STOP_FUNCTION_TIMER() public static method

public static STOP_FUNCTION_TIMER ( string functionName ) : void
functionName string
return void
示例#1
0
        private void CreateGeodesicSphere(int resolution)
        {
            var container = new GameObject {
                name = "GeodesicSphere_" + resolution + "_Subdivisions"
            };

            container.transform.parent = World;
            var pos = Vector3.zero;

            if (CreateEveryVersion)
            {
                pos.x = 2.5f * (resolution % 4);
                pos.y = 2.5f - (2 * resolution / 8f) * 2.5f;
            }

            container.transform.position = pos;

            var isSingleMesh = resolution <= MaxResolutionWithSingleMesh;

            _nbVertices = NbIcosahedronFaces * 3 * (int)Mathf.Pow(9, resolution);  // 20 triangles on an icosahedron, 3 vertices per triangle, each triangle when subdivided yields 4 triangles
            var verticesPerFace      = _nbVertices / NbIcosahedronFaces;
            var meshSubdivisionDepth = (int)Mathf.Pow(4, Mathf.Max(0, resolution - MaxResolutionBeforeMeshSubdivision));
            var nbMeshSubdivisions   = isSingleMesh ? 1 : NbIcosahedronFaces * meshSubdivisionDepth;
            var verticesPerMesh      = isSingleMesh ? _nbVertices : verticesPerFace / meshSubdivisionDepth;

            Debug.Log("Total Verts [" + _nbVertices + "]");
            Debug.Log("Verts per Face [" + verticesPerFace + "]");
            Debug.Log("Verts per Mesh [" + verticesPerMesh + "]");
            Debug.Log("Total Mesh Subdivisions [" + nbMeshSubdivisions + "]");

            _spherePoints = new List <Vector3>(_nbVertices);
            _sphereUvs    = new List <Vector2>(_nbVertices);
            _sphereTris   = new List <int>(verticesPerMesh);
            _cells        = new Dictionary <Vector2Int, Cell>();
            InitTriangles(resolution);

            FunctionTimer.START_FUNCTION_TIMER("Subdivision_Total_" + resolution);
            for (var i = 0; i < NbIcosahedronFaces; i++)
            {
                SubdivideGeo(IcosahedronVertices[IcosahedronTriangles[i][0]],
                             IcosahedronVertices[IcosahedronTriangles[i][1]],
                             IcosahedronVertices[IcosahedronTriangles[i][2]],
                             IcosahedronTriangleUvs[i][0],
                             IcosahedronTriangleUvs[i][1],
                             IcosahedronTriangleUvs[i][2],
                             _triangles[i],
                             resolution);
                //i == 0 || isSingleMesh);
            }

            InitCells();

            FunctionTimer.STOP_FUNCTION_TIMER("Subdivision_Total_" + resolution);

            // Go through each cell, and adjust the center point to create a flat surface
            foreach (var cell in _cells.Values)
            {
                cell.Flatten(_spherePoints);
            }

            foreach (var cell in _cells.Values)
            {
                var canvas = Instantiate(_cellPrefab, cell.Normal * 1.01f, Quaternion.identity);
                canvas.Pos.text          = cell.XY.ToString();
                canvas.transform.forward = -cell.Normal;
            }

            FunctionTimer.START_FUNCTION_TIMER("MeshCreation_Total_" + resolution);
            for (var i = 0; i < nbMeshSubdivisions; i++)
            {
                var startIdx = isSingleMesh ? 0 : i * verticesPerMesh;
                var mesh     = new Mesh
                {
                    name      = isSingleMesh ? "GeodesicSphere_Mesh" : "GeodesicSphere_Face_" + i + "_Mesh",
                    vertices  = _spherePoints.GetRange(startIdx, verticesPerMesh).ToArray(),
                    uv        = _sphereUvs.GetRange(startIdx, verticesPerMesh).ToArray(),
                    triangles = _sphereTris.ToArray()
                };
                mesh.RecalculateNormals(SmoothingAngle);
                mesh.RecalculateBounds();
                CalculateMeshTangents(mesh);

                var obj = new GameObject {
                    name = isSingleMesh ? "GeodesicSphere" : "GeodesicSphere_Face" + i
                };
                var objRenderer = obj.AddComponent <MeshRenderer>();
                var objFilter   = obj.AddComponent <MeshFilter>();
                objFilter.mesh             = mesh;
                objRenderer.sharedMaterial = Material;
                obj.transform.SetParent(container.transform, false);
            }

            FunctionTimer.STOP_FUNCTION_TIMER("MeshCreation_Total_" + resolution);
        }
示例#2
0
    private void CreateGeodesicSphere(int resolution)
    {
        var container = new GameObject {
            name = "GeodesicSphere_" + resolution + "_Subdivisions"
        };

        container.transform.parent = World;
        var pos = Vector3.zero;

        pos.x = 2.5f * (resolution % 4);
        pos.y = 2.5f - (2 * resolution / 8) * 2.5f;
        container.transform.position = pos;

        var isSingleMesh = resolution <= MaxResolutionWithSingleMesh;

        _nbVertices = NbIcosahedronFaces * 3 * (int)Mathf.Pow(4, resolution); // 20 triangles on an icosahedron, 3 vertices per triangle, each triangle when subdivided yields 4 triangles
        var verticesPerFace      = _nbVertices / NbIcosahedronFaces;
        var meshSubdivisionDepth = (int)Mathf.Pow(4, Mathf.Max(0, resolution - MaxResolutionBeforeMeshSubdivision));
        var nbMeshSubdivisions   = isSingleMesh ? 1 : NbIcosahedronFaces * meshSubdivisionDepth;
        var verticesPerMesh      = isSingleMesh ? _nbVertices : verticesPerFace / meshSubdivisionDepth;

        Debug.Log("Total Verts [" + _nbVertices + "]");
        Debug.Log("Verts per Face [" + verticesPerFace + "]");
        Debug.Log("Verts per Mesh [" + verticesPerMesh + "]");
        Debug.Log("Total Mesh Subdivisions [" + nbMeshSubdivisions + "]");

        _spherePoints = new List <Vector3>(_nbVertices);
        _sphereUvs    = new List <Vector2>(_nbVertices);
        _sphereTris   = new List <int>(verticesPerMesh);

        FunctionTimer.START_FUNCTION_TIMER("Subdivision_Total_" + resolution);
        for (var i = 0; i < NbIcosahedronFaces; i++)
        {
            Subdivide(IsocahedronVertices[IsocahedronTriangles[i][0]],
                      IsocahedronVertices[IsocahedronTriangles[i][1]],
                      IsocahedronVertices[IsocahedronTriangles[i][2]],
                      IsocahedronTriangleUvs[i][0],
                      IsocahedronTriangleUvs[i][1],
                      IsocahedronTriangleUvs[i][2],
                      resolution, i == 0 || isSingleMesh);
        }
        FunctionTimer.STOP_FUNCTION_TIMER("Subdivision_Total_" + resolution);

        FunctionTimer.START_FUNCTION_TIMER("MeshCreation_Total_" + resolution);
        for (var i = 0; i < nbMeshSubdivisions; i++)
        {
            var startIdx = isSingleMesh ? 0 : i * verticesPerMesh;
            var mesh     = new Mesh
            {
                name      = isSingleMesh ? "GeodesicSphere_Mesh" : "GeodesicSphere_Face_" + i + "_Mesh",
                vertices  = _spherePoints.GetRange(startIdx, verticesPerMesh).ToArray(),
                uv        = _sphereUvs.GetRange(startIdx, verticesPerMesh).ToArray(),
                triangles = _sphereTris.ToArray()
            };
            mesh.RecalculateNormals(SmoothingAngle);
            mesh.RecalculateBounds();
            CalculateMeshTangents(mesh);
            mesh.Optimize();

            var obj = new GameObject {
                name = isSingleMesh ? "GeodesicSphere" : "GeodesicSphere_Face" + i
            };
            var objRenderer = obj.AddComponent <MeshRenderer>();
            var objFilter   = obj.AddComponent <MeshFilter>();
            objFilter.mesh             = mesh;
            objRenderer.sharedMaterial = Material;
            obj.transform.SetParent(container.transform, false);
        }
        FunctionTimer.STOP_FUNCTION_TIMER("MeshCreation_Total_" + resolution);
    }