Created
March 30, 2016 00:41
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Renders normals of a geometry mesh in Unity
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using UnityEngine; | |
using System.Collections; | |
public class NormalRenderer : MonoBehaviour | |
{ | |
public float Threshold = 360.0f; | |
public float Offset = 0; | |
void OnDrawGizmos() | |
{ | |
Vector3[] normals = GetComponent<MeshFilter>().sharedMesh.normals; | |
Vector3[] vertices = GetComponent<MeshFilter>().sharedMesh.vertices; | |
int[] triangles = GetComponent<MeshFilter>().sharedMesh.triangles; //contains vertex indices for vertices building a triangle | |
for(int i = 0;i<triangles.Length; i+=3) | |
{ | |
//only use normals of first vertex ->flatten shading (else we have to use an average value of all 3 normals of the triangle) | |
int v1 = triangles[i]; | |
int v2 = triangles[i+1]; | |
int v3 = triangles[i+2]; | |
// Vector3 p = vertices[v1]; | |
// p = this.transform.TransformPoint(p); | |
Vector3 n = this.transform.TransformDirection(normals[v1]); | |
Vector3 middle = (vertices[v1] + vertices[v2] + vertices[v3]) / 3; | |
middle = this.transform.TransformPoint(middle); | |
if(Vector3.Angle(Vector3.down, n) <= Threshold) | |
{ | |
Gizmos.DrawLine(middle + n.normalized * Offset, middle + n); | |
} | |
// Gizmos.DrawLine(p, p + n); | |
} | |
} | |
} |
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