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281 行
11 KiB
281 行
11 KiB
using System.Collections.Generic;
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using System.Linq;
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using UnityEngine.Experimental.Rendering.Universal.LibTessDotNet;
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namespace UnityEngine.Experimental.Rendering.Universal
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{
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internal static class LightUtility
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{
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public static bool CheckForChange<T>(T a, ref T b)
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{
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bool changed = !Equals(a,b);
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b = a;
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return changed;
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}
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public static Bounds CalculateBoundingSphere(ref Vector3[] vertices, ref Color[] colors, float falloffDistance)
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{
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Bounds localBounds = new Bounds();
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Vector3 minimum = new Vector3(float.MaxValue, float.MaxValue);
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Vector3 maximum = new Vector3(float.MinValue, float.MinValue);
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for (int i = 0; i < vertices.Length; i++)
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{
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Vector3 vertex = vertices[i];
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vertex.x += falloffDistance * colors[i].r;
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vertex.y += falloffDistance * colors[i].g;
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minimum.x = vertex.x < minimum.x ? vertex.x : minimum.x;
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minimum.y = vertex.y < minimum.y ? vertex.y : minimum.y;
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maximum.x = vertex.x > maximum.x ? vertex.x : maximum.x;
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maximum.y = vertex.y > maximum.y ? vertex.y : maximum.y;
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}
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localBounds.max = maximum;
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localBounds.min = minimum;
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return localBounds;
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}
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// Takes in a mesh that
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public static Bounds GenerateParametricMesh(ref Mesh mesh, float radius, float falloffDistance, float angle, int sides)
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{
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if (mesh == null)
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mesh = new Mesh();
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float angleOffset = Mathf.PI / 2.0f + Mathf.Deg2Rad * angle;
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if (sides < 3)
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{
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radius = 0.70710678118654752440084436210485f * radius;
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sides = 4;
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}
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if(sides == 4)
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{
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angleOffset = Mathf.PI / 4.0f + Mathf.Deg2Rad * angle;
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}
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// Return a shape with radius = 1
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Vector3[] vertices;
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int[] triangles;
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Color[] colors;
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int centerIndex;
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vertices = new Vector3[1 + 2 * sides];
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colors = new Color[1 + 2 * sides];
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triangles = new int[3 * 3 * sides];
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centerIndex = 2 * sides;
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// Color will contain r,g = x,y extrusion direction, a = alpha. b is unused at the moment. The inner shape should not be extruded
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Color color = new Color(0, 0, 0, 1);
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vertices[centerIndex] = Vector3.zero;
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colors[centerIndex] = color;
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float radiansPerSide = 2 * Mathf.PI / sides;
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for (int i = 0; i < sides; i++)
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{
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float endAngle = (i + 1) * radiansPerSide;
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Vector3 extrudeDir = new Vector3(Mathf.Cos(endAngle + angleOffset), Mathf.Sin(endAngle + angleOffset), 0);
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Vector3 endPoint = radius * extrudeDir;
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int vertexIndex;
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vertexIndex = (2 * i + 2) % (2 * sides);
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vertices[vertexIndex] = endPoint; // This is the extruded endpoint
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vertices[vertexIndex + 1] = endPoint;
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colors[vertexIndex] = new Color(extrudeDir.x, extrudeDir.y, 0, 0);
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colors[vertexIndex + 1] = color;
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// Triangle 1 (Tip)
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int triangleIndex = 9 * i;
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triangles[triangleIndex] = vertexIndex + 1;
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triangles[triangleIndex + 1] = 2 * i + 1;
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triangles[triangleIndex + 2] = centerIndex;
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// Triangle 2 (Upper Top Left)
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triangles[triangleIndex + 3] = vertexIndex;
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triangles[triangleIndex + 4] = 2 * i;
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triangles[triangleIndex + 5] = 2 * i + 1;
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// Triangle 2 (Bottom Top Left)
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triangles[triangleIndex + 6] = vertexIndex + 1;
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triangles[triangleIndex + 7] = vertexIndex;
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triangles[triangleIndex + 8] = 2 * i + 1;
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}
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mesh.Clear();
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mesh.vertices = vertices;
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mesh.colors = colors;
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mesh.triangles = triangles;
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return CalculateBoundingSphere(ref vertices, ref colors, falloffDistance);
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}
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public static Bounds GenerateSpriteMesh(ref Mesh mesh, Sprite sprite, float scale)
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{
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if (mesh == null)
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mesh = new Mesh();
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if (sprite != null)
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{
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Vector2[] vertices2d = sprite.vertices;
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Vector3[] vertices3d = new Vector3[vertices2d.Length];
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Color[] colors = new Color[vertices2d.Length];
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Vector4[] volumeColor = new Vector4[vertices2d.Length];
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ushort[] triangles2d = sprite.triangles;
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int[] triangles3d = new int[triangles2d.Length];
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Vector3 center = 0.5f * scale * (sprite.bounds.min + sprite.bounds.max);
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for (int vertexIdx = 0; vertexIdx < vertices2d.Length; vertexIdx++)
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{
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Vector3 pos = new Vector3(vertices2d[vertexIdx].x, vertices2d[vertexIdx].y) - center;
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vertices3d[vertexIdx] = scale * pos;
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colors[vertexIdx] = new Color(0,0,0,1); // This will not have any extrusion available. Alpha will be 1 * the pixel alpha
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}
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for (int triangleIdx = 0; triangleIdx < triangles2d.Length; triangleIdx++)
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{
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triangles3d[triangleIdx] = (int)triangles2d[triangleIdx];
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}
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mesh.Clear();
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mesh.vertices = vertices3d;
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mesh.uv = sprite.uv;
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mesh.triangles = triangles3d;
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mesh.colors = colors;
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return CalculateBoundingSphere(ref vertices3d, ref colors, 0);
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}
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return new Bounds(Vector3.zero, Vector3.zero);
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}
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static void GetFalloffExtrusion(ContourVertex[] contourPoints, int contourPointCount, ref List<Vector2> extrusionDir)
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{
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for (int i = 0; i < contourPointCount; ++i)
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{
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int h = (i == 0) ? (contourPointCount - 1) : (i - 1);
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int j = (i + 1) % contourPointCount;
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Vector2 pp = new Vector2(contourPoints[h].Position.X, contourPoints[h].Position.Y);
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Vector2 cp = new Vector2(contourPoints[i].Position.X, contourPoints[i].Position.Y);
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Vector2 np = new Vector2(contourPoints[j].Position.X, contourPoints[j].Position.Y);
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Vector2 cpd = cp - pp;
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Vector2 npd = np - cp;
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if (cpd.magnitude < 0.001f || npd.magnitude < 0.001f)
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continue;
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Vector2 vl = cpd.normalized;
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Vector2 vr = npd.normalized;
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vl = new Vector2(-vl.y, vl.x);
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vr = new Vector2(-vr.y, vr.x);
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Vector2 va = vl.normalized + vr.normalized;
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Vector2 vn = -va.normalized;
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if (va.magnitude > 0 && vn.magnitude > 0)
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{
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Vector2 dir = new Vector2(vn.x, vn.y);
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extrusionDir.Add(dir);
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}
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}
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}
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static object InterpCustomVertexData(Vec3 position, object[] data, float[] weights)
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{
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return data[0];
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}
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public static void GetFalloffShape(Vector3[] shapePath, ref List<Vector2> extrusionDir)
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{
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int pointCount = shapePath.Length;
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var inputs = new ContourVertex[pointCount];
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for (int i = 0; i < pointCount; ++i)
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inputs[i] = new ContourVertex() { Position = new Vec3() { X = shapePath[i].x, Y = shapePath[i].y }, Data = null };
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GetFalloffExtrusion(inputs, pointCount, ref extrusionDir);
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}
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public static Bounds GenerateShapeMesh(ref Mesh mesh, Vector3[] shapePath, float falloffDistance)
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{
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Bounds localBounds;
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Color meshInteriorColor = new Color(0,0,0,1);
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List<Vector3> finalVertices = new List<Vector3>();
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List<int> finalIndices = new List<int>();
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List<Color> finalColors = new List<Color>();
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// Create interior geometry
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int pointCount = shapePath.Length;
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var inputs = new ContourVertex[pointCount];
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for (int i = 0; i < pointCount; ++i)
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inputs[i] = new ContourVertex() { Position = new Vec3() { X = shapePath[i].x, Y = shapePath[i].y }, Data = meshInteriorColor };
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Tess tessI = new Tess();
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tessI.AddContour(inputs, ContourOrientation.Original);
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tessI.Tessellate(WindingRule.EvenOdd, ElementType.Polygons, 3, InterpCustomVertexData);
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var indicesI = tessI.Elements.Select(i => i).ToArray();
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var verticesI = tessI.Vertices.Select(v => new Vector3(v.Position.X, v.Position.Y, 0)).ToArray();
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var colorsI = tessI.Vertices.Select(v => new Color(((Color)v.Data).r, ((Color)v.Data).g, ((Color)v.Data).b, ((Color)v.Data).a)).ToArray();
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finalVertices.AddRange(verticesI);
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finalIndices.AddRange(indicesI);
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finalColors.AddRange(colorsI);
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// Create falloff geometry
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List<Vector2> extrusionDirs = new List<Vector2>();
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GetFalloffShape(shapePath, ref extrusionDirs);
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pointCount = finalVertices.Count;
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int falloffPointCount = 2 * shapePath.Length;
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for (int i = 0; i < shapePath.Length; i++)
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{
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// Making triangles ABD and DCA
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int triangleIndex = 2 * i;
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int aIndex = pointCount + triangleIndex;
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int bIndex = pointCount + triangleIndex + 1;
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int cIndex = pointCount + (triangleIndex + 2) % falloffPointCount;
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int dIndex = pointCount + (triangleIndex + 3) % falloffPointCount;
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Vector3 point = shapePath[i];
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// We are making degenerate triangles which will be extruded by the shader
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finalVertices.Add(point);
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finalVertices.Add(point);
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finalIndices.Add(aIndex);
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finalIndices.Add(bIndex);
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finalIndices.Add(dIndex);
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finalIndices.Add(dIndex);
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finalIndices.Add(cIndex);
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finalIndices.Add(aIndex);
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Color aColor = new Color(0, 0, 0, 1);
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Color bColor = new Color(extrusionDirs[i].x, extrusionDirs[i].y, 0, 0);
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finalColors.Add(aColor);
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finalColors.Add(bColor);
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}
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Color[] colors = finalColors.ToArray();
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Vector3[] vertices = finalVertices.ToArray();
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mesh.Clear();
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mesh.vertices = vertices;
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mesh.colors = colors;
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mesh.SetIndices(finalIndices.ToArray(), MeshTopology.Triangles, 0);
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localBounds = CalculateBoundingSphere(ref vertices, ref colors, falloffDistance);
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return localBounds;
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}
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}
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}
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