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@rstecca
Last active May 4, 2021 09:28
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Unity Debug Mesh Normals in Editor
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[ExecuteInEditMode]
public class DebugTriangleNormals : MonoBehaviour {
#if UNITY_EDITOR
List<Vector3> trisCenters;
List<Vector3> trisNormals;
[SerializeField] float m_normalSpotRadius = 0.1f, m_normalLineLength = 1f;
[SerializeField] Color m_normalColor = Color.yellow;
[Header("Unity or computed normals")]
[SerializeField] bool m_UnityOrTriangleNormals = true;
void OnEnable () {
trisCenters = new List<Vector3>();
trisNormals = new List<Vector3>();
Mesh m = GetComponent<Renderer>().GetComponent<MeshFilter>().sharedMesh;
for (int i = 0; i < m.triangles.Length/3; i++)
{
// triangle data
int tAi = i * 3, tBi = i * 3 + 1, tCi = i * 3 + 2;
Vector3 tvA = m.vertices[m.triangles[tAi]], tvB = m.vertices[m.triangles[tBi]], tvC = m.vertices[m.triangles[tCi]];
//Vector2 tuvA = m.uv[m.triangles[tAi]], tuvB = m.uv[m.triangles[tBi]], tuvC = m.uv[m.triangles[tCi]];
// triangle's barycentre/centroid
Vector3 TB = (tvA + tvB + tvC) / 3f;
// triangle's normal
Vector3 TN = (m_UnityOrTriangleNormals) ?
TN = (m.normals[m.triangles[tAi]] + m.normals[m.triangles[tBi]] + m.normals[m.triangles[tCi]])/3f :
Vector3.Cross(tvB - tvA, tvC - tvB).normalized;
trisCenters.Add(transform.TransformPoint(TB));
trisNormals.Add(transform.TransformDirection(TN));
}
}
private void OnDrawGizmos()
{
if (trisCenters == null || trisNormals == null)
return;
Gizmos.color = m_normalColor;
for (int i = 0; i < trisCenters.Count; i++)
{
Gizmos.DrawSphere(trisCenters[i], m_normalSpotRadius);
Gizmos.DrawLine(trisCenters[i], trisCenters[i] + trisNormals[i] * m_normalLineLength);
}
Gizmos.color = Color.white;
}
#endif
}
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