getUV() публичный Метод

public getUV ( Vector2 min, Vector2 max, Vector2 vert ) : Vector2
min Vector2
max Vector2
vert Vector2
Результат Vector2
Пример #1
0
        /// <summary>
        /// Generates a ring of vertices using circular UV mapping, where the center of the ring is the center of the UV area.
        /// This would be used to generate a partial ring, such as the procedural decoupler
        /// Input radius is the radius of the actual ring, uvRadius is the radius to be used for maximal UV bounds
        /// (e.g. they will only be different on an inner-ring; where radius=ring radius, and uvRadius = outerRingRadius)
        /// </summary>
        /// <param name="offset"></param>
        /// <param name="faces"></param>
        /// <param name="radius"></param>
        /// <param name="height"></param>
        /// <param name="startAngle"></param>
        /// <param name="endAngle"></param>
        /// <param name="area">The UV area to map the UV vertex to.</param>
        /// <param name="uvRadius">The radius to be used for the UV area, in case it differs from the radius in use (basically scales the UV area)</param>
        /// <param name="yCos">Determines the x/z normal component</param>
        /// <param name="ySin">Used directly as the y normal component</param>
        /// <returns></returns>
        public List <Vertex> generateRadialVerticesCylinderUVs(Vector3 offset, int faces, float radius, float height, float startAngle, float endAngle, UVArea area, float uvRadius, float yCos, float ySin)
        {
            List <Vertex> verts      = new List <Vertex>();
            float         startRad   = startAngle * Mathf.Deg2Rad;
            float         endRad     = endAngle * Mathf.Deg2Rad;
            float         totalRad   = endRad - startRad;
            float         radPerFace = (2f * Mathf.PI) / faces;
            //int numOfFaces = (int)(totalRad / radPerFace);
            int   numOfFaces = (int)Math.Round(totalRad / radPerFace, 0);
            float rads, xCos, zSin, nx, nz, x, y, z;

            Vector2 min = new Vector2(-uvRadius, -uvRadius);
            Vector2 max = new Vector2(uvRadius, uvRadius);
            Vector2 pos;
            Vector2 uv;

            //unchanging vars
            y = height + offset.y;

            for (int i = 0; i < numOfFaces + 1; i++)
            {
                rads = startRad + (radPerFace * i);
                xCos = Mathf.Cos(rads);
                zSin = Mathf.Sin(rads);
                x    = xCos * radius + offset.x;
                z    = zSin * radius + offset.z;
                nx   = xCos * yCos;
                nz   = zSin * yCos;
                pos  = new Vector2(xCos * radius, zSin * radius);
                uv   = area.getUV(min, max, pos);
                verts.Add(addVertex(new Vector3(x, y, z), new Vector3(nx, ySin, nz), uv));
            }
            return(verts);
        }
Пример #2
0
        public void generateCylinderCap(Vector3 offset, int faces, float outerRadius, float innerRadius, float height, float startAngle, float endAngle, UVArea area, bool bottomCap)
        {
            float         ySin       = bottomCap ? -1 : 1;
            List <Vertex> outerVerts = generateRadialVerticesCylinderUVs(offset, faces, outerRadius, height, startAngle, endAngle, area, outerRadius, 0, ySin);

            if (innerRadius > 0)//partial cap
            {
                List <Vertex> innerVerts = generateRadialVerticesCylinderUVs(offset, faces, innerRadius, height, startAngle, endAngle, area, outerRadius, 0, ySin);
                generateQuads(outerVerts, innerVerts, bottomCap);
            }
            else
            {
                Vector2 min      = new Vector2(-outerRadius, -outerRadius);
                Vector2 max      = new Vector2(outerRadius, outerRadius);
                Vector2 centerUV = area.getUV(min, max, new Vector2(0, 0));
                Vertex  center   = addVertex(offset + new Vector3(0, height, 0), bottomCap ? Vector3.down : Vector3.up, centerUV);
                generateTriangleFan(outerVerts, center, bottomCap);
            }
        }
Пример #3
0
 public void generateCylinderCap(Vector3 offset, int faces, float outerRadius, float innerRadius, float height, float startAngle, float endAngle, UVArea area, bool bottomCap)
 {
     float ySin = bottomCap ? -1 : 1;
     List<Vertex> outerVerts = generateRadialVerticesCylinderUVs(offset, faces, outerRadius, height, startAngle, endAngle, area, outerRadius, 0, ySin);
     if (innerRadius > 0)//partial cap
     {
         List<Vertex> innerVerts = generateRadialVerticesCylinderUVs(offset, faces, innerRadius, height, startAngle, endAngle, area, outerRadius, 0, ySin);
         generateQuads(outerVerts, innerVerts, bottomCap);
     }
     else
     {
         Vector2 min = new Vector2(-outerRadius, -outerRadius);
         Vector2 max = new Vector2(outerRadius, outerRadius);
         Vector2 centerUV = area.getUV(min, max, new Vector2(0, 0));
         Vertex center = addVertex(offset + new Vector3(0, height, 0), bottomCap ? Vector3.down : Vector3.up, centerUV);
         generateTriangleFan(outerVerts, center, bottomCap);
     }
 }
Пример #4
0
        /// <summary>
        /// Generates a ring of vertices using circular UV mapping, where the center of the ring is the center of the UV area.  
        /// Input radius is the radius of the actual ring, uvRadius is the radius to be used for maximal UV bounds 
        /// (e.g. they will only be different on an inner-ring; where radius=ring radius, and uvRadius = outerRingRadius)
        /// </summary>
        /// <param name="offset"></param>
        /// <param name="faces"></param>
        /// <param name="radius"></param>
        /// <param name="height"></param>
        /// <param name="startAngle"></param>
        /// <param name="endAngle"></param>
        /// <param name="area">The UV area to map the UV vertex to.</param>
        /// <param name="uvRadius">The radius to be used for the UV area, in case it differs from the radius in use (basically scales the UV area)</param>
        /// <param name="yCos">Determines the x/z normal component</param>
        /// <param name="ySin">Used directly as the y normal component</param>
        /// <returns></returns>
        public List<Vertex> generateRadialVerticesCylinderUVs(Vector3 offset, int faces, float radius, float height, float startAngle, float endAngle, UVArea area, float uvRadius, float yCos, float ySin)
        {
            List<Vertex> verts = new List<Vertex>();
            float totalAngle = endAngle - startAngle;
            float anglePerFace = 360f / faces;
            int numOfFaces = (int)(totalAngle / anglePerFace);
            float angle, xCos, zSin, nx, ny, nz, x, y, z;

            Vector2 min = new Vector2(-uvRadius, -uvRadius);
            Vector2 max = new Vector2(uvRadius, uvRadius);
            Vector2 pos;
            Vector2 uv;
            for (int i = 0; i < numOfFaces + 1; i++)
            {
                angle = startAngle + anglePerFace * i;
                xCos = Mathf.Cos(angle * Mathf.Deg2Rad);
                zSin = Mathf.Sin(angle * Mathf.Deg2Rad);
                x = xCos * radius + offset.x;
                y = height + offset.y;
                z = zSin * radius + offset.z;
                nx = xCos * yCos;
                ny = ySin;
                nz = zSin * yCos;
                pos = new Vector2(xCos * radius, zSin * radius);
                uv = area.getUV(min, max, pos);
                verts.Add(addVertex(new Vector3(x, y, z), new Vector3(nx, ny, nz), uv));
            }
            return verts;
        }
Пример #5
0
        /// <summary>
        /// Generates a ring of vertices using circular UV mapping, where the center of the ring is the center of the UV area.
        /// This would be used to generate a partial ring, such as the procedural decoupler
        /// Input radius is the radius of the actual ring, uvRadius is the radius to be used for maximal UV bounds 
        /// (e.g. they will only be different on an inner-ring; where radius=ring radius, and uvRadius = outerRingRadius)
        /// </summary>
        /// <param name="offset"></param>
        /// <param name="faces"></param>
        /// <param name="radius"></param>
        /// <param name="height"></param>
        /// <param name="startAngle"></param>
        /// <param name="endAngle"></param>
        /// <param name="area">The UV area to map the UV vertex to.</param>
        /// <param name="uvRadius">The radius to be used for the UV area, in case it differs from the radius in use (basically scales the UV area)</param>
        /// <param name="yCos">Determines the x/z normal component</param>
        /// <param name="ySin">Used directly as the y normal component</param>
        /// <returns></returns>
        public List<Vertex> generateRadialVerticesCylinderUVs(Vector3 offset, int faces, float radius, float height, float startAngle, float endAngle, UVArea area, float uvRadius, float yCos, float ySin)
        {
            List<Vertex> verts = new List<Vertex>();
            float startRad = startAngle * Mathf.Deg2Rad;
            float endRad = endAngle * Mathf.Deg2Rad;
            float totalRad = endRad - startRad;
            float radPerFace = (2f*Mathf.PI) / faces;
            //int numOfFaces = (int)(totalRad / radPerFace);
            int numOfFaces = (int)Math.Round(totalRad / radPerFace, 0);
            float rads, xCos, zSin, nx, nz, x, y, z;

            Vector2 min = new Vector2(-uvRadius, -uvRadius);
            Vector2 max = new Vector2(uvRadius, uvRadius);
            Vector2 pos;
            Vector2 uv;

            //unchanging vars
            y = height + offset.y;

            for (int i = 0; i < numOfFaces + 1; i++)
            {
                rads = startRad + (radPerFace * i);
                xCos = Mathf.Cos(rads);
                zSin = Mathf.Sin(rads);
                x = xCos * radius + offset.x;
                z = zSin * radius + offset.z;
                nx = xCos * yCos;
                nz = zSin * yCos;
                pos = new Vector2(xCos * radius, zSin * radius);
                uv = area.getUV(min, max, pos);
                verts.Add(addVertex(new Vector3(x, y, z), new Vector3(nx, ySin, nz), uv));
            }
            return verts;
        }