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ShaderGraph Mesh Generator
Copyright (c) 2012 Lampo Licensing, LLC
http://www.developwithpurpose.com
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(LineRenderer), typeof(MeshFilter))]
public class SoulerCoasterTutorial : MonoBehaviour {
// ContextMenus can be called through right-click on the component in the inspector
[ContextMenu("generate()")]
public void generate() {
// Retrieve the path from the LineRenderer
var positions = new Vector3[GetComponent<LineRenderer>().positionCount];
GetComponent<LineRenderer>().GetPositions(positions);
// Holds the vectors
List<Vector3> vectorList = new();
// Holds the triangle faces
List<int> triangleList = new();
// Holds the UV map
List<Vector2> uvCoordinates = new();
// First we push the vertical plane
var nextIndex = pushQuadPlane(0, positions, vectorList, uvCoordinates, triangleList, 0);
// Second we push the horizontal plane
pushQuadPlane(nextIndex, positions, vectorList, uvCoordinates, triangleList, 90);
// Create the mesh and assign it
var mesh = new Mesh {
name = "soulercoaster",
vertices = vectorList.ToArray(),
uv = uvCoordinates.ToArray(),
triangles = triangleList.ToArray()
};
GetComponent<MeshFilter>().mesh = mesh;
}
private static int pushQuadPlane(int startIndex, Vector3[] positions, List<Vector3> vectorList, List<Vector2> uvCoordinates,
List<int> triangleList,
int rotate) {
var currentPosition = positions[0];
var deltaDirection = positions[1] - currentPosition;
// Find an orthogonal vector to the path and rotate it around the given rotation (0 for horizontal, 90 for vertical)
var quadDirection = Quaternion.AngleAxis(rotate, deltaDirection) * Vector3.Cross(currentPosition, deltaDirection).normalized;
// Push initial quads
vectorList.Add(currentPosition + quadDirection);
vectorList.Add(currentPosition - quadDirection);
// Start at the bottom of the UV map
uvCoordinates.Add(new Vector2(0, 0));
uvCoordinates.Add(new Vector2(1, 0));
var lastPosition = currentPosition;
// We need the starting Index so the triangles can reference the correct vectors
var i = startIndex + 1;
// Iterate over all positions to create the quad
// Each iterations adds two new vectors that build a quad with the previous two vectors.
// That is the reason we need to push the initial quads without faces
while (i - startIndex < positions.Length) {
currentPosition = positions[i - startIndex];
deltaDirection = currentPosition - lastPosition;
// Find an orthogonal vector to the path and rotate it around the given rotation (0 for horizontal, 90 for vertical)
quadDirection = Quaternion.AngleAxis(rotate, deltaDirection) * Vector3.Cross(currentPosition, deltaDirection).normalized;
vectorList.Add(currentPosition + quadDirection);
vectorList.Add(currentPosition - quadDirection);
// Calculate the progress along the UV map
var progress = (i - startIndex) / (positions.Length * 1f);
uvCoordinates.Add(new Vector2(0, progress));
uvCoordinates.Add(new Vector2(1, progress));
// Build the quad face from two triangles
// I think this is the most complicated part.
// Each mesh consists of triangles. A triangle is defined by pushing 3 entries onto the triangle array.
// These 3 vectors need to be in clockwise order or they will be interpreted as backfaces.
// Push the lower right vector
triangleList.Add(i * 2 - 2);
// Push the lower left vector
triangleList.Add(i * 2 - 1);
// Push the upper right vector
triangleList.Add(i * 2);
// Push the lower left vector
triangleList.Add(i * 2 - 1);
// Push the upper left vector
triangleList.Add(i * 2 + 1);
// Push the upper right vector
triangleList.Add(i * 2);
lastPosition = currentPosition;
i++;
}
return i;
}
}
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