Files
2025-05-13 05:25:23 +03:00

35 lines
1.1 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TransformVertexNode : MeshProcessor
{
public Vector3 Offset = Vector3.zero;
public Quaternion Rotation = Quaternion.identity;
public Vector3 Scale = Vector3.one;
public override void Execute(ProceduralMeshData m){
var transform = Matrix4x4.TRS(Offset, Rotation, Scale);
int count = m.Vertices.Length;
for (int i = 0; i < count; ++i){
m.Vertices[i] = transform.MultiplyPoint3x4(m.Vertices[i]);
}
var normalTransform = Matrix4x4.TRS(Vector3.zero, Rotation, Scale).inverse.transpose;
for (int i = 0; i < count; ++i) {
m.Normals[i] = normalTransform.MultiplyPoint3x4(m.Normals[i]);
}
if (m.Tangents != null)
{
for (int i = 0; i < count; ++i)
{
var t = normalTransform.MultiplyPoint3x4((Vector3)m.Tangents[i]);
m.Tangents[i] = new Vector4(t.x, t.y, t.z, m.Tangents[i].w);
}
}
}
}