548 lines
20 KiB
C#
548 lines
20 KiB
C#
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using UnityEngine;
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using System.Collections;
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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/Surface Generator")]
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public class SurfaceGenerator : MeshGenerator
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{
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public float expand
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{
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get { return _expand; }
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set
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{
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if (value != _expand)
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{
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_expand = value;
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Rebuild();
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}
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}
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}
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public float extrude
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{
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get { return _extrude; }
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set
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{
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if (value != _extrude)
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{
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_extrude = value;
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Rebuild();
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}
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}
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}
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public double extrudeClipFrom
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{
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get { return _extrudeFrom; }
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set
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{
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if (value != _extrudeFrom)
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{
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_extrudeFrom = value;
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Rebuild();
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}
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}
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}
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public double extrudeClipTo
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{
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get { return _extrudeTo; }
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set
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{
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if (value != _extrudeTo)
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{
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_extrudeTo = value;
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Rebuild();
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}
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}
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}
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public Vector2 sideUvScale
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{
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get { return _sideUvScale; }
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set
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{
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if (value != _sideUvScale)
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{
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_sideUvScale = value;
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Rebuild();
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}
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else
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{
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_sideUvScale = value;
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}
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}
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}
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public Vector2 sideUvOffset
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{
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get { return _sideUvOffset; }
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set
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{
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if (value != _sideUvOffset)
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{
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_sideUvOffset = value;
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Rebuild();
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}
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else
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{
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_sideUvOffset = value;
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}
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}
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}
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public float sideUvRotation
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{
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get { return _sideUvRotation; }
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set
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{
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if (value != _sideUvRotation)
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{
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_sideUvRotation = value;
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Rebuild();
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}
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else
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{
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_sideUvRotation = value;
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}
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}
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}
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public SplineComputer extrudeSpline
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{
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get { return _extrudeSpline; }
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set
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{
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if (value != _extrudeSpline)
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{
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if (_extrudeSpline != null)
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{
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_extrudeSpline.Unsubscribe(this);
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}
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_extrudeSpline = value;
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if (value != null)
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{
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_extrudeSpline.Subscribe(this);
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}
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Rebuild();
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}
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}
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}
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public Vector3 extrudeOffset
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{
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get { return _extrudeOffset; }
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set {
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if(value != _extrudeOffset)
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{
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_extrudeOffset = value;
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Rebuild();
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}
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}
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}
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public bool uniformUvs
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{
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get { return _uniformUvs; }
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set
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{
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if (value != _uniformUvs)
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{
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_uniformUvs = 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 float _expand = 0f;
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[SerializeField]
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[HideInInspector]
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private float _extrude = 0f;
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[SerializeField]
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[HideInInspector]
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private Vector2 _sideUvScale = Vector2.one;
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[SerializeField]
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[HideInInspector]
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private Vector2 _sideUvOffset = Vector2.zero;
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[SerializeField]
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[HideInInspector]
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private float _sideUvRotation = 0f;
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[SerializeField]
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[HideInInspector]
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private SplineComputer _extrudeSpline;
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[SerializeField]
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[HideInInspector]
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private Vector3 _extrudeOffset = Vector3.zero;
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[SerializeField]
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[HideInInspector]
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private SplineSample[] extrudeResults = new SplineSample[0];
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[SerializeField]
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[HideInInspector]
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private Vector3[] identityVertices = new Vector3[0];
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[SerializeField]
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[HideInInspector]
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private Vector3[] identityNormals = new Vector3[0];
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[SerializeField]
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[HideInInspector]
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private Vector2[] projectedVerts = new Vector2[0];
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[SerializeField]
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[HideInInspector]
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private int[] surfaceTris = new int[0];
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[SerializeField]
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[HideInInspector]
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private int[] wallTris = new int[0];
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[SerializeField]
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[HideInInspector]
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private double _extrudeFrom = 0.0;
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[SerializeField]
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[HideInInspector]
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private double _extrudeTo = 1.0;
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[SerializeField]
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[HideInInspector]
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private bool _uniformUvs = false;
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private Vector3 _trsRight = Vector3.right;
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private Vector3 _trsUp = Vector3.up;
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private Vector3 _trsForward = Vector3.forward;
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protected override string meshName => "Surface";
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protected override void Awake()
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{
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base.Awake();
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_trsRight = trs.right;
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_trsUp = trs.up;
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_trsForward = trs.forward;
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}
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protected override void BuildMesh()
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{
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if (spline.pointCount == 0) return;
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base.BuildMesh();
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Generate();
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}
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private void LateUpdate()
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{
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if (multithreaded && trs.hasChanged)
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{
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_trsRight = trs.right;
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_trsUp = trs.up;
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_trsForward = trs.forward;
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}
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}
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public void Generate()
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{
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if (!multithreaded)
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{
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_trsRight = trs.right;
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_trsUp = trs.up;
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_trsForward = trs.forward;
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}
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int surfaceVertexCount = sampleCount;
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if (spline.isClosed) surfaceVertexCount--;
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int vertexCount = surfaceVertexCount;
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bool pathExtrude = false;
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if (_extrudeSpline != null)
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{
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_extrudeSpline.Evaluate(ref extrudeResults, _extrudeFrom, _extrudeTo);
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pathExtrude = extrudeResults.Length > 0;
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} else if(extrudeResults.Length > 0)
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{
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extrudeResults = new SplineSample[0];
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}
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bool simpleExtrude = !pathExtrude && _extrude != 0f;
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if (pathExtrude)
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{
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vertexCount *= 2;
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vertexCount += sampleCount * extrudeResults.Length;
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}
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else if (simpleExtrude)
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{
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vertexCount *= 4;
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vertexCount += 2;
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}
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Vector3 center, normal;
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GetProjectedVertices(surfaceVertexCount, out center, out normal);
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bool clockwise = IsClockwise(projectedVerts);
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bool flipCap = false;
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bool flipSide = false;
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if (!clockwise) flipSide = !flipSide;
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if (simpleExtrude && _extrude < 0f)
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{
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flipCap = !flipCap;
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flipSide = !flipSide;
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}
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GenerateSurfaceTris(flipCap);
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int totalTrisCount = surfaceTris.Length;
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if (simpleExtrude)
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{
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totalTrisCount *= 2;
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totalTrisCount += 2 * sampleCount * 2 * 3;
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} else
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{
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totalTrisCount *= 2;
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totalTrisCount += extrudeResults .Length * sampleCount * 2 * 3;
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}
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AllocateMesh(vertexCount, totalTrisCount);
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Vector3 off = _trsRight * offset.x + _trsUp * offset.y + _trsForward * offset.z;
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for (int i = 0; i < surfaceVertexCount; i++)
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{
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GetSample(i, ref evalResult);
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_tsMesh.vertices[i] = evalResult.position + off;
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_tsMesh.normals[i] = evalResult.up;
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_tsMesh.colors[i] = evalResult.color * color;
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}
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#region UVs
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Vector2 min = projectedVerts[0];
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Vector2 max = projectedVerts[0];
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for (int i = 1; i < projectedVerts.Length; i++)
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{
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if (min.x < projectedVerts[i].x) min.x = projectedVerts[i].x;
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if (min.y < projectedVerts[i].y) min.y = projectedVerts[i].y;
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if (max.x > projectedVerts[i].x) max.x = projectedVerts[i].x;
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if (max.y > projectedVerts[i].y) max.y = projectedVerts[i].y;
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}
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for (int i = 0; i < projectedVerts.Length; i++)
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{
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_tsMesh.uv[i].x = Mathf.InverseLerp(max.x, min.x, projectedVerts[i].x) * uvScale.x - uvScale.x * 0.5f + uvOffset.x + 0.5f;
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_tsMesh.uv[i].y = Mathf.InverseLerp(min.y, max.y, projectedVerts[i].y) * uvScale.y - uvScale.y * 0.5f + uvOffset.y + 0.5f;
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_tsMesh.uv[i] = Quaternion.AngleAxis(uvRotation, Vector3.forward) * _tsMesh.uv[i];
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}
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#endregion
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if (flipCap)
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{
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for (int i = 0; i < surfaceVertexCount; i++)
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{
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_tsMesh.normals[i] *= -1f;
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}
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}
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if (_expand != 0f)
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{
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for (int i = 0; i < surfaceVertexCount; i++)
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{
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GetSample(i, ref evalResult);
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_tsMesh.vertices[i] += (clockwise ? -evalResult.right : evalResult.right) * _expand;
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}
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}
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if (pathExtrude)
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{
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GetIdentityVerts(center, normal, clockwise);
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//Generate cap vertices with flipped normals
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for (int i = 0; i < surfaceVertexCount; i++)
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{
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Vector3 vertexOffset = TransformOffset(extrudeResults[0], _extrudeOffset);
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_tsMesh.vertices[i + surfaceVertexCount] = extrudeResults[0].position + (extrudeResults[0].rotation * identityVertices[i] + off) + vertexOffset;
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_tsMesh.normals[i + surfaceVertexCount] = -extrudeResults[0].forward;
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_tsMesh.colors[i + surfaceVertexCount] = _tsMesh.colors[i] * extrudeResults[0].color;
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_tsMesh.uv[i + surfaceVertexCount] = new Vector2(1f - _tsMesh.uv[i].x, _tsMesh.uv[i].y);
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vertexOffset = TransformOffset(extrudeResults[extrudeResults.Length - 1], _extrudeOffset);
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_tsMesh.vertices[i] = extrudeResults[extrudeResults.Length - 1].position + (extrudeResults[extrudeResults.Length - 1].rotation * identityVertices[i] + off) + vertexOffset;
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_tsMesh.normals[i] = extrudeResults[extrudeResults.Length - 1].forward;
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_tsMesh.colors[i] *= extrudeResults[extrudeResults.Length - 1].color;
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}
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//Add wall vertices
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float totalLength = 0f;
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for (int i = 0; i < extrudeResults.Length; i++)
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{
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if (_uniformUvs && i > 0) totalLength += Vector3.Distance(extrudeResults[i].position, extrudeResults[i - 1].position);
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int startIndex = surfaceVertexCount * 2 + i * sampleCount;
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for (int n = 0; n < identityVertices.Length; n++)
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{
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Vector3 vertexOffset = TransformOffset(extrudeResults[i], _extrudeOffset);
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_tsMesh.vertices[startIndex + n] = extrudeResults[i].position + (extrudeResults[i].rotation * identityVertices[n] + off) + vertexOffset;
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_tsMesh.normals[startIndex + n] = extrudeResults[i].rotation * identityNormals[n];
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if (_uniformUvs)
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{
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_tsMesh.uv[startIndex + n] = new Vector2((float)n / (identityVertices.Length - 1) * _sideUvScale.x + _sideUvOffset.x, totalLength * _sideUvScale.y + _sideUvOffset.y);
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}
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else
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{
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_tsMesh.uv[startIndex + n] = new Vector2((float)n / (identityVertices.Length - 1) * _sideUvScale.x + _sideUvOffset.x, (float)i / (extrudeResults.Length - 1) * _sideUvScale.y + _sideUvOffset.y);
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}
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if (_sideUvRotation != 0f)
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{
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_tsMesh.uv[startIndex + n] = Quaternion.AngleAxis(_sideUvRotation, Vector3.forward) * _tsMesh.uv[startIndex + n];
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}
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if (clockwise)
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{
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_tsMesh.uv[startIndex + n].x = 1f - _tsMesh.uv[startIndex + n].x;
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}
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}
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}
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int written = WriteTris(ref surfaceTris, ref _tsMesh.triangles, 0, 0, false);
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written = WriteTris(ref surfaceTris, ref _tsMesh.triangles, surfaceVertexCount, written, true);
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MeshUtility.GeneratePlaneTriangles(ref wallTris, sampleCount - 1, extrudeResults.Length, flipSide, 0, 0, true);
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WriteTris(ref wallTris, ref _tsMesh.triangles, surfaceVertexCount * 2, written, false);
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}
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else if (simpleExtrude)
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{
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//Duplicate cap vertices with flipped normals
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for (int i = 0; i < surfaceVertexCount; i++)
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{
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_tsMesh.vertices[i + surfaceVertexCount] = _tsMesh.vertices[i];
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_tsMesh.normals[i + surfaceVertexCount] = -_tsMesh.normals[i];
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_tsMesh.colors[i + surfaceVertexCount] = _tsMesh.colors[i];
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_tsMesh.uv[i + surfaceVertexCount] = new Vector2(1f - _tsMesh.uv[i].x, _tsMesh.uv[i].y);
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_tsMesh.vertices[i] += normal * _extrude;
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}
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//Add wall vertices
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for (int i = 0; i < surfaceVertexCount + 1; i++)
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{
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int index = i;
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if (i >= surfaceVertexCount) index = i - surfaceVertexCount;
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GetSample(index, ref evalResult);
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_tsMesh.vertices[i + surfaceVertexCount * 2] = _tsMesh.vertices[index] - normal * _extrude;
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_tsMesh.normals[i + surfaceVertexCount * 2] = clockwise ? -evalResult.right : evalResult.right;
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_tsMesh.colors[i + surfaceVertexCount * 2] = _tsMesh.colors[index];
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_tsMesh.uv[i + surfaceVertexCount * 2] = new Vector2((float)i / (surfaceVertexCount - 1) * _sideUvScale.x + _sideUvOffset.x, 0f + _sideUvOffset.y);
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if (clockwise)
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{
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_tsMesh.uv[i + surfaceVertexCount * 2].x = 1f - _tsMesh.uv[i + surfaceVertexCount * 2].x;
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}
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int offsetIndex = i + surfaceVertexCount * 3 + 1;
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_tsMesh.vertices[offsetIndex] = _tsMesh.vertices[index];
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_tsMesh.normals[offsetIndex] = _tsMesh.normals[i + surfaceVertexCount * 2];
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_tsMesh.colors[offsetIndex] = _tsMesh.colors[index];
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if (_uniformUvs)
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{
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_tsMesh.uv[offsetIndex] = new Vector2((float)i / surfaceVertexCount * _sideUvScale.x + _sideUvOffset.x, _extrude * _sideUvScale.y + _sideUvOffset.y);
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}
|
||
|
else
|
||
|
{
|
||
|
_tsMesh.uv[offsetIndex] = new Vector2((float)i / surfaceVertexCount * _sideUvScale.x + _sideUvOffset.x, 1f * _sideUvScale.y + _sideUvOffset.y);
|
||
|
}
|
||
|
if (_sideUvRotation != 0f)
|
||
|
{
|
||
|
_tsMesh.uv[offsetIndex] = Quaternion.AngleAxis(_sideUvRotation, Vector3.forward) * _tsMesh.uv[offsetIndex];
|
||
|
}
|
||
|
if (clockwise)
|
||
|
{
|
||
|
_tsMesh.uv[offsetIndex].x = 1f - _tsMesh.uv[offsetIndex].x;
|
||
|
}
|
||
|
}
|
||
|
int written = WriteTris(ref surfaceTris, ref _tsMesh.triangles, 0, 0, false);
|
||
|
written = WriteTris(ref surfaceTris, ref _tsMesh.triangles, surfaceVertexCount, written, true);
|
||
|
|
||
|
MeshUtility.GeneratePlaneTriangles(ref wallTris, sampleCount - 1, 2, flipSide, 0, 0, true);
|
||
|
WriteTris(ref wallTris, ref _tsMesh.triangles, surfaceVertexCount * 2, written, false);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
WriteTris(ref surfaceTris, ref _tsMesh.triangles, 0, 0, false);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private void GenerateSurfaceTris(bool flip)
|
||
|
{
|
||
|
MeshUtility.Triangulate(projectedVerts, ref surfaceTris);
|
||
|
if (flip) MeshUtility.FlipTriangles(ref surfaceTris);
|
||
|
}
|
||
|
|
||
|
private int WriteTris(ref int[] tris, ref int[] target, int vertexOffset, int trisOffset, bool flip)
|
||
|
{
|
||
|
for (int i = trisOffset; i < trisOffset + tris.Length; i += 3)
|
||
|
{
|
||
|
if (flip)
|
||
|
{
|
||
|
target[i] = tris[i + 2 - trisOffset] + vertexOffset;
|
||
|
target[i + 1] = tris[i + 1 - trisOffset] + vertexOffset;
|
||
|
target[i + 2] = tris[i - trisOffset] + vertexOffset;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
target[i] = tris[i - trisOffset] + vertexOffset;
|
||
|
target[i + 1] = tris[i + 1 - trisOffset] + vertexOffset;
|
||
|
target[i + 2] = tris[i + 2 - trisOffset] + vertexOffset;
|
||
|
}
|
||
|
}
|
||
|
return trisOffset + tris.Length;
|
||
|
}
|
||
|
|
||
|
bool IsClockwise(Vector2[] points2D)
|
||
|
{
|
||
|
float sum = 0f;
|
||
|
for (int i = 1; i < points2D.Length; i++)
|
||
|
{
|
||
|
Vector2 v1 = points2D[i];
|
||
|
Vector2 v2 = points2D[(i + 1) % points2D.Length];
|
||
|
sum += (v2.x - v1.x) * (v2.y + v1.y);
|
||
|
}
|
||
|
sum += (points2D[0].x - points2D[points2D.Length - 1].x) * (points2D[0].y + points2D[points2D.Length - 1].y);
|
||
|
return sum <= 0f;
|
||
|
}
|
||
|
|
||
|
void GetIdentityVerts(Vector3 center, Vector3 normal, bool clockwise)
|
||
|
{
|
||
|
Quaternion vertsRotation = Quaternion.Inverse(Quaternion.LookRotation(normal));
|
||
|
if (identityVertices.Length != sampleCount)
|
||
|
{
|
||
|
identityVertices = new Vector3[sampleCount];
|
||
|
identityNormals = new Vector3[sampleCount];
|
||
|
}
|
||
|
for (int i = 0; i < sampleCount; i++)
|
||
|
{
|
||
|
GetSampleRaw(i, ref evalResult);
|
||
|
Vector3 right = evalResult.right;
|
||
|
identityVertices[i] = vertsRotation * (evalResult.position - center + (clockwise ? -right : right) * _expand);
|
||
|
identityNormals[i] = vertsRotation * (clockwise ? -right : right);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void GetProjectedVertices(int count, out Vector3 center, out Vector3 normal)
|
||
|
{
|
||
|
center = Vector3.zero;
|
||
|
normal = Vector3.zero;
|
||
|
Vector3 off = _trsRight * offset.x + _trsUp * offset.y + _trsForward * offset.z;
|
||
|
for (int i = 0; i < count; i++)
|
||
|
{
|
||
|
GetSampleRaw(i, ref evalResult);
|
||
|
center += evalResult.position + off;
|
||
|
normal += evalResult.up;
|
||
|
}
|
||
|
normal.Normalize();
|
||
|
center /= count;
|
||
|
|
||
|
Quaternion rot = Quaternion.LookRotation(normal, Vector3.up);
|
||
|
Vector3 up = rot * Vector3.up;
|
||
|
Vector3 right = rot * Vector3.right;
|
||
|
if (projectedVerts.Length != count) projectedVerts = new Vector2[count];
|
||
|
for (int i = 0; i < count; i++)
|
||
|
{
|
||
|
GetSampleRaw(i, ref evalResult);
|
||
|
Vector3 point = evalResult.position + off - center;
|
||
|
float projectionPointX = Vector3.Project(point, right).magnitude;
|
||
|
if (Vector3.Dot(point, right) < 0.0f) projectionPointX *= -1f;
|
||
|
float projectionPointY = Vector3.Project(point, up).magnitude;
|
||
|
if (Vector3.Dot(point, up) < 0.0f) projectionPointY *= -1f;
|
||
|
projectedVerts[i].x = projectionPointX;
|
||
|
projectedVerts[i].y = projectionPointY;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|
||
|
}
|