private static CountIntersections ( Vector3 v, Vector3 dist, float length ) : int | ||
v | Vector3 | |
dist | Vector3 | |
length | float | |
리턴 | int |
private static int CountIntersections(Vector3 v, Vector3 dist, float length)
{
v += (Vector3) (dist * 0.01f);
if (!kDebug)
{
return (Physics.RaycastAll(v, dist, length, 0x20000000).Length + Physics.RaycastAll(v + ((Vector3) (dist * length)), -dist, length, 0x20000000).Length);
}
RaycastHit[] hitArray = Physics.RaycastAll(v, dist, length, 0x20000000);
int num2 = hitArray.Length;
float distance = 0f;
if (num2 > 0)
{
distance = hitArray[hitArray.Length - 1].distance;
}
hitArray = Physics.RaycastAll(v + ((Vector3) (dist * length)), -dist, length, 0x20000000);
if (hitArray.Length > 0)
{
float num4 = length - hitArray[0].distance;
if (num4 > distance)
{
distance = num4;
}
}
return (num2 + hitArray.Length);
}
public static void CalcSoftOcclusion(Mesh mesh) { GameObject gameObject = new GameObject("Test"); gameObject.layer = 29; MeshFilter meshFilter = gameObject.AddComponent <MeshFilter>(); meshFilter.mesh = mesh; gameObject.AddComponent <MeshCollider>(); if (TreeAO.directions == null) { TreeAO.InitializeDirections(); } Vector4[] array = new Vector4[TreeAO.directions.Length]; for (int i = 0; i < TreeAO.directions.Length; i++) { array[i] = new Vector4(TreeAO.GetWeight(1, TreeAO.directions[i]), TreeAO.GetWeight(2, TreeAO.directions[i]), TreeAO.GetWeight(3, TreeAO.directions[i]), TreeAO.GetWeight(0, TreeAO.directions[i])); } Vector3[] vertices = mesh.vertices; Vector4[] array2 = new Vector4[vertices.Length]; float num = 0f; for (int j = 0; j < vertices.Length; j++) { Vector4 vector = Vector4.zero; Vector3 v = gameObject.transform.TransformPoint(vertices[j]); for (int k = 0; k < TreeAO.directions.Length; k++) { float num2 = (float)TreeAO.CountIntersections(v, gameObject.transform.TransformDirection(TreeAO.directions[k]), 3f); num2 = Mathf.Pow(0.5f, num2); vector += array[k] * num2; } vector /= (float)TreeAO.directions.Length; num += vector.w; array2[j] = vector; } num /= (float)vertices.Length; for (int l = 0; l < vertices.Length; l++) { Vector4[] expr_1D4_cp_0 = array2; int expr_1D4_cp_1 = l; expr_1D4_cp_0[expr_1D4_cp_1].w = expr_1D4_cp_0[expr_1D4_cp_1].w - num; } mesh.tangents = array2; UnityEngine.Object.DestroyImmediate(gameObject); }