Created
April 26, 2020 21:39
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Create a mesh in Unity
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| IEnumerator CreateMesh(){ | |
| while(inFirst) | |
| yield return new WaitForSeconds(0.1f); | |
| int meshID = 97; | |
| int cur = 0; | |
| var resources = Resources.FindObjectsOfTypeAll(typeof(Material)); | |
| foreach(var face in mList){ | |
| int num_of_vertices = Convert.ToInt32(face[face.Count-1]); | |
| // should we make it hollow? | |
| if (mMap["special"] == 'H' && cur < 4){ | |
| cur +=2 ; | |
| continue; | |
| } | |
| Vector2[] vertices2D = new Vector2[num_of_vertices]; | |
| int j = 0; | |
| Debug.Log(cur); | |
| for (int i = 0; i < face.Count-1; i=i+3){ | |
| if (cur < 4){ | |
| vertices2D[j] = new Vector2(face[i],face[i+1]); | |
| } else { | |
| vertices2D[j] = new Vector2(face[i],face[i+2]); | |
| } | |
| Debug.Log(vertices2D[j]); | |
| j = j +1; | |
| } | |
| Triangulator tr = new Triangulator(vertices2D); | |
| int[] indices = tr.Triangulate(); | |
| Vector3[] vertices = new Vector3[vertices2D.Length]; | |
| j =0; | |
| for (int i = 0; i < face.Count-1; i=i+3){ | |
| if (cur < 4){ | |
| vertices[j] = new Vector3(vertices2D[j].x, vertices2D[j].y,face[i+2]); | |
| } else { | |
| vertices[j] = new Vector3(vertices2D[j].x, face[i+1],vertices2D[j].y); | |
| } | |
| Debug.Log(vertices[j]); | |
| j = j + 1; | |
| } | |
| Mesh msh = new Mesh(); | |
| msh.vertices = vertices; | |
| msh.triangles = indices; | |
| msh.RecalculateNormals(); | |
| msh.RecalculateBounds(); | |
| // Set up game object with mesh; | |
| gameObject = GameObject.Find("newObject"); | |
| GameObject child = new GameObject(Char.ToString(Convert.ToChar(meshID))); | |
| MeshRenderer render = child.AddComponent<MeshRenderer>(); | |
| if (cur<4){ // get the color of the front | |
| render.material = parseCharacterTexture(mMap["texturefront"]); | |
| render.material.color = parseCharacterColor(mMap["colorfront"]); | |
| } else { | |
| render.material = parseCharacterTexture(mMap["textureside"]); | |
| render.material.color = parseCharacterColor(mMap["colorside"]); | |
| } | |
| child.transform.parent = gameObject.transform; | |
| MeshFilter filter = child.AddComponent<MeshFilter>(); | |
| filter.mesh = msh; | |
| cur = cur + 1; | |
| meshID = meshID + 1; | |
| msh = new Mesh(); | |
| msh.vertices = vertices; | |
| msh.triangles = indices; | |
| msh.RecalculateNormals(); | |
| msh.RecalculateBounds(); | |
| child = new GameObject(Char.ToString(Convert.ToChar(meshID))); | |
| render = child.AddComponent<MeshRenderer>(); | |
| if (cur<4){ // get the color of the front | |
| render.material = parseCharacterTexture(mMap["texturefront"]); | |
| render.material.color = parseCharacterColor(mMap["colorfront"]); | |
| } else { | |
| render.material = parseCharacterTexture(mMap["textureside"]); | |
| render.material.color = parseCharacterColor(mMap["colorside"]); | |
| } | |
| child.transform.parent = gameObject.transform; | |
| filter = child.AddComponent<MeshFilter>(); | |
| filter.mesh = msh; | |
| cur = cur + 1; | |
| if (filter != null) | |
| { | |
| Mesh mesh = filter.mesh; | |
| Vector3[] normals = mesh.normals; | |
| for (int i=0;i<normals.Length;i++) | |
| normals[i] = -normals[i]; | |
| mesh.normals = normals; | |
| for (int m=0;m<mesh.subMeshCount;m++) | |
| { | |
| int[] triangles = mesh.GetTriangles(m); | |
| for (int i=0;i<triangles.Length;i+=3) | |
| { | |
| int temp = triangles[i + 0]; | |
| triangles[i + 0] = triangles[i + 1]; | |
| triangles[i + 1] = temp; | |
| } | |
| mesh.SetTriangles(triangles, m); | |
| } | |
| } | |
| meshID = meshID + 1; | |
| } | |
| inSecond = false; | |
| } |
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