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// TerrainFace.cs File // Based of https://mathproofs.blogspot.com/2005/07/mapping-cube-to-sphere.html
Vector3 CubeToSphere(Vector3 cubePos) { float x2 = cubePos.x * cubePos.x; float y2 = cubePos.y * cubePos.y; float z2 = cubePos.z * cubePos.z; float x = cubePos.x * Mathf.Sqrt(1.0f - (y2 + z2) / 2.0f + (y2 * z2) / 3.0f); float y = cubePos.y * Mathf.Sqrt(1.0f - (z2 + x2) / 2.0f + (z2 * x2) / 3.0f); float z = cubePos.z * Mathf.Sqrt(1.0f - (x2 + y2) / 2.0f + (x2 * y2) / 3.0f); return new Vector3(x, y, z).normalized; } public void ConstructMesh() { Vector3[] vertices = new Vector3[resolution * resolution]; int[] triangles = new int[(resolution - 1) * (resolution - 1) * 6]; int triIndex = 0; for (int y = 0; y < resolution; y++) { for (int x = 0; x < resolution; x++) { int i = x + y * resolution; Vector2 percent = new Vector2(x, y) / (resolution - 1); Vector3 pointOnUnitCube = localUp + (percent.x - .5f) * 2 * axisA + (percent.y - .5f) * 2 * axisB; Vector3 pointOnUnitSphere = pointOnUnitCube.normalized; vertices[i] = CubeToSphere(pointOnUnitCube); // pointOnUnitSphere; if (x != resolution - 1 && y != resolution - 1) { triangles[triIndex] = i; triangles[triIndex + 1] = i + resolution + 1; triangles[triIndex + 2] = i + resolution; triangles[triIndex + 3] = i; triangles[triIndex + 4] = i + 1; triangles[triIndex + 5] = i + resolution + 1; triIndex += 6; } } } mesh.Clear(); mesh.vertices = vertices; mesh.triangles = triangles; mesh.RecalculateNormals(); }
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// TerrainFace.cs File
// Based of https://mathproofs.blogspot.com/2005/07/mapping-cube-to-sphere.html
The text was updated successfully, but these errors were encountered: