mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 19:55:09 +00:00
607 lines
16 KiB
C#
607 lines
16 KiB
C#
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using UnityEngine;
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#if UNITY_EDITOR
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using UnityEditor;
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using UnityEditor.SceneManagement;
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#if UNITY_2018_3_OR_NEWER
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using PrefabStage = UnityEditor.Experimental.SceneManagement.PrefabStage;
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using PrefabStageUtility = UnityEditor.Experimental.SceneManagement.PrefabStageUtility;
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#endif
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#endif
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namespace BezierSolution
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{
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[AddComponentMenu( "Bezier Solution/Bend Mesh Along Bezier" )]
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[HelpURL( "https://github.com/yasirkula/UnityBezierSolution" )]
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[RequireComponent( typeof( MeshFilter ) )]
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[ExecuteInEditMode]
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public class BendMeshAlongBezier : MonoBehaviour
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{
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public enum VectorMode { DontModify = 0, ModifyOriginals = 1, RecalculateFromScratch = 2 };
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public enum Axis { X = 0, Y = 1, Z = 2 };
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#pragma warning disable 0649
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[SerializeField]
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private BezierSpline m_spline;
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public BezierSpline spline
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{
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get { return m_spline; }
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set
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{
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if( m_spline != value )
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{
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if( m_spline )
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m_spline.onSplineChanged -= OnSplineChanged;
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m_spline = value;
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if( m_spline && isActiveAndEnabled )
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{
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m_spline.onSplineChanged -= OnSplineChanged;
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m_spline.onSplineChanged += OnSplineChanged;
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OnSplineChanged( m_spline, DirtyFlags.All );
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}
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}
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}
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}
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[SerializeField]
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[MinMaxRange( 0f, 1f )]
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private Vector2 m_splineSampleRange = new Vector2( 0f, 1f );
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public Vector2 SplineSampleRange
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{
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get { return m_splineSampleRange; }
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set
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{
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value.x = Mathf.Clamp01( value.x );
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value.y = Mathf.Clamp01( value.y );
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if( m_splineSampleRange != value )
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{
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m_splineSampleRange = value;
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OnSplineChanged( m_spline, DirtyFlags.All );
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}
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}
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}
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[Header( "Bend Options" )]
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[SerializeField]
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private bool m_highQuality = false;
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public bool highQuality
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{
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get { return m_highQuality; }
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set
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{
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if( m_highQuality != value )
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{
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m_highQuality = value;
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OnSplineChanged( m_spline, DirtyFlags.All );
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}
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}
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}
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[SerializeField]
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private Axis m_bendAxis = Axis.Y;
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public Axis bendAxis
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{
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get { return m_bendAxis; }
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set
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{
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if( m_bendAxis != value )
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{
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m_bendAxis = value;
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RecalculateVertexRange();
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OnSplineChanged( m_spline, DirtyFlags.All );
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}
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}
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}
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[SerializeField]
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[Range( 0f, 360f )]
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private float m_extraRotation = 0f;
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public float extraRotation
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{
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get { return m_extraRotation; }
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set
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{
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value = Mathf.Clamp( value, 0f, 360f );
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if( m_extraRotation != value )
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{
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m_extraRotation = value;
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OnSplineChanged( m_spline, DirtyFlags.All );
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}
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}
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}
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[SerializeField]
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private bool m_invertDirection = false;
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public bool invertDirection
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{
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get { return m_invertDirection; }
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set
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{
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if( m_invertDirection != value )
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{
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m_invertDirection = value;
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OnSplineChanged( m_spline, DirtyFlags.All );
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}
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}
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}
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[SerializeField]
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private Vector2 m_thicknessMultiplier = Vector2.one;
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public Vector2 thicknessMultiplier
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{
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get { return m_thicknessMultiplier; }
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set
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{
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if( m_thicknessMultiplier != value )
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{
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m_thicknessMultiplier = value;
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OnSplineChanged( m_spline, DirtyFlags.All );
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}
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}
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}
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[Header( "Vertex Attributes" )]
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[SerializeField]
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private VectorMode m_normalsMode = VectorMode.ModifyOriginals;
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public VectorMode normalsMode
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{
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get { return m_normalsMode; }
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set
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{
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if( m_normalsMode != value )
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{
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m_normalsMode = value;
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if( mesh )
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{
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if( m_normalsMode == VectorMode.DontModify && originalNormals != null )
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{
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mesh.normals = originalNormals;
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originalNormals = null;
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}
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if( m_normalsMode != VectorMode.ModifyOriginals )
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normals = null;
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}
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OnSplineChanged( m_spline, DirtyFlags.All );
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}
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}
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}
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[SerializeField]
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private VectorMode m_tangentsMode = VectorMode.ModifyOriginals;
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public VectorMode tangentsMode
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{
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get { return m_tangentsMode; }
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set
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{
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if( m_tangentsMode != value )
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{
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m_tangentsMode = value;
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if( mesh )
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{
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if( m_tangentsMode == VectorMode.DontModify && originalTangents != null )
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{
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mesh.tangents = originalTangents;
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originalTangents = null;
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}
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if( m_tangentsMode != VectorMode.ModifyOriginals )
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tangents = null;
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}
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OnSplineChanged( m_spline, DirtyFlags.All );
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}
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}
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}
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[Header( "Other Settings" )]
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[SerializeField]
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private bool m_autoRefresh = true;
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public bool autoRefresh
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{
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get { return m_autoRefresh; }
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set
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{
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if( m_autoRefresh != value )
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{
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m_autoRefresh = value;
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OnSplineChanged( m_spline, DirtyFlags.All );
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}
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}
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}
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#if UNITY_EDITOR
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[SerializeField]
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private bool executeInEditMode = false;
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[SerializeField, HideInInspector]
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private BezierSpline prevSpline;
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[SerializeField, HideInInspector]
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private VectorMode prevNormalsMode, prevTangentsMode;
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[SerializeField, HideInInspector]
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private bool prevHighQuality;
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#endif
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[SerializeField, HideInInspector]
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private Mesh originalMesh; // If this isn't serialized, then sometimes exceptions occur on undo/redo
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#pragma warning restore 0649
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private MeshFilter meshFilter;
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private Mesh mesh;
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private Vector3[] vertices, originalVertices;
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private Vector3[] normals, originalNormals;
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private Vector4[] tangents, originalTangents;
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private float minVertex, _1OverVertexRange;
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private void OnEnable()
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{
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#if UNITY_EDITOR
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// Restore normals and tangents after assembly reload if they are set to DontModify because otherwise they become null automatically (i.e. information gets lost)
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if( mesh && originalMesh )
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{
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if( m_normalsMode == VectorMode.DontModify )
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mesh.normals = originalMesh.normals;
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if( m_tangentsMode == VectorMode.DontModify )
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mesh.tangents = originalMesh.tangents;
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}
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EditorSceneManager.sceneSaving -= OnSceneSaving;
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EditorSceneManager.sceneSaving += OnSceneSaving;
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EditorSceneManager.sceneSaved -= OnSceneSaved;
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EditorSceneManager.sceneSaved += OnSceneSaved;
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#endif
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if( m_spline )
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{
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m_spline.onSplineChanged -= OnSplineChanged;
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m_spline.onSplineChanged += OnSplineChanged;
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OnSplineChanged( m_spline, DirtyFlags.All );
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}
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}
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private void OnDisable()
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{
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if( m_spline )
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m_spline.onSplineChanged -= OnSplineChanged;
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#if UNITY_EDITOR
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EditorSceneManager.sceneSaving -= OnSceneSaving;
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EditorSceneManager.sceneSaved -= OnSceneSaved;
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if( !EditorApplication.isPlaying )
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OnDestroy();
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#endif
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}
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private void OnDestroy()
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{
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MeshFilter _meshFilter = meshFilter;
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meshFilter = null;
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if( _meshFilter && originalMesh )
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_meshFilter.sharedMesh = originalMesh;
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if( mesh )
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DestroyImmediate( mesh );
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#if UNITY_EDITOR && UNITY_2018_3_OR_NEWER
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// This allows removing the 'modified' flag of Mesh Filter's Mesh property but these sorts of things
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// may cause new problems in edge cases so it is commented out
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//if( !EditorApplication.isPlaying && _meshFilter && originalMesh )
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//{
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// // Revert modified status of the prefab instance's MeshFilter Mesh if possible
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// MeshFilter prefabMeshFilter = null;
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// if( PrefabUtility.GetPrefabInstanceStatus( _meshFilter ) == PrefabInstanceStatus.Connected )
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// prefabMeshFilter = PrefabUtility.GetCorrespondingObjectFromSource( _meshFilter ) as MeshFilter;
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// if( prefabMeshFilter && prefabMeshFilter.sharedMesh == originalMesh )
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// PrefabUtility.RevertPropertyOverride( new SerializedObject( _meshFilter ).FindProperty( "m_Mesh" ), InteractionMode.AutomatedAction );
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//}
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#endif
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}
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public void Activate()
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{
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enabled = true;
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}
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public void Deactivate()
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{
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OnDestroy();
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enabled = false;
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}
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#if UNITY_EDITOR
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private void OnValidate()
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{
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EditorApplication.update -= OnValidateImplementation;
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EditorApplication.update += OnValidateImplementation;
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}
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// Calling this code inside OnValidate throws "SendMessage cannot be called during Awake, CheckConsistency, or OnValidate" warnings
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private void OnValidateImplementation()
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{
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EditorApplication.update -= OnValidateImplementation;
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if( !this )
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return;
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BezierSpline _spline = m_spline;
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m_spline = prevSpline;
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spline = prevSpline = _spline;
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bool _highQuality = m_highQuality;
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m_highQuality = prevHighQuality;
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highQuality = prevHighQuality = _highQuality;
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VectorMode _normalsMode = m_normalsMode;
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m_normalsMode = prevNormalsMode;
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normalsMode = prevNormalsMode = _normalsMode;
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VectorMode _tangentsMode = m_tangentsMode;
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m_tangentsMode = prevTangentsMode;
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tangentsMode = prevTangentsMode = _tangentsMode;
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RecalculateVertexRange();
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if( !executeInEditMode && !EditorApplication.isPlaying )
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OnDestroy();
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else if( isActiveAndEnabled )
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OnSplineChanged( m_spline, DirtyFlags.All );
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SceneView.RepaintAll();
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}
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private void OnSceneSaving( UnityEngine.SceneManagement.Scene scene, string path )
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{
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// Restore original mesh before saving the scene
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if( scene == gameObject.scene )
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OnDestroy();
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}
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private void OnSceneSaved( UnityEngine.SceneManagement.Scene scene )
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{
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// Restore modified mesh after saving the scene
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if( scene == gameObject.scene && isActiveAndEnabled )
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OnSplineChanged( m_spline, DirtyFlags.All );
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}
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#endif
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private void OnSplineChanged( BezierSpline spline, DirtyFlags dirtyFlags )
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{
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#if UNITY_EDITOR
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if( !executeInEditMode && !EditorApplication.isPlaying )
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return;
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if( BuildPipeline.isBuildingPlayer )
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return;
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#if UNITY_2018_3_OR_NEWER
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// Don't execute the script in prefab mode
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PrefabStage openPrefabStage = PrefabStageUtility.GetCurrentPrefabStage();
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if( openPrefabStage != null && openPrefabStage.IsPartOfPrefabContents( gameObject ) )
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return;
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#endif
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#endif
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if( m_autoRefresh && ( dirtyFlags & ( DirtyFlags.SplineShapeChanged | DirtyFlags.NormalsChanged ) ) != DirtyFlags.None )
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Refresh();
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}
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private void Initialize()
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{
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meshFilter = GetComponent<MeshFilter>();
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if( meshFilter.sharedMesh ) // It can sometimes be null during undo&redo which causes issues
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originalMesh = meshFilter.sharedMesh;
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if( !originalMesh )
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return;
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if( mesh )
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DestroyImmediate( mesh );
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mesh = Instantiate( originalMesh );
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meshFilter.sharedMesh = mesh;
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#if UNITY_EDITOR
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if( !EditorApplication.isPlaying )
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mesh.hideFlags = HideFlags.DontSave;
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#endif
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originalVertices = mesh.vertices;
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originalNormals = null;
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originalTangents = null;
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RecalculateVertexRange();
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}
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private void RecalculateVertexRange()
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{
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if( originalVertices == null )
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return;
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minVertex = float.PositiveInfinity;
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float maxVertex = float.NegativeInfinity;
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switch( m_bendAxis )
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{
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case Axis.X:
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for( int i = 0; i < originalVertices.Length; i++ )
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{
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float vertex = originalVertices[i].x;
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if( vertex < minVertex )
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minVertex = originalVertices[i].x;
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if( vertex > maxVertex )
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maxVertex = originalVertices[i].x;
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}
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break;
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case Axis.Y:
|
|||
|
for( int i = 0; i < originalVertices.Length; i++ )
|
|||
|
{
|
|||
|
float vertex = originalVertices[i].y;
|
|||
|
if( vertex < minVertex )
|
|||
|
minVertex = originalVertices[i].y;
|
|||
|
if( vertex > maxVertex )
|
|||
|
maxVertex = originalVertices[i].y;
|
|||
|
}
|
|||
|
break;
|
|||
|
case Axis.Z:
|
|||
|
for( int i = 0; i < originalVertices.Length; i++ )
|
|||
|
{
|
|||
|
float vertex = originalVertices[i].z;
|
|||
|
if( vertex < minVertex )
|
|||
|
minVertex = originalVertices[i].z;
|
|||
|
if( vertex > maxVertex )
|
|||
|
maxVertex = originalVertices[i].z;
|
|||
|
}
|
|||
|
break;
|
|||
|
}
|
|||
|
|
|||
|
_1OverVertexRange = 1f / ( maxVertex - minVertex );
|
|||
|
}
|
|||
|
|
|||
|
public void Refresh()
|
|||
|
{
|
|||
|
if( !m_spline )
|
|||
|
return;
|
|||
|
|
|||
|
if( !meshFilter || ( meshFilter.sharedMesh && meshFilter.sharedMesh != mesh && meshFilter.sharedMesh != originalMesh ) )
|
|||
|
Initialize();
|
|||
|
|
|||
|
if( !originalMesh )
|
|||
|
return;
|
|||
|
|
|||
|
if( vertices == null || vertices.Length != originalVertices.Length )
|
|||
|
vertices = new Vector3[originalVertices.Length];
|
|||
|
|
|||
|
if( m_normalsMode == VectorMode.ModifyOriginals )
|
|||
|
{
|
|||
|
if( originalNormals == null )
|
|||
|
originalNormals = originalMesh.normals;
|
|||
|
|
|||
|
if( originalNormals == null || originalNormals.Length < originalVertices.Length ) // If somehow above statement returned null
|
|||
|
normals = null;
|
|||
|
else if( normals == null || normals.Length != originalNormals.Length )
|
|||
|
normals = new Vector3[originalNormals.Length];
|
|||
|
}
|
|||
|
else
|
|||
|
normals = null;
|
|||
|
|
|||
|
if( m_tangentsMode == VectorMode.ModifyOriginals )
|
|||
|
{
|
|||
|
if( originalTangents == null )
|
|||
|
originalTangents = originalMesh.tangents;
|
|||
|
|
|||
|
if( originalTangents == null || originalTangents.Length < originalVertices.Length ) // If somehow above statement returned null
|
|||
|
tangents = null;
|
|||
|
else if( tangents == null || tangents.Length != originalTangents.Length )
|
|||
|
tangents = new Vector4[originalTangents.Length];
|
|||
|
}
|
|||
|
else
|
|||
|
tangents = null;
|
|||
|
|
|||
|
Vector2 _splineSampleRange = m_splineSampleRange;
|
|||
|
if( m_invertDirection )
|
|||
|
{
|
|||
|
float temp = _splineSampleRange.x;
|
|||
|
_splineSampleRange.x = _splineSampleRange.y;
|
|||
|
_splineSampleRange.y = temp;
|
|||
|
}
|
|||
|
|
|||
|
bool isSampleRangeForwards = _splineSampleRange.x <= _splineSampleRange.y;
|
|||
|
float splineSampleLength = _splineSampleRange.y - _splineSampleRange.x;
|
|||
|
bool dontInvertModifiedVertexAttributes = ( m_thicknessMultiplier.x > 0f && m_thicknessMultiplier.y > 0f );
|
|||
|
|
|||
|
BezierSpline.EvenlySpacedPointsHolder evenlySpacedPoints = m_highQuality ? m_spline.evenlySpacedPoints : null;
|
|||
|
|
|||
|
Vector3 initialPoint = m_spline.GetPoint( 0f );
|
|||
|
for( int i = 0; i < originalVertices.Length; i++ )
|
|||
|
{
|
|||
|
Vector3 vertex = originalVertices[i];
|
|||
|
|
|||
|
float vertexPosition;
|
|||
|
Vector3 vertexOffset;
|
|||
|
switch( m_bendAxis )
|
|||
|
{
|
|||
|
case Axis.X:
|
|||
|
vertexPosition = vertex.x;
|
|||
|
vertexOffset = new Vector3( vertex.z * m_thicknessMultiplier.x, 0f, vertex.y * m_thicknessMultiplier.y );
|
|||
|
break;
|
|||
|
case Axis.Y:
|
|||
|
default:
|
|||
|
vertexPosition = vertex.y;
|
|||
|
vertexOffset = new Vector3( vertex.x * m_thicknessMultiplier.x, 0f, vertex.z * m_thicknessMultiplier.y );
|
|||
|
break;
|
|||
|
case Axis.Z:
|
|||
|
vertexPosition = vertex.z;
|
|||
|
vertexOffset = new Vector3( vertex.y * m_thicknessMultiplier.x, 0f, vertex.x * m_thicknessMultiplier.y );
|
|||
|
break;
|
|||
|
}
|
|||
|
|
|||
|
float normalizedT = _splineSampleRange.x + ( vertexPosition - minVertex ) * _1OverVertexRange * splineSampleLength; // Remap from [minVertex,maxVertex] to _splineSampleRange
|
|||
|
if( m_highQuality )
|
|||
|
normalizedT = evenlySpacedPoints.GetNormalizedTAtPercentage( normalizedT );
|
|||
|
|
|||
|
BezierSpline.Segment segment = m_spline.GetSegmentAt( normalizedT );
|
|||
|
|
|||
|
Vector3 point = segment.GetPoint() - initialPoint;
|
|||
|
Vector3 tangent = isSampleRangeForwards ? segment.GetTangent() : -segment.GetTangent();
|
|||
|
Quaternion rotation = Quaternion.AngleAxis( m_extraRotation, tangent ) * Quaternion.LookRotation( segment.GetNormal(), tangent );
|
|||
|
|
|||
|
Vector3 direction = rotation * vertexOffset;
|
|||
|
vertices[i] = point + direction;
|
|||
|
|
|||
|
if( normals != null ) // The only case this happens is when Normals Mode is ModifyOriginals and the original mesh has normals
|
|||
|
normals[i] = rotation * ( dontInvertModifiedVertexAttributes ? originalNormals[i] : -originalNormals[i] );
|
|||
|
if( tangents != null ) // The only case this happens is when Tangents Mode is ModifyOriginals and the original mesh has tangents
|
|||
|
{
|
|||
|
float tangentW = originalTangents[i].w;
|
|||
|
tangents[i] = rotation * ( dontInvertModifiedVertexAttributes ? originalTangents[i] : -originalTangents[i] );
|
|||
|
tangents[i].w = tangentW;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
mesh.vertices = vertices;
|
|||
|
if( m_normalsMode == VectorMode.ModifyOriginals )
|
|||
|
mesh.normals = normals;
|
|||
|
if( m_tangentsMode == VectorMode.ModifyOriginals )
|
|||
|
mesh.tangents = tangents;
|
|||
|
|
|||
|
if( m_normalsMode == VectorMode.RecalculateFromScratch )
|
|||
|
{
|
|||
|
mesh.RecalculateNormals();
|
|||
|
|
|||
|
#if UNITY_EDITOR
|
|||
|
// Cache original normals so that we can reset normals in OnValidate when normals are reset back to DontModify
|
|||
|
if( originalNormals == null )
|
|||
|
originalNormals = originalMesh.normals;
|
|||
|
#endif
|
|||
|
}
|
|||
|
|
|||
|
if( m_tangentsMode == VectorMode.RecalculateFromScratch )
|
|||
|
{
|
|||
|
mesh.RecalculateTangents();
|
|||
|
|
|||
|
#if UNITY_EDITOR
|
|||
|
// Cache original tangents so that we can reset tangents in OnValidate when tangents are reset back to DontModify
|
|||
|
if( originalTangents == null )
|
|||
|
originalTangents = originalMesh.tangents;
|
|||
|
#endif
|
|||
|
}
|
|||
|
|
|||
|
mesh.RecalculateBounds();
|
|||
|
}
|
|||
|
}
|
|||
|
}
|