Created
January 29, 2018 16:35
-
-
Save cabbibo/8b528d73891ae6a7568d4eb154f55702 to your computer and use it in GitHub Desktop.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class BasicVertBuffer : VertBuffer { | |
public bool rotateMesh; | |
public bool scaleMesh; | |
public bool translateMesh; | |
struct Vert{ | |
public float used; | |
public Vector3 pos; | |
public Vector3 vel; | |
public Vector3 nor; | |
public Vector2 uv; | |
public Vector3 targetPos; | |
public Vector3 debug; | |
}; | |
public override void CreateBuffer(){ | |
structSize = 1 + 3 + 3 + 3+2 + 3+ 3; | |
if( mesh == null ){ | |
mesh = gameObject.GetComponent<MeshFilter>().mesh; | |
} | |
vertices = mesh.vertices; | |
uvs = mesh.uv; | |
normals = mesh.normals; | |
vertCount = vertices.Length; | |
_buffer = new ComputeBuffer( vertCount , structSize * sizeof(float) ); | |
values = new float[ structSize * vertCount ]; | |
int index = 0; | |
Vector3 t1; | |
Vector3 t2; | |
for( int i = 0; i < vertCount; i++ ){ | |
if( rotateMesh == true ){ | |
t1 = transform.TransformDirection( vertices[i] ); | |
t2 = transform.TransformDirection( normals[i] ); | |
}else{ | |
t1 = vertices[i]; | |
t2 = normals[i]; | |
} | |
if( scaleMesh == true ){ | |
t1 = transform.TransformVector( t1 ); | |
t2 = transform.TransformVector( t2 ); | |
}else{ | |
t1 = t1; | |
t2 = t2; | |
} | |
if( translateMesh == true ){ | |
t1 = transform.TransformPoint( t1 ); | |
t2 = transform.TransformPoint( t2 ); | |
}else{ | |
t1 = t1; | |
t2 = t2; | |
} | |
// used | |
values[ index++ ] = 1; | |
// positions | |
values[ index++ ] = t1.x * .99f; | |
values[ index++ ] = t1.y * .99f; | |
values[ index++ ] = t1.z * .99f; | |
// vel | |
values[ index++ ] = 0; | |
values[ index++ ] = 0; | |
values[ index++ ] = 0; | |
// normals | |
values[ index++ ] = t2.x; | |
values[ index++ ] = t2.y; | |
values[ index++ ] = t2.z; | |
// uvs | |
values[ index++ ] = uvs[i].x; | |
values[ index++ ] = uvs[i].y; | |
// target pos | |
values[ index++ ] = t1.x; | |
values[ index++ ] = t1.y; | |
values[ index++ ] = t1.z; | |
// Debug | |
values[ index++ ] = 1; | |
values[ index++ ] = 0; | |
values[ index++ ] = 0; | |
} | |
_buffer.SetData(values); | |
} | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment