public static MeshDraft BaselessPyramid(Vector3 baseCenter, Vector3 apex, float radius, int segments,
                                                bool inverted = false)
        {
            float segmentAngle = Mathf.PI * 2 / segments * (inverted ? -1 : 1);
            float currentAngle = 0f;

            var vertices = new Vector3[segments + 1];

            vertices[0] = apex;
            for (var i = 1; i <= segments; i++)
            {
                vertices[i]   = PTUtils.PointOnCircle3(radius, currentAngle) + baseCenter;
                currentAngle += segmentAngle;
            }

            var draft = new MeshDraft {
                name = "BaselessPyramid"
            };

            for (var i = 1; i < segments; i++)
            {
                draft.Add(Triangle(vertices[0], vertices[i], vertices[i + 1]));
            }
            draft.Add(Triangle(vertices[0], vertices[vertices.Length - 1], vertices[1]));
            return(draft);
        }
        public static MeshDraft FlatSphere(float radius, int longitudeSegments, int latitudeSegments)
        {
            float longitudeSegmentAngle = Mathf.PI * 2 / longitudeSegments;
            float latitudeSegmentAngle  = Mathf.PI / latitudeSegments;

            float currentLatitude = -Mathf.PI / 2;
            var   rings           = new List <List <Vector3> >(latitudeSegments);

            for (var i = 0; i <= latitudeSegments; i++)
            {
                var currentLongitude = 0f;
                var ring             = new List <Vector3>(longitudeSegments);
                for (int j = 0; j < longitudeSegments; j++)
                {
                    ring.Add(PTUtils.PointOnSphere(radius, currentLongitude, currentLatitude));
                    currentLongitude -= longitudeSegmentAngle;
                }
                rings.Add(ring);
                currentLatitude += latitudeSegmentAngle;
            }

            var draft = new MeshDraft {
                name = "Flat sphere"
            };

            for (int i = 0; i < rings.Count - 1; i++)
            {
                draft.Add(FlatBand(rings[i], rings[i + 1]));
            }
            return(draft);
        }
        public static MeshDraft Icosahedron(float radius)
        {
            float magicAngle   = Mathf.PI * 26.56505f / 180;
            float segmentAngle = Mathf.PI * 72 / 180;

            float currentAngle = 0f;
            var   upperRing    = new List <Vector3>(5);

            for (var i = 0; i < 5; i++)
            {
                upperRing.Add(PTUtils.PointOnSphere(radius, currentAngle, magicAngle));
                currentAngle -= segmentAngle;
            }

            currentAngle = segmentAngle / 2;
            var lowerRing = new List <Vector3>(5);

            for (var i = 0; i < 5; i++)
            {
                lowerRing.Add(PTUtils.PointOnSphere(radius, currentAngle, -magicAngle));
                currentAngle -= segmentAngle;
            }

            var draft = BaselessPyramid(new Vector3(0, -radius, 0), lowerRing);

            draft.Add(FlatBand(lowerRing, upperRing));
            upperRing.Reverse();
            draft.Add(BaselessPyramid(new Vector3(0, radius, 0), upperRing));
            draft.name = "Icosahedron";
            return(draft);
        }
Esempio n. 4
0
 /// <summary>
 /// Reverses winding order of mesh triangles
 /// </summary>
 public static void FlipTriangles(this Mesh mesh)
 {
     for (int i = 0; i < mesh.subMeshCount; i++)
     {
         var triangles = mesh.GetTriangles(i);
         for (int j = 0; j < triangles.Length; j += 3)
         {
             PTUtils.Swap(ref triangles[j], ref triangles[j + 1]);
         }
         mesh.SetTriangles(triangles, i);
     }
 }
        public static MeshDraft Sphere(float radius, int longitudeSegments, int latitudeSegments)
        {
            var draft = new MeshDraft {
                name = "Sphere"
            };

            float longitudeSegmentAngle = Mathf.PI * 2 / longitudeSegments;
            float latitudeSegmentAngle  = Mathf.PI / latitudeSegments;

            float currentLatitude = -Mathf.PI / 2;

            for (var ring = 0; ring <= latitudeSegments; ring++)
            {
                var currentLongitude = 0f;
                for (int i = 0; i < longitudeSegments; i++)
                {
                    var point = PTUtils.PointOnSphere(radius, currentLongitude, currentLatitude);
                    draft.vertices.Add(point);
                    draft.normals.Add(point.normalized);
                    draft.uv.Add(new Vector2((float)i / longitudeSegments, (float)ring / latitudeSegments));
                    currentLongitude -= longitudeSegmentAngle;
                }
                currentLatitude += latitudeSegmentAngle;
            }

            int i0, i1, i2, i3;

            for (int ring = 0; ring < latitudeSegments; ring++)
            {
                for (int i = 0; i < longitudeSegments - 1; i++)
                {
                    i0 = ring * longitudeSegments + i;
                    i1 = (ring + 1) * longitudeSegments + i;
                    i2 = ring * longitudeSegments + i + 1;
                    i3 = (ring + 1) * longitudeSegments + i + 1;
                    draft.triangles.AddRange(new[] { i0, i1, i2 });
                    draft.triangles.AddRange(new[] { i2, i1, i3 });
                }

                i0 = (ring + 1) * longitudeSegments - 1;
                i1 = (ring + 2) * longitudeSegments - 1;
                i2 = ring * longitudeSegments;
                i3 = (ring + 1) * longitudeSegments;
                draft.triangles.AddRange(new[] { i0, i1, i2 });
                draft.triangles.AddRange(new[] { i2, i1, i3 });
            }

            return(draft);
        }
        public static MeshDraft Dodecahedron(float radius)
        {
            float magicAngle1  = Mathf.PI * 52.62263590f / 180;
            float magicAngle2  = Mathf.PI * 10.81231754f / 180;
            float segmentAngle = Mathf.PI * 2 / 5;
            float currentAngle = 0f;
            var   lowerCap     = new List <Vector3>();
            var   lowerRing    = new List <Vector3>();

            for (var i = 0; i <= 5; i++)
            {
                lowerCap.Add(PTUtils.PointOnSphere(radius, currentAngle, -magicAngle1));
                lowerRing.Add(PTUtils.PointOnSphere(radius, currentAngle, -magicAngle2));
                currentAngle -= segmentAngle;
            }

            currentAngle = -segmentAngle / 2;
            var upperCap  = new List <Vector3>();
            var upperRing = new List <Vector3>();

            for (var i = 0; i <= 5; i++)
            {
                upperCap.Add(PTUtils.PointOnSphere(radius, currentAngle, magicAngle1));
                upperRing.Add(PTUtils.PointOnSphere(radius, currentAngle, magicAngle2));
                currentAngle -= segmentAngle;
            }

            var draft = TriangleFan(lowerCap);

            draft.Add(FlatBand(lowerCap, lowerRing));
            draft.Add(FlatBand(lowerRing, upperRing));
            draft.Add(FlatBand(upperRing, upperCap));
            upperCap.Reverse();
            draft.Add(TriangleFan(upperCap));
            draft.name = "Dodecahedron";
            return(draft);
        }
        public static MeshDraft Cylinder(float radius, int segments, float heignt)
        {
            float segmentAngle = Mathf.PI * 2 / segments;

            float currentAngle = 0f;
            var   lowerRing    = new List <Vector3>(segments);
            var   upperRing    = new List <Vector3>(segments);

            for (var i = 0; i < segments; i++)
            {
                var point = PTUtils.PointOnCircle3(radius, currentAngle);
                lowerRing.Add(point - Vector3.up * heignt / 2);
                upperRing.Add(point + Vector3.up * heignt / 2);
                currentAngle -= segmentAngle;
            }

            var draft = TriangleFan(lowerRing);

            draft.Add(Band(lowerRing, upperRing));
            upperRing.Reverse();
            draft.Add(TriangleFan(upperRing));
            draft.name = "Cylinder";
            return(draft);
        }
        public static MeshDraft Tetrahedron(float radius)
        {
            float tetrahedralAngle = Mathf.PI * -19.471220333f / 180;
            float segmentAngle     = Mathf.PI * 2 / 3;
            float currentAngle     = 0f;

            var vertices = new List <Vector3>(4)
            {
                new Vector3(0, radius, 0)
            };

            for (var i = 1; i < 4; i++)
            {
                vertices.Add(PTUtils.PointOnSphere(radius, currentAngle, tetrahedralAngle));
                currentAngle += segmentAngle;
            }
            var draft = Triangle(vertices[0], vertices[1], vertices[2]);

            draft.Add(Triangle(vertices[1], vertices[3], vertices[2]));
            draft.Add(Triangle(vertices[0], vertices[2], vertices[3]));
            draft.Add(Triangle(vertices[0], vertices[3], vertices[1]));
            draft.name = "Tetrahedron";
            return(draft);
        }
 /// <summary>
 /// Draws filled circle on texture using Bresenham's algorithm
 /// </summary>
 public static void DrawFilledCircle(this Texture2D texture, int centerX, int centerY, int radius, Color color)
 {
     PTUtils.DrawFilledCircle(centerX, centerY, radius, (x, y) => texture.SetPixel(x, y, color));
 }
 /// <summary>
 /// Draws circle on texture
 /// </summary>
 public static void DrawCircle(this Texture2D texture, Vector2Int center, int radius, Color color)
 {
     PTUtils.DrawCircle(center, radius, (x, y) => texture.SetPixel(x, y, color));
 }
 /// <summary>
 /// Draws anti-aliased line on texture
 /// </summary>
 public static void DrawAALine(this Texture2D texture, int x0, int y0, int x1, int y1, Color color)
 {
     PTUtils.DrawAALine(x0, y0, x1, y1,
                        (x, y, t) => texture.SetPixel(x, y, Color.Lerp(texture.GetPixel(x, y), color, t)));
 }
 /// <summary>
 /// Draws anti-aliased line on texture
 /// </summary>
 public static void DrawAALine(this Texture2D texture, Vector2Int v0, Vector2Int v1, Color color)
 {
     PTUtils.DrawAALine(v0, v1,
                        (x, y, t) => texture.SetPixel(x, y, Color.Lerp(texture.GetPixel(x, y), color, t)));
 }
 /// <summary>
 /// Draws line on texture
 /// </summary>
 public static void DrawLine(this Texture2D texture, int x0, int y0, int x1, int y1, Color color)
 {
     PTUtils.DrawLine(x0, y0, x1, y1, (x, y) => texture.SetPixel(x, y, color));
 }
 /// <summary>
 /// Draws line on texture
 /// </summary>
 public static void DrawLine(this Texture2D texture, Vector2Int v0, Vector2Int v1, Color color)
 {
     PTUtils.DrawLine(v0, v1, (x, y) => texture.SetPixel(x, y, color));
 }