Пример #1
0
        private void CreateRibbonCircles(float[] radii, float[] thicknesses, int[] radialSubdivisionsArr, float[] tangentAngles)
        {
            MeshFilter meshFilter = _ribbonCircleObject.GetComponent <MeshFilter>();

            if (meshFilter == null)
            {
                meshFilter = _ribbonCircleObject.AddComponent <MeshFilter>();
            }
            MeshRenderer meshRenderer = _ribbonCircleObject.GetComponent <MeshRenderer>();

            if (meshRenderer == null)
            {
                meshRenderer = _ribbonCircleObject.AddComponent <MeshRenderer>();
            }
            meshRenderer.shadowCastingMode = (_shouldMeshUseShadows ? UnityEngine.Rendering.ShadowCastingMode.TwoSided : UnityEngine.Rendering.ShadowCastingMode.Off);
            meshRenderer.receiveShadows    = _shouldMeshUseShadows;
            meshRenderer.material          = _ribbonCircleMaterial;

            ShapeCombiner c = new ShapeCombiner();

            if (radii.Length != thicknesses.Length || radii.Length != radialSubdivisionsArr.Length)
            {
                Debug.LogError("[RibbonCircleCreator] radii/thickness/subdivision arrays must match each other in size.");
            }
            for (int i = 0; i < radii.Length; i++)
            {
                c.AddShape(new RibbonCircle(radii[i], thicknesses[i], radialSubdivisionsArr[i], tangentAngles[i]));
            }
            meshFilter.mesh = c.FinalizeCurrentMesh();
        }
Пример #2
0
    IEnumerator Start()
    {
        ShapeCombiner c = new ShapeCombiner(65536, shouldOptimize: true, shouldUpload: true, infiniteBounds: false);

        MeshObjectCreator.CreateObjectsRealtime(c, _mat, transform);

        Tube tube = new Tube(8);

        for (int i = 0; i < _ribbonCount; i++)
        {
            tube.Clear();

            float offset = Random.Range(0, 360);
            float radius = Random.Range(0.5f, 1.5f);

            for (int j = 0; j < _segments; j++)
            {
                tube.Add(new MeshPoint(new Vector3(j * 0.04f,
                                                   radius * Mathf.Sin(j * 0.1f + offset),
                                                   radius * Mathf.Cos(j * 0.1f + offset))),
                         0.03f);
            }

            yield return(null);

            c.AddShape(tube);
        }

        c.FinalizeCurrentMesh();
    }