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; DecalPolygonLegacy poly = new DecalPolygonLegacy( v1, v2, v3 ); poly = DecalPolygonLegacy.ClipPolygon(poly, right); if(poly == null) continue; poly = DecalPolygonLegacy.ClipPolygon(poly, left); if(poly == null) continue; poly = DecalPolygonLegacy.ClipPolygon(poly, top); if(poly == null) continue; poly = DecalPolygonLegacy.ClipPolygon(poly, bottom); if(poly == null) continue; poly = DecalPolygonLegacy.ClipPolygon(poly, front); if(poly == null) continue; poly = DecalPolygonLegacy.ClipPolygon(poly, back); if(poly == null) continue; AddPolygon( poly, normal ); } GenerateTexCoords(startVertexCount, decal.sprite); }
private static void AddPolygon(DecalPolygonLegacy poly, Vector3 normal) { int ind1 = AddVertex( poly.vertices[0], normal ); for(int i=1; i<poly.vertices.Count-1; i++) { int ind2 = AddVertex( poly.vertices[i], normal ); int ind3 = AddVertex( poly.vertices[i+1], normal ); bufIndices.Add( ind1 ); bufIndices.Add( ind2 ); bufIndices.Add( ind3 ); } }