genertaing balls for triangles

This commit is contained in:
nlitkowski 2021-10-24 23:42:03 +02:00
parent aa9664e765
commit c333b5e4b3
45 changed files with 1961 additions and 546 deletions

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@ -114,6 +114,24 @@ public class main : MonoBehaviour
//bufor wsp<73>rz<72>dnych tekstury dla groundMesh
groundMesh.uv = uv;
for(int i = 0; i < groundMesh.triangles.Length / 3; i++)
{
//int rndTriStart = Random.Range(0, groundMesh.triangles.Length/3); //pick a triangle
Vector2 rndNorm = new Vector2(Random.value, Random.value); //find random point in normalized square
if (rndNorm.x + rndNorm.y >= 1f)
{
rndNorm = new Vector2(1f - rndNorm.x, 1f - rndNorm.y); //cut the square diagonally in half by reflecting points not in the normalized triangle
}
Vector3 position = groundMesh.vertices[i] + (rndNorm.x * groundMesh.vertices[i + 1]) + (rndNorm.y * groundMesh.vertices[i + 2]);
position.y = 0f;
Vector3 normal = groundMesh.normals[i] + (rndNorm.x * groundMesh.normals[i + 1]) + (rndNorm.y * groundMesh.normals[i + 2]);
GameObject go = GameObject.CreatePrimitive(PrimitiveType.Sphere);
go.transform.position = position;
go.transform.rotation = Quaternion.FromToRotation(Vector3.up, normal);
}
//mesh dla GameObject "Ground"
groundMeshFilter.mesh = groundMesh;

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@ -2,285 +2,284 @@
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Quitting shader compiler process