forked from BilalY/Rasagar
536 lines
18 KiB
C#
536 lines
18 KiB
C#
namespace UnityEngine.Rendering
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{
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/// <summary>Debug class containing several debug shapes for debugging</summary>
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public partial class DebugShapes
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{
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// Singleton
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static DebugShapes s_Instance = null;
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/// <summary>Singleton instance</summary>
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static public DebugShapes instance
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{
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get
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{
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if (s_Instance == null)
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{
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s_Instance = new DebugShapes();
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}
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return s_Instance;
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}
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}
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Mesh m_sphereMesh = null;
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Mesh m_boxMesh = null;
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Mesh m_coneMesh = null;
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Mesh m_pyramidMesh = null;
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// This code has been grabbed from http://wiki.unity3d.com/index.php/ProceduralPrimitives
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void BuildSphere(ref Mesh outputMesh, float radius, uint longSubdiv, uint latSubdiv)
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{
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// Make sure it is empty before pushing anything to it
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outputMesh.Clear();
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// Build the vertices array
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Vector3[] vertices = new Vector3[(longSubdiv + 1) * latSubdiv + 2];
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float _pi = Mathf.PI;
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float _2pi = _pi * 2f;
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vertices[0] = Vector3.up * radius;
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for (int lat = 0; lat < latSubdiv; lat++)
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{
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float a1 = _pi * (float)(lat + 1) / (latSubdiv + 1);
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float sin1 = Mathf.Sin(a1);
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float cos1 = Mathf.Cos(a1);
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for (int lon = 0; lon <= longSubdiv; lon++)
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{
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float a2 = _2pi * (float)(lon == longSubdiv ? 0 : lon) / longSubdiv;
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float sin2 = Mathf.Sin(a2);
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float cos2 = Mathf.Cos(a2);
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vertices[lon + lat * (longSubdiv + 1) + 1] = new Vector3(sin1 * cos2, cos1, sin1 * sin2) * radius;
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}
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}
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vertices[vertices.Length - 1] = Vector3.up * -radius;
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// Build the normals array
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Vector3[] normals = new Vector3[vertices.Length];
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for (int n = 0; n < vertices.Length; n++)
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{
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normals[n] = vertices[n].normalized;
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}
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// Build the UV array
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Vector2[] uvs = new Vector2[vertices.Length];
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uvs[0] = Vector2.up;
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uvs[uvs.Length - 1] = Vector2.zero;
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for (int lat = 0; lat < latSubdiv; lat++)
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{
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for (int lon = 0; lon <= longSubdiv; lon++)
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{
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uvs[lon + lat * (longSubdiv + 1) + 1] = new Vector2((float)lon / longSubdiv, 1f - (float)(lat + 1) / (latSubdiv + 1));
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}
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}
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// Build the index array
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uint nbTriangles = longSubdiv * 2 + // Top and bottom cap
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(latSubdiv - 1) * longSubdiv * 2; // Middle part
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uint nbIndexes = nbTriangles * 3;
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int[] triangles = new int[nbIndexes];
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// Top Cap
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int i = 0;
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for (int lon = 0; lon < longSubdiv; lon++)
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{
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triangles[i++] = lon + 2;
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triangles[i++] = lon + 1;
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triangles[i++] = 0;
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}
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//Middle
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for (uint lat = 0; lat < latSubdiv - 1; lat++)
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{
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for (uint lon = 0; lon < longSubdiv; lon++)
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{
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uint current = lon + lat * (longSubdiv + 1) + 1;
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uint next = current + longSubdiv + 1;
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triangles[i++] = (int)current;
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triangles[i++] = (int)current + 1;
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triangles[i++] = (int)next + 1;
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triangles[i++] = (int)current;
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triangles[i++] = (int)next + 1;
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triangles[i++] = (int)next;
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}
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}
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// Bottom Cap
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for (int lon = 0; lon < longSubdiv; lon++)
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{
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triangles[i++] = vertices.Length - 1;
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triangles[i++] = vertices.Length - (lon + 2) - 1;
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triangles[i++] = vertices.Length - (lon + 1) - 1;
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}
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// Assign them to
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outputMesh.vertices = vertices;
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outputMesh.normals = normals;
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outputMesh.uv = uvs;
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outputMesh.triangles = triangles;
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outputMesh.RecalculateBounds();
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}
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void BuildBox(ref Mesh outputMesh, float length, float width, float height)
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{
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outputMesh.Clear();
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Vector3 p0 = new Vector3(-length * .5f, -width * .5f, height * .5f);
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Vector3 p1 = new Vector3(length * .5f, -width * .5f, height * .5f);
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Vector3 p2 = new Vector3(length * .5f, -width * .5f, -height * .5f);
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Vector3 p3 = new Vector3(-length * .5f, -width * .5f, -height * .5f);
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Vector3 p4 = new Vector3(-length * .5f, width * .5f, height * .5f);
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Vector3 p5 = new Vector3(length * .5f, width * .5f, height * .5f);
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Vector3 p6 = new Vector3(length * .5f, width * .5f, -height * .5f);
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Vector3 p7 = new Vector3(-length * .5f, width * .5f, -height * .5f);
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Vector3[] vertices = new Vector3[]
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{
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// Bottom
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p0, p1, p2, p3,
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// Left
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p7, p4, p0, p3,
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// Front
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p4, p5, p1, p0,
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// Back
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p6, p7, p3, p2,
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// Right
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p5, p6, p2, p1,
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// Top
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p7, p6, p5, p4
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};
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Vector3 up = Vector3.up;
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Vector3 down = Vector3.down;
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Vector3 front = Vector3.forward;
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Vector3 back = Vector3.back;
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Vector3 left = Vector3.left;
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Vector3 right = Vector3.right;
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Vector3[] normales = new Vector3[]
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{
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// Bottom
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down, down, down, down,
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// Left
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left, left, left, left,
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// Front
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front, front, front, front,
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// Back
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back, back, back, back,
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// Right
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right, right, right, right,
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// Top
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up, up, up, up
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};
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Vector2 _00 = new Vector2(0f, 0f);
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Vector2 _10 = new Vector2(1f, 0f);
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Vector2 _01 = new Vector2(0f, 1f);
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Vector2 _11 = new Vector2(1f, 1f);
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Vector2[] uvs = new Vector2[]
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{
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// Bottom
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_11, _01, _00, _10,
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// Left
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_11, _01, _00, _10,
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// Front
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_11, _01, _00, _10,
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// Back
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_11, _01, _00, _10,
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// Right
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_11, _01, _00, _10,
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// Top
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_11, _01, _00, _10,
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};
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int[] triangles = new int[]
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{
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// Bottom
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3, 1, 0,
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3, 2, 1,
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// Left
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3 + 4 * 1, 1 + 4 * 1, 0 + 4 * 1,
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3 + 4 * 1, 2 + 4 * 1, 1 + 4 * 1,
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// Front
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3 + 4 * 2, 1 + 4 * 2, 0 + 4 * 2,
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3 + 4 * 2, 2 + 4 * 2, 1 + 4 * 2,
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// Back
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3 + 4 * 3, 1 + 4 * 3, 0 + 4 * 3,
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3 + 4 * 3, 2 + 4 * 3, 1 + 4 * 3,
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// Right
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3 + 4 * 4, 1 + 4 * 4, 0 + 4 * 4,
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3 + 4 * 4, 2 + 4 * 4, 1 + 4 * 4,
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// Top
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3 + 4 * 5, 1 + 4 * 5, 0 + 4 * 5,
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3 + 4 * 5, 2 + 4 * 5, 1 + 4 * 5,
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};
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outputMesh.vertices = vertices;
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outputMesh.normals = normales;
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outputMesh.uv = uvs;
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outputMesh.triangles = triangles;
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outputMesh.RecalculateBounds();
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}
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void BuildCone(ref Mesh outputMesh, float height, float topRadius, float bottomRadius, int nbSides)
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{
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outputMesh.Clear();
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int nbVerticesCap = nbSides + 1;
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// bottom + top + sides
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Vector3[] vertices = new Vector3[nbVerticesCap + nbVerticesCap + nbSides * 2 + 2];
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int vert = 0;
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float _2pi = Mathf.PI * 2f;
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// Bottom cap
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vertices[vert++] = new Vector3(0f, 0f, 0f);
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while (vert <= nbSides)
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{
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float rad = (float)vert / nbSides * _2pi;
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vertices[vert] = new Vector3(Mathf.Sin(rad) * bottomRadius, Mathf.Cos(rad) * bottomRadius, 0f);
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vert++;
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}
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// Top cap
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vertices[vert++] = new Vector3(0f, 0f, height);
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while (vert <= nbSides * 2 + 1)
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{
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float rad = (float)(vert - nbSides - 1) / nbSides * _2pi;
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vertices[vert] = new Vector3(Mathf.Sin(rad) * topRadius, Mathf.Cos(rad) * topRadius, height);
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vert++;
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}
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// Sides
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int v = 0;
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while (vert <= vertices.Length - 4)
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{
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float rad = (float)v / nbSides * _2pi;
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vertices[vert] = new Vector3(Mathf.Sin(rad) * topRadius, Mathf.Cos(rad) * topRadius, height);
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vertices[vert + 1] = new Vector3(Mathf.Sin(rad) * bottomRadius, Mathf.Cos(rad) * bottomRadius, 0);
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vert += 2;
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v++;
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}
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vertices[vert] = vertices[nbSides * 2 + 2];
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vertices[vert + 1] = vertices[nbSides * 2 + 3];
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// bottom + top + sides
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Vector3[] normales = new Vector3[vertices.Length];
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vert = 0;
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// Bottom cap
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while (vert <= nbSides)
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{
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normales[vert++] = new Vector3(0, 0, -1);
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}
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// Top cap
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while (vert <= nbSides * 2 + 1)
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{
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normales[vert++] = new Vector3(0, 0, 1);
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}
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// Sides
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v = 0;
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while (vert <= vertices.Length - 4)
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{
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float rad = (float)v / nbSides * _2pi;
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float cos = Mathf.Cos(rad);
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float sin = Mathf.Sin(rad);
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normales[vert] = new Vector3(sin, cos, 0f);
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normales[vert + 1] = normales[vert];
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vert += 2;
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v++;
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}
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normales[vert] = normales[nbSides * 2 + 2];
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normales[vert + 1] = normales[nbSides * 2 + 3];
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Vector2[] uvs = new Vector2[vertices.Length];
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// Bottom cap
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int u = 0;
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uvs[u++] = new Vector2(0.5f, 0.5f);
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while (u <= nbSides)
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{
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float rad = (float)u / nbSides * _2pi;
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uvs[u] = new Vector2(Mathf.Cos(rad) * .5f + .5f, Mathf.Sin(rad) * .5f + .5f);
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u++;
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}
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// Top cap
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uvs[u++] = new Vector2(0.5f, 0.5f);
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while (u <= nbSides * 2 + 1)
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{
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float rad = (float)u / nbSides * _2pi;
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uvs[u] = new Vector2(Mathf.Cos(rad) * .5f + .5f, Mathf.Sin(rad) * .5f + .5f);
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u++;
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}
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// Sides
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int u_sides = 0;
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while (u <= uvs.Length - 4)
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{
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float t = (float)u_sides / nbSides;
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uvs[u] = new Vector3(t, 1f);
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uvs[u + 1] = new Vector3(t, 0f);
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u += 2;
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u_sides++;
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}
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uvs[u] = new Vector2(1f, 1f);
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uvs[u + 1] = new Vector2(1f, 0f);
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int nbTriangles = nbSides + nbSides + nbSides * 2;
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int[] triangles = new int[nbTriangles * 3 + 3];
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// Bottom cap
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int tri = 0;
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int i = 0;
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while (tri < nbSides - 1)
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{
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triangles[i] = 0;
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triangles[i + 1] = tri + 1;
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triangles[i + 2] = tri + 2;
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tri++;
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i += 3;
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}
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triangles[i] = 0;
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triangles[i + 1] = tri + 1;
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triangles[i + 2] = 1;
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tri++;
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i += 3;
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// Top cap
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//tri++;
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while (tri < nbSides * 2)
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{
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triangles[i] = tri + 2;
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triangles[i + 1] = tri + 1;
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triangles[i + 2] = nbVerticesCap;
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tri++;
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i += 3;
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}
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triangles[i] = nbVerticesCap + 1;
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triangles[i + 1] = tri + 1;
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triangles[i + 2] = nbVerticesCap;
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tri++;
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i += 3;
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tri++;
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// Sides
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while (tri <= nbTriangles)
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{
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triangles[i] = tri + 2;
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triangles[i + 1] = tri + 1;
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triangles[i + 2] = tri + 0;
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tri++;
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i += 3;
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triangles[i] = tri + 1;
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triangles[i + 1] = tri + 2;
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triangles[i + 2] = tri + 0;
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tri++;
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i += 3;
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}
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outputMesh.vertices = vertices;
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outputMesh.normals = normales;
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outputMesh.uv = uvs;
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outputMesh.triangles = triangles;
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outputMesh.RecalculateBounds();
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}
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void BuildPyramid(ref Mesh outputMesh, float width, float height, float depth)
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{
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outputMesh.Clear();
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// Allocate the buffer
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Vector3[] vertices = new Vector3[16];
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// Top Face
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vertices[0] = new Vector3(0f, 0f, 0f);
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vertices[1] = new Vector3(-width / 2.0f, height / 2.0f, depth);
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vertices[2] = new Vector3(width / 2.0f, height / 2.0f, depth);
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// Left Face
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vertices[3] = new Vector3(0f, 0f, 0f);
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vertices[4] = new Vector3(width / 2.0f, height / 2.0f, depth);
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vertices[5] = new Vector3(width / 2.0f, -height / 2.0f, depth);
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// Bottom Face
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vertices[6] = new Vector3(0f, 0f, 0f);
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vertices[7] = new Vector3(width / 2.0f, -height / 2.0f, depth);
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vertices[8] = new Vector3(-width / 2.0f, -height / 2.0f, depth);
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// Right Face
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vertices[9] = new Vector3(0f, 0f, 0f);
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vertices[10] = new Vector3(-width / 2.0f, -height / 2.0f, depth);
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vertices[11] = new Vector3(-width / 2.0f, height / 2.0f, depth);
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// Cap
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vertices[12] = new Vector3(-width / 2.0f, height / 2.0f, depth);
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vertices[13] = new Vector3(-width / 2.0f, -height / 2.0f, depth);
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vertices[14] = new Vector3(width / 2.0f, -height / 2.0f, depth);
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vertices[15] = new Vector3(width / 2.0f, height / 2.0f, depth);
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// TODO: support the uv/normals
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Vector3[] normals = new Vector3[vertices.Length];
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Vector2[] uvs = new Vector2[vertices.Length];
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// The indexes for the side part is simple
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int[] triangles = new int[18];
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for (int idx = 0; idx < 12; ++idx)
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{
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triangles[idx] = idx;
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}
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// Cap indexes
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triangles[12] = 12;
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triangles[13] = 13;
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triangles[14] = 14;
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triangles[15] = 12;
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triangles[16] = 14;
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triangles[17] = 15;
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outputMesh.vertices = vertices;
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outputMesh.normals = normals;
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outputMesh.uv = uvs;
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outputMesh.triangles = triangles;
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outputMesh.RecalculateBounds();
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}
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void BuildShapes()
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{
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m_sphereMesh = new Mesh();
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BuildSphere(ref m_sphereMesh, 1.0f, 24, 16);
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m_boxMesh = new Mesh();
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BuildBox(ref m_boxMesh, 1.0f, 1.0f, 1.0f);
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m_coneMesh = new Mesh();
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BuildCone(ref m_coneMesh, 1.0f, 1.0f, 0.0f, 16);
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m_pyramidMesh = new Mesh();
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BuildPyramid(ref m_pyramidMesh, 1.0f, 1.0f, 1.0f);
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}
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void RebuildResources()
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{
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if (m_sphereMesh == null || m_boxMesh == null || m_coneMesh == null || m_pyramidMesh == null)
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{
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BuildShapes();
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}
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}
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/// <summary>Get a Sphere Mesh</summary>
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/// <returns>A Sphere Mesh</returns>
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public Mesh RequestSphereMesh()
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{
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RebuildResources();
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return m_sphereMesh;
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}
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/// <summary>Builds a custom Sphere Mesh</summary>
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/// <param name="radius">The radius of the generated sphere.</param>
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/// <param name="longSubdiv">The number of subdivisions along the equator of the sphere. Must be at least 3 to give a relevant shape.</param>
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/// <param name="latSubdiv">The number of subdivisions from north to south. Must be at least 1 to give a relevant shape.</param>
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/// <returns>A Sphere Mesh</returns>
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/// <example>
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/// <code>
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/// <![CDATA[
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/// Mesh lowPolyDebugMesh = DebugShapes.instance.BuildCustomSphereMesh(0.5f, 9, 8); // Generates a 82 vert sphere
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/// ]]>
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///</code>
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/// </example>
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public Mesh BuildCustomSphereMesh(float radius, uint longSubdiv, uint latSubdiv)
|
|
{
|
|
Mesh sphereMesh = new Mesh();
|
|
BuildSphere(ref sphereMesh, radius, longSubdiv, latSubdiv);
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|
return sphereMesh;
|
|
}
|
|
|
|
/// <summary>Get a Box Mesh</summary>
|
|
/// <returns>A Box Mesh</returns>
|
|
public Mesh RequestBoxMesh()
|
|
{
|
|
RebuildResources();
|
|
return m_boxMesh;
|
|
}
|
|
|
|
/// <summary>Get a Cone Mesh</summary>
|
|
/// <returns>A Cone Mesh</returns>
|
|
public Mesh RequestConeMesh()
|
|
{
|
|
RebuildResources();
|
|
return m_coneMesh;
|
|
}
|
|
|
|
/// <summary>Get a Pyramid Mesh</summary>
|
|
/// <returns>A Pyramid Mesh</returns>
|
|
public Mesh RequestPyramidMesh()
|
|
{
|
|
RebuildResources();
|
|
return m_pyramidMesh;
|
|
}
|
|
}
|
|
}
|