MeshUtils.cs 7.7 KB

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  1. /*
  2. ------------------- Code Monkey -------------------
  3. Thank you for downloading this package
  4. I hope you find it useful in your projects
  5. If you have any questions let me know
  6. Cheers!
  7. unitycodemonkey.com
  8. --------------------------------------------------
  9. */
  10. using System.Collections;
  11. using System.Collections.Generic;
  12. using UnityEngine;
  13. public static class MeshUtils {
  14. private static readonly Vector3 Vector3zero = Vector3.zero;
  15. private static readonly Vector3 Vector3one = Vector3.one;
  16. private static readonly Vector3 Vector3yDown = new Vector3(0, -1);
  17. private static Quaternion[] cachedQuaternionEulerArr;
  18. private static void CacheQuaternionEuler() {
  19. if (cachedQuaternionEulerArr != null) return;
  20. cachedQuaternionEulerArr = new Quaternion[360];
  21. for (int i=0; i<360; i++) {
  22. cachedQuaternionEulerArr[i] = Quaternion.Euler(0, 0, i);
  23. }
  24. }
  25. private static Quaternion GetQuaternionEuler(float rotFloat) {
  26. int rot = Mathf.RoundToInt(rotFloat);
  27. rot = rot % 360;
  28. if (rot < 0) rot += 360;
  29. //if (rot >= 360) rot -= 360;
  30. if (cachedQuaternionEulerArr == null) CacheQuaternionEuler();
  31. return cachedQuaternionEulerArr[rot];
  32. }
  33. private static Quaternion[] cachedQuaternionEulerXZArr;
  34. private static void CacheQuaternionEulerXZ() {
  35. if (cachedQuaternionEulerXZArr != null) return;
  36. cachedQuaternionEulerXZArr = new Quaternion[360];
  37. for (int i = 0; i < 360; i++) {
  38. cachedQuaternionEulerXZArr[i] = Quaternion.Euler(0, i, 0);
  39. }
  40. }
  41. private static Quaternion GetQuaternionEulerXZ(float rotFloat) {
  42. int rot = Mathf.RoundToInt(rotFloat);
  43. rot = rot % 360;
  44. if (rot < 0) rot += 360;
  45. if (cachedQuaternionEulerXZArr == null) CacheQuaternionEulerXZ();
  46. return cachedQuaternionEulerXZArr[rot];
  47. }
  48. public static Mesh CreateEmptyMesh() {
  49. Mesh mesh = new Mesh();
  50. mesh.vertices = new Vector3[0];
  51. mesh.uv = new Vector2[0];
  52. mesh.triangles = new int[0];
  53. return mesh;
  54. }
  55. public static void CreateEmptyMeshArrays(int quadCount, out Vector3[] vertices, out Vector2[] uvs, out int[] triangles) {
  56. vertices = new Vector3[4 * quadCount];
  57. uvs = new Vector2[4 * quadCount];
  58. triangles = new int[6 * quadCount];
  59. }
  60. public static Mesh CreateMesh(Vector3 pos, float rot, Vector3 baseSize, Vector2 uv00, Vector2 uv11) {
  61. return AddToMesh(null, pos, rot, baseSize, uv00, uv11);
  62. }
  63. public static Mesh AddToMesh(Mesh mesh, Vector3 pos, float rot, Vector3 baseSize, Vector2 uv00, Vector2 uv11) {
  64. if (mesh == null) {
  65. mesh = CreateEmptyMesh();
  66. }
  67. Vector3[] vertices = new Vector3[4 + mesh.vertices.Length];
  68. Vector2[] uvs = new Vector2[4 + mesh.uv.Length];
  69. int[] triangles = new int[6 + mesh.triangles.Length];
  70. mesh.vertices.CopyTo(vertices, 0);
  71. mesh.uv.CopyTo(uvs, 0);
  72. mesh.triangles.CopyTo(triangles, 0);
  73. int index = vertices.Length / 4 - 1;
  74. //Relocate vertices
  75. int vIndex = index*4;
  76. int vIndex0 = vIndex;
  77. int vIndex1 = vIndex+1;
  78. int vIndex2 = vIndex+2;
  79. int vIndex3 = vIndex+3;
  80. baseSize *= .5f;
  81. bool skewed = baseSize.x != baseSize.y;
  82. if (skewed) {
  83. vertices[vIndex0] = pos+GetQuaternionEuler(rot)*new Vector3(-baseSize.x, baseSize.y);
  84. vertices[vIndex1] = pos+GetQuaternionEuler(rot)*new Vector3(-baseSize.x, -baseSize.y);
  85. vertices[vIndex2] = pos+GetQuaternionEuler(rot)*new Vector3( baseSize.x, -baseSize.y);
  86. vertices[vIndex3] = pos+GetQuaternionEuler(rot)*baseSize;
  87. } else {
  88. vertices[vIndex0] = pos+GetQuaternionEuler(rot-270)*baseSize;
  89. vertices[vIndex1] = pos+GetQuaternionEuler(rot-180)*baseSize;
  90. vertices[vIndex2] = pos+GetQuaternionEuler(rot- 90)*baseSize;
  91. vertices[vIndex3] = pos+GetQuaternionEuler(rot- 0)*baseSize;
  92. }
  93. //Relocate UVs
  94. uvs[vIndex0] = new Vector2(uv00.x, uv11.y);
  95. uvs[vIndex1] = new Vector2(uv00.x, uv00.y);
  96. uvs[vIndex2] = new Vector2(uv11.x, uv00.y);
  97. uvs[vIndex3] = new Vector2(uv11.x, uv11.y);
  98. //Create triangles
  99. int tIndex = index*6;
  100. triangles[tIndex+0] = vIndex0;
  101. triangles[tIndex+1] = vIndex3;
  102. triangles[tIndex+2] = vIndex1;
  103. triangles[tIndex+3] = vIndex1;
  104. triangles[tIndex+4] = vIndex3;
  105. triangles[tIndex+5] = vIndex2;
  106. mesh.vertices = vertices;
  107. mesh.triangles = triangles;
  108. mesh.uv = uvs;
  109. //mesh.bounds = bounds;
  110. return mesh;
  111. }
  112. public static void AddToMeshArrays(Vector3[] vertices, Vector2[] uvs, int[] triangles, int index, Vector3 pos, float rot, Vector3 baseSize, Vector2 uv00, Vector2 uv11) {
  113. //Relocate vertices
  114. int vIndex = index*4;
  115. int vIndex0 = vIndex;
  116. int vIndex1 = vIndex+1;
  117. int vIndex2 = vIndex+2;
  118. int vIndex3 = vIndex+3;
  119. baseSize *= .5f;
  120. bool skewed = baseSize.x != baseSize.y;
  121. if (skewed) {
  122. vertices[vIndex0] = pos+GetQuaternionEuler(rot)*new Vector3(-baseSize.x, baseSize.y);
  123. vertices[vIndex1] = pos+GetQuaternionEuler(rot)*new Vector3(-baseSize.x, -baseSize.y);
  124. vertices[vIndex2] = pos+GetQuaternionEuler(rot)*new Vector3( baseSize.x, -baseSize.y);
  125. vertices[vIndex3] = pos+GetQuaternionEuler(rot)*baseSize;
  126. } else {
  127. vertices[vIndex0] = pos+GetQuaternionEuler(rot-270)*baseSize;
  128. vertices[vIndex1] = pos+GetQuaternionEuler(rot-180)*baseSize;
  129. vertices[vIndex2] = pos+GetQuaternionEuler(rot- 90)*baseSize;
  130. vertices[vIndex3] = pos+GetQuaternionEuler(rot- 0)*baseSize;
  131. }
  132. //Relocate UVs
  133. uvs[vIndex0] = new Vector2(uv00.x, uv11.y);
  134. uvs[vIndex1] = new Vector2(uv00.x, uv00.y);
  135. uvs[vIndex2] = new Vector2(uv11.x, uv00.y);
  136. uvs[vIndex3] = new Vector2(uv11.x, uv11.y);
  137. //Create triangles
  138. int tIndex = index*6;
  139. triangles[tIndex+0] = vIndex0;
  140. triangles[tIndex+1] = vIndex3;
  141. triangles[tIndex+2] = vIndex1;
  142. triangles[tIndex+3] = vIndex1;
  143. triangles[tIndex+4] = vIndex3;
  144. triangles[tIndex+5] = vIndex2;
  145. }
  146. public static void AddToMeshArraysXZ(Vector3[] vertices, Vector2[] uvs, int[] triangles, int index, Vector3 pos, float rot, Vector3 baseSize, Vector2 uv00, Vector2 uv11) {
  147. //Relocate vertices
  148. int vIndex = index * 4;
  149. int vIndex0 = vIndex;
  150. int vIndex1 = vIndex + 1;
  151. int vIndex2 = vIndex + 2;
  152. int vIndex3 = vIndex + 3;
  153. baseSize *= .5f;
  154. bool skewed = baseSize.x != baseSize.z;
  155. if (skewed) {
  156. vertices[vIndex0] = pos + GetQuaternionEulerXZ(rot) * new Vector3(-baseSize.x, 0, baseSize.z);
  157. vertices[vIndex1] = pos + GetQuaternionEulerXZ(rot) * new Vector3(-baseSize.x, 0, -baseSize.z);
  158. vertices[vIndex2] = pos + GetQuaternionEulerXZ(rot) * new Vector3(baseSize.x, 0, -baseSize.z);
  159. vertices[vIndex3] = pos + GetQuaternionEulerXZ(rot) * baseSize;
  160. } else {
  161. vertices[vIndex0] = pos + GetQuaternionEulerXZ(rot - 270) * baseSize;
  162. vertices[vIndex1] = pos + GetQuaternionEulerXZ(rot - 180) * baseSize;
  163. vertices[vIndex2] = pos + GetQuaternionEulerXZ(rot - 90) * baseSize;
  164. vertices[vIndex3] = pos + GetQuaternionEulerXZ(rot - 0) * baseSize;
  165. }
  166. //Relocate UVs
  167. uvs[vIndex0] = new Vector2(uv00.x, uv11.y);
  168. uvs[vIndex1] = new Vector2(uv00.x, uv00.y);
  169. uvs[vIndex2] = new Vector2(uv11.x, uv00.y);
  170. uvs[vIndex3] = new Vector2(uv11.x, uv11.y);
  171. //Create triangles
  172. int tIndex = index * 6;
  173. triangles[tIndex + 0] = vIndex0;
  174. triangles[tIndex + 1] = vIndex3;
  175. triangles[tIndex + 2] = vIndex1;
  176. triangles[tIndex + 3] = vIndex1;
  177. triangles[tIndex + 4] = vIndex3;
  178. triangles[tIndex + 5] = vIndex2;
  179. }
  180. }