Esempio n. 1
0
        public GameObject[] generateColliders()
        {
            GameObject[] colliders = new GameObject[faces];

            float anglePerFace = 360f / (float)faces;
            float start        = 0;
            float end          = start + anglePerFace;
            float thickness    = topRadius - topInnerRadius;

            Mesh           mesh;
            MeshFilter     mf;
            MeshCollider   mc;
            ROLMeshBuilder builder = new ROLMeshBuilder();

            GameObject collider;

            for (int i = 0; i < faces; i++)
            {
                collider     = new GameObject("ProceduralCylinderCollider-" + i);
                colliders[i] = collider;
                start        = (float)i * anglePerFace;
                end          = start + anglePerFace;
                builder.generatePanelCollider(offset, start, end, 0, height, bottomRadius, topRadius, thickness);
                mesh          = builder.buildMesh();
                mf            = collider.AddComponent <MeshFilter>();
                mf.mesh       = mesh;
                mc            = collider.AddComponent <MeshCollider>();
                mc.sharedMesh = mesh;
                mc.convex     = true;
                builder.clear();
            }
            return(colliders);
        }
Esempio n. 2
0
        public GameObject[] generateColliders(Vector3 center, int facesPerCollider)
        {
            float totalAngle   = endAngle - startAngle;
            float anglePerFace = 360f / (float)faces;
            int   localFaces   = (int)Math.Round(totalAngle / anglePerFace);

            localFaces /= facesPerCollider;
            GameObject[] colliders = new GameObject[localFaces * (innerArcs.Count - 1)];
            float        localStart, localEnd, startY, height, topRadius, bottomRadius, thickness;
            Mesh         colliderMesh;
            MeshFilter   mf;
            //MeshRenderer mr;
            MeshCollider mc;

            thickness = outerArcs[0].radius - innerArcs[0].radius;
            ROLMeshBuilder builder       = new ROLMeshBuilder();
            int            colliderIndex = 0;

            for (int i = 0; i < localFaces; i++)
            {
                localStart = startAngle + (float)i * anglePerFace;
                localEnd   = localStart + (anglePerFace * facesPerCollider);
                for (int k = 0; k < innerArcs.Count - 1; k++, colliderIndex++)
                {
                    startY       = innerArcs[k].height;
                    height       = innerArcs[k + 1].height - startY;
                    bottomRadius = outerArcs[k].radius;
                    topRadius    = outerArcs[k + 1].radius;
                    builder.generatePanelCollider(center, localStart, localEnd, startY, height, bottomRadius, topRadius, thickness);
                    colliderMesh = builder.buildMesh();
                    builder.clear();
                    colliders[colliderIndex] = new GameObject("PanelCollider" + i + "-" + k);
                    mf = colliders[colliderIndex].AddComponent <MeshFilter>();
                    //mr = colliders[i].AddComponent<MeshRenderer>();
                    mc      = colliders[colliderIndex].AddComponent <MeshCollider>();
                    mf.mesh = colliderMesh;
                    //mr.enabled = true;
                    mc.sharedMesh = colliderMesh;
                    mc.enabled    = mc.convex = true;
                }
            }
            return(colliders);
        }