Created
July 28, 2017 17:51
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class ProceduralAirfoil : MonoBehaviour { | |
FileReader fr; | |
Mesh mesh; | |
// Use this for initialization | |
void Start () { | |
fr = this.GetComponent<FileReader> (); | |
List<Vector3>[] data = fr.ReadAirfoilTrianglePoints (); | |
GenerateMesh (data); | |
//seePoints (data); | |
} | |
// Update is called once per frame | |
void Update () { | |
} | |
void GenerateMesh (List<Vector3>[] data) { | |
List<float> colors = new List<float> (); | |
foreach (Vector3 color in data[2]) { | |
colors.Add (color.x); | |
} | |
colors.Sort (); | |
GetComponent<MeshFilter>().mesh = mesh = new Mesh(); | |
mesh.name = "Procedural Airfoil"; | |
mesh.vertices = data[0].ToArray(); | |
int count = mesh.vertexCount; | |
int step = colors.Count / 3; | |
/*Color[] col = new Color[count]; | |
for (int i = 0; i < count; i++) { | |
col [i] = Color.blue; | |
}*/ | |
Vector4[] tangents = new Vector4[count]; | |
Vector4 tangent = new Vector4(1f, 0f, 0f, -1f); | |
for (int i = 0; i < count; i++) { | |
tangents[i] = new Vector4(1f, 0f, 0f, -1f); | |
} | |
List<int> triangles = new List<int> (); | |
foreach (Vector3 triangle in data[1]) { | |
triangles.Add ((int)triangle.x); | |
triangles.Add ((int)triangle.y); | |
triangles.Add ((int)triangle.z); | |
} | |
//mesh.colors = col; | |
mesh.triangles = triangles.ToArray (); | |
mesh.RecalculateNormals(); | |
} | |
} |
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