mesh – Find the surrounding vertices (simplexes) of a given point for DelaunayMesh

neighbors = association[dm["VertexVertexConnectivityRules"]];
HighlightMesh[dm, {Style[0, Black],
Style[{0, 1}, Directive[Green, PointSize[Large]]],
Style[{0, #} & /@ neighbors[1]Directive[Red, PointSize[Large]]]}]

enter the description of the image here

neighbors takes an index (I) and returns the neighbor indices of pts[i]:

neighbors[5]

{42, 32, 49, 8, 38}

You can use it to define a function that takes a list of coordinates and returns the list of nearby coordinates:

voisinsCoords[p_] : = p[[neighbors@(First@PositionIndex[p][#])]]&;
pts[[[[[5]]

{0.101634, -0.362799}

voisinsCoords[pts] @ {0.101634, -0.362799}

{{-0.0193242, -0.316663}, {-0.041939, -0.584718}, {0.369882, -0.553096}, {0.727515, -0.244872}, {0.202586, 0.17428}}

k = 5;
Graphic[{Black, Point@pts, PointSize[Large], Green, Point @ pts[[k]],
Red, Point @ pts[[neighbors[k]]]}]

enter the description of the image here

Unity – Why Raycast Does Not Work With Mesh Collider

I have combined several meshes of cube to obtain a single mesh. when he tries to click on it and return to raycast.point, nothing happens (with a mesh collider). when I put a box collider on it, it works well.

what I'm trying to do is get the coordinate of a cube in a larger mesh. How am I supposed to do it?
How can I get this single cube location in a mesh combination by clicking on it?

Raycasting – What is the most effective way to implement accurate ray selection for scenes with large mesh?

I'm wondering how to implement ray selection in the most efficient way for scenes with very large stitches (> 1 million faces)? Right now I'm using BulletSharp physical envelope with TriangleMesh that works but is not very fast … Sometimes bulletsharp crashes because the allocator can not mallocer a large enough memory block in an adjoining zone. 32bit process.

I am looking for alternatives to BulletSharp in C #. I found that the Helix Toolkit used a number of bytes per inner mesh to perform the radius selection, but did not provide a collision test between the meshes, which I would have also need at some point.

My current conclusion is that it is best to use the Helix Toolkit method for ray selection and a custom method for the mesh collision test because I do not need body simulations rigid.

transformation – Why does my custom skin skin mesh implementation not work properly?

I create my own scripted implementation of a mesh mesh in unit for collision detection. But I have encountered some problems every time I update the vertex positions using the update frame function to match the white model, the blue wire model that is my custom implementation matches its white counterpart and is correctly positioned. Updating the frame several times without changing the rotation of the model will change the orientation of the wireframe.

Here is an example.

[![enter image description here][1]][1]

I do not know if my formula in UpdateArmature for calculating vertex positions is incorrect, nor my rendering method, or both.


    
    
    
    using System.Collections;
using System.Collections.Generic;
use UnityEditor;
using UnityEngine;


Public class MeshArmature: MonoBehaviour
{

public SkinnedMeshRenderer skinnedMesh;
public network;
Public BoneWeight[] weight;

Public transformation[] bones;
public Transform rootBone;

DynamicMeshCollider meshCollider;

bool ManualVolumes;

public transformation player;

// Use this for initialization
public void Start ()
{
Install();
}
public void Setup ()
{
skinnedMesh = GetComponentInChildren();
mesh = new Mesh ();
skinnedMesh.BakeMesh (mesh);
mesh.name = skinnedMesh.sharedMesh.name;
os = skinnedMesh.bones;
rootBone = skinnedMesh.rootBone;
weight = skinnedMesh.sharedMesh.boneWeights;



meshCollider = GetComponent();
meshCollider.mesh = mesh;
meshCollider.Setup ();


}

public void UpdateArmature ()
{
listing green = new list();
mesh.GetVertices (green);

for (int i = 0; i <mesh.vertices.Length; i ++)
{
Vector3 green = new Vector4 (green[i].x, green[i].y green[i].z);
Matrix4x4 trs = Matrix4x4.TRS (bones[weight[weights[poids[weights[i].boneIndex0].position, bone[weight[weights[poids[weights[i].boneIndex0].rotation, bones[weight[weights[poids[weights[i].boneIndex0].localScale);
green = trs.MultiplyPoint (green) * weight[i].weight0;
green[i] = green;

}

meshCollider.mesh.SetVertices (green);

}

}


// rendering code for the blue mesh

Public class DMAGizmoDrawer
{
         [DrawGizmo(GizmoType.Selected | GizmoType.Active)]
         DrawGizmo static vacuum (MeshArmature arm, type GizmoType)
{
Gizmos.color = Color.blue;
if (arm.mesh)
Gizmos.DrawWireMesh (arm.mesh, arm.transform.position);

}
}


  [1]: https://i.stack.imgur.com/sAJkC.png

unit – Raycasting with non-mononvex mesh colliders not working in WebGL construction

I have a game that involves clicking to select objects. Each mesh collector is associated with each of the objects, which makes it possible to click on the objects, by proceeding as follows:

if (Input.GetMouseButtonDown (0)) {// if the left button is pressed ...



// Find an object hit
Ray ray = task_scene.main_camera.ScreenPointToRay (Input.mousePosition);
RaycastHit hit;
if (Physics.Raycast (ray, out hit)) {
execute_some_function ();

}
}

Now it works well when I run the game in the editor. However, when I create and run in the browser, some objects are not selected when the user clicks on them and it seems that they are objects created from particular meshes. I've tried changing the mesh import settings to generate colliders, but that does not seem to do anything. I've also tried to make meshes convex, which works well in construction but is not ideal.

Any ideas on what could be the cause?

Unity – How to add bones to a procedural mesh

Basically, this is the following configuration: a number N of prefabricated is grouped into a new GameObject object. This is then merged into a single main mesh composed of M amount of sub-mesh of material.
The shape stands up on the y-axis and constitutes a group of arms.
The goal is to move them by adding bones.

I have not been able to find many examples on how to correctly assign bones to a procedural mesh that is not a simple cube.

The problem is the assignment of vertices to bone weights. I would like for the transformation Y = 0 the vertices do not have any weight and that the vertices Y = the most distant ones have all the weight. I'm not sure how the task should be done. Pointers? ๐Ÿ™‚

So far, the upper and lower bone transformations are in the right place, but when moved, the mesh does not bend as I expected in a nice curve, half of the vertices is simply moved evenly with a thin line of mesh connecting the two. halves.

private void _AddBones ()
{
if (m_SkinnedRenderer! = null)
{
// Make bone weight for the summits
BoneWeight[] weight = new BoneWeight[m_MainMesh.vertexCount];
int mid-way = (weight.Length / 2);
for (int i = 0; i <weight.Length; i ++)
{
if (I <halfway)
{
weight[i].boneIndex0 = 0;
weight[i].weight0 = 1;
}
other
{
weight[i].boneIndex0 = 1;
weight[i].weight0 = 1;
}
}

m_MainMesh.boneWeights = weight;

// Create bones and bind poses
Transform[] os = new transformation[2];
MATRIX4X4[] bindPoses = new Matrix4x4[2];
bones[0] = new GameObject ("Lower Bone"). transform;
bones[0].parent = m_MergedRoot.transform;
bones[0].localRotation = Quaternion.identity;
bones[0].localPosition = Vector3.zero;
bindPoses[0] = bone[0].worldToLocalMatrix * m_MergedRoot.transform.localToWorldMatrix;

bones[1] = new GameObject ("Upper Bone"). transform;
bones[1].parent = m_MergedRoot.transform;
bones[1].localRotation = Quaternion.identity;
bones[1].localPosition = new Vector3 (0, 1.5f, 0);
bindPoses[1] = bone[1].worldToLocalMatrix * m_MergedRoot.transform.localToWorldMatrix;

m_MainMesh.bindpose = bindPoses;
m_SkinnedRenderer.bones = bones;
m_SkinnedRenderer.sharedMesh = m_MainMesh;
m_SkinnedRenderer.rootBone = bone[0];
}
}

Measure the mesh length

I have a boat racing game. I have a curved mesh, that's the track.
How can I measure the length of the map (mesh) so that I can place control points every 1/5 of the length?

unit – KhronosGroup / UnityGLTF – Imported mesh meshes seem to give only errors, the model does not even appear?

I'm trying to use the importer of GLTF models, I simply modify the GTLF Uri in the examples to replace it with my own models created with a mixer. When I create a simple, even animated (rotating) form, it's not a problem however, when I create a scaled mesh in a mixer by creating a frame, then smoothing the mesh to the frame by "automatic weights", then trying to import the mesh, the following error appears:

`NullReferenceException: The object reference is not set to an instance of a
UnityGLTF.GLTFSceneImporter object + d__69.MoveNext () (at
Active / UnityGLTF / Scripts / GLTFSceneImporter.cs: 1152)
— End stack trace from the previous location where an exception was thrown —
System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () (at
<23c160f925be47d7a4fd083a3a62c920>: 0)
System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess
(System.Threading.Tasks.Task task) (to
<23c160f925be47d7a4fd083a3a62c920>: 0)
System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification
(System.Threading.Tasks.Task task) (to
<23c160f925be47d7a4fd083a3a62c920>: 0)
System.Runtime.CompilerServices.TaskAwaiter.ValidateEnd
(System.Threading.Tasks.Task task) (to
<23c160f925be47d7a4fd083a3a62c920>: 0)
System.Runtime.CompilerServices.TaskAwaiter.GetResult () (to
<23c160f925be47d7a4fd083a3a62c920>: 0)
UnityGLTF.GLTFSceneImporter +<_LoadScene>d__57.MoveNext () (at
Active / UnityGLTF / Scripts / GLTFSceneImporter.cs: 606)
— End stack trace from the previous location where an exception was thrown —
System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () (at
<23c160f925be47d7a4fd083a3a62c920>: 0)
System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess
(System.Threading.Tasks.Task task) (to
<23c160f925be47d7a4fd083a3a62c920>: 0)
System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification
(System.Threading.Tasks.Task task) (to
<23c160f925be47d7a4fd083a3a62c920>: 0)
System.Runtime.CompilerServices.TaskAwaiter.ValidateEnd
(System.Threading.Tasks.Task task) (to
<23c160f925be47d7a4fd083a3a62c920>: 0)
System.Runtime.CompilerServices.TaskAwaiter.GetResult () (to
<23c160f925be47d7a4fd083a3a62c920>: 0)
UnityGLTF.GLTFSceneImporter + d__45.MoveNext () (at
Active / UnityGLTF / Scripts / GLTFSceneImporter.cs: 267)
— End stack trace from the previous location where an exception was thrown —
System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () (at
<23c160f925be47d7a4fd083a3a62c920>: 0)
System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess
(System.Threading.Tasks.Task task) (to
<23c160f925be47d7a4fd083a3a62c920>: 0)
System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification
(System.Threading.Tasks.Task task) (to
<23c160f925be47d7a4fd083a3a62c920>: 0)
System.Runtime.CompilerServices.TaskAwaiter.ValidateEnd
(System.Threading.Tasks.Task task) (to
<23c160f925be47d7a4fd083a3a62c920>: 0)
System.Runtime.CompilerServices.TaskAwaiter.GetResult () (to
<23c160f925be47d7a4fd083a3a62c920>: 0)
UnityGLTF.GLTFComponent + d__20.MoveNext () (at
Active / UnityGLTF / Scripts / GLTFComponent.cs: 129)
— End stack trace from the previous location where an exception was thrown —
System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () (at
<23c160f925be47d7a4fd083a3a62c920>: 0)
System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess
(System.Threading.Tasks.Task task) (to
<23c160f925be47d7a4fd083a3a62c920>: 0)
System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification
(System.Threading.Tasks.Task task) (to
<23c160f925be47d7a4fd083a3a62c920>: 0)
System.Runtime.CompilerServices.TaskAwaiter.ValidateEnd
(System.Threading.Tasks.Task task) (to
<23c160f925be47d7a4fd083a3a62c920>: 0)
System.Runtime.CompilerServices.TaskAwaiter.GetResult () (to
<23c160f925be47d7a4fd083a3a62c920>: 0)
UnityGLTF.GLTFComponent + d__19.MoveNext () (at
Active / UnityGLTF / Scripts / GLTFComponent.cs: 51)
— End stack trace from the previous location where an exception was thrown —
System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () (at
<23c160f925be47d7a4fd083a3a62c920>: 0)
System.Runtime.CompilerServices.AsyncMethodBuilderCore + <> c.b__6_0
(System.Object state) (to <23c160f925be47d7a4fd083a3a62c920>: 0)
UnityEngine.UnitySynchronizationContext + WorkRequest.Invoke () (to
C: /buildslave/unity/build/Runtime/Export/Scripting/UnitySynchronizationContext.cs: 115)
UnityEngine.UnitySynchronizationContext: ExecuteTasks ()

`

I see when I try to open the simple example of skinned animation that
takes the URL github gross
here: https: //raw.githubusercontent.com/KhronosGroup/glTF-Sample-Models/master/2.0/RiggedSimple/glTF/RiggedSimple.gltf
and here
https://raw.githubusercontent.com/KhronosGroup/glTF-Sample-Models/master/2.0/Monster/glTF/Monster.gltf

both play well, that 's only when importing my own mixer made mesh skin where the error appears. I just tried it with a new mesh – there is only the frame parent, but still an error. Ideas ?

Unit – The "speed" value of the Nav Mesh Agent component does not appear to affect speed at all (Unity3D / C #)

The speed value of the Nav Mesh Agent component does not seem to affect the speed of my game object. In fact, none of the movement values โ€‹โ€‹seems to have any effect. I've attached some pictures of the configuration of my Nav Mesh surface plan and the configuration of the Nav Mesh component attached to my game object. I followed an online tutorial to use the Nav Mesh Agent component. via a C # script. The object moves randomly, except that the speed and other values โ€‹โ€‹of the Nav Mesh Agent component do not seem to have any effect. You will notice that there is a floating public variable "randSpeed". commented that I have experienced it. Changing this variable did not affect the speed either.

Any ideas on this problem are appreciated. Thank you.

Nav Mesh Agent Component Settings

Parameters of the components of the navigation mesh surface

Unity API page for Nav Mesh component parameters

public class RandomMovement2: MonoBehaviour
{
UnityEngine.AI.NavMeshAgent navMeshAgent;
public float timerForNewPath;
private bool inCorutine;
// public float randSpeed;

// Start is called before the first update of the frame
empty Start ()
{
navMeshAgent = GetComponent();
// randSpeed โ€‹โ€‹= navMeshAgent.speed;
}

Vector3 getNewRandomPosition ()
{
float x = Random.Range (-40, 40);
float z = Random.Range (-40, 40);

Vector3 pos = new Vector3 (x, 0, z);
return pos;
}

IEnumerator doSomething ()
{
inCorutine = true;
return return new WaitForSeconds (timerForNewPath);
GetNewPath ();
inCorutine = false;
}

GetNewPath ()
{
navMeshAgent.SetDestination (getNewRandomPosition ());
}

void Update ()
{
if (! inCoroutine && (Reaction2.stopMoving == false))
{
StartCorutine (do something ());
}
}
}

unit – Mesh Rendere and Materia "Sprites / Diffuse"

I'm trying to create a 2D scene with lighting. The system works by applying a
Equipment Sprites / Diffuse the Sprite Renderers and the object lights. The system works.

But if I use the Render of mesh components with the Sprites / Diffuse material that will not work.

Is it possible to apply the effect to Render of mesh?