Normal issues in Unity - c#

We are trying, with a friend, to modelise a tree on unity. To do so, we want to modelise a tree trunk. We are doing it with the following code :
`
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[ExecuteInEditMode]
public class Frustum : MonoBehaviour
{
/*====== PUBLIC ======*/
public float height = 1;
public float top_radius = 0.9F;
public float base_radius = 1F;
public int circle_subdivisions = 30;
/*====== PRIVATE ======*/
private Mesh mesh;
private Vector3[] vao;
private int[] ibo;
// Start is called before the first frame update
void Start()
{
mesh = new Mesh();
mesh.name = "Cone";
this.GetComponent<MeshFilter>().mesh = mesh;
draw();
}
// OnValidate is called at each public input change
private void OnValidate() {
draw();
}
private void draw() {
ComputeFrustumVao();
ComputeFrustumIbo();
mesh.Clear();
mesh.vertices = vao;
mesh.triangles = ibo;
mesh.RecalculateBounds();
mesh.RecalculateTangents();
mesh.RecalculateNormals();
// mesh.Optimize();
}
private void ComputeFrustumVao()
{
// COMPUTE BASE VERTICES
List<Vector3> vertices = ComputeCircleVertices(transform.position, base_radius, circle_subdivisions);
// ADD TOP VERTICES
Vector3 top_origin = transform.position + new Vector3(0, height, 0);
vertices.AddRange(ComputeCircleVertices(top_origin, top_radius, circle_subdivisions));
vao = vertices.ToArray();
}
private List<Vector3> ComputeCircleVertices(Vector3 origin, float radius, int nb_subdivisions) {
List<Vector3> vao = new List<Vector3>();
float step_angle = (2*Mathf.PI)/nb_subdivisions;
for(int i = 0; i < nb_subdivisions; ++i){
float current_angle = step_angle * i;
Vector3 translate_vector = new Vector3(
Mathf.Cos(current_angle) * radius, // x coordinate
0, // y coordinate
Mathf.Sin(current_angle) * radius // z coordinate
);
Vector3 new_vertex = origin + translate_vector;
vao.Add(new_vertex);
}
return vao;
}
private void ComputeFrustumIbo() {
List<int> indices = new List<int>();
int nb_vertices = vao.Length;
int nb_vertices_per_circle = nb_vertices/2;
int nb_triangles = nb_vertices_per_circle - 2;
// DRAW BASE
for(int i = 0; i < nb_triangles; ++i){
indices.Add(0);
indices.Add(i + 1);
indices.Add(i + 2);
}
// DRAW TOP
for(int i = nb_vertices_per_circle; i < nb_vertices_per_circle + nb_triangles; ++i){
indices.Add(nb_vertices_per_circle);
indices.Add(i + 2);
indices.Add(i + 1);
}
// DRAW SIDES
for(int i = 0; i < nb_vertices_per_circle; ++i){
int next_index = (i + 1) % nb_vertices_per_circle;
indices.Add(i); // BOTTOM LEFT
indices.Add( nb_vertices_per_circle + next_index); // TOP RIGHT
indices.Add(next_index); // BOTTOM RIGHT
indices.Add(i); // BOTTOM LEFT
indices.Add(i + nb_vertices_per_circle); // TOP LEFT
indices.Add(nb_vertices_per_circle + next_index); // TOP RIGHT
}
ibo = indices.ToArray();
}
void OnDrawGizmosSelected() //Draw the markers, if the object is selected
{
Gizmos.color = Color.red;
for (int i=0; i< mesh.vertices.Length; i++){
Gizmos.color= new Color(((float)i)/mesh.vertices.Length,0, 0);
Vector3 worldPos = transform.TransformPoint(mesh.vertices[i]);
Gizmos.DrawCube(worldPos, Vector3.one * 0.1f);
}
}
}
`
With this code we can create a 3D shape like a cube or a cylinder but when we create our top and our base ( in DRAW TOP and DRAW BASE) it makes the normal looks weird and I dont understand why. Can you help me to understand it please ?
our Normal problem
We know that ussually people create their models in 3D software like blender but we really need to do it in unity for our project.
I've seen that if my normals are pointing to the top the face are too illuminated but when they are facing down it's too shady. To create our base and top shape, we have followed this tutorial

Related

How can I set random positions on radius?

In this script I'm creating a circle with specific radius size and get the radius size :
using UnityEngine;
using System.Collections;
[RequireComponent(typeof(LineRenderer))]
public class DrawRadiusAroundTurret : MonoBehaviour
{
[Range(0, 50)]
public int segments = 50;
[Range(0, 5)]
public float xradius = 5;
[Range(0, 5)]
public float yradius = 5;
[Range(0.1f, 5f)]
public float width = 0.1f;
LineRenderer line;
void Start()
{
line = gameObject.GetComponent<LineRenderer>();
line.enabled = true;
line.positionCount = segments + 1;
line.widthMultiplier = width;
line.useWorldSpace = false;
CreatePoints();
}
private void Update()
{
CreatePoints();
}
public Vector3[] CreatePoints()
{
line.widthMultiplier = width;
float x;
float y;
float z;
float angle = 20f;
for (int i = 0; i < (segments + 1); i++)
{
x = Mathf.Sin(Mathf.Deg2Rad * angle) * xradius;
y = Mathf.Cos(Mathf.Deg2Rad * angle) * yradius;
line.SetPosition(i, new Vector3(x, 0f, y));
angle += (380f / segments);
}
var positions = new Vector3[line.positionCount];
return positions;
}
}
And in this script I have this method and I want the last point/s to be set randomly on the radius edge positions :
private void GeneratePointsInTracks()
{
var startPoints = GameObject.FindGameObjectsWithTag("Start Point");
var curvedLines = GameObject.FindGameObjectsWithTag("Curved Line");
for (int i = 0; i < startPoints.Length; i++)
{
for (int x = 0; x < numberOfPointsInTrack; x++)
{
GameObject go = Instantiate(tracksPrefab, curvedLines[i].transform);
go.name = "Point In Track";
go.transform.position = turrent.position + new Vector3(Random.Range(-100f, 100f), Random.Range(-100f, 100f), Random.Range(-100f, 100f));
if(x == numberOfPointsInTrack - 1)
{
go.name = "Last Point In Track";
for(int y = 0; y < drawRadius.CreatePoints().Length; y++)
{
go.transform.position = new Vector3(Random.Range(0,1)[y].x,
drawRadius.CreatePoints()[y].y,
drawRadius.CreatePoints()[y].z);
}
}
}
}
}
I tried this :
go.transform.position = new Vector3(Random.Range(0,1)[y].x,
drawRadius.CreatePoints()[y].y,
drawRadius.CreatePoints()[y].z);
but the random on the x give error :
Cannot apply indexing with [] to an expression of type 'int'
The first script create a circle like this :
And this is an example I drawed in paint just to show what I mean that I said I want the endPoints in the second script to be position randomly on the circle edges :
So each "Last Point In Track" object should be position randomly on the circle edge like in the second screenshot.
If you know the center and radius it is fairly easy to get random points on the circle:
go.name = "Last Point In Track";
Vector2 p = Random.insideUnitCircle.normalized * radius;
go.transform.position = center + new Vector3(p.x, 0, p.y);
To get rid of the edge case where Random.insideUnitCircle is to small to be normalized you should use:
Vector2 RandomOnUnitCircle(){
Vector2 result = Vector2.zero;
do{
result = Random.insideUnitCircle.normalized;
}while(result == Vector2.zero);
return result;
}
I think what you want is this:
Vector3[] points = drawRadius.CreatePoints(); //get all edge points
Vector3 randomPoint = points[Random.Range(0, points.Length)]; //pick a random one
go.transform.position = randomPoint; //set go.transform.position to position of random point
Sorry if I am misunderstanding your intentions, but I hope this works for you!

Making a hollow voxel cone

I'm trying to create a voxel-style cone shape in C#. I've got the cone building using cubes, but can't work out how to only build the outer layer (make it hollow) rather than build a solid cone as shown in the pic.
The code so far (Edited from someone else's script)
// Create a cone made of cubes. Can be called at runtime
public void MakeVoxelCone()
{
for (int currentLength = 0; currentLength < maxLength; currentLength++)
MakeNewLayer(currentLength);
}
// Make a new layer of cubes on the cone
private void MakeNewLayer(int currentLength)
{
center = new Vector3(0, currentLength, 0);
for (int x = -currentLength; x < currentLength; x++)
{
for (int z = -currentLength; z < currentLength; z++)
{
// Set position to spawn cube
Vector3 pos = new Vector3(x, currentLength, z);
// The distance to the center of the cone at currentLength point
float distanceToMiddle = Vector3.Distance(pos, center);
// Create another layer of the hollow cone
if (distanceToMiddle < currentLength)
{
// Add all cubes to a List array
Cubes.Add(MakeCube(pos));
}
}
}
}
// Create the cube and set its properties
private GameObject MakeCube(Vector3 position)
{
GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
cube.GetComponent<Renderer>().material.color = Color.blue;
if (!AddCollider)
Destroy(cube.GetComponent<BoxCollider>());
cube.transform.position = position;
cube.transform.parent = transform;
cube.name = "cube [" + position.y + "-" + position.x + "," + position.z + "]";
return cube;
}
I think its probably simple, but cant figure it out.
Maybe something about the if (distanceToMiddle < currentLength) part, but swapping < for == breaks the whole shape.
#Jax297 >= (currentLength-1) Closer, but not correct just yet. Now its a pyramid with a cone cut out.
assuming your currentlength is the outer diameter you have to introduce a thickness vareable and compare to currentleght - thickness, so there is a inner diameter to be kept free
(currentLength - thickness) < distanceToMiddle && distanceToMiddle < currentLength
If you want to create a "empty" cone. Try to describe that shape in English first.
Create a circle at height going from 0...h with increasing radius for each step from 0..r
So now you need to find equation of a circle (should take you back to HS trig): sin(theta)^2 + cos(theta)^2 = radius:
Now you want to create this circle while increasing the height.
This will create only the empty cone you wish.
Here's an quick implementation (adjust as needed):
public List<GameObject> instantiatedObjects = new List<GameObject>();
public GameObject rootParent;
public int numOfRows = 10;
public int incrementPerRow = 4;
public float radiusStep = 0.5f;
public float height = 5;
[Button]
public void CreateVoxelCone()
{
// first one. root object.
rootParent = GameObject.CreatePrimitive(PrimitiveType.Cube);
rootParent.name = "Pivot";
rootParent.transform.position = Vector3.zero;
var itemsForThisRow = incrementPerRow;
var heightStep = height / numOfRows;
// for each row...
for (int i = 0; i < numOfRows; i++)
{
// create items in a circle
var radianStep = Mathf.PI * 2 / itemsForThisRow;
for (float j = 0; j < Mathf.PI*2; j=j+radianStep)
{
var newPosition = new Vector3(Mathf.Cos(j) * radiusStep * i, heightStep * i, Mathf.Sin(j) * radiusStep*i);
var point = GameObject.CreatePrimitive(PrimitiveType.Cube);
point.name = ($"Row: {i}, {j}");
point.transform.SetParent(rootParent.transform);
point.transform.localPosition = newPosition;
instantiatedObjects.Add(point);
}
itemsForThisRow += incrementPerRow;
}
}
[Button]
public void CleanUp()
{
DestroyImmediate(rootParent);
}

Instantiated object does not have desired scale

I am trying to get two blocks to respawn vertically with a gap in-between. I have done this however, when I click play, one of the blocks width is too short. this results in having two gaps. how can I stop this from happening. I would only like the one gap which is between the two blocks. the code I am currently using:
public Transform block;
public Transform player;
private float objectSpawnedTo = 5.0f;
public static float distanceBetweenObjects = 9.5f;
private float nextCheck = 0.0f;
private ArrayList objects = new ArrayList();
void Start () {
maintenance(0.0f);
}
void Update () {
float playerX = player.position.y;
if(playerX > nextCheck)
{
maintenance(playerX);
}
}
private void maintenance(float playerX)
{
nextCheck = playerX + 30;
for (int i = objects.Count-1; i >= 0; i--)
{
Transform blck = (Transform)objects[i];
if(blck.position.y < (transform.position.y - 30))
{
Destroy(blck.gameObject);
objects.RemoveAt(i);
}
}
spawnObjects(5);
}
private void spawnObjects(int howMany)
{
float spawnX = objectSpawnedTo;
for(int i = 0; i<howMany; i++)
{
Vector3 pos = new Vector3(6.0f, spawnX, 0);
float firstRandom = Random.Range(1,8.6f);
Transform blck = (Transform)Instantiate(block, pos, Quaternion.identity);
blck.localScale+=new Vector3(firstRandom*2,0,0);
objects.Add(blck);
pos = new Vector3(-6.0f, spawnX, 0);
blck = (Transform)Instantiate(block, pos, Quaternion.identity);
blck.localScale +=new Vector3((8.6f-firstRandom)*2,0,0);
objects.Add(blck);
spawnX = spawnX + distanceBetweenObjects;
}
objectSpawnedTo = spawnX;
}
i have attached an image to show what i am trying to achieve. the red outline is the mobile screen. also i would like to be able to move the blocks either left or right using touch. how would i go about doing this.

Create shapes in android with unity

I am trying to create custom shapes in unity with free hand but i am getting very thick shapes Like this
I am using this code
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
public class DrawLine : MonoBehaviour
{
public Text toshow;
private LineRenderer line;
private bool isMousePressed;
public List<Vector3> pointsList;
private Vector3 mousePos;
// Structure for line points
struct myLine
{
public Vector3 StartPoint;
public Vector3 EndPoint;
};
// -----------------------------------
void Awake ()
{
// Create line renderer component and set its property
line = gameObject.AddComponent<LineRenderer> ();
line.material = new Material (Shader.Find ("Particles/Additive"));
line.SetVertexCount (0);
line.SetWidth (0.1f, 0.1f);
line.SetColors (Color.green, Color.green);
line.useWorldSpace = true;
isMousePressed = false;
pointsList = new List<Vector3> ();
// renderer.material.SetTextureOffset(
}
// Following method adds collider to created line
private void addColliderToLine(Vector3 startPos, Vector3 endPos)
{
BoxCollider col = new GameObject("Collider").AddComponent<BoxCollider> ();
col.gameObject.tag = "Box";
col.transform.parent = line.transform; // Collider is added as child object of line
float lineLength = Vector3.Distance (startPos, endPos); // length of line
col.size = new Vector3 (lineLength, 0.1f, 1f); // size of collider is set where X is length of line, Y is width of line, Z will be set as per requirement
Vector3 midPoint = (startPos + endPos)/2;
col.transform.position = midPoint; // setting position of collider object
// Following lines calculate the angle between startPos and endPos
float angle = (Mathf.Abs (startPos.y - endPos.y) / Mathf.Abs (startPos.x - endPos.x));
if((startPos.y<endPos.y && startPos.x>endPos.x) || (endPos.y<startPos.y && endPos.x>startPos.x))
{
angle*=-1;
}
angle = Mathf.Rad2Deg * Mathf.Atan (angle);
col.transform.Rotate (0, 0, angle);
}
void createCollider(){
for (int i=0; i < pointsList.Count - 1; i++) {
addColliderToLine(pointsList[i],pointsList[i+1]);
}
}
public void MouseDrag(){
#if UNITY_ANDROID
Vector2 touchPos = Input.touches[0].position;
mousePos = Camera.main.ScreenToWorldPoint (new Vector3(touchPos.x, touchPos.y, 0));
mousePos.z = 0;
if (!pointsList.Contains (mousePos)) {
pointsList.Add (mousePos);
line.SetVertexCount (pointsList.Count);
line.SetPosition (pointsList.Count - 1, (Vector3)pointsList [pointsList.Count - 1]);
}
#endif
}
public void MouseBeginDrag(){
isMousePressed = true;
line.SetVertexCount (0);
GameObject[] ob = GameObject.FindGameObjectsWithTag("Box");
for(int i=0; i<ob.Length; i++){
Destroy(ob[i]);
}
pointsList.RemoveRange (0, pointsList.Count);
line.SetColors (Color.green, Color.green);
}
public void MouseFinishDrag(){
createCollider();
isMousePressed = false;
}
// -----------------------------------
void Update ()
{
}
}
Please Help me to decrease the width of a line. I am not able to decrease the width of a line. Please help me

Unity make a curved line with existing points

I found the following class, which takes in a Vector3 array of points and returns a Vector3 array of new points to make a curve. You can see the result in the following screenshot, where the cubes are the original points, and the blue line is the result of the class.
What I would like to achieve are curved lines, but have the lines connected to the cubes just like the first and last cube for a result like this (blue points = original points; orange points = new points):
public class Curver : MonoBehaviour{
//arrayToCurve is original Vector3 array, smoothness is the number of interpolations.
public static Vector3[] MakeSmoothCurve(Vector3[] arrayToCurve, float smoothness){
List<Vector3> points;
List<Vector3> curvedPoints;
int pointsLength = 0;
int curvedLength = 0;
if(smoothness < 1.0f) smoothness = 1.0f;
pointsLength = arrayToCurve.Length;
curvedLength = (pointsLength*Mathf.RoundToInt(smoothness))-1;
curvedPoints = new List<Vector3>(curvedLength);
float t = 0.0f;
for(int pointInTimeOnCurve = 0;pointInTimeOnCurve < curvedLength+1;pointInTimeOnCurve++){
t = Mathf.InverseLerp(0,curvedLength,pointInTimeOnCurve);
points = new List<Vector3>(arrayToCurve);
for(int j = pointsLength-1; j > 0; j--){
for (int i = 0; i < j; i++){
points[i] = (1-t)*points[i] + t*points[i+1];
}
}
curvedPoints.Add(points[0]);
}
return(curvedPoints.ToArray());
}
}
Here is how I am using the class:
void OnDrawGizmos(){
Vector3[] points = Curver.MakeSmoothCurve(toVector3Array(wayPoints), 10f);
bool ptset = false;
Vector3 lastpt = Vector3.zero;
for(int j = 0; j < points.Length; j++){
Vector3 wayPoint = points[j];
if(ptset){
Gizmos.color = new Color(0, 0, 1, 0.5f);
Gizmos.DrawLine(lastpt, wayPoint);
}
lastpt = wayPoint;
ptset = true;
}
if(isCircular){
Gizmos.DrawLine(lastpt, wayPoints[0].position);
}
}

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