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Mesh GenerateSightMesh (int iterations) | |
{ | |
Mesh m = new Mesh (); | |
List<Vector3> vertices = new List<Vector3>(); | |
List<int> triangles = new List<int>(); | |
List<Color> colours = new List<Color>(); | |
Vector3 startingPoint = transform.position; | |
vertices.Add (startingPoint); | |
float angleStep = apertureAngle / iterations; | |
RaycastHit hit; | |
for (int i = 0; i <= iterations + 1; i++) | |
{ | |
float angle = (-apertureAngle * 0.5f) + (i * angleStep); | |
Vector3 sightVector = Quaternion.AngleAxis (angle, transform.up) * transform.forward; | |
if (Physics.Raycast (startingPoint, sightVector, out hit, maxSightDistance)) | |
{ | |
vertices.Add (startingPoint + sightVector * hit.distance); | |
} | |
else | |
{ | |
vertices.Add (startingPoint + sightVector * maxSightDistance); | |
} | |
if (i >= 2) | |
{ | |
triangles.Add (0); | |
triangles.Add (i - 1); | |
triangles.Add (i); | |
} | |
} | |
m.vertices = vertices.ToArray(); | |
m.triangles = triangles.ToArray(); | |
return m; | |
} |
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