public static Mesh Build(TreeData data, int generations, float length, float radius)
        {
            data.Setup();

            var root = new TreeBranch(
                generations,
                length,
                radius,
                data
                );

            var vertices  = new List <Vector3>();
            var normals   = new List <Vector3>();
            var tangents  = new List <Vector4>();
            var uvs       = new List <Vector2>();
            var triangles = new List <int>();

            float maxLength = TraverseMaxLength(root);

            Traverse(root, (branch) => {
                var offset = vertices.Count;

                var vOffset = branch.Offset / maxLength;
                var vLength = branch.Length / maxLength;

                for (int i = 0, n = branch.Segments.Count; i < n; i++)
                {
                    var t = 1f * i / (n - 1);
                    var v = vOffset + vLength * t;

                    var segment = branch.Segments[i];
                    var N       = segment.Frame.Normal;
                    var B       = segment.Frame.Binormal;
                    for (int j = 0; j <= data.radialSegments; j++)
                    {
                        // 0.0 ~ 2π
                        var u     = 1f * j / data.radialSegments;
                        float rad = u * PI2;

                        float cos  = Mathf.Cos(rad), sin = Mathf.Sin(rad);
                        var normal = (cos * N + sin * B).normalized;
                        vertices.Add(segment.Position + segment.Radius * normal);
                        normals.Add(normal);

                        var tangent = segment.Frame.Tangent;
                        tangents.Add(new Vector4(tangent.x, tangent.y, tangent.z, 0f));

                        uvs.Add(new Vector2(u, v));
                    }
                }

                for (int j = 1; j <= data.heightSegments; j++)
                {
                    for (int i = 1; i <= data.radialSegments; i++)
                    {
                        int a = (data.radialSegments + 1) * (j - 1) + (i - 1);
                        int b = (data.radialSegments + 1) * j + (i - 1);
                        int c = (data.radialSegments + 1) * j + i;
                        int d = (data.radialSegments + 1) * (j - 1) + i;

                        a += offset;
                        b += offset;
                        c += offset;
                        d += offset;

                        triangles.Add(a); triangles.Add(d); triangles.Add(b);
                        triangles.Add(b); triangles.Add(d); triangles.Add(c);
                    }
                }
            });

            var mesh = new Mesh();

            mesh.vertices  = vertices.ToArray();
            mesh.normals   = normals.ToArray();
            mesh.tangents  = tangents.ToArray();
            mesh.uv        = uvs.ToArray();
            mesh.triangles = triangles.ToArray();
            return(mesh);
        }
Пример #2
0
        public static Mesh Build(TreeData data, int generations, float length, float radius)
        {
            data.Setup();

            var root = new TreeBranch(
                generations,
                length,
                radius,
                data
                );

            var vertices  = new List <Vector3>();
            var normals   = new List <Vector3>();
            var tangents  = new List <Vector4>();
            var uvs       = new List <Vector2>();
            var triangles = new List <int>();

            // 木の全長を取得
            // 枝の長さを全長で割ることで、uv座標の高さ(uv.y)が
            // 根元から枝先に至るまで[0.0 ~ 1.0]で変化するように設定する
            float maxLength = TraverseMaxLength(root);

            // 再帰的に全ての枝を辿り、一つ一つの枝に対応するMeshを生成する
            Traverse(root, (branch) => {
                var offset = vertices.Count;

                var vOffset = branch.Offset / maxLength;
                var vLength = branch.Length / maxLength;

                // 一本の枝から頂点データを生成する
                for (int i = 0, n = branch.Segments.Count; i < n; i++)
                {
                    var t = 1f * i / (n - 1);
                    var v = vOffset + vLength * t;

                    var segment = branch.Segments[i];
                    var N       = segment.Frame.Normal;
                    var B       = segment.Frame.Binormal;
                    for (int j = 0; j <= data.radialSegments; j++)
                    {
                        // 0.0 ~ 2π
                        var u     = 1f * j / data.radialSegments;
                        float rad = u * PI2;

                        float cos  = Mathf.Cos(rad), sin = Mathf.Sin(rad);
                        var normal = (cos * N + sin * B).normalized;
                        vertices.Add(segment.Position + segment.Radius * normal);
                        normals.Add(normal);

                        var tangent = segment.Frame.Tangent;
                        tangents.Add(new Vector4(tangent.x, tangent.y, tangent.z, 0f));

                        uvs.Add(new Vector2(u, v));
                    }
                }

                // 一本の枝の三角形を構築する
                for (int j = 1; j <= data.heightSegments; j++)
                {
                    for (int i = 1; i <= data.radialSegments; i++)
                    {
                        int a = (data.radialSegments + 1) * (j - 1) + (i - 1);
                        int b = (data.radialSegments + 1) * j + (i - 1);
                        int c = (data.radialSegments + 1) * j + i;
                        int d = (data.radialSegments + 1) * (j - 1) + i;

                        a += offset;
                        b += offset;
                        c += offset;
                        d += offset;

                        triangles.Add(a); triangles.Add(d); triangles.Add(b);
                        triangles.Add(b); triangles.Add(d); triangles.Add(c);
                    }
                }
            });

            var mesh = new Mesh();

            mesh.vertices  = vertices.ToArray();
            mesh.normals   = normals.ToArray();
            mesh.tangents  = tangents.ToArray();
            mesh.uv        = uvs.ToArray();
            mesh.triangles = triangles.ToArray();
            mesh.RecalculateBounds();

            return(mesh);
        }