//Actual mesh generation with the indicated properties and generation container; do not call this directly static void GenerateMesh(ref GeneratorInstance gi, GeneratorProps genProps) { //Important vertex strips at ends of sections VertexStrip firstBottomStrip = new VertexStrip(); VertexStrip lastBottomStrip = new VertexStrip(); VertexStrip firstTopStrip = new VertexStrip(); VertexStrip lastTopStrip = new VertexStrip(); int bottomSegments = Mathf.Max(1, genProps.bottomSegments); int topSegments = Mathf.Max(1, genProps.topSegments); //Bottom section verts for (int i = 0; i < bottomSegments + 1; i++) { float stripProgress = (i * 1.0f) / (bottomSegments * 1.0f); //Properties for current vertex strip VertexStripProps stripProps = new VertexStripProps { isTop = false, flat = genProps.bottomSegments == 0, cornerDetails = genProps.cornerDetails, XYDetail = genProps.XYDetail, YZDetail = genProps.YZDetail, cornerProgress = Mathf.Pow(1.0f - Mathf.Pow(stripProgress, genProps.stripDistribution1), genProps.stripDistribution2), corners = genProps.corners, detailSmoothness = genProps.detailSmoothness }; lastBottomStrip = new VertexStrip(stripProps); gi.strips.Add(lastBottomStrip); if (i == 0) { firstBottomStrip = new VertexStrip(stripProps); } } //Top section verts for (int i = 0; i < topSegments + 1; i++) { float stripProgress = 1.0f - (i * 1.0f) / (topSegments * 1.0f); //Properties for current vertex strip VertexStripProps stripProps = new VertexStripProps { isTop = true, flat = genProps.topSegments == 0, cornerDetails = genProps.cornerDetails, XYDetail = genProps.XYDetail, YZDetail = genProps.YZDetail, cornerProgress = Mathf.Pow(1.0f - Mathf.Pow(stripProgress, genProps.stripDistribution1), genProps.stripDistribution2), corners = genProps.corners, detailSmoothness = genProps.detailSmoothness }; firstTopStrip = new VertexStrip(stripProps); //Add lateral strips between top and bottom sections if (genProps.XZDetail > 0 && i == 0) { int curStrip = 1; while (curStrip < genProps.XZDetail + 1) { gi.strips.Add(new VertexStrip(lastBottomStrip, firstTopStrip, ((curStrip * 1.0f) / ((genProps.XZDetail + 1) * 1.0f)), genProps.detailSmoothness)); curStrip++; } } else if (i == topSegments) { lastTopStrip = new VertexStrip(stripProps); } gi.strips.Add(firstTopStrip); } //Top cap lastTopStrip.ArrangeSides(); lastTopStrip.GenerateCap(); //Bottom cap firstBottomStrip.ArrangeSides(); firstBottomStrip.GenerateCap(); //Final vert array concatenation List <Vector3> tempVerts = new List <Vector3>(); for (int i = 0; i < gi.strips.Count; i++) { tempVerts.AddRange(gi.strips[i].verts); } //Adding vertices of the caps int capStartIndex = tempVerts.Count; tempVerts.AddRange(lastTopStrip.capVerts); tempVerts.AddRange(firstBottomStrip.capVerts); gi.finalVerts = tempVerts.ToArray(); //Triangle assignment int stripLength = gi.strips[0].verts.Count; int baseVert = 0; int stripLoop = 0; while (stripLoop < gi.strips.Count - 1) { for (int i = 0; i < stripLength - 1; i++) { gi.tris.Add(baseVert + i); gi.tris.Add(baseVert + stripLength + 1 + i); gi.tris.Add(baseVert + i + 1); gi.tris.Add(baseVert + stripLength + i); gi.tris.Add(baseVert + stripLength + 1 + i); gi.tris.Add(baseVert + i); } baseVert += stripLength; stripLoop++; } //Top cap triangles stripLength = lastTopStrip.side1.Count; for (int i = 0; i < lastTopStrip.capVerts.Count - stripLength - 1; i++) { if ((i + 1) % stripLength != 0) { gi.tris.Add(capStartIndex + i); gi.tris.Add(capStartIndex + i + 1); gi.tris.Add(capStartIndex + stripLength + i); gi.tris.Add(capStartIndex + stripLength + i); gi.tris.Add(capStartIndex + i + 1); gi.tris.Add(capStartIndex + stripLength + 1 + i); } } //Bottom cap triangles capStartIndex += lastTopStrip.capVerts.Count; stripLength = firstBottomStrip.side1.Count; for (int i = 0; i < firstBottomStrip.capVerts.Count - stripLength - 1; i++) { if ((i + 1) % stripLength != 0) { gi.tris.Add(capStartIndex + i + 1); gi.tris.Add(capStartIndex + i); gi.tris.Add(capStartIndex + stripLength + i); gi.tris.Add(capStartIndex + i + 1); gi.tris.Add(capStartIndex + stripLength + i); gi.tris.Add(capStartIndex + stripLength + 1 + i); } } //Hook Deformation if (genProps.hooks.Length > 0) { for (int i = 0; i < genProps.hooks.Length; i++) { DeformHook curHook = genProps.hooks[i]; if (curHook.enabled) { for (int j = 0; j < gi.finalVerts.Length; j++) { Vector3 curVert = gi.finalVerts[j]; float deformAmount = Mathf.Pow(Mathf.Max(0.0f, curHook.radius - Vector3.Distance(curVert, curHook.localPos)), curHook.falloff); switch (curHook.hookType) { case DeformHook.HookType.Pull: gi.finalVerts[j] += curHook.localRot * Vector3.forward * deformAmount * curHook.strength; break; case DeformHook.HookType.Twist: Vector3 newVert = curHook.localPos + curHook.localRot * (curVert - curHook.localPos); gi.finalVerts[j] += (newVert - curVert) * deformAmount * curHook.strength; break; case DeformHook.HookType.Expand: gi.finalVerts[j] += curHook.localPos + (curVert - curHook.localPos) * (1.0f + (curHook.strength - 1.0f) * deformAmount) - curVert; break; } } } } } //Set final mesh data gi.colMesh = new Mesh(); gi.colMesh.vertices = gi.finalVerts; gi.colMesh.triangles = gi.tris.ToArray(); }