示例#1
0
    private Mesh GetMesh(int index)
    {
        SgtHelper.ClearCapacity(positions, 1024);
        SgtHelper.ClearCapacity(coords0, 1024);
        SgtHelper.ClearCapacity(indices, 1024);
        SgtHelper.ClearCapacity(colors, 1024);
        SgtHelper.ClearCapacity(normals, 1024);

        if (index >= Meshes.Count)
        {
            var newMesh = SgtHelper.CreateTempMesh("Aurora Mesh (Generated)");

            Meshes.Add(newMesh);

            return(newMesh);
        }

        var mesh = Meshes[index];

        if (mesh == null)
        {
            mesh = Meshes[index] = SgtHelper.CreateTempMesh("Aurora Mesh (Generated)");
        }

        return(mesh);
    }
示例#2
0
    public void UpdateMesh()
    {
        if (Mesh == null)
        {
            Mesh = SgtHelper.CreateTempMesh("Lightning");
        }
        else
        {
            Mesh.Clear(false);
        }

        var detailAddOne = Detail + 1;
        var positions    = new Vector3[detailAddOne * detailAddOne];
        var coords       = new Vector2[detailAddOne * detailAddOne];
        var indices      = new int[Detail * Detail * 6];
        var invDetail    = SgtHelper.Reciprocal(Detail);

        for (var y = 0; y < detailAddOne; y++)
        {
            for (var x = 0; x < detailAddOne; x++)
            {
                var vertex = x + y * detailAddOne;
                var fracX  = x * invDetail;
                var fracY  = y * invDetail;
                var angX   = (fracX - 0.5f) * Size;
                var angY   = (fracY - 0.5f) * Size;

                // TODO: Manually do this rotation
                positions[vertex] = Quaternion.Euler(angX, angY, 0.0f) * new Vector3(0.0f, 0.0f, Radius);

                coords[vertex] = new Vector2(fracX, fracY);
            }
        }

        for (var y = 0; y < Detail; y++)
        {
            for (var x = 0; x < Detail; x++)
            {
                var index  = (x + y * Detail) * 6;
                var vertex = x + y * detailAddOne;

                indices[index + 0] = vertex;
                indices[index + 1] = vertex + 1;
                indices[index + 2] = vertex + detailAddOne;
                indices[index + 3] = vertex + detailAddOne + 1;
                indices[index + 4] = vertex + detailAddOne;
                indices[index + 5] = vertex + 1;
            }
        }

        Mesh.vertices  = positions;
        Mesh.uv        = coords;
        Mesh.triangles = indices;
    }
示例#3
0
    private Mesh GetOrNewMesh(SgtQuadsModel model)
    {
        var mesh = model.Mesh;

        if (mesh == null)
        {
            mesh = SgtHelper.CreateTempMesh("Quads Mesh (Generated)");

            model.SetMesh(mesh);
        }
        else
        {
            mesh.Clear(false);
        }

        return(mesh);
    }
示例#4
0
    public void UpdateMesh()
    {
        updateMeshCalled = true;

        if (Mesh == null)
        {
            Mesh = SgtHelper.CreateTempMesh("Plane");

            if (Planes != null)
            {
                for (var i = Planes.Count - 1; i >= 0; i--)
                {
                    var plane = Planes[i];

                    if (plane != null)
                    {
                        plane.SetMesh(Mesh);
                    }
                }
            }
        }
        else
        {
            Mesh.Clear(false);
        }

        if (PlaneDetail >= 2)
        {
            var detail    = Mathf.Min(PlaneDetail, SgtHelper.QuadsPerMesh / 2);             // Limit the amount of vertices that get made
            var positions = new Vector3[detail * 2 + 2];
            var normals   = new Vector3[detail * 2 + 2];
            var coords1   = new Vector2[detail * 2 + 2];
            var coords2   = new Vector2[detail * 2 + 2];
            var indices   = new int[detail * 6];
            var angleStep = SgtHelper.Divide(Mathf.PI * 2.0f, detail);
            var coordStep = SgtHelper.Reciprocal(detail);

            for (var i = 0; i <= detail; i++)
            {
                var coord = coordStep * i;
                var angle = angleStep * i;
                var sin   = Mathf.Sin(angle);
                var cos   = Mathf.Cos(angle);
                var offV  = i * 2;

                positions[offV + 0] = new Vector3(sin * InnerRadius, 0.0f, cos * InnerRadius);
                positions[offV + 1] = new Vector3(sin * OuterRadius, 0.0f, cos * OuterRadius);

                normals[offV + 0] = Vector3.up;
                normals[offV + 1] = Vector3.up;

                coords1[offV + 0] = new Vector2(0.0f, coord * InnerRadius);
                coords1[offV + 1] = new Vector2(1.0f, coord * OuterRadius);

                coords2[offV + 0] = new Vector2(InnerRadius, 0.0f);
                coords2[offV + 1] = new Vector2(OuterRadius, 0.0f);
            }

            for (var i = 0; i < detail; i++)
            {
                var offV = i * 2;
                var offI = i * 6;

                indices[offI + 0] = offV + 0;
                indices[offI + 1] = offV + 1;
                indices[offI + 2] = offV + 2;
                indices[offI + 3] = offV + 3;
                indices[offI + 4] = offV + 2;
                indices[offI + 5] = offV + 1;
            }

            Mesh.vertices  = positions;
            Mesh.normals   = normals;
            Mesh.uv        = coords1;
            Mesh.uv2       = coords2;
            Mesh.triangles = indices;
        }
    }
示例#5
0
    public void UpdateMesh()
    {
        if (Detail > 2)
        {
            if (generatedMesh == null)
            {
                generatedMesh = SgtHelper.CreateTempMesh("Flare Mesh (Generated)");

                UpdateApply();
            }

            var total     = Detail + 1;
            var positions = new Vector3[total];
            var coords1   = new Vector2[total];
            var indices   = new int[Detail * 3];
            var angleStep = (Mathf.PI * 2.0f) / Detail;
            var noiseStep = 0.0f;

            if (Noise == true && NoisePoints > 0)
            {
                SgtHelper.BeginRandomSeed(NoiseSeed);
                {
                    points.Clear();

                    for (var i = 0; i < NoisePoints; i++)
                    {
                        points.Add(Random.value);
                    }

                    noiseStep = NoisePoints / (float)Detail;
                }
                SgtHelper.EndRandomSeed();
            }

            for (var point = 0; point < Detail; point++)
            {
                var v     = point + 1;
                var angle = angleStep * point;
                var x     = Mathf.Sin(angle);
                var y     = Mathf.Cos(angle);
                var r     = Radius;

                if (Wave == true)
                {
                    var waveAngle = (angle + WavePhase * Mathf.Deg2Rad) * WavePoints;

                    r += Mathf.Pow(Mathf.Cos(waveAngle) * 0.5f + 0.5f, WavePower * WavePower) * WaveStrength;
                }

                if (Noise == true && NoisePoints > 0)
                {
                    //var noise  = Mathf.Repeat(noiseStep * point + NoisePhase, NoisePoints);
                    var noise  = point * noiseStep;
                    var index  = (int)noise;
                    var frac   = noise % 1.0f;
                    var pointA = points[(index + 0) % NoisePoints];
                    var pointB = points[(index + 1) % NoisePoints];
                    var pointC = points[(index + 2) % NoisePoints];
                    var pointD = points[(index + 3) % NoisePoints];

                    r += SgtHelper.CubicInterpolate(pointA, pointB, pointC, pointD, frac) * NoiseStrength;
                }

                positions[v] = new Vector3(x * r, y * r, 0.0f);
                coords1[v]   = new Vector2(1.0f, 0.0f);
            }

            for (var tri = 0; tri < Detail; tri++)
            {
                var i  = tri * 3;
                var v0 = tri + 1;
                var v1 = tri + 2;

                if (v1 >= total)
                {
                    v1 = 1;
                }

                indices[i + 0] = 0;
                indices[i + 1] = v0;
                indices[i + 2] = v1;
            }

            generatedMesh.Clear(false);
            generatedMesh.vertices  = positions;
            generatedMesh.uv        = coords1;
            generatedMesh.triangles = indices;
            generatedMesh.RecalculateNormals();
            generatedMesh.RecalculateBounds();
        }
    }
示例#6
0
    public void UpdateMesh()
    {
        if (Segments > 0 && SegmentDetail > 0 && RadiusDetail > 0)
        {
            if (generatedMesh == null)
            {
                generatedMesh = SgtHelper.CreateTempMesh("Ring Mesh (Generated)");

                UpdateApply();
            }

            var slices    = SegmentDetail + 1;
            var rings     = RadiusDetail + 1;
            var total     = slices * rings * 2;
            var positions = new Vector3[total];
            var coords1   = new Vector2[total];
            var coords2   = new Vector2[total];
            var colors    = new Color[total];
            var indices   = new int[SegmentDetail * RadiusDetail * 6];
            var yawStep   = (Mathf.PI * 2.0f) / Segments / SegmentDetail;
            var sliceStep = 1.0f / SegmentDetail;
            var ringStep  = 1.0f / RadiusDetail;

            for (var slice = 0; slice < slices; slice++)
            {
                var a = yawStep * slice;
                var x = Mathf.Sin(a);
                var z = Mathf.Cos(a);

                for (var ring = 0; ring < rings; ring++)
                {
                    var v       = rings * slice + ring;
                    var slice01 = sliceStep * slice;
                    var ring01  = ringStep * ring;
                    var radius  = Mathf.Lerp(RadiusMin, RadiusMax, ring01);

                    positions[v] = new Vector3(x * radius, 0.0f, z * radius);
                    colors[v]    = new Color(1.0f, 1.0f, 1.0f, 0.0f);
                    coords1[v]   = new Vector2(ring01, slice01);
                    coords2[v]   = new Vector2(radius, slice01 * radius);
                }
            }

            for (var slice = 0; slice < SegmentDetail; slice++)
            {
                for (var ring = 0; ring < RadiusDetail; ring++)
                {
                    var i  = (slice * RadiusDetail + ring) * 6;
                    var v0 = slice * rings + ring;
                    var v1 = v0 + rings;

                    indices[i + 0] = v0 + 0;
                    indices[i + 1] = v0 + 1;
                    indices[i + 2] = v1 + 0;
                    indices[i + 3] = v1 + 1;
                    indices[i + 4] = v1 + 0;
                    indices[i + 5] = v0 + 1;
                }
            }

            generatedMesh.Clear(false);
            generatedMesh.vertices  = positions;
            generatedMesh.colors    = colors;
            generatedMesh.uv        = coords1;
            generatedMesh.uv2       = coords2;
            generatedMesh.triangles = indices;
            generatedMesh.RecalculateNormals();
            generatedMesh.RecalculateBounds();

            var bounds = generatedMesh.bounds;

            generatedMesh.bounds = SgtHelper.NewBoundsCenter(bounds, bounds.center + bounds.center.normalized * BoundsShift);
        }
    }