public void BuildDecal(Decal decal) { MeshFilter filter = decal.GetComponent <MeshFilter>(); if (filter == null) { filter = decal.gameObject.AddComponent <MeshFilter>(); } if (decal.GetComponent <Renderer>() == null) { decal.gameObject.AddComponent <MeshRenderer>(); } decal.Material = decal.GetComponent <Renderer>().material; if (decal.Material == null || decal.Sprite == null) { filter.mesh = null; return; } _affectedObjects = GetAffectedObjects(decal.GetBounds(), decal.AffectedLayers); foreach (GameObject go in _affectedObjects) { DecalBuilder.BuildDecalForObject(decal, go); } DecalBuilder.Push(decal.PushDistance); Mesh mesh = DecalBuilder.CreateMesh(); if (mesh != null) { mesh.name = "DecalMesh"; filter.mesh = mesh; } }
public static void BuildDecalForObject(Decal decal, GameObject affectedObject) { Mesh affectedMesh = affectedObject.GetComponent <MeshFilter>().sharedMesh; if (affectedMesh == null) { return; } float maxAngle = decal.MaxAngle; Plane right = new Plane(Vector3.right, Vector3.right / 2f); Plane left = new Plane(-Vector3.right, -Vector3.right / 2f); Plane top = new Plane(Vector3.up, Vector3.up / 2f); Plane bottom = new Plane(-Vector3.up, -Vector3.up / 2f); Plane front = new Plane(Vector3.forward, Vector3.forward / 2f); Plane back = new Plane(-Vector3.forward, -Vector3.forward / 2f); Vector3[] vertices = affectedMesh.vertices; int[] triangles = affectedMesh.triangles; int startVertexCount = _bufVertices.Count; Matrix4x4 matrix = decal.transform.worldToLocalMatrix * affectedObject.transform.localToWorldMatrix; for (int i = 0; i < triangles.Length; i += 3) { int i1 = triangles[i]; int i2 = triangles[i + 1]; int i3 = triangles[i + 2]; Vector3 v1 = matrix.MultiplyPoint(vertices[i1]); Vector3 v2 = matrix.MultiplyPoint(vertices[i2]); Vector3 v3 = matrix.MultiplyPoint(vertices[i3]); Vector3 side1 = v2 - v1; Vector3 side2 = v3 - v1; Vector3 normal = Vector3.Cross(side1, side2).normalized; if (Vector3.Angle(-Vector3.forward, normal) >= maxAngle) { continue; } DecalPolygon poly = new DecalPolygon(v1, v2, v3); poly = DecalPolygon.ClipPolygon(poly, right); if (poly == null) { continue; } poly = DecalPolygon.ClipPolygon(poly, left); if (poly == null) { continue; } poly = DecalPolygon.ClipPolygon(poly, top); if (poly == null) { continue; } poly = DecalPolygon.ClipPolygon(poly, bottom); if (poly == null) { continue; } poly = DecalPolygon.ClipPolygon(poly, front); if (poly == null) { continue; } poly = DecalPolygon.ClipPolygon(poly, back); if (poly == null) { continue; } AddPolygon(poly, normal); } if (decal.Sprite) { GenerateTexCoords(startVertexCount, decal.Sprite); } else { int textureWidth = decal.Material.mainTexture.width; int textureHeight = decal.Material.mainTexture.height; Texture2D textureData = new Texture2D(textureWidth, textureHeight); Sprite.Create(textureData, new Rect(0, 0, textureWidth, textureHeight), new Vector2(textureWidth / 2, textureHeight / 2)); GenerateTexCoords(startVertexCount, decal.Sprite); } }