Closed JustInvoke closed 7 years ago
Hey! I'm not that familiar with GitHub, so would rather not commit it myself, but here's a dropbox link to a MeshUtil class with static CalculateMeshTangents method: https://www.dropbox.com/s/rs373bcyex8b9r9/MeshUtil.cs?dl=0 And your script modified to make use of it, just 2 extra lines, first calculating Normals using unity's RecalculateNormals method and then doing the tangents (tangents require normals info): https://www.dropbox.com/s/2s9un7chsiypmnj/TireMarkCreate.cs?dl=0
Thanks, I'll take a look at this when I get a chance.
On Mon, Jan 9, 2017 at 12:14 PM, hemik1 notifications@github.com wrote:
Hey! I'm not that familiar with GitHub, so would rather not commit it myself, but here's a dropbox link to a MeshUtil class with static CalculateMeshTangents method: https://www.dropbox.com/s/rs373bcyex8b9r9/MeshUtil.cs?dl=0 And your script modified to make use of it, just 2 extra lines, first calculating Normals using unity's RecalculateNormals method and then doing the tangents (tangents require normals info): https://www.dropbox.com/s/2s9un7chsiypmnj/TireMarkCreate.cs?dl=0
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Did you write the MeshUtil script or did someone else?
The tangents calculating method i've found on the web, took one from this thread if I'm not mistaken: http://answers.unity3d.com/questions/7789/calculating-tangents-vector4.html I've only moved some stuff around for optimization purposes (fewer pointer allocations).
I have integrated your changes.
Calculating tangents for tire mark meshes would allow for them to use materials with normal maps. This is useful for mud/snow tracks where they should appear to leave a impressions in the surface.
Tire marks are generated in the TireMarkCreate script. The tangent arrays should be handled similarly to the others such as vertex and uv.