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Makes geometry double-sided by re-winding copies of each triangle to face the other way
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using UnityEngine; | |
// @kurtdekker - quick double-siding mechanism. | |
// | |
// Place or add this Component to things with at | |
// least a MeshFilter on them. | |
// | |
// Presently only for single-submesh geometry. | |
[RequireComponent( typeof( MeshFilter))] | |
public class MakeGeometryDoubleSided : MonoBehaviour | |
{ | |
void Awake() | |
{ | |
MeshFilter mf = GetComponent<MeshFilter>(); | |
// If this blows up you failed to meet the documented | |
// requirement above that a MeshFilter be present. | |
int vertCount = mf.mesh.vertices.Length; | |
// we need to dupe all verts so we can have lighting / UV info | |
Vector3[] verts = new Vector3[ vertCount * 2]; | |
for (int i = 0; i < vertCount; i++) | |
{ | |
verts [i] = mf.mesh.vertices [i]; | |
verts [i + vertCount] = mf.mesh.vertices [i]; | |
} | |
// and of course dupe all triangles | |
int triCount = mf.mesh.triangles.Length; | |
int[] tris = new int[ triCount * 2]; | |
for (int i = 0; i < triCount; i += 3) | |
{ | |
// re-add the original triangles, no change | |
tris[i + 0] = mf.mesh.triangles[i + 0]; | |
tris[i + 1] = mf.mesh.triangles[i + 1]; | |
tris[i + 2] = mf.mesh.triangles[i + 2]; | |
// now add triangles flipped the opposite way | |
tris[i + triCount + 0] = mf.mesh.triangles[i + 0] + vertCount; | |
tris[i + triCount + 1] = mf.mesh.triangles[i + 2] + vertCount; | |
tris[i + triCount + 2] = mf.mesh.triangles[i + 1] + vertCount; | |
} | |
mf.mesh.vertices = verts; | |
mf.mesh.triangles = tris; | |
mf.mesh.RecalculateNormals (); | |
} | |
} |
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