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| using System; | |
| using UnityEngine; | |
| using UnityEngine.Rendering; | |
| using Random = System.Random; | |
| namespace StellarConquest.Presentation.Unity | |
| { | |
| public class StarfieldMeshBuilder : MonoBehaviour | |
| { | |
| public float SphereRadius = 4000; | |
| public int StarsCount = 0; | |
| public int Seed = 0; | |
| [Range(1, 15)] | |
| public float StarSizeScale = 4.5f; | |
| [SerializeField] AnimationCurve StarSize = new AnimationCurve(new Keyframe(0, 1), new Keyframe(1, 10)); | |
| [SerializeField] AnimationCurve Brightness = new AnimationCurve(new Keyframe(0, 0.8f), new Keyframe(1, 2f)); | |
| [SerializeField] Gradient StarColor = new Gradient(); | |
| private MeshFilter _MeshFilter; | |
| private Mesh _Mesh; | |
| private bool _IsDirty = false; | |
| #if UNITY_EDITOR | |
| private void OnValidate() | |
| { | |
| _IsDirty = true; | |
| } | |
| #endif | |
| private void Update() | |
| { | |
| if (_IsDirty) | |
| Build(); | |
| } | |
| [ContextMenu("Build")] | |
| public void Build() | |
| { | |
| _IsDirty = false; | |
| if (!_MeshFilter) | |
| _MeshFilter = GetComponent<MeshFilter>(); | |
| if (_Mesh == null) | |
| { | |
| _Mesh = new Mesh() { indexFormat = IndexFormat.UInt32 }; | |
| _Mesh.name = name; | |
| _MeshFilter.mesh = _Mesh; | |
| } | |
| _Mesh.Clear(); | |
| Vector3[] vertices = new Vector3[4 * StarsCount]; | |
| int[] triangles = new int[3 * 2 * StarsCount]; | |
| Vector2[] uvs = new Vector2[vertices.Length]; | |
| Color[] colors = new Color[vertices.Length]; | |
| Random rnd = new Random(Seed); | |
| for (int i = 0; i < StarsCount; i++) | |
| { | |
| //calc position | |
| int index = i * 4; | |
| float distance = SphereRadius + SphereRadius * NextFloat() / 2f; | |
| float size = StarSize.Evaluate(NextFloat()) * StarSizeScale; | |
| Vector3 pos = NextOnSphere() * distance; | |
| Vector3 up = Vector3.Cross(pos, Math.Abs(pos.z) > distance / 2 ? Vector3.up : Vector3.right).normalized; | |
| Vector3 left = Vector3.Cross(-up, pos).normalized; | |
| //vertices | |
| vertices[index + 0] = pos + (left + up) * size; | |
| vertices[index + 1] = pos + (-left + up) * size; | |
| vertices[index + 2] = pos + (-left - up) * size; | |
| vertices[index + 3] = pos + (left - up) * size; | |
| //uv | |
| uvs[index + 0] = new Vector2(0, 0); | |
| uvs[index + 1] = new Vector2(1, 0); | |
| uvs[index + 2] = new Vector2(1, 1); | |
| uvs[index + 3] = new Vector2(0, 1); | |
| //triangles | |
| var iTr = i * 2 * 3; | |
| triangles[iTr++] = index + 0; | |
| triangles[iTr++] = index + 1; | |
| triangles[iTr++] = index + 2; | |
| triangles[iTr++] = index + 0; | |
| triangles[iTr++] = index + 2; | |
| triangles[iTr++] = index + 3; | |
| //color | |
| Color color = Brightness.Evaluate(NextFloat()) * StarColor.Evaluate(NextFloat()); | |
| colors[index + 0] = colors[index + 1] = colors[index + 2] = colors[index + 3] = color; | |
| } | |
| _Mesh.SetVertices(vertices); | |
| _Mesh.SetUVs(0, uvs); | |
| _Mesh.SetTriangles(triangles, 0); | |
| _Mesh.SetColors(colors); | |
| _Mesh.RecalculateNormals(); | |
| _Mesh.RecalculateBounds(); | |
| float NextFloat() | |
| { | |
| return (float)rnd.NextDouble(); | |
| } | |
| Vector3 NextOnSphere() | |
| { | |
| var theta = 2 * Math.PI * rnd.NextDouble(); | |
| var phi = Math.Acos(2 * rnd.NextDouble() - 1.0); | |
| var sinPhi = Math.Sin(phi); | |
| var x = Math.Cos(theta) * sinPhi; | |
| var y = Math.Sin(theta) * sinPhi; | |
| var z = Math.Cos(phi); | |
| return new Vector3((float)x, (float)y, (float)z); | |
| } | |
| } | |
| } | |
| } |
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