Created
July 12, 2020 19:48
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//using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Linq; | |
using UnityEditor.SceneManagement; | |
using UnityEngine; | |
public class MeshGen : MonoBehaviour | |
{ | |
int treeSpokes = -1; | |
float rspd = 0.175f; | |
float branchWidth = 0.175f; | |
public float innerHeightOffset = 2.5f; | |
(Vector3[], int[], Vector3[]) genTreeVerts() | |
{ | |
float jaggedNess = 1.1f; | |
if (treeSpokes == -1) | |
{ | |
treeSpokes = Random.Range(3, 8); | |
} | |
int leafSides = 12; | |
int leafTriangleCount = leafSides * 3; | |
int numVerts = leafTriangleCount * treeSpokes; | |
//int numVerts = 3; | |
float h = 0.01f; | |
Vector3[] verts = new Vector3[numVerts]; | |
int[] triIndexes = new int[numVerts]; | |
Vector3[] normals = new Vector3[numVerts]; | |
int row = 0; | |
RaycastHit hitInfo; | |
bool hasHit = Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hitInfo); | |
for (var i = 0; i < numVerts; i++) | |
{ | |
//float randomY = Random.Range(0.0f, 1.0f); | |
float randomY = 0.0f; | |
if (i % (leafSides * 3) == 0) | |
{ | |
row++; | |
} | |
float innerRadius = 0.01f; | |
float outerRadius = 0.25f; | |
//float mOuterRadius = outerRadius * (2 - Mathf.Log(i + 1)); | |
float mOuterRadius = outerRadius * (treeSpokes - row + 5); | |
if ((i - 1) % 3 == 0) | |
{ | |
// Every third element should hit the middle of the "tree" | |
verts[i] = new Vector3(innerRadius * Mathf.Cos(i * rspd), row + innerHeightOffset, innerRadius * Mathf.Sin(i * rspd)); | |
normals[i] = verts[i]; | |
//normals[i] = Vector3.up; | |
} | |
else if ((i + 1) % 3 == 0) | |
{ | |
verts[i] = new Vector3(mOuterRadius * Mathf.Cos(i * rspd + branchWidth), row + randomY, mOuterRadius * Mathf.Sin(i * rspd + branchWidth)); | |
normals[i] = verts[i]; | |
} | |
else | |
{ | |
verts[i] = new Vector3(mOuterRadius * Mathf.Cos(i * rspd), row + randomY, mOuterRadius * Mathf.Sin(i * rspd)); | |
normals[i] = verts[i]; | |
} | |
//Vector3 distToVert = hitInfo.point - verts[i]; | |
//verts[i] += 0.1f * distToVert; | |
triIndexes[i] = i; | |
} | |
return (verts, triIndexes, normals); | |
/*var reverseTris = new int[numVerts]; | |
triIndexes.CopyTo(reverseTris, 0); | |
System.Array.Reverse(reverseTris); | |
var allTris = new int[numVerts * 2]; | |
triIndexes.CopyTo(allTris, 0); | |
reverseTris.CopyTo(allTris, numVerts); | |
return (verts, allTris, normals);*/ | |
} | |
MeshRenderer mr; | |
Mesh m; | |
MeshFilter mf; | |
void Start() | |
{ | |
mr = gameObject.AddComponent<MeshRenderer>(); | |
//mr.sharedMaterial = new Material(Shader.Find("Standard")); | |
mr.sharedMaterial = new Material(Shader.Find("HDRP/Lit")); | |
mr.sharedMaterial.SetColor("_BaseColor", Color.green); | |
m = new Mesh(); | |
mf = gameObject.AddComponent<MeshFilter>(); | |
} | |
// Update is called once per frame | |
void Update() | |
{ | |
var (verts, indexes, normals) = genTreeVerts(); | |
m.vertices = verts; | |
m.triangles = indexes; | |
m.normals = normals; | |
mf.mesh = m; | |
} | |
} |
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