Je fais appel à votre aide pour mon problème. Je suis sur un projet 2D; J'ai fait un système de champs de vision et lorsque le mesh est créer, il est invisible à la caméra orthographique et je suis obliger de passer en 3D pour me mettre face à la caméra et voir le champ de vision.
Vue de la camera :
Vue face à la caméra :
Ma question est : savez-vous comment mettre la face visible vers la caméra ?
Voici mon script :
Code : Tout sélectionner
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FieldOfView : MonoBehaviour
{
public float viewRadius;
[Range(0, 360)]
public float viewAngle;
public LayerMask targetMask;
public LayerMask obstacleMask;
[HideInInspector]
public List<Transform> visibleTargets = new List<Transform>();
public float meshResolution;
public int edgeResolveIterations;
public float edgeDstThreshold;
public MeshFilter viewMeshFilter;
Mesh viewMesh;
void Start()
{
viewMesh = new Mesh();
viewMesh.name = "View Mesh";
viewMeshFilter.mesh = viewMesh;
StartCoroutine("FindTargetsWithDelay", .2f);
}
IEnumerator FindTargetsWithDelay(float delay)
{
while (true)
{
yield return new WaitForSeconds(delay);
FindVisibleTargets();
}
}
void LateUpdate()
{
DrawFieldOfView();
}
void FindVisibleTargets()
{
visibleTargets.Clear();
Collider2D[] targetsInViewRadius = Physics2D.OverlapCircleAll(transform.position, viewRadius, targetMask);
for (int i = 0; i < targetsInViewRadius.Length; i++)
{
Transform target = targetsInViewRadius[i].transform;
Vector2 dirToTarget = (target.position - transform.position).normalized;
if (Vector2.Angle(transform.up, dirToTarget) < viewAngle / 2)
{
float dstToTarget = Vector2.Distance(transform.position, target.position);
if (!Physics2D.Raycast(transform.position, dirToTarget, dstToTarget, obstacleMask))
{
visibleTargets.Add(target);
}
}
}
}
void DrawFieldOfView()
{
int stepCount = Mathf.RoundToInt(viewAngle * meshResolution);
float stepAngleSize = viewAngle / stepCount;
List<Vector3> viewPoints = new List<Vector3>();
ViewCastInfo oldViewCast = new ViewCastInfo();
for (int i = 0; i <= stepCount; i++)
{
float angle = transform.eulerAngles.z - viewAngle / 2 + stepAngleSize * i;
ViewCastInfo newViewCast = ViewCast(angle);
if (i > 0)
{
bool edgeDstThresholdExceeded = Mathf.Abs(oldViewCast.dst - newViewCast.dst) > edgeDstThreshold;
if (oldViewCast.hit != newViewCast.hit || (oldViewCast.hit && newViewCast.hit && edgeDstThresholdExceeded))
{
EdgeInfo edge = FindEdge(oldViewCast, newViewCast);
if (edge.pointA != Vector3.zero)
{
viewPoints.Add(edge.pointA);
}
if (edge.pointB != Vector3.zero)
{
viewPoints.Add(edge.pointB);
}
}
}
viewPoints.Add(newViewCast.point);
oldViewCast = newViewCast;
}
int vertexCount = viewPoints.Count + 1;
Vector3[] vertices = new Vector3[vertexCount];
int[] triangles = new int[(vertexCount - 2) * 3];
vertices[0] = Vector3.zero;
for (int i = 0; i < vertexCount - 1; i++)
{
vertices[i + 1] = transform.InverseTransformPoint(viewPoints[i]);
if (i < vertexCount - 2)
{
triangles[i * 3] = 0;
triangles[i * 3 + 1] = i + 1;
triangles[i * 3 + 2] = i + 2;
}
}
viewMesh.Clear();
viewMesh.vertices = vertices;
viewMesh.triangles = triangles;
viewMesh.RecalculateNormals();
}
EdgeInfo FindEdge(ViewCastInfo minViewCast, ViewCastInfo maxViewCast)
{
float minAngle = minViewCast.angle;
float maxAngle = maxViewCast.angle;
Vector2 minPoint = Vector2.zero;
Vector2 maxPoint = Vector2.zero;
for (int i = 0; i < edgeResolveIterations; i++)
{
float angle = (minAngle + maxAngle) / 2;
ViewCastInfo newViewCast = ViewCast(angle);
bool edgeDstThresholdExceeded = Mathf.Abs(minViewCast.dst - newViewCast.dst) > edgeDstThreshold;
if (newViewCast.hit == minViewCast.hit && !edgeDstThresholdExceeded)
{
minAngle = angle;
minPoint = newViewCast.point;
}
else
{
maxAngle = angle;
maxPoint = newViewCast.point;
}
}
return new EdgeInfo(minPoint, maxPoint);
}
ViewCastInfo ViewCast(float globalAngle)
{
Vector2 dir = DirFromAngle(globalAngle, true);
RaycastHit2D hit = Physics2D.Raycast(transform.position, dir, viewRadius, obstacleMask);
if (hit)
{
return new ViewCastInfo(true, hit.point, hit.distance, globalAngle);
}
else
{
return new ViewCastInfo(false, new Vector2(transform.position.x,transform.position.y) + dir * viewRadius, viewRadius, globalAngle);
}
}
public Vector3 DirFromAngle(float angleInDegrees, bool angleIsGlobal)
{
if (!angleIsGlobal)
{
angleInDegrees += transform.eulerAngles.z;
}
return new Vector3(Mathf.Sin(-angleInDegrees * Mathf.Deg2Rad), Mathf.Cos(-angleInDegrees * Mathf.Deg2Rad), 0);
}
public struct ViewCastInfo
{
public bool hit;
public Vector3 point;
public float dst;
public float angle;
public ViewCastInfo(bool _hit, Vector3 _point, float _dst, float _angle)
{
hit = _hit;
point = _point;
dst = _dst;
angle = _angle;
}
}
public struct EdgeInfo
{
public Vector3 pointA;
public Vector3 pointB;
public EdgeInfo(Vector3 _pointA, Vector3 _pointB)
{
pointA = _pointA;
pointB = _pointB;
}
}
}
Merci d'avance !!!