• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by BluetoothBoy · Jun 17, 2015 at 04:32 AM · meshsphereverticesgenerationtriangles

Setting triangles failing

So, I'm modifying the sphere generation script found on the Unity wikia so that I can generate spheres with more than 65000 vertices (by splitting apart the mesh). However, I have run into an issue. The code below works fine (including creating a child object and applying the mesh) up until I input latitude and longitude values that would generate a sphere over 65000 vertices. Once it reaches a number higher than that, the debugger is telling me I am trying to assign triangles to non-existant vertices (some indices are referencing out of bounds vertices). I know what this error means, but I don't know what is wrong in the code - if I had to guess, though, it's just some bad math.

Here's the code:

 IEnumerator BuildPlanet()
 {
     noise = new Perlin();
     //Mesh mesh = new Mesh();
     MeshFilter filter = gameObject.AddComponent< MeshFilter >();
     //Mesh mesh = filter.mesh;
     //mesh.Clear();
     //Mesh[] mesh = new Mesh[];
     float radius = 1f;
     // Longitude |||
     int nbLong = 360;
     // Latitude ---
     int nbLat = 184;
     
     #region Vertices
     Vector3[] vertices = new Vector3[(nbLong+1) * nbLat + 2];
     //print (vertices.Length);
     float _pi = Mathf.PI;
     float _2pi = _pi * 2f;
     int obj = Mathf.CeilToInt((float)vertices.Length/65000);
 
     vertices[0] = Vector3.up * radius;
     //for(int m = 0; m < obj; m++)
     //{
 
         for( int lat = 0; lat < nbLat; lat++ )
         {
             float a1 = _pi * (float)(lat+1) / (nbLat+1);
             float sin1 = Mathf.Sin(a1);
             float cos1 = Mathf.Cos(a1);
             
             for( int lon = 0; lon <= nbLong; lon++ )
             {
                 float a2 = _2pi * (float)(lon == nbLong ? 0 : lon) / nbLong;
                 float sin2 = Mathf.Sin(a2);
                 float cos2 = Mathf.Cos(a2);
                 
                 vertices[ lon + lat * (nbLong + 1) + 1] = new Vector3( sin1 * cos2, cos1, sin1 * sin2 ) * radius;
                 //vertices[ lon + lat * (nbLong + 1) + 1] = vertices[ lon + lat * (nbLong + 1) + 1].normalized*(float)(100+noise.GetValue(sin1*cos2, cos1, sin1*cos2)*2);
                 //vertices.normalized*(float)(100+noise.GetValue(pos.x, pos.y, pos.z)*2);
             }
         }
     //}
     vertices[vertices.Length-1] = Vector3.up * -radius;
 
     #endregion
     
     #region Normales        
     Vector3[] normales = new Vector3[vertices.Length];
     for( int n = 0; n < vertices.Length; n++ )
         normales[n] = vertices[n].normalized;
     #endregion
     
     #region UVs
     Vector2[] uvs = new Vector2[vertices.Length];
     uvs[0] = Vector2.up;
     uvs[uvs.Length-1] = Vector2.zero;
     for( int lat = 0; lat < nbLat; lat++ )
         for( int lon = 0; lon <= nbLong; lon++ )
             uvs[lon + lat * (nbLong + 1) + 1] = new Vector2( (float)lon / nbLong, 1f - (float)(lat+1) / (nbLat+1) );
     #endregion
     
     #region Triangles
     int nbFaces = vertices.Length;
     int nbTriangles = nbFaces * 2;
     int nbIndexes = nbTriangles * 3;
     int[] triangles = new int[ nbIndexes ];
     
     //Top Cap
     int i = 0;
     for( int lon = 0; lon < nbLong; lon++ )
     {
         triangles[i++] = lon+2;
         triangles[i++] = lon+1;
         triangles[i++] = 0;
     }
     
     //Middle
     for( int lat = 0; lat < nbLat - 1; lat++ )
     {
         for( int lon = 0; lon < nbLong; lon++ )
         {
             int current = lon + lat * (nbLong + 1) + 1;
             int next = current + nbLong + 1;
             
             triangles[i++] = current;
             triangles[i++] = current + 1;
             triangles[i++] = next + 1;
             
             triangles[i++] = current;
             triangles[i++] = next + 1;
             triangles[i++] = next;
         }
     }
     
     //Bottom Cap
     for( int lon = 0; lon < nbLong; lon++ )
     {
         triangles[i++] = vertices.Length - 1;
         triangles[i++] = vertices.Length - (lon+2) - 1;
         triangles[i++] = vertices.Length - (lon+1) - 1;
     }
 
     #endregion
 
     for(int m = 0; m < obj; m++)
     {
         int v = m*65000;
         Mesh mesh = new Mesh();
         mesh.Clear();
         GameObject gos = new GameObject("GO");
 
         Vector3[] verts = new Vector3[Mathf.Clamp (vertices.Length-v, 3, 65000)];
         Vector3[] norms = new Vector3[verts.Length];
         Vector2[] uv = new Vector2[verts.Length];
         int[] tris = new int[verts.Length*6];
 
 
         for(int a = 0; a < verts.Length; a++)
         {
             verts[a] = vertices[a+v];
         }
         for(int b = 0; b < norms.Length; b++)
         {
             norms[b] = normales[b+v];
         }
         for(int c = 0; c < uv.Length; c++)
         {
             uv[c] = uvs[c+v];
         }
         for(int d = 0; d < tris.Length; d++)
         {
             tris[d] = triangles[d+v];
         }
 
 
         mesh.vertices = verts;
         mesh.normals = norms;
         mesh.uv = uv;
         mesh.triangles = tris;
     
         mesh.RecalculateBounds();
         mesh.Optimize();
         gos.AddComponent<MeshFilter>();
         gos.AddComponent<MeshRenderer>();
         gos.AddComponent<MeshCollider>();
         gos.GetComponent<MeshFilter>().mesh = mesh;
         gos.GetComponent<MeshCollider>().sharedMesh = mesh;
         gos.transform.parent = transform;
         gos.GetComponent<MeshRenderer>().material = transform.GetComponent<MeshRenderer>().material;
 
     }
 
     yield return null;
 }





Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image AlwaysSunny · Jun 17, 2015 at 04:32 AM 0
Share

Permitting the question because it doesn't violate any rules, but I would not expect pro bono help with complex math-heavy algorithms.

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.



Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

Voxel mesh generation not working. 1 Answer

Connecting flatshaded vertices 0 Answers

Null Reference Exception Assigning Vertices to Mesh 0 Answers

Lighting up all triangles between two points in a mesh? 1 Answer

Best way to optimize mesh updating through code? 1 Answer

  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges