soundvision/UnityProject/Assets/Scenes/Examples/KinectSceneGraph/AdvancedMesh.cs
max 5eb195439e Updated Kinect ShaderGraph Demo
bug found: Kinect texture seems to be actual red channel, not depth channel
2019-11-13 15:33:01 +01:00

80 lines
1.7 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(MeshFilter))]
public class AdvancedMesh : MonoBehaviour
{
Mesh mesh;
Vector3[] vertices;
int[] triangles;
[SerializeField] public int xSize = 200;
[SerializeField] public int ySize = 200;
void Start()
{
mesh = new Mesh();
GetComponent<MeshFilter>().mesh = mesh;
CreateShape();
UpdateMesh();
}
void CreateShape()
{
vertices = new Vector3[(xSize + 1) * (ySize + 1)];
for (int i = 0, y = 0; y <= ySize; y++)
{
for (int x = 0; x <= xSize; x++)
{
vertices[i] = new Vector3(x, y, 0);
i++;
}
}
triangles = new int[xSize * ySize * 6];
int vert = 0;
int tris = 0;
for (int y = 0; y < ySize; y++)
{
for (int x = 0; x < xSize; x++)
{
triangles[tris + 0] = vert + 0;
triangles[tris + 1] = vert + xSize + 1;
triangles[tris + 2] = vert + 1;
triangles[tris + 3] = vert + 1;
triangles[tris + 4] = vert + xSize + 1;
triangles[tris + 5] = vert + xSize + 2;
vert++;
tris += 6;
}
vert++;
}
}
private void UpdateMesh()
{
mesh.Clear();
mesh.vertices = vertices;
mesh.triangles = triangles;
mesh.RecalculateNormals();
}
private void OnDrawGizmos()
{
if (vertices == null)
return;
for (int i = 0; i < vertices.Length; i++)
{
Gizmos.DrawSphere(vertices[i], .1f);
}
}
}