private void BuildDecal(CausticDecal decal) { MeshFilter filter = decal.GetComponent <MeshFilter>(); if (filter == null) { filter = decal.gameObject.AddComponent <MeshFilter>(); } if (decal.GetComponent <Renderer>() == null) { decal.gameObject.AddComponent <MeshRenderer>(); } affectedObjects = GetAffectedObjects(decal.GetBounds(), decal.affectedLayers); foreach (GameObject go in affectedObjects) { CausticDecalBuilder.BuildDecalForObject(decal, go); } CausticDecalBuilder.Push(decal.pushDistance); Mesh mesh = CausticDecalBuilder.CreateMesh(); if (mesh != null) { mesh.name = "CausticMesh"; filter.mesh = mesh; } }
public static void BuildDecalForObject(CausticDecal 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; CausticDecalPolygon poly = new CausticDecalPolygon( v1, v2, v3 ); poly = CausticDecalPolygon.ClipPolygon(poly, right); if(poly == null) continue; poly = CausticDecalPolygon.ClipPolygon(poly, left); if(poly == null) continue; poly = CausticDecalPolygon.ClipPolygon(poly, top); if(poly == null) continue; poly = CausticDecalPolygon.ClipPolygon(poly, bottom); if(poly == null) continue; poly = CausticDecalPolygon.ClipPolygon(poly, front); if(poly == null) continue; poly = CausticDecalPolygon.ClipPolygon(poly, back); if(poly == null) continue; AddPolygon( poly, normal ); } GenerateTexCoords(startVertexCount); }
private void BuildDecal(CausticDecal decal) { MeshFilter filter = decal.GetComponent<MeshFilter>(); if(filter == null) filter = decal.gameObject.AddComponent<MeshFilter>(); if(decal.GetComponent<Renderer>() == null) decal.gameObject.AddComponent<MeshRenderer>(); affectedObjects = GetAffectedObjects(decal.GetBounds(), decal.affectedLayers); foreach(GameObject go in affectedObjects) { CausticDecalBuilder.BuildDecalForObject( decal, go ); } CausticDecalBuilder.Push( decal.pushDistance ); Mesh mesh = CausticDecalBuilder.CreateMesh(); if(mesh != null) { mesh.name = "CausticMesh"; filter.mesh = mesh; } }
public static void BuildDecalForObject(CausticDecal 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; } CausticDecalPolygon poly = new CausticDecalPolygon(v1, v2, v3); poly = CausticDecalPolygon.ClipPolygon(poly, right); if (poly == null) { continue; } poly = CausticDecalPolygon.ClipPolygon(poly, left); if (poly == null) { continue; } poly = CausticDecalPolygon.ClipPolygon(poly, top); if (poly == null) { continue; } poly = CausticDecalPolygon.ClipPolygon(poly, bottom); if (poly == null) { continue; } poly = CausticDecalPolygon.ClipPolygon(poly, front); if (poly == null) { continue; } poly = CausticDecalPolygon.ClipPolygon(poly, back); if (poly == null) { continue; } AddPolygon(poly, normal); } GenerateTexCoords(startVertexCount); }