Coded Plane correctly with uvs

This commit is contained in:
max 2019-11-21 10:44:56 +01:00
parent 972e6a6ef4
commit c339918c68
14 changed files with 391 additions and 748 deletions

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@ -85,6 +85,7 @@
<Compile Include="Assets\Scenes\Examples\PdBackend\script\BoomBall.cs" />
<Compile Include="Assets\Scenes\Examples\PdBackend\script\MoveBall.cs" />
<Compile Include="Assets\Scenes\Examples\PostProcessing\script\BokehBind.cs" />
<Compile Include="Assets\Scenes\Examples\SpectrogramWorld\ChangeHue.cs" />
<Compile Include="Assets\Scenes\Examples\SpectrogramWorld\MeshGen.cs" />
<Compile Include="Assets\Scenes\Examples\SpectrogramWorld\SpectrogramMapper.cs" />
<Compile Include="Assets\Scenes\Examples\Texture\TextureMapper.cs" />

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@ -55,8 +55,8 @@ public class CreatePlane : ScriptableWizard
void OnWizardUpdate()
{
widthSegments = Mathf.Clamp(widthSegments, 1, 65534);
lengthSegments = Mathf.Clamp(lengthSegments, 1, 65534);
widthSegments = Mathf.Clamp(widthSegments, 1, 254);
lengthSegments = Mathf.Clamp(lengthSegments, 1, 254);
}

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@ -0,0 +1,27 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace cylvester
{
interface IChangeHue
{
float Hue { set; }
}
public class ChangeHue : MonoBehaviour, IChangeHue
{
[SerializeField] Renderer thisRend_;
private static readonly int spectrogramHue_ = Shader.PropertyToID("_Pitch");
public float Hue
{
set
{
var x = value * 1f;
thisRend_.material.SetFloat(spectrogramHue_, x);
}
}
}
}

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@ -3,6 +3,7 @@ using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(MeshFilter))]
public class MeshGen : MonoBehaviour
{
Mesh mesh;
@ -10,56 +11,66 @@ public class MeshGen : MonoBehaviour
Vector3[] vertices;
int[] triangles;
public int xSize = 10;
public int zSize = 10;
public float xSize = 1;
public float zSize = 1;
public int xRes = 100;
public int zRes = 100;
Vector2[] uvs;
Vector4[] tangents;
private void Start()
{
mesh = new Mesh();
mesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32;
GetComponent<MeshFilter>().mesh = mesh;
CreateShape();
UpdateMesh();
}
private void CreateShape()
{
vertices = new Vector3[(xSize + 1) * (zSize + 1)];
//vertices being calculated
vertices = new Vector3[(xRes + 1) * (zRes + 1)];
uvs = new Vector2[vertices.Length];
tangents = new Vector4[vertices.Length];
for (int i = 0, z = 0; z <= zSize; z++)
for (int i = 0, z = 0; z <= zRes; z++)
{
for (int x = 0; x <= xSize; x++)
for (int x = 0; x <= xRes; x++)
{
vertices[i] = new Vector3(x, 2, z);
//convert int to float, then map range 0-1, then move by half size (origin at center), then scale by size
vertices[i] = new Vector3(((x * 1.0f / xRes - 0.5f) * xSize), 0,(z * 1.0f / zRes - 0.5f) * zSize);
//map uvs 0-1 depending onf Resolution of mesh
uvs[i] = new Vector2(x * 1.0f / xRes, z * 1.0f / zRes);
//set all tangents to plane
tangents[i] = new Vector4(1f, 0f, 0f, -1f);
i++;
}
}
triangles = new int[xSize * zSize * 6];
//triangles being calculated
triangles = new int[xRes * zRes * 6];
int vert = 0;
int tris = 0;
for (int z = 0; z < zSize; z++)
for (int z = 0; z < zRes; z++)
{
for (int x = 0; x < xSize; x++)
for (int x = 0; x < xRes; x++)
{
triangles[tris + 0] = vert + 0;
triangles[tris + 1] = vert + xSize + 1;
triangles[tris + 1] = vert + xRes + 1;
triangles[tris + 2] = vert + 1;
triangles[tris + 3] = vert + 1;
triangles[tris + 4] = vert + xSize + 1;
triangles[tris + 5] = vert + xSize + 2;
triangles[tris + 4] = vert + xRes + 1;
triangles[tris + 5] = vert + xRes + 2;
vert++;
tris += 6;
}
vert++;
}
}
}
void UpdateMesh()
@ -69,21 +80,27 @@ public class MeshGen : MonoBehaviour
mesh.vertices = vertices;
mesh.triangles = triangles;
mesh.uv = uvs;
mesh.tangents = tangents;
mesh.RecalculateNormals();
mesh.RecalculateBounds();
mesh.RecalculateTangents();
}
GetComponent<MeshFilter>().mesh = mesh;
/* private void OnDrawGizmos()
{
if (vertices == null)
return;
for (int i = 0; i < vertices.Length; i++)
{
Gizmos.DrawSphere(vertices[i], .1f);
}
}
*/
/*
private void OnDrawGizmos()
{
if (vertices == null)
return;
for (int i = 0; i < vertices.Length; i++)
{
Gizmos.DrawSphere(vertices[i], .1f);
}
}
*/
}

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@ -15,7 +15,6 @@ namespace cylvester
private static readonly int baseColorMap_ = Shader.PropertyToID("_BaseColorMap");
private static readonly int spectrogramIndex_ = Shader.PropertyToID("_Index");
void Start()
{

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