In my code, I create 2 matrices that store information about two different meshes, using the following code:
Mesh mesh;
MeshFilter filter;
public SphereMesh SphereMesh;
public CubeMesh CubeMesh;
public Material pointMaterial;
public Mesh pointMesh;
public List<Matrix4x4> matrices1 = new List<Matrix4x4>();
public List<Matrix4x4> matrices2 = new List<Matrix4x4>();
[Space]
public float normalOffset = 0f;
public float globalScale = 0.1f;
public Vector3 scale = Vector3.one;
public int matricesNumber = 1; //determines which matrices to store info in
public void StorePoints()
{
Vector3[] vertices = mesh.vertices;
Vector3[] normals = mesh.normals;
Vector3 scaleVector = scale * globalScale;
// Initialize chunk indexes.
int startIndex = 0;
int endIndex = Mathf.Min(1023, mesh.vertexCount);
int pointCount = 0;
while (pointCount < mesh.vertexCount)
{
// Create points for the current chunk.
for (int i = startIndex; i < endIndex; i++)
{
var position = transform.position + transform.rotation * vertices[i] + transform.rotation * (normals[i].normalized * normalOffset);
var rotation = Quaternion.identity;
pointCount++;
if (matricesNumber == 1)
{
matrices1.Add(Matrix4x4.TRS(position, rotation, scaleVector));
}
if (matricesNumber == 2)
{
matrices2.Add(Matrix4x4.TRS(position, rotation, scaleVector));
}
rotation = transform.rotation * Quaternion.LookRotation(normals[i]);
}
// Modify start and end index to the range of the next chunk.
startIndex = endIndex;
endIndex = Mathf.Min(startIndex + 1023, mesh.vertexCount);
}
}
The GameObject starts as a Cube mesh, and this code stores the info about the mesh in matrices1
. Elsewhere in code not shown, I have it so that the Mesh changes to a Sphere and then changes matricesnumber
to 2, then triggers the code above to store the info of the new Sphere mesh in matrices2
.
This seems to be working, as I'm able to use code like Graphics.DrawMesh(pointMesh, matrices1[i], pointMaterial, 0);
to draw 1 mesh per vertex of the Cube mesh. And I can use that same line (but with matrices2[i]
) to draw 1 mesh per vertex of the Sphere mesh.
The Question: How would I draw a mesh for each vertex of the Cube mesh (info stored in matrices1
) on the screen and then make those vertex meshes Lerp
into the positions of the Sphere mesh's (info stored in matrices2
) vertices?
I'm trying to hack at it with things like
float t = Mathf.Clamp((Time.time % 2f) / 2f, 0f, 1f);
matrices1.position.Lerp(matrices1.position, matrices2.position, t);
but obviously this is invalid code. What might be the solution? Thanks.