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- using UnityEngine;
- using System.Collections.Generic;
- [System.Serializable]
- public class MegaBindInf
- {
- public float dist;
- public int face;
- public int i0;
- public int i1;
- public int i2;
- public Vector3 bary;
- public float weight;
- public float area;
- }
- [System.Serializable]
- public class MegaBindVert
- {
- public float weight;
- public List<MegaBindInf> verts = new List<MegaBindInf>();
- }
- public struct MegaCloseFace
- {
- public int face;
- public float dist;
- }
- [ExecuteInEditMode]
- public class MegaWrap : MonoBehaviour
- {
- public float gap = 0.0f;
- public float shrink = 1.0f;
- public List<int> neededVerts = new List<int>();
- public Vector3[] skinnedVerts;
- public Mesh mesh = null;
- public Vector3 offset = Vector3.zero;
- public bool targetIsSkin = false;
- public bool sourceIsSkin = false;
- public int nomapcount = 0;
- public Matrix4x4[] bindposes;
- public BoneWeight[] boneweights;
- public Transform[] bones;
- public float size = 0.01f;
- public int vertindex = 0;
- public Vector3[] freeverts; // position for any vert with no attachments
- public Vector3[] startverts;
- public Vector3[] verts;
- public MegaBindVert[] bindverts;
- public MegaModifyObject target;
- public float maxdist = 0.25f;
- public int maxpoints = 4;
- public bool WrapEnabled = true;
- public MegaNormalMethod NormalMethod = MegaNormalMethod.Unity;
- #if UNITY_5 || UNITY_2017 || UNITY_2018 || UNITY_2019 || UNITY_2020
- public bool UseBakedMesh = true;
- #endif
- [ContextMenu("Help")]
- public void Help()
- {
- Application.OpenURL("http://www.west-racing.com/mf/?page_id=3709");
- }
- Vector4 Plane(Vector3 v1, Vector3 v2, Vector3 v3)
- {
- Vector3 normal = Vector4.zero;
- normal.x = (v2.y - v1.y) * (v3.z - v1.z) - (v2.z - v1.z) * (v3.y - v1.y);
- normal.y = (v2.z - v1.z) * (v3.x - v1.x) - (v2.x - v1.x) * (v3.z - v1.z);
- normal.z = (v2.x - v1.x) * (v3.y - v1.y) - (v2.y - v1.y) * (v3.x - v1.x);
- normal = normal.normalized;
- return new Vector4(normal.x, normal.y, normal.z, -Vector3.Dot(v2, normal));
- }
- float PlaneDist(Vector3 p, Vector4 plane)
- {
- Vector3 n = plane;
- return Vector3.Dot(n, p) + plane.w;
- }
- public float GetDistance(Vector3 p, Vector3 p0, Vector3 p1, Vector3 p2)
- {
- return MegaNearestPointTest.DistPoint3Triangle3Dbl(p, p0, p1, p2);
- }
- public float GetPlaneDistance(Vector3 p, Vector3 p0, Vector3 p1, Vector3 p2)
- {
- Vector4 pl = Plane(p0, p1, p2);
- return PlaneDist(p, pl);
- }
- public Vector3 MyBary(Vector3 p, Vector3 p0, Vector3 p1, Vector3 p2)
- {
- Vector3 bary = Vector3.zero;
- Vector3 normal = FaceNormal(p0, p1, p2);
- float areaABC = Vector3.Dot(normal, Vector3.Cross((p1 - p0), (p2 - p0)));
- float areaPBC = Vector3.Dot(normal, Vector3.Cross((p1 - p), (p2 - p)));
- float areaPCA = Vector3.Dot(normal, Vector3.Cross((p2 - p), (p0 - p)));
- bary.x = areaPBC / areaABC; // alpha
- bary.y = areaPCA / areaABC; // beta
- bary.z = 1.0f - bary.x - bary.y; // gamma
- return bary;
- }
- public Vector3 MyBary1(Vector3 p, Vector3 a, Vector3 b, Vector3 c)
- {
- Vector3 v0 = b - a, v1 = c - a, v2 = p - a;
- float d00 = Vector3.Dot(v0, v0);
- float d01 = Vector3.Dot(v0, v1);
- float d11 = Vector3.Dot(v1, v1);
- float d20 = Vector3.Dot(v2, v0);
- float d21 = Vector3.Dot(v2, v1);
- float denom = d00 * d11 - d01 * d01;
- float w = (d11 * d20 - d01 * d21) / denom;
- float v = (d00 * d21 - d01 * d20) / denom;
- float u = 1.0f - v - w;
- return new Vector3(u, v, w);
- }
- public Vector3 CalcBary(Vector3 p, Vector3 p0, Vector3 p1, Vector3 p2)
- {
- return MyBary(p, p0, p1, p2);
- }
- public float CalcArea(Vector3 p0, Vector3 p1, Vector3 p2)
- {
- Vector3 e1 = p1 - p0;
- Vector3 e2 = p2 - p0;
- Vector3 e3 = Vector3.Cross(e1, e2);
- return 0.5f * e3.magnitude;
- }
- Vector3 e11 = Vector3.zero;
- Vector3 e22 = Vector3.zero;
- Vector3 cr = Vector3.zero;
- public Vector3 FaceNormal(Vector3 p0, Vector3 p1, Vector3 p2)
- {
- //Vector3 e1 = p1 - p0;
- //Vector3 e2 = p2 - p0;
- e11.x = p1.x - p0.x;
- e11.y = p1.y - p0.y;
- e11.z = p1.z - p0.z;
- e22.x = p2.x - p0.x;
- e22.y = p2.y - p0.y;
- e22.z = p2.z - p0.z;
- //Vector3 e2 = p2 - p0;
- cr.x = e11.y * e22.z - e22.y * e11.z;
- cr.y = -(e11.x * e22.z - e22.x * e11.z); // * -1;
- cr.z = e11.x * e22.y - e22.x * e11.y;
- return cr; //Vector3.Cross(e11, e22);
- }
- static void CopyBlendShapes(Mesh mesh1, Mesh clonemesh)
- {
- #if UNITY_5_3 || UNITY_5_4 || UNITY_5_5 || UNITY_5_6 || UNITY_2017 || UNITY_2018 || UNITY_2019 || UNITY_2020
- int bcount = mesh1.blendShapeCount; //GetBlendShapeFrameCount();
- Vector3[] deltaverts = new Vector3[mesh1.vertexCount];
- Vector3[] deltanorms = new Vector3[mesh1.vertexCount];
- Vector3[] deltatans = new Vector3[mesh1.vertexCount];
- for ( int j = 0; j < bcount; j++ )
- {
- int frames = mesh1.GetBlendShapeFrameCount(j);
- string bname = mesh1.GetBlendShapeName(j);
- for ( int f = 0; f < frames; f++ )
- {
- mesh1.GetBlendShapeFrameVertices(j, f, deltaverts, deltanorms, deltatans);
- float weight = mesh1.GetBlendShapeFrameWeight(j, f);
- clonemesh.AddBlendShapeFrame(bname, weight, deltaverts, deltanorms, deltatans);
- }
- }
- #endif
- }
- public Mesh CloneMesh(Mesh m)
- {
- Mesh clonemesh = new Mesh();
- clonemesh.vertices = m.vertices;
- #if UNITY_5_0 || UNITY_5_1 || UNITY_5 || UNITY_2017 || UNITY_2018 || UNITY_2019 || UNITY_2020
- clonemesh.uv2 = m.uv2;
- clonemesh.uv3 = m.uv3;
- clonemesh.uv4 = m.uv4;
- #else
- clonemesh.uv1 = m.uv1;
- clonemesh.uv2 = m.uv2;
- #endif
- clonemesh.uv = m.uv;
- clonemesh.normals = m.normals;
- clonemesh.tangents = m.tangents;
- clonemesh.colors = m.colors;
- clonemesh.subMeshCount = m.subMeshCount;
- for ( int s = 0; s < m.subMeshCount; s++ )
- clonemesh.SetTriangles(m.GetTriangles(s), s);
- CopyBlendShapes(m, clonemesh);
- clonemesh.boneWeights = m.boneWeights;
- clonemesh.bindposes = m.bindposes;
- clonemesh.name = m.name; // + "_copy";
- clonemesh.RecalculateBounds();
- return clonemesh;
- }
- [ContextMenu("Reset Mesh")]
- public void ResetMesh()
- {
- if ( mesh )
- {
- mesh.vertices = startverts;
- mesh.RecalculateBounds();
- RecalcNormals();
- //mesh.RecalculateNormals();
- }
- target = null;
- bindverts = null;
- }
- public void SetMesh()
- {
- MeshFilter mf = GetComponent<MeshFilter>();
- Mesh srcmesh = null;
- if ( mf != null )
- srcmesh = mf.sharedMesh;
- else
- {
- SkinnedMeshRenderer smesh = (SkinnedMeshRenderer)GetComponent(typeof(SkinnedMeshRenderer));
- if ( smesh != null )
- srcmesh = smesh.sharedMesh;
- }
- if ( srcmesh != null )
- {
- mesh = CloneMesh(srcmesh);
- if ( mf )
- mf.sharedMesh = mesh;
- else
- {
- SkinnedMeshRenderer smesh = (SkinnedMeshRenderer)GetComponent(typeof(SkinnedMeshRenderer));
- smesh.sharedMesh = mesh;
- }
- }
- }
- public void Attach(MegaModifyObject modobj)
- {
- targetIsSkin = false;
- sourceIsSkin = false;
- if ( mesh && startverts != null )
- mesh.vertices = startverts;
- if ( modobj == null )
- {
- bindverts = null;
- return;
- }
- nomapcount = 0;
- if ( mesh )
- mesh.vertices = startverts;
- MeshFilter mf = GetComponent<MeshFilter>();
- Mesh srcmesh = null;
- if ( mf != null )
- {
- //skinned = false;
- srcmesh = mf.mesh;
- }
- else
- {
- SkinnedMeshRenderer smesh = (SkinnedMeshRenderer)GetComponent(typeof(SkinnedMeshRenderer));
- if ( smesh != null )
- {
- //skinned = true;
- srcmesh = smesh.sharedMesh;
- sourceIsSkin = true;
- }
- }
- if ( srcmesh == null )
- {
- Debug.LogWarning("No Mesh found on the target object, make sure target has a mesh and MegaFiers modifier attached!");
- return;
- }
- if ( mesh == null )
- mesh = CloneMesh(srcmesh); //mf.mesh);
- if ( mf )
- mf.mesh = mesh;
- else
- {
- SkinnedMeshRenderer smesh = (SkinnedMeshRenderer)GetComponent(typeof(SkinnedMeshRenderer));
- smesh.sharedMesh = mesh;
- }
- if ( sourceIsSkin == false )
- {
- SkinnedMeshRenderer tmesh = (SkinnedMeshRenderer)modobj.GetComponent(typeof(SkinnedMeshRenderer));
- if ( tmesh != null )
- {
- targetIsSkin = true;
- if ( !sourceIsSkin )
- {
- Mesh sm = tmesh.sharedMesh;
- bindposes = sm.bindposes;
- boneweights = sm.boneWeights;
- bones = tmesh.bones;
- skinnedVerts = sm.vertices; //new Vector3[sm.vertexCount];
- }
- }
- }
- if ( targetIsSkin )
- {
- if ( boneweights == null || boneweights.Length == 0 )
- targetIsSkin = false;
- }
- neededVerts.Clear();
- verts = mesh.vertices;
- startverts = mesh.vertices;
- freeverts = new Vector3[startverts.Length];
- Vector3[] baseverts = modobj.verts; //basemesh.vertices;
- int[] basefaces = modobj.tris; //basemesh.triangles;
- bindverts = new MegaBindVert[verts.Length];
- // matrix to get vertex into local space of target
- Matrix4x4 tm = transform.localToWorldMatrix * modobj.transform.worldToLocalMatrix;
- List<MegaCloseFace> closefaces = new List<MegaCloseFace>();
- Vector3 p0 = Vector3.zero;
- Vector3 p1 = Vector3.zero;
- Vector3 p2 = Vector3.zero;
- for ( int i = 0; i < verts.Length; i++ )
- {
- MegaBindVert bv = new MegaBindVert();
- bindverts[i] = bv;
- Vector3 p = tm.MultiplyPoint(verts[i]);
- p = transform.TransformPoint(verts[i]);
- p = modobj.transform.InverseTransformPoint(p);
- freeverts[i] = p;
- closefaces.Clear();
- for ( int t = 0; t < basefaces.Length; t += 3 )
- {
- if ( targetIsSkin && !sourceIsSkin )
- {
- p0 = modobj.transform.InverseTransformPoint(GetSkinPos(basefaces[t]));
- p1 = modobj.transform.InverseTransformPoint(GetSkinPos(basefaces[t + 1]));
- p2 = modobj.transform.InverseTransformPoint(GetSkinPos(basefaces[t + 2]));
- }
- else
- {
- p0 = baseverts[basefaces[t]];
- p1 = baseverts[basefaces[t + 1]];
- p2 = baseverts[basefaces[t + 2]];
- }
- float dist = GetDistance(p, p0, p1, p2);
- if ( Mathf.Abs(dist) < maxdist )
- {
- MegaCloseFace cf = new MegaCloseFace();
- cf.dist = Mathf.Abs(dist);
- cf.face = t;
- bool inserted = false;
- for ( int k = 0; k < closefaces.Count; k++ )
- {
- if ( cf.dist < closefaces[k].dist )
- {
- closefaces.Insert(k, cf);
- inserted = true;
- break;
- }
- }
- if ( !inserted )
- closefaces.Add(cf);
- }
- }
- float tweight = 0.0f;
- int maxp = maxpoints;
- if ( maxp == 0 )
- maxp = closefaces.Count;
- for ( int j = 0; j < maxp; j++ )
- {
- if ( j < closefaces.Count )
- {
- int t = closefaces[j].face;
- if ( targetIsSkin && !sourceIsSkin )
- {
- p0 = modobj.transform.InverseTransformPoint(GetSkinPos(basefaces[t]));
- p1 = modobj.transform.InverseTransformPoint(GetSkinPos(basefaces[t + 1]));
- p2 = modobj.transform.InverseTransformPoint(GetSkinPos(basefaces[t + 2]));
- }
- else
- {
- p0 = baseverts[basefaces[t]];
- p1 = baseverts[basefaces[t + 1]];
- p2 = baseverts[basefaces[t + 2]];
- }
- Vector3 normal = FaceNormal(p0, p1, p2);
- float dist = closefaces[j].dist; //GetDistance(p, p0, p1, p2);
- MegaBindInf bi = new MegaBindInf();
- bi.dist = GetPlaneDistance(p, p0, p1, p2); //dist;
- bi.face = t;
- bi.i0 = basefaces[t];
- bi.i1 = basefaces[t + 1];
- bi.i2 = basefaces[t + 2];
- bi.bary = CalcBary(p, p0, p1, p2);
- bi.weight = 1.0f / (1.0f + dist);
- bi.area = normal.magnitude * 0.5f; //CalcArea(baseverts[basefaces[t]], baseverts[basefaces[t + 1]], baseverts[basefaces[t + 2]]); // Could calc once at start
- tweight += bi.weight;
- bv.verts.Add(bi);
- }
- }
- if ( maxpoints > 0 && maxpoints < bv.verts.Count )
- bv.verts.RemoveRange(maxpoints, bv.verts.Count - maxpoints);
- // Only want to calculate skin vertices we use
- if ( !sourceIsSkin && targetIsSkin )
- {
- for ( int fi = 0; fi < bv.verts.Count; fi++ )
- {
- if ( !neededVerts.Contains(bv.verts[fi].i0) )
- neededVerts.Add(bv.verts[fi].i0);
- if ( !neededVerts.Contains(bv.verts[fi].i1) )
- neededVerts.Add(bv.verts[fi].i1);
- if ( !neededVerts.Contains(bv.verts[fi].i2) )
- neededVerts.Add(bv.verts[fi].i2);
- }
- }
- if ( tweight == 0.0f )
- nomapcount++;
- bv.weight = tweight;
- }
- }
- void LateUpdate()
- {
- DoUpdate();
- }
- public Vector3 GetSkinPos(int i)
- {
- Vector3 pos = target.sverts[i];
- Vector3 bpos = bindposes[boneweights[i].boneIndex0].MultiplyPoint(pos);
- Vector3 p = bones[boneweights[i].boneIndex0].TransformPoint(bpos) * boneweights[i].weight0;
- bpos = bindposes[boneweights[i].boneIndex1].MultiplyPoint(pos);
- p += bones[boneweights[i].boneIndex1].TransformPoint(bpos) * boneweights[i].weight1;
- bpos = bindposes[boneweights[i].boneIndex2].MultiplyPoint(pos);
- p += bones[boneweights[i].boneIndex2].TransformPoint(bpos) * boneweights[i].weight2;
- bpos = bindposes[boneweights[i].boneIndex3].MultiplyPoint(pos);
- p += bones[boneweights[i].boneIndex3].TransformPoint(bpos) * boneweights[i].weight3;
- return p;
- }
- Vector3 gcp = Vector3.zero;
- public Vector3 GetCoordMine(Vector3 A, Vector3 B, Vector3 C, Vector3 bary)
- {
- //Vector3 p = Vector3.zero;
- gcp.x = (bary.x * A.x) + (bary.y * B.x) + (bary.z * C.x);
- gcp.y = (bary.x * A.y) + (bary.y * B.y) + (bary.z * C.y);
- gcp.z = (bary.x * A.z) + (bary.y * B.z) + (bary.z * C.z);
- return gcp;
- }
- SkinnedMeshRenderer tmesh;
- #if UNITY_5 || UNITY_2017 || UNITY_2018 || UNITY_2019 || UNITY_2020
- Mesh bakedmesh = null;
- #endif
- void DoUpdate()
- {
- if ( WrapEnabled == false || target == null || bindverts == null ) //|| bindposes == null )
- return;
- if ( mesh == null )
- SetMesh();
- if ( mesh == null )
- return;
- if ( targetIsSkin && neededVerts != null && neededVerts.Count > 0 ) //|| (targetIsSkin && boneweights == null) )
- {
- if ( boneweights == null || tmesh == null )
- {
- tmesh = (SkinnedMeshRenderer)target.GetComponent(typeof(SkinnedMeshRenderer));
- if ( tmesh != null )
- {
- if ( !sourceIsSkin )
- {
- Mesh sm = tmesh.sharedMesh;
- bindposes = sm.bindposes;
- bones = tmesh.bones;
- boneweights = sm.boneWeights;
- }
- }
- }
- #if UNITY_5 || UNITY_2017 || UNITY_2018 || UNITY_2019 || UNITY_2020
- if ( tmesh == null )
- tmesh = (SkinnedMeshRenderer)target.GetComponent(typeof(SkinnedMeshRenderer));
- if ( UseBakedMesh )
- {
- if ( bakedmesh == null )
- bakedmesh = new Mesh();
- tmesh.BakeMesh(bakedmesh);
- skinnedVerts = bakedmesh.vertices;
- }
- else
- {
- for ( int i = 0; i < neededVerts.Count; i++ )
- skinnedVerts[neededVerts[i]] = GetSkinPos(neededVerts[i]);
- }
- #else
- for ( int i = 0; i < neededVerts.Count; i++ )
- skinnedVerts[neededVerts[i]] = GetSkinPos(neededVerts[i]);
- #endif
- }
- Matrix4x4 stm = Matrix4x4.identity;
- Vector3 p = Vector3.zero;
- if ( targetIsSkin && !sourceIsSkin )
- {
- #if UNITY_5 || UNITY_2017 || UNITY_2018 || UNITY_2019 || UNITY_2020
- if ( UseBakedMesh )
- stm = transform.worldToLocalMatrix * target.transform.localToWorldMatrix; // * transform.worldToLocalMatrix;
- else
- stm = transform.worldToLocalMatrix; // * target.transform.localToWorldMatrix; // * transform.worldToLocalMatrix;
- #else
- stm = transform.worldToLocalMatrix; // * target.transform.localToWorldMatrix; // * transform.worldToLocalMatrix;
- #endif
- for ( int i = 0; i < bindverts.Length; i++ )
- {
- if ( bindverts[i].verts.Count > 0 )
- {
- p = Vector3.zero;
- float oow = 1.0f / bindverts[i].weight;
- int cnt = bindverts[i].verts.Count;
- for ( int j = 0; j < cnt; j++ )
- {
- MegaBindInf bi = bindverts[i].verts[j];
- Vector3 p0 = skinnedVerts[bi.i0];
- Vector3 p1 = skinnedVerts[bi.i1];
- Vector3 p2 = skinnedVerts[bi.i2];
- Vector3 cp = GetCoordMine(p0, p1, p2, bi.bary);
- Vector3 norm = FaceNormal(p0, p1, p2);
- float sq = 1.0f / Mathf.Sqrt(norm.x * norm.x + norm.y * norm.y + norm.z * norm.z);
- float d = (bi.dist * shrink) + gap;
- //cp += d * norm.x;
- cp.x += d * norm.x * sq;
- cp.y += d * norm.y * sq;
- cp.z += d * norm.z * sq;
- float bw = bi.weight * oow;
- if ( j == 0 )
- {
- p.x = cp.x * bw;
- p.y = cp.y * bw;
- p.z = cp.z * bw;
- }
- else
- {
- p.x += cp.x * bw;
- p.y += cp.y * bw;
- p.z += cp.z * bw;
- }
- //cp += ((bi.dist * shrink) + gap) * norm.normalized;
- //p += cp * (bi.weight / bindverts[i].weight);
- }
- Vector3 pp = stm.MultiplyPoint3x4(p);
- verts[i].x = pp.x + offset.x;
- verts[i].y = pp.y + offset.y;
- verts[i].z = pp.z + offset.z;
- //verts[i] = transform.InverseTransformPoint(p) + offset;
- }
- }
- }
- else
- {
- stm = transform.worldToLocalMatrix * target.transform.localToWorldMatrix; // * transform.worldToLocalMatrix;
- //Matrix4x4 tm = target.transform.localToWorldMatrix;
- for ( int i = 0; i < bindverts.Length; i++ )
- {
- if ( bindverts[i].verts.Count > 0 )
- {
- p = Vector3.zero;
- float oow = 1.0f / bindverts[i].weight;
- for ( int j = 0; j < bindverts[i].verts.Count; j++ )
- {
- MegaBindInf bi = bindverts[i].verts[j];
- Vector3 p0 = target.sverts[bi.i0];
- Vector3 p1 = target.sverts[bi.i1];
- Vector3 p2 = target.sverts[bi.i2];
- Vector3 cp = GetCoordMine(p0, p1, p2, bi.bary);
- Vector3 norm = FaceNormal(p0, p1, p2);
- float sq = 1.0f / Mathf.Sqrt(norm.x * norm.x + norm.y * norm.y + norm.z * norm.z);
- float d = (bi.dist * shrink) + gap;
- //cp += d * norm.x;
- cp.x += d * norm.x * sq;
- cp.y += d * norm.y * sq;
- cp.z += d * norm.z * sq;
- float bw = bi.weight * oow;
- if ( j == 0 )
- {
- p.x = cp.x * bw;
- p.y = cp.y * bw;
- p.z = cp.z * bw;
- }
- else
- {
- p.x += cp.x * bw;
- p.y += cp.y * bw;
- p.z += cp.z * bw;
- }
- //cp += ((bi.dist * shrink) + gap) * norm.normalized;
- //p += cp * (bi.weight / bindverts[i].weight);
- }
- }
- else
- p = freeverts[i]; //startverts[i];
- Vector3 pp = stm.MultiplyPoint3x4(p);
- verts[i].x = pp.x + offset.x;
- verts[i].y = pp.y + offset.y;
- verts[i].z = pp.z + offset.z;
- //p = target.transform.TransformPoint(p);
- //verts[i] = transform.InverseTransformPoint(p) + offset;
- }
- }
- mesh.vertices = verts;
- RecalcNormals();
- mesh.RecalculateBounds();
- }
- public MegaNormMap[] mapping;
- public int[] tris;
- public Vector3[] facenorms;
- public Vector3[] norms;
- int[] FindFacesUsing(Vector3 p, Vector3 n)
- {
- List<int> faces = new List<int>();
- Vector3 v = Vector3.zero;
- for ( int i = 0; i < tris.Length; i += 3 )
- {
- v = verts[tris[i]];
- if ( v.x == p.x && v.y == p.y && v.z == p.z )
- {
- if ( n.Equals(norms[tris[i]]) )
- faces.Add(i / 3);
- }
- else
- {
- v = verts[tris[i + 1]];
- if ( v.x == p.x && v.y == p.y && v.z == p.z )
- {
- if ( n.Equals(norms[tris[i + 1]]) )
- faces.Add(i / 3);
- }
- else
- {
- v = verts[tris[i + 2]];
- if ( v.x == p.x && v.y == p.y && v.z == p.z )
- {
- if ( n.Equals(norms[tris[i + 2]]) )
- faces.Add(i / 3);
- }
- }
- }
- }
- return faces.ToArray();
- }
- // Should call this from inspector when we change to mega
- public void BuildNormalMapping(Mesh mesh, bool force)
- {
- if ( mapping == null || mapping.Length == 0 || force )
- {
- // so for each normal we have a vertex, so find all faces that share that vertex
- tris = mesh.triangles;
- norms = mesh.normals;
- facenorms = new Vector3[tris.Length / 3];
- mapping = new MegaNormMap[verts.Length];
- for ( int i = 0; i < verts.Length; i++ )
- {
- mapping[i] = new MegaNormMap();
- mapping[i].faces = FindFacesUsing(verts[i], norms[i]);
- }
- }
- }
- public void RecalcNormals()
- {
- if ( NormalMethod == MegaNormalMethod.Unity ) //|| mapping == null )
- mesh.RecalculateNormals();
- else
- {
- if ( mapping == null )
- BuildNormalMapping(mesh, false);
- RecalcNormals(mesh, verts);
- }
- }
- public void RecalcNormals(Mesh ms, Vector3[] _verts)
- {
- int index = 0;
- Vector3 v30 = Vector3.zero;
- Vector3 v31 = Vector3.zero;
- Vector3 v32 = Vector3.zero;
- Vector3 va = Vector3.zero;
- Vector3 vb = Vector3.zero;
- for ( int f = 0; f < tris.Length; f += 3 )
- {
- v30 = _verts[tris[f]];
- v31 = _verts[tris[f + 1]];
- v32 = _verts[tris[f + 2]];
- va.x = v31.x - v30.x;
- va.y = v31.y - v30.y;
- va.z = v31.z - v30.z;
- vb.x = v32.x - v31.x;
- vb.y = v32.y - v31.y;
- vb.z = v32.z - v31.z;
- v30.x = va.y * vb.z - va.z * vb.y;
- v30.y = va.z * vb.x - va.x * vb.z;
- v30.z = va.x * vb.y - va.y * vb.x;
- // Uncomment this if you dont want normals weighted by poly size
- //float l = v30.x * v30.x + v30.y * v30.y + v30.z * v30.z;
- //l = 1.0f / Mathf.Sqrt(l);
- //v30.x *= l;
- //v30.y *= l;
- //v30.z *= l;
- facenorms[index++] = v30;
- }
- for ( int n = 0; n < norms.Length; n++ )
- {
- if ( mapping[n].faces.Length > 0 )
- {
- Vector3 norm = facenorms[mapping[n].faces[0]];
- for ( int i = 1; i < mapping[n].faces.Length; i++ )
- {
- v30 = facenorms[mapping[n].faces[i]];
- norm.x += v30.x;
- norm.y += v30.y;
- norm.z += v30.z;
- }
- float l = norm.x * norm.x + norm.y * norm.y + norm.z * norm.z;
- l = 1.0f / Mathf.Sqrt(l);
- norm.x *= l;
- norm.y *= l;
- norm.z *= l;
- norms[n] = norm;
- }
- else
- norms[n] = Vector3.up;
- }
- ms.normals = norms;
- }
- }
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