sebastienlagarde
6 年前
当前提交
38a3e185
共有 65 个文件被更改,包括 8988 次插入 和 137 次删除
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3TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset
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15com.unity.render-pipelines.core/CoreRP/CoreResources/TexturePadding.cs
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2com.unity.render-pipelines.core/CoreRP/Textures/RTHandleSystem.cs
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2com.unity.render-pipelines.high-definition/CHANGELOG.md
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2com.unity.render-pipelines.high-definition/HDRP/Debug/DebugDisplay.cs
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2com.unity.render-pipelines.high-definition/HDRP/Debug/LightingDebug.cs
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42com.unity.render-pipelines.high-definition/HDRP/Editor/Material/Fabric/FabricUI.cs
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4com.unity.render-pipelines.high-definition/HDRP/Lighting/Light/HDAdditionalLightData.cs
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313com.unity.render-pipelines.high-definition/HDRP/Lighting/LightLoop/LightLoop.cs
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8com.unity.render-pipelines.high-definition/HDRP/Lighting/Volumetrics/VolumetricLighting.cs
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10com.unity.render-pipelines.high-definition/HDRP/Material/Fabric/Fabric.shader
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56com.unity.render-pipelines.high-definition/HDRP/Material/Fabric/FabricData.hlsl
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6com.unity.render-pipelines.high-definition/HDRP/Material/Fabric/FabricProperties.hlsl
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4com.unity.render-pipelines.high-definition/HDRP/Material/Fabric/ShaderPass/FabricSharePass.hlsl
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14com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDRenderPipeline.cs
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1com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/HDRenderPipelineResources.asset
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6com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/RenderPipelineResources.cs
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8TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric.meta
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1001TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric.unity
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7TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric.unity.meta
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750TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/1501_Fabric.png
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88TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/1501_Fabric.png.meta
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506com.unity.render-pipelines.core/CoreRP/Debugging/DebugShapes.cs
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11com.unity.render-pipelines.core/CoreRP/Debugging/DebugShapes.cs.meta
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58com.unity.render-pipelines.high-definition/HDRP/Debug/DebugLightVolume.shader
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9com.unity.render-pipelines.high-definition/HDRP/Debug/DebugLightVolume.shader.meta
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1001TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/D_Cloth.fbx
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97TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/D_Cloth.fbx.meta
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238TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/M_CottonWool.mat
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8TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/M_CottonWool.mat.meta
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238TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/M_CottonWoolDetail.mat
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8TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/M_CottonWoolDetail.mat.meta
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238TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/M_CottonWoolDetailNormal.mat
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8TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/M_CottonWoolDetailNormal.mat.meta
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239TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/M_CottonWoolDetailNormalCutout.mat
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8TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/M_CottonWoolDetailNormalCutout.mat.meta
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238TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/M_CottonWoolDetailNormalFuzz.mat
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8TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/M_CottonWoolDetailNormalFuzz.mat.meta
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242TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/M_CottonWoolDetailNormalFuzzDouble.mat
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8TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/M_CottonWoolDetailNormalFuzzDouble.mat.meta
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238TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/M_CottonWoolNormal.mat
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8TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/M_CottonWoolNormal.mat.meta
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238TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/M_Silk.mat
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8TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/M_Silk.mat.meta
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238TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/M_SilkDetail.mat
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8TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/M_SilkDetail.mat.meta
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238TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/M_SilkDetailNormal.mat
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8TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/M_SilkDetailNormal.mat.meta
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239TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/M_SilkDetailNormalCutout.mat
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8TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/M_SilkDetailNormalCutout.mat.meta
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242TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/M_SilkDetailNormalFuzz.mat
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8TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/M_SilkDetailNormalFuzz.mat.meta
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247TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/M_SilkDetailNormalFuzzDouble.mat
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8TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/M_SilkDetailNormalFuzzDouble.mat.meta
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238TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/M_SilkNormal.mat
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8TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/M_SilkNormal.mat.meta
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132TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/T_DetailMap.tif.meta
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1001TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/T_FuzzDetail.png
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132TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/T_FuzzDetail.png.meta
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195TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/T_MaskMap.tga
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88TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/T_MaskMap.tga.meta
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88TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/T_NormalMap.tif.meta
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TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric.unity
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namespace UnityEngine.Experimental.Rendering |
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{ |
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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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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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|
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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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|
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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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|
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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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|
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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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|
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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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|
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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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|
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// Build the index array
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int nbFaces = vertices.Length; |
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int nbTriangles = nbFaces * 2; |
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int nbIndexes = nbTriangles * 3; |
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int[] triangles = new int[nbIndexes]; |
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|
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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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|
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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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|
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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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|
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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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|
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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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|
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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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|
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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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|
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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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|
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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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|
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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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|
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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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|
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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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|
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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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|
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outputMesh.RecalculateBounds(); |
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} |
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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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|
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int nbVerticesCap = nbSides + 1; |
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|
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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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|
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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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|
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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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|
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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); |
|||
vertices[vert + 1] = new Vector3(Mathf.Sin(rad) * bottomRadius, Mathf.Cos(rad) * bottomRadius, 0); |
|||
vert += 2; |
|||
v++; |
|||
} |
|||
vertices[vert] = vertices[nbSides * 2 + 2]; |
|||
vertices[vert + 1] = vertices[nbSides * 2 + 3]; |
|||
|
|||
// bottom + top + sides
|
|||
Vector3[] normales = new Vector3[vertices.Length]; |
|||
vert = 0; |
|||
|
|||
// Bottom cap
|
|||
while (vert <= nbSides) |
|||
{ |
|||
normales[vert++] = new Vector3(0, 0, -1); |
|||
} |
|||
|
|||
// Top cap
|
|||
while (vert <= nbSides * 2 + 1) |
|||
{ |
|||
normales[vert++] = new Vector3(0, 0, 1); |
|||
} |
|||
|
|||
// Sides
|
|||
v = 0; |
|||
while (vert <= vertices.Length - 4) |
|||
{ |
|||
float rad = (float)v / nbSides * _2pi; |
|||
float cos = Mathf.Cos(rad); |
|||
float sin = Mathf.Sin(rad); |
|||
|
|||
normales[vert] = new Vector3(sin, cos, 0f); |
|||
normales[vert + 1] = normales[vert]; |
|||
|
|||
vert += 2; |
|||
v++; |
|||
} |
|||
normales[vert] = normales[nbSides * 2 + 2]; |
|||
normales[vert + 1] = normales[nbSides * 2 + 3]; |
|||
|
|||
Vector2[] uvs = new Vector2[vertices.Length]; |
|||
|
|||
// Bottom cap
|
|||
int u = 0; |
|||
uvs[u++] = new Vector2(0.5f, 0.5f); |
|||
while (u <= nbSides) |
|||
{ |
|||
float rad = (float)u / nbSides * _2pi; |
|||
uvs[u] = new Vector2(Mathf.Cos(rad) * .5f + .5f, Mathf.Sin(rad) * .5f + .5f); |
|||
u++; |
|||
} |
|||
|
|||
// Top cap
|
|||
uvs[u++] = new Vector2(0.5f, 0.5f); |
|||
while (u <= nbSides * 2 + 1) |
|||
{ |
|||
float rad = (float)u / nbSides * _2pi; |
|||
uvs[u] = new Vector2(Mathf.Cos(rad) * .5f + .5f, Mathf.Sin(rad) * .5f + .5f); |
|||
u++; |
|||
} |
|||
|
|||
// Sides
|
|||
int u_sides = 0; |
|||
while (u <= uvs.Length - 4) |
|||
{ |
|||
float t = (float)u_sides / nbSides; |
|||
uvs[u] = new Vector3(t, 1f); |
|||
uvs[u + 1] = new Vector3(t, 0f); |
|||
u += 2; |
|||
u_sides++; |
|||
} |
|||
uvs[u] = new Vector2(1f, 1f); |
|||
uvs[u + 1] = new Vector2(1f, 0f); |
|||
|
|||
int nbTriangles = nbSides + nbSides + nbSides * 2; |
|||
int[] triangles = new int[nbTriangles * 3 + 3]; |
|||
|
|||
// Bottom cap
|
|||
int tri = 0; |
|||
int i = 0; |
|||
while (tri < nbSides - 1) |
|||
{ |
|||
triangles[i] = 0; |
|||
triangles[i + 1] = tri + 1; |
|||
triangles[i + 2] = tri + 2; |
|||
tri++; |
|||
i += 3; |
|||
} |
|||
triangles[i] = 0; |
|||
triangles[i + 1] = tri + 1; |
|||
triangles[i + 2] = 1; |
|||
tri++; |
|||
i += 3; |
|||
|
|||
// Top cap
|
|||
//tri++;
|
|||
while (tri < nbSides * 2) |
|||
{ |
|||
triangles[i] = tri + 2; |
|||
triangles[i + 1] = tri + 1; |
|||
triangles[i + 2] = nbVerticesCap; |
|||
tri++; |
|||
i += 3; |
|||
} |
|||
|
|||
triangles[i] = nbVerticesCap + 1; |
|||
triangles[i + 1] = tri + 1; |
|||
triangles[i + 2] = nbVerticesCap; |
|||
tri++; |
|||
i += 3; |
|||
tri++; |
|||
|
|||
// Sides
|
|||
while (tri <= nbTriangles) |
|||
{ |
|||
triangles[i] = tri + 2; |
|||
triangles[i + 1] = tri + 1; |
|||
triangles[i + 2] = tri + 0; |
|||
tri++; |
|||
i += 3; |
|||
|
|||
triangles[i] = tri + 1; |
|||
triangles[i + 1] = tri + 2; |
|||
triangles[i + 2] = tri + 0; |
|||
tri++; |
|||
i += 3; |
|||
} |
|||
|
|||
outputMesh.vertices = vertices; |
|||
outputMesh.normals = normales; |
|||
outputMesh.uv = uvs; |
|||
outputMesh.triangles = triangles; |
|||
|
|||
outputMesh.RecalculateBounds(); |
|||
} |
|||
|
|||
void BuildPyramid(ref Mesh outputMesh, float width, float height, float depth) |
|||
{ |
|||
outputMesh.Clear(); |
|||
|
|||
// Allocate the buffer
|
|||
Vector3[] vertices = new Vector3[16]; |
|||
|
|||
// Top Face
|
|||
vertices[0] = new Vector3(0f, 0f, 0f); |
|||
vertices[1] = new Vector3(-width/2.0f, height / 2.0f, depth); |
|||
vertices[2] = new Vector3( width / 2.0f, height / 2.0f, depth); |
|||
|
|||
// Left Face
|
|||
vertices[3] = new Vector3(0f, 0f, 0f); |
|||
vertices[4] = new Vector3(width / 2.0f, height / 2.0f, depth); |
|||
vertices[5] = new Vector3(width / 2.0f, -height / 2.0f, depth); |
|||
|
|||
// Bottom Face
|
|||
vertices[6] = new Vector3(0f, 0f, 0f); |
|||
vertices[7] = new Vector3(width / 2.0f, -height / 2.0f, depth); |
|||
vertices[8] = new Vector3(-width / 2.0f, -height / 2.0f, depth); |
|||
|
|||
// Right Face
|
|||
vertices[9] = new Vector3(0f, 0f, 0f); |
|||
vertices[10] = new Vector3(-width / 2.0f, -height / 2.0f, depth); |
|||
vertices[11] = new Vector3(-width / 2.0f, height / 2.0f, depth); |
|||
|
|||
// Cap
|
|||
vertices[12] = new Vector3(-width / 2.0f, height / 2.0f, depth); |
|||
vertices[13] = new Vector3(-width / 2.0f, -height / 2.0f, depth); |
|||
vertices[14] = new Vector3(width / 2.0f, -height / 2.0f, depth); |
|||
vertices[15] = new Vector3(width / 2.0f, height / 2.0f, depth); |
|||
|
|||
// TODO: support the uv/normals
|
|||
Vector3[] normals = new Vector3[vertices.Length]; |
|||
Vector2[] uvs = new Vector2[vertices.Length]; |
|||
|
|||
// The indexes for the side part is simple
|
|||
int[] triangles = new int[18]; |
|||
for(int idx = 0; idx < 12; ++idx) |
|||
{ |
|||
triangles[idx] = idx; |
|||
} |
|||
|
|||
// Cap indexes
|
|||
triangles[12] = 12; |
|||
triangles[13] = 13; |
|||
triangles[14] = 14; |
|||
triangles[15] = 12; |
|||
triangles[16] = 14; |
|||
triangles[17] = 15; |
|||
|
|||
outputMesh.vertices = vertices; |
|||
outputMesh.normals = normals; |
|||
outputMesh.uv = uvs; |
|||
outputMesh.triangles = triangles; |
|||
|
|||
outputMesh.RecalculateBounds(); |
|||
} |
|||
|
|||
void BuildShapes() |
|||
{ |
|||
m_sphereMesh = new Mesh(); |
|||
BuildSphere(ref m_sphereMesh, 1.0f, 24, 16); |
|||
|
|||
m_boxMesh = new Mesh(); |
|||
BuildBox(ref m_boxMesh, 1.0f, 1.0f, 1.0f); |
|||
|
|||
m_coneMesh = new Mesh(); |
|||
BuildCone(ref m_coneMesh, 1.0f, 1.0f, 0.0f, 16); |
|||
|
|||
m_pyramidMesh = new Mesh(); |
|||
BuildPyramid(ref m_pyramidMesh, 1.0f, 1.0f, 1.0f); |
|||
} |
|||
|
|||
public void CheckResources() |
|||
{ |
|||
if (m_sphereMesh == null || m_boxMesh == null || m_coneMesh == null || m_pyramidMesh == null) |
|||
{ |
|||
BuildShapes(); |
|||
} |
|||
} |
|||
|
|||
public Mesh RequestSphereMesh() |
|||
{ |
|||
CheckResources(); |
|||
return m_sphereMesh; |
|||
} |
|||
|
|||
public Mesh RequestBoxMesh() |
|||
{ |
|||
CheckResources(); |
|||
return m_boxMesh; |
|||
} |
|||
|
|||
public Mesh RequestConeMesh() |
|||
{ |
|||
CheckResources(); |
|||
return m_coneMesh; |
|||
} |
|||
|
|||
public Mesh RequestPyramidMesh() |
|||
{ |
|||
CheckResources(); |
|||
return m_pyramidMesh; |
|||
} |
|||
} |
|||
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#pragma vertex vert |
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#pragma fragment frag |
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#include "CoreRP/ShaderLibrary/Common.hlsl" |
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#include "HDRP/ShaderVariables.hlsl" |
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struct AttributesDefault |
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{ |
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float4 positionOS : POSITION; |
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struct VaryingsDefault |
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{ |
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float3 _Range; |
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float3 _Offset; |
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float4 _Color; |
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VaryingsDefault vert(AttributesDefault att) |
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{ |
|||
VaryingsDefault output; |
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|
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float3 positionRWS = TransformObjectToWorld(att.positionOS * _Range + _Offset); |
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output.positionCS = TransformWorldToHClip(positionRWS); |
|||
return output; |
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} |
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|
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float4 frag(VaryingsDefault varying) : SV_Target |
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{ |
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文件差异内容过多而无法显示
查看文件
文件差异内容过多而无法显示
查看文件
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文件差异内容过多而无法显示
查看文件
文件差异内容过多而无法显示
查看文件
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文件差异内容过多而无法显示
查看文件
文件差异内容过多而无法显示
查看文件
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