soundvision/UnityProject/Assets/Scripts/Visualizer/CombMesh.cs

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2019-10-03 17:06:11 +00:00
using UnityEngine;
namespace cylvester
{
public interface ICombMesh
{
Vector3[] Vertices { get; }
int[] Indices { get; }
void Update(float[] spectrum);
}
public class CombMesh : ICombMesh
{
public Vector3[] Vertices { get; }
public int[] Indices { get; }
private IPdArray fftArray_;
private int numberOfTeeth_;
public CombMesh (int numberOfTeeth, float gap)
{
numberOfTeeth_ = numberOfTeeth;
Vertices = CreateVertices(gap);
Indices = CreateIndices();
}
public void Update(float[] spectrum)
{
var index = numberOfTeeth_ * 2;
for (var i = 0; i < numberOfTeeth_; ++i)
{
Vertices[index++].y = spectrum[i];
Vertices[index++].y = spectrum[i];
}
}
private Vector3[] CreateVertices(float gap)
{
var numVerticesPerLine = numberOfTeeth_ * 2;
var numTotalLineVertices = numberOfTeeth_ * 4;
var currentPos = -1f;
var step = 2f / (numberOfTeeth_ - 1);
var width = (1f - gap) * step;
var vertices = new Vector3[numTotalLineVertices];
for (var i = 0; i < numberOfTeeth_ - 1; ++i)
{
var index = i * 2;
vertices[index] = new Vector3(currentPos, 0, 0);
vertices[index+1] = new Vector3(currentPos + width , 0, 0);
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vertices[index+numVerticesPerLine] = new Vector3(currentPos, 0, 0);
vertices[index+1+numVerticesPerLine] = new Vector3(currentPos + width, 0, 0);
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currentPos += step;
}
return vertices;
}
private int[] CreateIndices( )
{
var numIndices = numberOfTeeth_ * 6;
var offset = numberOfTeeth_ * 2;
var indices = new int[numIndices];
var index = 0;
for (var i = 0; i < numberOfTeeth_; ++i)
{
var onset = i * 2;
indices[index++] = 0 + onset;
indices[index++] = offset + onset;
indices[index++] = 1 + onset;
indices[index++] = offset + onset;
indices[index++] = offset + 1 + onset;
indices[index++] = 1 + onset;
}
return indices;
}
}
}