Coded Plane correctly with uvs
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14 changed files with 391 additions and 748 deletions
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@ -85,6 +85,7 @@
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<Compile Include="Assets\Scenes\Examples\PdBackend\script\BoomBall.cs" />
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<Compile Include="Assets\Scenes\Examples\PdBackend\script\MoveBall.cs" />
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<Compile Include="Assets\Scenes\Examples\PostProcessing\script\BokehBind.cs" />
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<Compile Include="Assets\Scenes\Examples\SpectrogramWorld\ChangeHue.cs" />
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<Compile Include="Assets\Scenes\Examples\SpectrogramWorld\MeshGen.cs" />
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<Compile Include="Assets\Scenes\Examples\SpectrogramWorld\SpectrogramMapper.cs" />
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<Compile Include="Assets\Scenes\Examples\Texture\TextureMapper.cs" />
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@ -55,8 +55,8 @@ public class CreatePlane : ScriptableWizard
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void OnWizardUpdate()
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{
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widthSegments = Mathf.Clamp(widthSegments, 1, 65534);
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lengthSegments = Mathf.Clamp(lengthSegments, 1, 65534);
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widthSegments = Mathf.Clamp(widthSegments, 1, 254);
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lengthSegments = Mathf.Clamp(lengthSegments, 1, 254);
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}
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UnityProject/Assets/New Terrain 1.asset
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UnityProject/Assets/New Terrain 1.asset
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@ -1,8 +1,8 @@
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@ -0,0 +1,27 @@
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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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namespace cylvester
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{
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interface IChangeHue
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{
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float Hue { set; }
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}
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public class ChangeHue : MonoBehaviour, IChangeHue
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{
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[SerializeField] Renderer thisRend_;
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private static readonly int spectrogramHue_ = Shader.PropertyToID("_Pitch");
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public float Hue
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{
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set
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{
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var x = value * 1f;
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thisRend_.material.SetFloat(spectrogramHue_, x);
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}
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}
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}
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}
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@ -0,0 +1,11 @@
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defaultReferences: []
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userData:
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@ -3,6 +3,7 @@ using System.Collections.Generic;
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using UnityEngine;
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[RequireComponent(typeof(MeshFilter))]
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public class MeshGen : MonoBehaviour
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{
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Mesh mesh;
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@ -10,56 +11,66 @@ public class MeshGen : MonoBehaviour
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Vector3[] vertices;
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int[] triangles;
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public int xSize = 10;
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public int zSize = 10;
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public float xSize = 1;
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public float zSize = 1;
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public int xRes = 100;
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public int zRes = 100;
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Vector2[] uvs;
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Vector4[] tangents;
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private void Start()
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{
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mesh = new Mesh();
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mesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32;
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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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private void CreateShape()
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{
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vertices = new Vector3[(xSize + 1) * (zSize + 1)];
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//vertices being calculated
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vertices = new Vector3[(xRes + 1) * (zRes + 1)];
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uvs = new Vector2[vertices.Length];
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tangents = new Vector4[vertices.Length];
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for (int i = 0, z = 0; z <= zSize; z++)
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for (int i = 0, z = 0; z <= zRes; z++)
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{
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for (int x = 0; x <= xSize; x++)
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for (int x = 0; x <= xRes; x++)
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{
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vertices[i] = new Vector3(x, 2, z);
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//convert int to float, then map range 0-1, then move by half size (origin at center), then scale by size
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vertices[i] = new Vector3(((x * 1.0f / xRes - 0.5f) * xSize), 0,(z * 1.0f / zRes - 0.5f) * zSize);
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//map uvs 0-1 depending onf Resolution of mesh
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uvs[i] = new Vector2(x * 1.0f / xRes, z * 1.0f / zRes);
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//set all tangents to plane
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tangents[i] = new Vector4(1f, 0f, 0f, -1f);
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i++;
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}
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}
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triangles = new int[xSize * zSize * 6];
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//triangles being calculated
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triangles = new int[xRes * zRes * 6];
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int vert = 0;
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int tris = 0;
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for (int z = 0; z < zSize; z++)
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for (int z = 0; z < zRes; z++)
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{
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for (int x = 0; x < xSize; x++)
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for (int x = 0; x < xRes; 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 + 1] = vert + xRes + 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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triangles[tris + 4] = vert + xRes + 1;
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triangles[tris + 5] = vert + xRes + 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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}
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void UpdateMesh()
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@ -69,21 +80,27 @@ public class MeshGen : MonoBehaviour
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mesh.vertices = vertices;
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mesh.triangles = triangles;
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mesh.uv = uvs;
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mesh.tangents = tangents;
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mesh.RecalculateNormals();
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mesh.RecalculateBounds();
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mesh.RecalculateTangents();
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}
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GetComponent<MeshFilter>().mesh = mesh;
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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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/*
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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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}
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@ -1,8 +0,0 @@
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@ -15,7 +15,6 @@ namespace cylvester
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private static readonly int baseColorMap_ = Shader.PropertyToID("_BaseColorMap");
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private static readonly int spectrogramIndex_ = Shader.PropertyToID("_Index");
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void Start()
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{
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Loading…
Reference in a new issue