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Added license file. Removed dos carriage returns.
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shanecelis committed Dec 29, 2018
1 parent 91ebab7 commit 5c5236a
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21 changes: 21 additions & 0 deletions LICENSE
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MIT License

Copyright (c) 2018 Shane Celis

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
7 changes: 7 additions & 0 deletions LICENSE.meta

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42 changes: 21 additions & 21 deletions Scripts/CameraOrbit.cs
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//$ cite -u https://github.com/shanecelis/water-demo -C -l mit

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CameraOrbit : MonoBehaviour {
public float rotationRate = 100f;

// Use this for initialization
void Start () {
}

// Update is called once per frame
void Update () {
if (Input.GetMouseButton(0)) {
transform.Rotate(-Input.GetAxis("Mouse Y") * rotationRate * Time.deltaTime, 0f, 0f, Space.Self);
transform.Rotate(0f, Input.GetAxis("Mouse X") * rotationRate * Time.deltaTime, 0f, Space.World);
}
}
}
//$ cite -u https://github.com/shanecelis/water-demo -C -l mit

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CameraOrbit : MonoBehaviour {
public float rotationRate = 100f;

// Use this for initialization
void Start () {
}

// Update is called once per frame
void Update () {
if (Input.GetMouseButton(0)) {
transform.Rotate(-Input.GetAxis("Mouse Y") * rotationRate * Time.deltaTime, 0f, 0f, Space.Self);
transform.Rotate(0f, Input.GetAxis("Mouse X") * rotationRate * Time.deltaTime, 0f, Space.World);
}
}
}
173 changes: 92 additions & 81 deletions Scripts/GeometryBuilder.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using ProceduralToolkit;
using System.Linq;

public class GeometryBuilder : MonoBehaviour {

public MeshFilter cubeMeshFilter;
public MeshFilter waterMeshFilter;
public MeshFilter sphereMeshFilter;

void Start () {
GenerateMeshes();
}

[ContextMenu("Generate Meshes")]
void GenerateMeshes() {
// var cube = MeshDraft.Cube(2f, true);
var cube = CubeOpenTop(Vector3.right * 2f, Vector3.forward * 2f, Vector3.up * 2f, true);
// var vs = cube.vertices;
// cube.vertices = vs.Take(2).Concat(vs.Skip(4)).ToList();
cube.FlipFaces();
cubeMeshFilter.mesh = cube.ToMesh();

var water = MeshDraft.Plane(2f, 2f, 200, 200, true);
water.vertices = water.vertices
.Select(v => v - new Vector3(1f, 0, 1f))
// Put them into the same orientation as webgl.
.Select(v => new Vector3(v.x, v.z, 0f))
.ToList();
waterMeshFilter.mesh = water.ToMesh();

// var sphere = MeshDraft.Sphere(0.25f, 10, 10, true);
var sphere = MeshDraft.Sphere(1f, 10, 10, true);
sphereMeshFilter.mesh = sphere.ToMesh();
}

/// <summary>
/// Constructs a hexahedron draft
/// </summary>
public static MeshDraft CubeOpenTop(Vector3 width, Vector3 length, Vector3 height, bool generateUV = true)
{
Vector3 v000 = -width/2 - length/2 - height/2;
Vector3 v001 = v000 + height;
Vector3 v010 = v000 + width;
Vector3 v011 = v000 + width + height;
Vector3 v100 = v000 + length;
Vector3 v101 = v000 + length + height;
Vector3 v110 = v000 + width + length;
Vector3 v111 = v000 + width + length + height;

var draft = new MeshDraft {name = "Hexahedron"};
if (generateUV)
{
Vector2 uv0 = new Vector2(0, 0);
Vector2 uv1 = new Vector2(0, 1);
Vector2 uv2 = new Vector2(1, 1);
Vector2 uv3 = new Vector2(1, 0);
draft.AddQuad(v100, v101, v001, v000, Vector3.left, uv0, uv1, uv2, uv3)
.AddQuad(v010, v011, v111, v110, Vector3.right, uv0, uv1, uv2, uv3)
// .AddQuad(v010, v110, v100, v000, Vector3.down, uv0, uv1, uv2, uv3)
.AddQuad(v111, v011, v001, v101, Vector3.up, uv0, uv1, uv2, uv3)
.AddQuad(v000, v001, v011, v010, Vector3.back, uv0, uv1, uv2, uv3)
.AddQuad(v110, v111, v101, v100, Vector3.forward, uv0, uv1, uv2, uv3);
}
else
{
draft.AddQuad(v100, v101, v001, v000, Vector3.left)
.AddQuad(v010, v011, v111, v110, Vector3.right)
// .AddQuad(v010, v110, v100, v000, Vector3.down)
.AddQuad(v111, v011, v001, v101, Vector3.up)
.AddQuad(v000, v001, v011, v010, Vector3.back)
.AddQuad(v110, v111, v101, v100, Vector3.forward);
}
return draft;
}



}
//$ cite -u https://github.com/shanecelis/water-demo -C -l mit

// #define HAS_PROCEDURAL_TOOLKIT
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#if HAS_PROCEDURAL_TOOLKIT
using ProceduralToolkit;
#endif
using System.Linq;

/*
This class was used to generate the cube, water plane, and sphere models.
It requires the
[ProceduralToolkit](https://github.com/Syomus/ProceduralToolkit) but shouldn't
be necessary unless you're regenerating the geometry.
If you do regenerate the geometry and want to save them,
[MeshSaver](https://github.com/pharan/Unity-MeshSaver) may come in handy.
*/
public class GeometryBuilder : MonoBehaviour {

public MeshFilter cubeMeshFilter;
public MeshFilter waterMeshFilter;
public MeshFilter sphereMeshFilter;

#if HAS_PROCEDURAL_TOOLKIT
void Start () {
GenerateMeshes();
}

[ContextMenu("Generate Meshes")]
void GenerateMeshes() {
// var cube = MeshDraft.Cube(2f, true);
var cube = CubeOpenTop(Vector3.right * 2f, Vector3.forward * 2f, Vector3.up * 2f, true);
// var vs = cube.vertices;
// cube.vertices = vs.Take(2).Concat(vs.Skip(4)).ToList();
cube.FlipFaces();
cubeMeshFilter.mesh = cube.ToMesh();

var water = MeshDraft.Plane(2f, 2f, 200, 200, true);
water.vertices = water.vertices
.Select(v => v - new Vector3(1f, 0, 1f))
// Put them into the same orientation as webgl.
.Select(v => new Vector3(v.x, v.z, 0f))
.ToList();
waterMeshFilter.mesh = water.ToMesh();

// var sphere = MeshDraft.Sphere(0.25f, 10, 10, true);
var sphere = MeshDraft.Sphere(1f, 10, 10, true);
sphereMeshFilter.mesh = sphere.ToMesh();
}

public static MeshDraft CubeOpenTop(Vector3 width, Vector3 length, Vector3 height, bool generateUV = true) {
Vector3 v000 = -width/2 - length/2 - height/2;
Vector3 v001 = v000 + height;
Vector3 v010 = v000 + width;
Vector3 v011 = v000 + width + height;
Vector3 v100 = v000 + length;
Vector3 v101 = v000 + length + height;
Vector3 v110 = v000 + width + length;
Vector3 v111 = v000 + width + length + height;

var draft = new MeshDraft {name = "Hexahedron"};
if (generateUV)
{
Vector2 uv0 = new Vector2(0, 0);
Vector2 uv1 = new Vector2(0, 1);
Vector2 uv2 = new Vector2(1, 1);
Vector2 uv3 = new Vector2(1, 0);
draft.AddQuad(v100, v101, v001, v000, Vector3.left, uv0, uv1, uv2, uv3)
.AddQuad(v010, v011, v111, v110, Vector3.right, uv0, uv1, uv2, uv3)
// .AddQuad(v010, v110, v100, v000, Vector3.down, uv0, uv1, uv2, uv3)
.AddQuad(v111, v011, v001, v101, Vector3.up, uv0, uv1, uv2, uv3)
.AddQuad(v000, v001, v011, v010, Vector3.back, uv0, uv1, uv2, uv3)
.AddQuad(v110, v111, v101, v100, Vector3.forward, uv0, uv1, uv2, uv3);
}
else
{
draft.AddQuad(v100, v101, v001, v000, Vector3.left)
.AddQuad(v010, v011, v111, v110, Vector3.right)
// .AddQuad(v010, v110, v100, v000, Vector3.down)
.AddQuad(v111, v011, v001, v101, Vector3.up)
.AddQuad(v000, v001, v011, v010, Vector3.back)
.AddQuad(v110, v111, v101, v100, Vector3.forward);
}
return draft;
}
#endif

}
70 changes: 35 additions & 35 deletions Scripts/MaterialUpdater.cs
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//$ cite -u https://github.com/shanecelis/water-demo -C -l mit

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

[ExecuteInEditMode]
public class MaterialUpdater : MonoBehaviour {

public Material[] materials;
public Transform sphere;
public Transform light;

// Use this for initialization
void Start () {

}

void OnEnable() {
Camera.onPreRender += UpdateMaterials;
}

void OnDisable() {
Camera.onPreRender -= UpdateMaterials;
}

void UpdateMaterials(Camera camera) {
for (int i = 0; i < materials.Length; i++) {
materials[i].SetVector("sphereCenter", sphere.position);
materials[i].SetVector("light", -light.forward);
// materials[i].SetVector("light", light.position);
materials[i].SetVector("eye", camera.transform.position);
}
}
}
//$ cite -u https://github.com/shanecelis/water-demo -C -l mit

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

[ExecuteInEditMode]
public class MaterialUpdater : MonoBehaviour {

public Material[] materials;
public Transform sphere;
public Transform light;

// Use this for initialization
void Start () {

}

void OnEnable() {
Camera.onPreRender += UpdateMaterials;
}

void OnDisable() {
Camera.onPreRender -= UpdateMaterials;
}

void UpdateMaterials(Camera camera) {
for (int i = 0; i < materials.Length; i++) {
materials[i].SetVector("sphereCenter", sphere.position);
materials[i].SetVector("light", -light.forward);
// materials[i].SetVector("light", light.position);
materials[i].SetVector("eye", camera.transform.position);
}
}
}

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