Updated Kinect ShaderGraph Demo
bug found: Kinect texture seems to be actual red channel, not depth channel
This commit is contained in:
parent
8771fc96ce
commit
5eb195439e
11 changed files with 916 additions and 1184 deletions
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@ -64,6 +64,7 @@
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<ItemGroup>
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<ItemGroup>
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<Compile Include="Assets\Scenes\Examples\Composition\script\BallMapping.cs" />
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<Compile Include="Assets\Scenes\Examples\Composition\script\BallMapping.cs" />
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<Compile Include="Assets\Scenes\Examples\Composition\script\RmsAnalyzer.cs" />
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<Compile Include="Assets\Scenes\Examples\Composition\script\RmsAnalyzer.cs" />
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<Compile Include="Assets\Scenes\Examples\KinectSceneGraph\AdvancedMesh.cs" />
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<Compile Include="Assets\Scenes\Examples\KinectSkeleton ForceHands with Sound\Scripts\EmissionBind.cs" />
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<Compile Include="Assets\Scenes\Examples\KinectSkeleton ForceHands with Sound\Scripts\EmissionBind.cs" />
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<Compile Include="Assets\Scenes\Examples\KinectSkeleton ForceHands with Sound\Scripts\JointMarker.cs" />
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<Compile Include="Assets\Scenes\Examples\KinectSkeleton ForceHands with Sound\Scripts\JointMarker.cs" />
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<Compile Include="Assets\Scenes\Examples\KinectSkeleton ForceHands with Sound\Scripts\MultipleObjectCamera.cs" />
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<Compile Include="Assets\Scenes\Examples\KinectSkeleton ForceHands with Sound\Scripts\MultipleObjectCamera.cs" />
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@ -1,16 +1,17 @@
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using UnityEngine;
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using UnityEngine;
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using UnityEditor;
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using UnityEditor;
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using System.Collections;
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public class CreatePlane : ScriptableWizard
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public class CreatePlane : ScriptableWizard
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{
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{
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public enum Orientation
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public enum Orientation
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{
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{
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Horizontal,
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Horizontal,
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Vertical
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Vertical
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}
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}
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public enum AnchorPoint
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public enum AnchorPoint
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{
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{
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TopLeft,
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TopLeft,
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@ -23,7 +24,7 @@ public class CreatePlane : ScriptableWizard
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LeftHalf,
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LeftHalf,
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Center
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Center
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}
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}
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public int widthSegments = 1;
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public int widthSegments = 1;
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public int lengthSegments = 1;
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public int lengthSegments = 1;
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public float width = 1.0f;
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public float width = 1.0f;
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@ -34,11 +35,11 @@ public class CreatePlane : ScriptableWizard
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public bool createAtOrigin = true;
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public bool createAtOrigin = true;
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public bool twoSided = false;
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public bool twoSided = false;
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public string optionalName;
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public string optionalName;
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static Camera cam;
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static Camera cam;
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static Camera lastUsedCam;
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static Camera lastUsedCam;
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[MenuItem("GameObject/Create Other/Custom Plane...")]
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[MenuItem("GameObject/Create Other/Custom Plane...")]
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static void CreateWizard()
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static void CreateWizard()
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{
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{
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@ -48,167 +49,169 @@ public class CreatePlane : ScriptableWizard
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cam = lastUsedCam;
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cam = lastUsedCam;
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else
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else
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lastUsedCam = cam;
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lastUsedCam = cam;
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ScriptableWizard.DisplayWizard("Create Plane",typeof(CreatePlane));
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ScriptableWizard.DisplayWizard("Create Plane", typeof(CreatePlane));
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}
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}
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void OnWizardUpdate()
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void OnWizardUpdate()
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{
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{
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widthSegments = Mathf.Clamp(widthSegments, 1, 512);
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widthSegments = Mathf.Clamp(widthSegments, 1, 254);
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lengthSegments = Mathf.Clamp(lengthSegments, 1, 424);
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lengthSegments = Mathf.Clamp(lengthSegments, 1, 254);
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}
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}
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void OnWizardCreate()
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void OnWizardCreate()
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{
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{
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GameObject plane = new GameObject();
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GameObject plane = new GameObject();
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if (!string.IsNullOrEmpty(optionalName))
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if (!string.IsNullOrEmpty(optionalName))
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plane.name = optionalName;
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plane.name = optionalName;
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else
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else
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plane.name = "Plane";
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plane.name = "Plane";
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if (!createAtOrigin && cam)
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if (!createAtOrigin && cam)
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plane.transform.position = cam.transform.position + cam.transform.forward*5.0f;
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plane.transform.position = cam.transform.position + cam.transform.forward * 5.0f;
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else
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else
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plane.transform.position = Vector3.zero;
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plane.transform.position = Vector3.zero;
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Vector2 anchorOffset;
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Vector2 anchorOffset;
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string anchorId;
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string anchorId;
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switch (anchor)
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switch (anchor)
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{
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{
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case AnchorPoint.TopLeft:
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case AnchorPoint.TopLeft:
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anchorOffset = new Vector2(-width/2.0f,length/2.0f);
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anchorOffset = new Vector2(-width / 2.0f, length / 2.0f);
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anchorId = "TL";
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anchorId = "TL";
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break;
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break;
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case AnchorPoint.TopHalf:
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case AnchorPoint.TopHalf:
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anchorOffset = new Vector2(0.0f,length/2.0f);
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anchorOffset = new Vector2(0.0f, length / 2.0f);
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anchorId = "TH";
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anchorId = "TH";
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break;
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break;
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case AnchorPoint.TopRight:
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case AnchorPoint.TopRight:
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anchorOffset = new Vector2(width/2.0f,length/2.0f);
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anchorOffset = new Vector2(width / 2.0f, length / 2.0f);
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anchorId = "TR";
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anchorId = "TR";
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break;
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break;
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case AnchorPoint.RightHalf:
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case AnchorPoint.RightHalf:
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anchorOffset = new Vector2(width/2.0f,0.0f);
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anchorOffset = new Vector2(width / 2.0f, 0.0f);
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anchorId = "RH";
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anchorId = "RH";
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break;
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break;
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case AnchorPoint.BottomRight:
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case AnchorPoint.BottomRight:
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anchorOffset = new Vector2(width/2.0f,-length/2.0f);
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anchorOffset = new Vector2(width / 2.0f, -length / 2.0f);
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anchorId = "BR";
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anchorId = "BR";
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break;
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break;
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case AnchorPoint.BottomHalf:
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case AnchorPoint.BottomHalf:
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anchorOffset = new Vector2(0.0f,-length/2.0f);
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anchorOffset = new Vector2(0.0f, -length / 2.0f);
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anchorId = "BH";
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anchorId = "BH";
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break;
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break;
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case AnchorPoint.BottomLeft:
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case AnchorPoint.BottomLeft:
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anchorOffset = new Vector2(-width/2.0f,-length/2.0f);
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anchorOffset = new Vector2(-width / 2.0f, -length / 2.0f);
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anchorId = "BL";
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anchorId = "BL";
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break;
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break;
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case AnchorPoint.LeftHalf:
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case AnchorPoint.LeftHalf:
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anchorOffset = new Vector2(-width/2.0f,0.0f);
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anchorOffset = new Vector2(-width / 2.0f, 0.0f);
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anchorId = "LH";
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anchorId = "LH";
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break;
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break;
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case AnchorPoint.Center:
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case AnchorPoint.Center:
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default:
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default:
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anchorOffset = Vector2.zero;
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anchorOffset = Vector2.zero;
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anchorId = "C";
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anchorId = "C";
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break;
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break;
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}
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}
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MeshFilter meshFilter = (MeshFilter)plane.AddComponent(typeof(MeshFilter));
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MeshFilter meshFilter = (MeshFilter)plane.AddComponent(typeof(MeshFilter));
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plane.AddComponent(typeof(MeshRenderer));
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plane.AddComponent(typeof(MeshRenderer));
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string planeAssetName = plane.name + widthSegments + "x" + lengthSegments + "W" + width + "L" + length + (orientation == Orientation.Horizontal? "H" : "V") + anchorId + ".asset";
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string planeAssetName = plane.name + widthSegments + "x" + lengthSegments + "W" + width + "L" + length + (orientation == Orientation.Horizontal ? "H" : "V") + anchorId + ".asset";
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Mesh m = (Mesh)AssetDatabase.LoadAssetAtPath("Assets/Editor/" + planeAssetName,typeof(Mesh));
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Mesh m = (Mesh)AssetDatabase.LoadAssetAtPath("Assets/Editor/" + planeAssetName, typeof(Mesh));
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if (m == null)
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if (m == null)
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{
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{
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m = new Mesh();
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m = new Mesh();
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m.name = plane.name;
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m.name = plane.name;
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int hCount2 = widthSegments+1;
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int hCount2 = widthSegments + 1;
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int vCount2 = lengthSegments+1;
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int vCount2 = lengthSegments + 1;
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int numTriangles = widthSegments * lengthSegments * 6;
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int numTriangles = widthSegments * lengthSegments * 6;
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if (twoSided) {
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if (twoSided)
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{
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numTriangles *= 2;
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numTriangles *= 2;
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}
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}
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int numVertices = hCount2 * vCount2;
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int numVertices = hCount2 * vCount2;
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Vector3[] vertices = new Vector3[numVertices];
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Vector3[] vertices = new Vector3[numVertices];
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Vector2[] uvs = new Vector2[numVertices];
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Vector2[] uvs = new Vector2[numVertices];
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int[] triangles = new int[numTriangles];
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int[] triangles = new int[numTriangles];
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Vector4[] tangents = new Vector4[numVertices];
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Vector4[] tangents = new Vector4[numVertices];
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Vector4 tangent = new Vector4(1f, 0f, 0f, -1f);
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Vector4 tangent = new Vector4(1f, 0f, 0f, -1f);
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int index = 0;
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int index = 0;
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float uvFactorX = 1.0f/widthSegments;
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float uvFactorX = 1.0f / widthSegments;
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float uvFactorY = 1.0f/lengthSegments;
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float uvFactorY = 1.0f / lengthSegments;
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float scaleX = width/widthSegments;
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float scaleX = width / widthSegments;
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float scaleY = length/lengthSegments;
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float scaleY = length / lengthSegments;
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for (float y = 0.0f; y < vCount2; y++)
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for (float y = 0.0f; y < vCount2; y++)
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{
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{
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for (float x = 0.0f; x < hCount2; x++)
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for (float x = 0.0f; x < hCount2; x++)
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{
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{
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if (orientation == Orientation.Horizontal)
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if (orientation == Orientation.Horizontal)
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{
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{
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vertices[index] = new Vector3(x*scaleX - width/2f - anchorOffset.x, 0.0f, y*scaleY - length/2f - anchorOffset.y);
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vertices[index] = new Vector3(x * scaleX - width / 2f - anchorOffset.x, 0.0f, y * scaleY - length / 2f - anchorOffset.y);
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}
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}
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else
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else
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{
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{
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vertices[index] = new Vector3(x*scaleX - width/2f - anchorOffset.x, y*scaleY - length/2f - anchorOffset.y, 0.0f);
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vertices[index] = new Vector3(x * scaleX - width / 2f - anchorOffset.x, y * scaleY - length / 2f - anchorOffset.y, 0.0f);
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}
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}
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tangents[index] = tangent;
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tangents[index] = tangent;
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uvs[index++] = new Vector2(x*uvFactorX, y*uvFactorY);
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uvs[index++] = new Vector2(x * uvFactorX, y * uvFactorY);
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}
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}
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}
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}
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index = 0;
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index = 0;
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for (int y = 0; y < lengthSegments; y++)
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for (int y = 0; y < lengthSegments; y++)
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{
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{
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for (int x = 0; x < widthSegments; x++)
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for (int x = 0; x < widthSegments; x++)
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{
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{
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triangles[index] = (y * hCount2) + x;
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triangles[index] = (y * hCount2) + x;
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triangles[index+1] = ((y+1) * hCount2) + x;
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triangles[index + 1] = ((y + 1) * hCount2) + x;
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triangles[index+2] = (y * hCount2) + x + 1;
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triangles[index + 2] = (y * hCount2) + x + 1;
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triangles[index+3] = ((y+1) * hCount2) + x;
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triangles[index + 3] = ((y + 1) * hCount2) + x;
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triangles[index+4] = ((y+1) * hCount2) + x + 1;
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triangles[index + 4] = ((y + 1) * hCount2) + x + 1;
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triangles[index+5] = (y * hCount2) + x + 1;
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triangles[index + 5] = (y * hCount2) + x + 1;
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index += 6;
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index += 6;
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}
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}
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if (twoSided) {
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if (twoSided)
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{
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// Same tri vertices with order reversed, so normals point in the opposite direction
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// Same tri vertices with order reversed, so normals point in the opposite direction
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for (int x = 0; x < widthSegments; x++)
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for (int x = 0; x < widthSegments; x++)
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{
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{
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triangles[index] = (y * hCount2) + x;
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triangles[index] = (y * hCount2) + x;
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triangles[index+1] = (y * hCount2) + x + 1;
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triangles[index + 1] = (y * hCount2) + x + 1;
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triangles[index+2] = ((y+1) * hCount2) + x;
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triangles[index + 2] = ((y + 1) * hCount2) + x;
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triangles[index+3] = ((y+1) * hCount2) + x;
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triangles[index + 3] = ((y + 1) * hCount2) + x;
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triangles[index+4] = (y * hCount2) + x + 1;
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triangles[index + 4] = (y * hCount2) + x + 1;
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triangles[index+5] = ((y+1) * hCount2) + x + 1;
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triangles[index + 5] = ((y + 1) * hCount2) + x + 1;
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index += 6;
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index += 6;
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}
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}
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}
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}
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}
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}
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m.vertices = vertices;
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m.vertices = vertices;
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m.uv = uvs;
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m.uv = uvs;
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m.triangles = triangles;
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m.triangles = triangles;
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m.tangents = tangents;
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m.tangents = tangents;
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m.RecalculateNormals();
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m.RecalculateNormals();
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AssetDatabase.CreateAsset(m, "Assets/Editor/" + planeAssetName);
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AssetDatabase.CreateAsset(m, "Assets/Editor/" + planeAssetName);
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AssetDatabase.SaveAssets();
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AssetDatabase.SaveAssets();
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}
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}
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meshFilter.sharedMesh = m;
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meshFilter.sharedMesh = m;
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m.RecalculateBounds();
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m.RecalculateBounds();
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if (addCollider)
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if (addCollider)
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plane.AddComponent(typeof(BoxCollider));
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plane.AddComponent(typeof(BoxCollider));
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Selection.activeObject = plane;
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Selection.activeObject = plane;
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}
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}
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}
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}
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@ -0,0 +1,80 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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[RequireComponent(typeof(MeshFilter))]
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public class AdvancedMesh : MonoBehaviour
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{
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Mesh mesh;
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Vector3[] vertices;
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int[] triangles;
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[SerializeField] public int xSize = 200;
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[SerializeField] public int ySize = 200;
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void Start()
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{
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mesh = new Mesh();
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GetComponent<MeshFilter>().mesh = mesh;
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CreateShape();
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UpdateMesh();
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}
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void CreateShape()
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{
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vertices = new Vector3[(xSize + 1) * (ySize + 1)];
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for (int i = 0, y = 0; y <= ySize; y++)
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{
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for (int x = 0; x <= xSize; x++)
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{
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vertices[i] = new Vector3(x, y, 0);
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i++;
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}
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}
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triangles = new int[xSize * ySize * 6];
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int vert = 0;
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int tris = 0;
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for (int y = 0; y < ySize; y++)
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{
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for (int x = 0; x < xSize; x++)
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{
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triangles[tris + 0] = vert + 0;
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triangles[tris + 1] = vert + xSize + 1;
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triangles[tris + 2] = vert + 1;
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triangles[tris + 3] = vert + 1;
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triangles[tris + 4] = vert + xSize + 1;
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triangles[tris + 5] = vert + xSize + 2;
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vert++;
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tris += 6;
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}
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vert++;
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}
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}
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private void UpdateMesh()
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{
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mesh.Clear();
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mesh.vertices = vertices;
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mesh.triangles = triangles;
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mesh.RecalculateNormals();
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}
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private void OnDrawGizmos()
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{
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if (vertices == null)
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return;
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for (int i = 0; i < vertices.Length; i++)
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{
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Gizmos.DrawSphere(vertices[i], .1f);
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}
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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Loading…
Reference in a new issue