector; Vector3 cs5 = new Vector3(chimney.caseSize.x * 0.5f, chimney.caseSize.y, -chimney.caseSize.z * 0.5f) + caseNoiseVector; Vector3 cs6 = new Vector3(-chimney.caseSize.x * 0.5f, chimney.caseSize.y, chimney.caseSize.z * 0.5f) + caseNoiseVector; Vector3 cs7 = new Vector3(chimney.caseSize.x * 0.5f, chimney.caseSize.y, chimney.caseSize.z * 0.5f) + caseNoiseVector; Vector2 csuv0 = new Vector2(0, 0); Vector2 csuv1 = new Vector2(chimney.caseSize.x, chimney.caseSize.y); Vector2 csuv2 = new Vector2(csuv1.x, 0); Vector2 csuv3 = new Vector2(csuv1.x + chimney.caseSize.z, chimney.caseSize.y); Vector2 csuv4 = new Vector2(csuv3.x, 0); Vector2 csuv5 = new Vector2(csuv3.x + chimney.caseSize.x, chimney.caseSize.y); Vector2 csuv6 = new Vector2(csuv5.x, 0); Vector2 csuv7 = new Vector2(csuv5.x + chimney.caseSize.z, chimney.caseSize.y); Vector2 csuv8 = new Vector2(0, 0); Vector2 csuv9 = new Vector2(chimney.caseSize.x, chimney.caseSize.z); Vector4 cst0 = new Vector4(0, 0, 1, 0); Vector4 cst1 = new Vector4(1, 0, 1, 0); Vector4 cst2 = new Vector4(0, 0, -1, 0); Vector4 cst3 = new Vector4(-1, 0, 0, 0); Vector4 cst4 = new Vector4(0, 0, 1, 0); int caseSubmesh = submeshLibrary.SubmeshAdd(chimney.caseSurface); //sides DYNAMIC_MESH.AddPlane(cs0, cs1, cs4, cs5, csuv0, csuv1, Vector3.back, cst0, caseSubmesh, chimney.caseSurface); DYNAMIC_MESH.AddPlane(cs1, cs3, cs5, cs7, csuv2, csuv3, Vector3.right, cst1, caseSubmesh, chimney.caseSurface); DYNAMIC_MESH.AddPlane(cs3, cs2, cs7, cs6, csuv4, csuv5, Vector3.forward, cst2, caseSubmesh, chimney.caseSurface); DYNAMIC_MESH.AddPlane(cs2, cs0, cs6, cs4, csuv6, csuv7, Vector3.left, cst3, caseSubmesh, chimney.caseSurface); //top DYNAMIC_MESH.AddPlane(cs4, cs5, cs6, cs7, csuv8, csuv9, Vector3.up, cst4, caseSubmesh, chimney.caseSurface);//todo calculate the values for this - don't be lazy //CROWN Vector3 crownBase = caseNoiseVector + Vector3.up * chimney.caseSize.y; Vector3 crownNoiseVector = new Vector3(chimney.noise.x * RGEN.OneRange(), chimney.noise.y * RGEN.OneRange(), chimney.noise.z * RGEN.OneRange()); Vector3 cr0 = crownBase + new Vector3(-chimney.crownSize.x * 0.5f, 0, -chimney.crownSize.z * 0.5f); Vector3 cr1 = crownBase + new Vector3(chimney.crownSize.x * 0.5f, 0, -chimney.crownSize.z * 0.5f); Vector3 cr2 = crownBase + new Vector3(-chimney.crownSize.x * 0.5f, 0, chimney.crownSize.z * 0.5f); Vector3 cr3 = crownBase + new Vector3(chimney.crownSize.x * 0.5f, 0, chimney.crownSize.z * 0.5f); Vector3 cr4 = crownBase + new Vector3(-chimney.crownSize.x * 0.5f, chimney.crownSize.y, -chimney.crownSize.z * 0.5f) + crownNoiseVector; Vector3 cr5 = crownBase + new Vector3(chimney.crownSize.x * 0.5f, chimney.crownSize.y, -chimney.crownSize.z * 0.5f) + crownNoiseVector; Vector3 cr6 = crownBase + new Vector3(-chimney.crownSize.x * 0.5f, chimney.crownSize.y, chimney.crownSize.z * 0.5f) + crownNoiseVector; Vector3 cr7 = crownBase + new Vector3(chimney.crownSize.x * 0.5f, chimney.crownSize.y, chimney.crownSize.z * 0.5f) + crownNoiseVector; Vector2 cruv0 = new Vector2(0, 0); Vector2 cruv1 = new Vector2(chimney.crownSize.x, chimney.crownSize.y); Vector2 cruv2 = new Vector2(csuv1.x, 0); Vector2 cruv3 = new Vector2(csuv1.x + chimney.caseSize.z, chimney.crownSize.y); Vector2 cruv4 = new Vector2(csuv3.x, 0); Vector2 cruv5 = new Vector2(csuv3.x + chimney.crownSize.x, chimney.crownSize.y); Vector2 cruv6 = new Vector2(csuv5.x, chimney.crownSize.y); Vector2 cruv7 = new Vector2(csuv5.x + chimney.crownSize.z, chimney.crownSize.y); Vector2 cruv8 = new Vector2(0, 0); Vector2 cruv9 = new Vector2(chimney.crownSize.x, chimney.crownSize.z); Vector4 crt0 = new Vector4(0, 0, 1, 0); Vector4 crt1 = new Vector4(1, 0, 1, 0); Vector4 crt2 = new Vector4(0, 0, -1, 0); Vector4 crt3 = new Vector4(-1, 0, 0, 0); Vector4 crt4 = new Vector4(0, 0, 1, 0); int crownSubmesh = submeshLibrary.SubmeshAdd(chimney.crownSurface); DYNAMIC_MESH.AddPlane(cr0, cr1, cr4, cr5, cruv0, cruv1, Vector3.back, crt0, crownSubmesh, chimney.crownSurface); //todo calculate the values for this - don't be lazy DYNAMIC_MESH.AddPlane(cr1, cr3, cr5, cr7, cruv2, cruv3, Vector3.right, crt1, crownSubmesh, chimney.crownSurface); //todo calculate the values for this - don't be lazy DYNAMIC_MESH.AddPlane(cr3, cr2, cr7, cr6, cruv4, cruv5, Vector3.forward, crt2, crownSubmesh, chimney.crownSurface); //todo calculate the values for this - don't be lazy DYNAMIC_MESH.AddPlane(cr2, cr0, cr6, cr4, cruv6, cruv7, Vector3.left, crt3, crownSubmesh, chimney.crownSurface); //todo calculate the values for this - don't be lazy DYNAMIC_MESH.AddPlane(cr1, cr0, cr3, cr2, cruv8, cruv9, Vector3.down, crt4, crownSubmesh, chimney.crownSurface); //todo calculate the values for this - don't be lazy DYNAMIC_MESH.AddPlane(cr4, cr5, cr6, cr7, cruv8, cruv9, Vector3.up, crt4, crownSubmesh, chimney.crownSurface); //todo calculate the values for this - don't be lazy int xCount = 1; int zCount = 1; if (chimney.allowMultiple) { xCount = Mathf.FloorToInt((chimney.crownSize.x - chimney.flueSpacing) / (chimney.flueSize.x + chimney.flueSpacing)); if (xCount < 1) { xCount = 1; } if (chimney.allowMultipleRows) { zCount = Mathf.FloorToInt((chimney.crownSize.z - chimney.flueSpacing) / (chimney.flueSize.z + chimney.flueSpacing)); if (zCount < 1) { zCount = 1; } } } float xSpacing = (chimney.crownSize.x - chimney.flueSize.x * xCount) / (xCount + 1); float zSpacing = (chimney.crownSize.z - chimney.flueSize.z * zCount) / (zCount + 1); //FLUES for (int x = 0; x < xCount; x++) { for (int z = 0; z < zCount; z++) { Vector3 flueBase = cr4 + new Vector3(xSpacing + x * (chimney.flueSize.x + xSpacing) + chimney.flueSize.x * 0.5f, 0, zSpacing + z * (chimney.flueSize.z + zSpacing) + chimney.flueSize.z * 0.5f); float thickness = (chimney.flueSize.x + chimney.flueSize.z) * 0.05f;//10% float drop = chimney.flueSize.y * 0.9f; Vector4 topTangent = new Vector4(1, 0, 0, 0); Surface useFlueSurface = GenerationUtil.GetSurface(chimney.flueSurfaces, RGEN); int flueSubmesh = submeshLibrary.SubmeshAdd(useFlueSurface); int innerSubmesh = submeshLibrary.SubmeshAdd(chimney.innerSurface); Vector3 flueNoiseVector = new Vector3(chimney.noise.x * RGEN.OneRange(), chimney.noise.y * RGEN.OneRange(), chimney.noise.z * RGEN.OneRange()); if (chimney.square) { Vector3 f0 = flueBase + new Vector3(-chimney.flueSize.x * 0.5f, 0, -chimney.flueSize.z * 0.5f); Vector3 f1 = flueBase + new Vector3(chimney.flueSize.x * 0.5f, 0, -chimney.flueSize.z * 0.5f); Vector3 f2 = flueBase + new Vector3(-chimney.flueSize.x * 0.5f, 0, chimney.flueSize.z * 0.5f); Vector3 f3 = flueBase + new Vector3(chimney.flueSize.x * 0.5f, 0, chimney.flueSize.z * 0.5f); Vector3 f4 = flueBase + new Vector3(-chimney.flueSize.x * 0.5f, chimney.flueSize.y, -chimney.flueSize.z * 0.5f) + flueNoiseVector; Vector3 f5 = flueBase + new Vector3(chimney.flueSize.x * 0.5f, chimney.flueSize.y, -chimney.flueSize.z * 0.5f) + flueNoiseVector; Vector3 f6 = flueBase + new Vector3(-chimney.flueSize.x * 0.5f, chimney.flueSize.y, chimney.flueSize.z * 0.5f) + flueNoiseVector; Vector3 f7 = flueBase + new Vector3(chimney.flueSize.x * 0.5f, chimney.flueSize.y, chimney.flueSize.z * 0.5f) + flueNoiseVector; Vector3 f4i = f4 + new Vector3(thickness, 0, thickness) + flueNoiseVector; Vector3 f5i = f5 + new Vector3(-thickness, 0, thickness) + flueNoiseVector; Vector3 f6i = f6 + new Vector3(thickness, 0, -thickness) + flueNoiseVector; Vector3 f7i = f7 + new Vector3(-thickness, 0, -thickness) + flueNoiseVector; Vector3 f4id = f4i + new Vector3(0, -drop, 0); Vector3 f5id = f5i + new Vector3(0, -drop, 0); Vector3 f6id = f6i + new Vector3(0, -drop, 0); Vector3 f7id = f7i + new Vector3(0, -drop, 0); // Vector2 fuv0 = new Vector2(0, 0); // Vector2 fuv1 = new Vector2(chimney.flueSize.x, 0); // Vector2 fuv2 = new Vector2(fuv1.x + chimney.flueSize.z, 0); // Vector2 fuv3 = new Vector2(fuv2.x + chimney.flueSize.x, 0); // // Vector2 fuv4 = new Vector2(0, chimney.flueSize.y); // Vector2 fuv5 = new Vector2(chimney.flueSize.x, chimney.flueSize.y); // Vector2 fuv6 = new Vector2(fuv1.x + chimney.flueSize.z, chimney.flueSize.y); // Vector2 fuv7 = new Vector2(fuv2.x + chimney.flueSize.x, chimney.flueSize.y); //Flue Sides DYNAMIC_MESH.AddPlane(f0, f1, f4, f5, flueSubmesh); //todo calculate the values for this - don't be lazy DYNAMIC_MESH.AddPlane(f1, f3, f5, f7, flueSubmesh); //todo calculate the values for this - don't be lazy DYNAMIC_MESH.AddPlane(f3, f2, f7, f6, flueSubmesh); //todo calculate the values for this - don't be lazy DYNAMIC_MESH.AddPlane(f2, f0, f6, f4, flueSubmesh); //todo calculate the values for this - don't be lazy //Flue Top DYNAMIC_MESH.AddPlaneComplex(f4, f5, f4i, f5i, Vector3.up, topTangent, flueSubmesh, useFlueSurface); //todo calculate the values for this - don't be lazy DYNAMIC_MESH.AddPlaneComplex(f5, f7, f5i, f7i, Vector3.up, topTangent, flueSubmesh, useFlueSurface); //todo calculate the values for this - don't be lazy DYNAMIC_MESH.AddPlaneComplex(f7, f6, f7i, f6i, Vector3.up, topTangent, flueSubmesh, useFlueSurface); //todo calculate the values for this - don't be lazy DYNAMIC_MESH.AddPlaneComplex(f6, f4, f6i, f4i, Vector3.up, topTangent, flueSubmesh, useFlueSurface); //todo calculate the values for this - don't be lazy //Flue Drop DYNAMIC_MESH.AddPlane(f5id, f4id, f5i, f4i, innerSubmesh); //todo calculate the values for this - don't be lazy DYNAMIC_MESH.AddPlane(f7id, f5id, f7i, f5i, innerSubmesh); //todo calculate the values for this - don't be lazy DYNAMIC_MESH.AddPlane(f6id, f7id, f6i, f7i, innerSubmesh); //todo calculate the values for this - don't be lazy DYNAMIC_MESH.AddPlane(f4id, f6id, f4i, f6i, innerSubmesh); //todo calculate the values for this - don't be lazy DYNAMIC_MESH.AddPlane(f4id, f5id, f6id, f7id, innerSubmesh); //todo calculate the values for this - don't be lazy } else { int vertCount = (chimney.segments + 1) * 2;//add an additonal so we can wrap the UVs well RawMeshData flueOuter = new RawMeshData(vertCount, chimney.segments * 6); RawMeshData flueTop = new RawMeshData(vertCount, chimney.segments * 6); //add additional point for the middle, bottom of the inside of the flue RawMeshData flueInner = new RawMeshData(vertCount + 1, chimney.segments * 9); //the additonal point at the bottom of the flue - added to the end of the mesh data flueInner.vertices[vertCount] = flueBase; flueInner.normals[vertCount] = Vector3.up; flueInner.tangents[vertCount] = new Vector4(1, 0, 0, 0); int indexIm = flueInner.vertCount - 1; float circumference = Mathf.PI * (chimney.flueSize.x + chimney.flueSize.z); for (int s = 0; s < chimney.segments + 1; s++) { float percent = s / (float)(chimney.segments); percent = (percent + (chimney.angleOffset / 360)) % 1f; int indexV0 = s * 2; int indexV1 = s * 2 + 1; int indexV2 = s * 2 + 2; int indexV3 = s * 2 + 3; if (s == chimney.segments - 1) { indexV2 = 0; indexV3 = 1; } float xa = Mathf.Sin(percent * Mathf.PI * 2) * chimney.flueSize.x * 0.5f; float za = Mathf.Cos(percent * Mathf.PI * 2) * chimney.flueSize.z * 0.5f; // float innerHalf = thickness / (chimney.flueSize.x + chimney.flueSize.z) / 2; float xai = Mathf.Sin(percent * Mathf.PI * 2) * chimney.flueSize.x * 0.4f; float zai = Mathf.Cos(percent * Mathf.PI * 2) * chimney.flueSize.z * 0.4f; Vector3 v0 = flueBase + new Vector3(xa, 0, za); Vector3 v1 = flueBase + new Vector3(xa, chimney.flueSize.y, za) + flueNoiseVector; Vector3 v2 = flueBase + new Vector3(xai, chimney.flueSize.y, zai) + flueNoiseVector; Vector3 v3 = flueBase + new Vector3(xai, chimney.flueSize.y * 0.1f, zai); Vector2 uv0 = new Vector2(-circumference * percent, 0); Vector2 uv1 = new Vector2(-circumference * percent, chimney.flueSize.y); Vector2 uv2 = new Vector2(-circumference * percent, chimney.flueSize.y + 0.1f); Vector2 uv3 = new Vector2(-circumference * percent, 0); int rdnFlueSurfaceIndex = RGEN.Index(chimney.flueSurfaces.Count); Surface flueSurface = rdnFlueSurfaceIndex != -1 ? chimney.flueSurfaces[rdnFlueSurfaceIndex] : null; if (flueSurface != null) { uv0 = flueSurface.CalculateUV(uv0); uv1 = flueSurface.CalculateUV(uv1); uv2 = flueSurface.CalculateUV(uv2); uv3 = flueSurface.CalculateUV(uv3); } flueOuter.vertices[indexV0] = v0; flueOuter.vertices[indexV1] = v1; flueOuter.uvs[indexV0] = uv0; flueOuter.uvs[indexV1] = uv1; flueTop.vertices[indexV0] = v1; flueTop.vertices[indexV1] = v2; flueTop.uvs[indexV0] = uv1; flueTop.uvs[indexV1] = uv2; flueInner.vertices[indexV0] = v2; flueInner.vertices[indexV1] = v3; flueInner.uvs[indexV0] = uv2; flueInner.uvs[indexV1] = uv3; Vector3 outerNormal = new Vector3(Mathf.Sin(percent * Mathf.PI * 2), 0, Mathf.Cos(percent * Mathf.PI * 2)); flueOuter.normals[indexV0] = outerNormal; flueOuter.normals[indexV1] = outerNormal; flueTop.normals[indexV0] = Vector3.up; flueTop.normals[indexV1] = Vector3.up; flueInner.normals[indexV0] = -outerNormal; flueInner.normals[indexV1] = -outerNormal; if (s < chimney.segments) { int tidx0 = s * 6; flueOuter.triangles[tidx0 + 0] = indexV0; flueOuter.triangles[tidx0 + 2] = indexV1; flueOuter.triangles[tidx0 + 1] = indexV2; flueOuter.triangles[tidx0 + 3] = indexV1; flueOuter.triangles[tidx0 + 4] = indexV2; flueOuter.triangles[tidx0 + 5] = indexV3; flueTop.triangles[tidx0 + 0] = indexV0; flueTop.triangles[tidx0 + 2] = indexV1; flueTop.triangles[tidx0 + 1] = indexV2; flueTop.triangles[tidx0 + 3] = indexV1; flueTop.triangles[tidx0 + 4] = indexV2; flueTop.triangles[tidx0 + 5] = indexV3; int tidx0i = s * 9; flueInner.triangles[tidx0i + 0] = indexV0; flueInner.triangles[tidx0i + 2] = indexV1; flueInner.triangles[tidx0i + 1] = indexV2; flueInner.triangles[tidx0i + 3] = indexV1; flueInner.triangles[tidx0i + 4] = indexV2; flueInner.triangles[tidx0i + 5] = indexV3; flueInner.triangles[tidx0i + 6] = indexV1; flueInner.triangles[tidx0i + 7] = indexV3; flueInner.triangles[tidx0i + 8] = indexIm; } } DYNAMIC_MESH.AddData(flueOuter, flueSubmesh); DYNAMIC_MESH.AddData(flueTop, flueSubmesh); DYNAMIC_MESH.AddData(flueInner, innerSubmesh); } } } if (output.raw != null) { output.raw.Copy(DYNAMIC_MESH); } if (output.mesh != null) { output.mesh.Clear(false); DYNAMIC_MESH.Build(output.mesh); } }
public void GenerateFromDynamicMesh(BuildRMesh overflow = null) { Debug.Log("VisualPart.cs GenerateFromDynamicMesh :" + overflow); HUtils.log(); if (_dynamicMesh == null) { _dynamicMesh = new BuildRMesh(DYNAMIC_MESH_NAME); } if (_mesh == null) { _mesh = new Mesh(); } if (_filter == null) { #if UNITY_EDITOR _filter = UnityEditor.Undo.AddComponent <MeshFilter>(gameObject); #else _filter = gameObject.AddComponent <MeshFilter>(); #endif } if (_renderer == null) { #if UNITY_EDITOR _renderer = UnityEditor.Undo.AddComponent <MeshRenderer>(gameObject); #else _renderer = gameObject.AddComponent <MeshRenderer>(); #endif } if (overflow != null) { _dynamicMesh = overflow; } _dynamicMesh.Build(_mesh); _filter.sharedMesh = _mesh; _renderer.sharedMaterials = _dynamicMesh.materials.ToArray(); if (_dynamicMesh.hasOverflowed) { if (_sibling == null) { _sibling = Create(transform.parent, name); } _sibling.GenerateFromDynamicMesh(_dynamicMesh.overflow); } else { if (_sibling != null) { _sibling.DestroyVisual(); } _sibling = null; } if (_colliderPart == null) { _colliderPart = ColliderPart.Create(transform.parent); } if (_colliderMesh == null) { _colliderMesh = new BuildRCollider(DYNAMIC_COLLIDER_NAME); } _colliderPart.GenerateFromColliderMesh(_colliderMesh); }