385 lines
15 KiB
C#
385 lines
15 KiB
C#
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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using System.Threading;
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namespace Dreamteck.Splines
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{
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[RequireComponent(typeof(MeshFilter))]
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[RequireComponent(typeof(MeshRenderer))]
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[AddComponentMenu("Dreamteck/Splines/Users/Tube Generator")]
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public class TubeGenerator : MeshGenerator
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{
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public enum CapMethod { None, Flat, Round }
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public int sides
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{
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get { return _sides; }
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set
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{
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if (value != _sides)
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{
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if (value < 3) value = 3;
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_sides = value;
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Rebuild();
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}
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}
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}
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public CapMethod capMode
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{
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get { return _capMode; }
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set
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{
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if (value != _capMode)
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{
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_capMode = value;
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Rebuild();
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}
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}
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}
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public int roundCapLatitude
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{
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get { return _roundCapLatitude; }
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set
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{
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if (value < 1) value = 1;
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if (value != _roundCapLatitude)
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{
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_roundCapLatitude = value;
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if(_capMode == CapMethod.Round) Rebuild();
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}
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}
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}
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public float revolve
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{
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get { return _revolve; }
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set
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{
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if (value != _revolve)
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{
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_revolve = value;
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Rebuild();
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}
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}
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}
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public float capUVScale
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{
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get { return _capUVScale; }
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set
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{
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if (value != _capUVScale)
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{
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_capUVScale = value;
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Rebuild();
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}
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}
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}
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public float uvTwist
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{
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get { return _uvTwist; }
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set
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{
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if (value != _uvTwist)
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{
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_uvTwist = value;
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Rebuild();
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}
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}
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}
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[SerializeField]
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[HideInInspector]
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private int _sides = 12;
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[SerializeField]
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[HideInInspector]
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private int _roundCapLatitude = 6;
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[SerializeField]
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[HideInInspector]
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private CapMethod _capMode = CapMethod.None;
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[SerializeField]
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[HideInInspector]
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[Range(0f, 360f)]
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private float _revolve = 360f;
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[SerializeField]
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[HideInInspector]
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private float _capUVScale = 1f;
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[SerializeField]
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[HideInInspector]
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private float _uvTwist = 0f;
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private bool useCap
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{
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get
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{
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bool isCapSet = _capMode != CapMethod.None;
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if (spline != null) return isCapSet && (!spline.isClosed || span < 1f);
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return isCapSet;
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}
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}
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protected override string meshName => "Tube";
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private int bodyVertexCount = 0;
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private int bodyTrisCount = 0;
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private int capVertexCount = 0;
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private int capTrisCount = 0;
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protected override void Reset()
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{
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base.Reset();
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}
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protected override void BuildMesh()
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{
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if (_sides <= 2) return;
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base.BuildMesh();
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bodyVertexCount = (_sides + 1) * sampleCount;
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CapMethod _capModeFinal = _capMode;
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if (!useCap)
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{
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_capModeFinal = CapMethod.None;
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}
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switch (_capModeFinal)
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{
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case CapMethod.Flat: capVertexCount = _sides + 1; break;
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case CapMethod.Round: capVertexCount = _roundCapLatitude * (sides + 1); break;
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default: capVertexCount = 0; break;
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}
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int vertexCount = bodyVertexCount + capVertexCount * 2;
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bodyTrisCount = _sides * (sampleCount - 1) * 2 * 3;
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switch (_capModeFinal)
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{
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case CapMethod.Flat: capTrisCount = (_sides - 1) * 3 * 2; break;
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case CapMethod.Round: capTrisCount = _sides * _roundCapLatitude * 6; break;
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default: capTrisCount = 0; break;
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}
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AllocateMesh(vertexCount, bodyTrisCount + capTrisCount * 2);
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Generate();
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switch (_capModeFinal)
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{
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case CapMethod.Flat: GenerateFlatCaps(); break;
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case CapMethod.Round: GenerateRoundCaps(); break;
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}
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}
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void Generate()
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{
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int vertexIndex = 0;
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ResetUVDistance();
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bool hasOffset = offset != Vector3.zero;
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for (int i = 0; i < sampleCount; i++)
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{
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GetSample(i, ref evalResult);
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Vector3 center = evalResult.position;
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Vector3 right = evalResult.right;
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float resultSize = GetBaseSize(evalResult);
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if (hasOffset)
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{
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center += (offset.x * resultSize) * right + (offset.y * resultSize) * evalResult.up + (offset.z * resultSize) * evalResult.forward;
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}
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if (uvMode == UVMode.UniformClamp || uvMode == UVMode.UniformClip)
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{
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AddUVDistance(i);
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}
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Color vertexColor = GetBaseColor(evalResult) * color;
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for (int n = 0; n < _sides + 1; n++)
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{
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float anglePercent = (float)(n) / _sides;
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Quaternion rot = Quaternion.AngleAxis(_revolve * anglePercent + rotation + 180f, evalResult.forward);
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_tsMesh.vertices[vertexIndex] = center + rot * right * (size * resultSize * 0.5f);
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CalculateUVs(evalResult.percent, anglePercent);
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_tsMesh.uv[vertexIndex] = Vector2.one * 0.5f + (Vector2)(Quaternion.AngleAxis(uvRotation + 180f, Vector3.forward) * (Vector2.one * 0.5f - (__uvs + Vector2.right * ((float)evalResult.percent * _uvTwist))));
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_tsMesh.normals[vertexIndex] = Vector3.Normalize(_tsMesh.vertices[vertexIndex] - center);
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_tsMesh.colors[vertexIndex] = vertexColor;
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vertexIndex++;
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}
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}
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MeshUtility.GeneratePlaneTriangles(ref _tsMesh.triangles, _sides, sampleCount, false);
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}
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void GenerateFlatCaps()
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{
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//Start Cap
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GetSample(0, ref evalResult);
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for (int i = 0; i < _sides+1; i++)
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{
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int index = bodyVertexCount + i;
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_tsMesh.vertices[index] = _tsMesh.vertices[i];
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_tsMesh.normals[index] = -evalResult.forward;
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_tsMesh.colors[index] = _tsMesh.colors[i];
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_tsMesh.uv[index] = Quaternion.AngleAxis(_revolve * (((float)i) / (_sides - 1)), Vector3.forward) * Vector2.right * (0.5f * capUVScale) + Vector3.right * 0.5f + Vector3.up * 0.5f;
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}
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//End Cap
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GetSample(sampleCount - 1, ref evalResult);
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for (int i = 0; i < _sides + 1; i++)
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{
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int index = bodyVertexCount + (_sides + 1) + i;
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int bodyIndex = bodyVertexCount - (_sides + 1) + i;
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_tsMesh.vertices[index] = _tsMesh.vertices[bodyIndex];
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_tsMesh.normals[index] = evalResult.forward;
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_tsMesh.colors[index] = _tsMesh.colors[bodyIndex];
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_tsMesh.uv[index] = Quaternion.AngleAxis(_revolve * ((float)(bodyIndex) / (_sides - 1)), Vector3.forward) * Vector2.right * (0.5f * capUVScale) + Vector3.right * 0.5f + Vector3.up * 0.5f;
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}
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int t = bodyTrisCount;
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bool fullIntegrity = _revolve == 360f;
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int finalSides = fullIntegrity ? _sides - 1 : _sides;
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//Start cap
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for (int i = 0; i < finalSides - 1; i++)
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{
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_tsMesh.triangles[t++] = i + bodyVertexCount + 2;
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_tsMesh.triangles[t++] = i + +bodyVertexCount + 1;
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_tsMesh.triangles[t++] = bodyVertexCount;
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}
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//End cap
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for (int i = 0; i < finalSides - 1; i++)
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{
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_tsMesh.triangles[t++] = bodyVertexCount + (_sides + 1);
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_tsMesh.triangles[t++] = i + 1 + bodyVertexCount + (_sides + 1);
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_tsMesh.triangles[t++] = i + 2 + bodyVertexCount + (_sides + 1);
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}
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}
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void GenerateRoundCaps()
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{
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//Start Cap
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GetSample(0, ref evalResult);
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Vector3 center = evalResult.position;
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bool hasOffset = offset != Vector3.zero;
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float resultSize = GetBaseSize(evalResult);
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if (hasOffset)
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{
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center += (offset.x * resultSize) * evalResult.right + (offset.y * resultSize) * evalResult.up + (offset.z * resultSize) * evalResult.forward;
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}
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Quaternion lookRot = Quaternion.LookRotation(-evalResult.forward, evalResult.up);
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float startV = 0f;
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float capLengthPercent = 0f;
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switch (uvMode)
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{
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case UVMode.Clip: startV = (float)evalResult.percent;
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capLengthPercent = (size * 0.5f) / spline.CalculateLength(); break;
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case UVMode.UniformClip:
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startV = spline.CalculateLength(0.0, evalResult.percent);
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capLengthPercent = size * 0.5f; break;
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case UVMode.UniformClamp:
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startV = 0f;
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capLengthPercent = size * 0.5f / (float)span;
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break;
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case UVMode.Clamp: capLengthPercent = (size * 0.5f) / spline.CalculateLength(clipFrom, clipTo); break;
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}
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Color vertexColor = GetBaseColor(evalResult) * color;
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for (int lat = 1; lat < _roundCapLatitude+1; lat++)
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{
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float latitudePercent = ((float)lat / _roundCapLatitude);
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float latAngle = 90f * latitudePercent;
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for (int lon = 0; lon <= sides; lon++)
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{
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float anglePercent = (float)lon / sides;
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int index = bodyVertexCount + lon + (lat-1) * (sides + 1);
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Quaternion rot = Quaternion.AngleAxis(_revolve * anglePercent + rotation + 180f, -Vector3.forward) * Quaternion.AngleAxis(latAngle, Vector3.up);
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_tsMesh.vertices[index] = center + lookRot * rot * -Vector3.right * (size * 0.5f * evalResult.size);
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_tsMesh.colors[index] = vertexColor;
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_tsMesh.normals[index] = (_tsMesh.vertices[index] - center).normalized;
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float baseV = startV + capLengthPercent * latitudePercent;
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Vector2 baseUV = new Vector2(anglePercent * uvScale.x - baseV * _uvTwist, baseV * uvScale.y) - uvOffset;
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_tsMesh.uv[index] = Vector2.one * 0.5f + (Vector2)(Quaternion.AngleAxis(uvRotation + 180f, Vector3.forward) * (Vector2.one * 0.5f - baseUV));
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}
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}
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//Triangles
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int t = bodyTrisCount;
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for (int z = -1; z < _roundCapLatitude - 1; z++)
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{
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for (int x = 0; x < sides; x++)
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{
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int current = bodyVertexCount + x + z * (sides + 1);
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int next = current + (sides + 1);
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if (z == -1)
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{
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current = x;
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next = bodyVertexCount + x;
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}
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_tsMesh.triangles[t++] = next + 1;
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_tsMesh.triangles[t++] = current + 1;
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_tsMesh.triangles[t++] = current;
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_tsMesh.triangles[t++] = next;
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_tsMesh.triangles[t++] = next + 1;
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_tsMesh.triangles[t++] = current;
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}
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}
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//End Cap
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GetSample(sampleCount - 1, ref evalResult);
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center = evalResult.position;
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resultSize = GetBaseSize(evalResult);
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if (hasOffset)
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{
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center += (offset.x * resultSize) * evalResult.right + (offset.y * resultSize) * evalResult.up + (offset.z * resultSize) * evalResult.forward;
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}
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lookRot = Quaternion.LookRotation(evalResult.forward, evalResult.up);
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switch (uvMode)
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{
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case UVMode.Clip: startV = (float)evalResult.percent; break;
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case UVMode.UniformClip: startV = spline.CalculateLength(0.0, evalResult.percent); break;
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case UVMode.Clamp: startV = 1f; break;
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case UVMode.UniformClamp: startV = spline.CalculateLength(); break;
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}
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vertexColor = GetBaseColor(evalResult) * color;
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for (int lat = 1; lat < _roundCapLatitude+1; lat++)
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{
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float latitudePercent = ((float)lat / _roundCapLatitude);
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float latAngle = 90f * latitudePercent;
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for (int lon = 0; lon <= sides; lon++)
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{
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float anglePercent = (float)lon / sides;
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int index = bodyVertexCount + capVertexCount + lon + (lat - 1) * (sides + 1);
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Quaternion rot = Quaternion.AngleAxis(_revolve * anglePercent + rotation + 180f, Vector3.forward) * Quaternion.AngleAxis(latAngle, -Vector3.up);
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_tsMesh.vertices[index] = center + lookRot * rot * Vector3.right * size * 0.5f * evalResult.size;
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_tsMesh.normals[index] = (_tsMesh.vertices[index] - center).normalized;
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_tsMesh.colors[index] = vertexColor;
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float baseV = startV + capLengthPercent * latitudePercent;
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Vector2 baseUV = new Vector2(anglePercent * uvScale.x + baseV * _uvTwist, baseV * uvScale.y) - uvOffset;
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_tsMesh.uv[index] = Vector2.one * 0.5f + (Vector2)(Quaternion.AngleAxis(uvRotation + 180f, Vector3.forward) * (Vector2.one * 0.5f - baseUV));
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}
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}
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//Triangles
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for (int z = -1; z < _roundCapLatitude - 1; z++)
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{
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for (int x = 0; x < sides; x++)
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{
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int current = bodyVertexCount + capVertexCount + x + z * (sides + 1);
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int next = current + (sides + 1);
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if (z == -1)
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{
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current = bodyVertexCount - (_sides+1) + x;
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next = bodyVertexCount + capVertexCount + x;
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}
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_tsMesh.triangles[t++] = current+1;
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_tsMesh.triangles[t++] = next + 1;
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_tsMesh.triangles[t++] = next;
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_tsMesh.triangles[t++] = next;
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_tsMesh.triangles[t++] = current;
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_tsMesh.triangles[t++] = current + 1;
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}
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}
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}
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}
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}
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