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Question by ivodopiviz · Nov 21, 2015 at 07:46 PM · proceduralgeometry

Plane to sphere issue

Hi, like many other people I'm currently trying to build a sphere from 6 planes. I built a scene with a cube made out of 6 plane primitives that looks like this:

alt text

And using the following code:

 using UnityEngine;
 using System.Collections;
 
 public class Spherize : MonoBehaviour 
 {
     void Start () 
         {
              Mesh mesh = GetComponent<MeshFilter>().mesh;
 
             Vector3[] vertices = mesh.vertices;
 
             for (int i = 0; i < vertices.Length; i++ )
             {
                 vertices[i] = vertices[i].normalized * 5f;
             }
 
             mesh.vertices = vertices;
             mesh.RecalculateNormals();
             mesh.RecalculateBounds();
     }
 }


The final result, however, isn't what I expected:

alt text

Am I missing something? According to most references I found here in Answers my code should work. I'm using Unity 5.2 by the way. Thanks in advance!

cube.png (161.1 kB)
not-sphere.png (121.2 kB)
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Answer by ivodopiviz · Nov 24, 2015 at 04:56 AM

For the ones wondering the same, there's a different approach in this answer:

http://answers.unity3d.com/questions/929567/how-do-you-make-a-sphere-from-6-planes.html

Edit: OK, got it now. It was a local/global coords issue. The final code would be this:

 using UnityEngine;
 using System.Collections;
 
 public class Spherize : MonoBehaviour 
 {
     void Start () 
     {
         Mesh mesh = GetComponent<MeshFilter>().mesh;
 
         Vector3[] vertices = mesh.vertices;
 
         for (int i = 0; i < vertices.Length; i++ )
         {
             vertices[i] = transform.InverseTransformPoint(transform.TransformPoint(vertices[i]).normalized * 5f); // 5f is the radius
         }
 
         mesh.vertices = vertices;
         mesh.RecalculateNormals();
         mesh.RecalculateBounds();
     }
     
     void Update () 
     {
     }
 }
 

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