-Imported Free Asset from Unity Store -Added Ring Editor tooldevelop
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using System.Collections; | |||||
using System.Collections.Generic; | |||||
using UnityEngine; | |||||
using UnityEditor; | |||||
public class RingSpaceEditor : EditorWindow | |||||
{ | |||||
private bool m_ringSpaceEnabled; | |||||
private Tool m_lastTool; | |||||
private RotationController m_ring; | |||||
private Vector3 handlePosition; | |||||
private int m_subdivions = 4; | |||||
private bool m_CurveEachUpdate; | |||||
private int m_DuplicateAmount; | |||||
private float m_DuplicateAngle; | |||||
// Add menu named "My Window" to the Window menu | |||||
[MenuItem("Tools/Ring Space")] | |||||
static void Init() | |||||
{ | |||||
// Get existing open window or if none, make a new one: | |||||
RingSpaceEditor window = (RingSpaceEditor)EditorWindow.GetWindow(typeof(RingSpaceEditor)); | |||||
window.Show(); | |||||
} | |||||
void OnGUI() | |||||
{ | |||||
GUILayout.Label("Base Settings", EditorStyles.boldLabel); | |||||
EditorGUILayout.BeginHorizontal(); | |||||
m_ring = EditorGUILayout.ObjectField(m_ring, typeof(RotationController),true) as RotationController; | |||||
if (m_ring == null && m_ringSpaceEnabled) | |||||
SetRingSpace(false); | |||||
GUI.enabled = m_ring != null; | |||||
if (GUILayout.Button((m_ringSpaceEnabled ? "Disable" : "Enable") + " Ring Space")) | |||||
SetRingSpace(!m_ringSpaceEnabled); | |||||
GUI.enabled = true; | |||||
EditorGUILayout.EndHorizontal(); | |||||
MeshGUI(); | |||||
DuplicationGUI(); | |||||
} | |||||
private void OnDisable() { | |||||
SetRingSpace(false); | |||||
} | |||||
private void SetRingSpace(bool value) | |||||
{ | |||||
m_ringSpaceEnabled = value; | |||||
Tools.hidden = m_ringSpaceEnabled; | |||||
if(m_ringSpaceEnabled) | |||||
SceneView.duringSceneGui += this.OnSceneGUI; | |||||
else | |||||
SceneView.duringSceneGui -= this.OnSceneGUI; | |||||
SceneView.RepaintAll(); | |||||
} | |||||
public void OnSelectionChange() | |||||
{ | |||||
Debug.Log("Selection changed"); | |||||
if (Selection.activeGameObject != null) | |||||
handlePosition = Selection.activeGameObject.transform.position; | |||||
} | |||||
void OnSceneGUI(SceneView sceneView) | |||||
{ | |||||
// Do your drawing here using Handles. | |||||
GameObject selectedObject = Selection.activeGameObject; | |||||
if (selectedObject == null) | |||||
return; | |||||
EditorGUI.BeginChangeCheck(); | |||||
handlePosition = Handles.PositionHandle(selectedObject.transform.position, selectedObject.transform.rotation); | |||||
if (EditorGUI.EndChangeCheck()) | |||||
{ | |||||
Debug.Log("Finished moving"); | |||||
Undo.RecordObject(selectedObject.transform, "Changed Position"); | |||||
selectedObject.transform.position = handlePosition; | |||||
selectedObject.transform.rotation = m_ring.getUpRotation(selectedObject.transform.position); | |||||
if (m_CurveEachUpdate) | |||||
CurveMesh(selectedObject); | |||||
} | |||||
Handles.BeginGUI(); | |||||
// Do your drawing here using GUI. | |||||
Handles.EndGUI(); | |||||
} | |||||
void MeshGUI() | |||||
{ | |||||
GUILayout.Space(20); | |||||
GUILayout.Label("Mesh Settings", EditorStyles.boldLabel); | |||||
GUILayout.BeginHorizontal(); | |||||
m_subdivions = EditorGUILayout.IntField(m_subdivions,GUILayout.Width(50)); | |||||
if(GUILayout.Button("Subdivide Mesh") && Selection.activeGameObject != null) | |||||
{ | |||||
SubdividMesh(Selection.activeGameObject); | |||||
} | |||||
GUILayout.EndHorizontal(); | |||||
GUILayout.BeginHorizontal(); | |||||
m_CurveEachUpdate = EditorGUILayout.Toggle(m_CurveEachUpdate, GUILayout.Width(50)); | |||||
if (GUILayout.Button("Curve Mesh") && Selection.activeGameObject != null) | |||||
{ | |||||
CurveMesh(Selection.activeGameObject); | |||||
} | |||||
GUILayout.EndHorizontal(); | |||||
if (GUILayout.Button("Reset Mesh")&& Selection.activeGameObject != null) | |||||
{ | |||||
MeshData _meshdata = Selection.activeGameObject.GetComponent<MeshData>(); | |||||
if (_meshdata != null) | |||||
_meshdata.Remove(); | |||||
} | |||||
} | |||||
void DuplicationGUI() | |||||
{ | |||||
GUILayout.Space(20); | |||||
GUILayout.Label("Duplication Settings", EditorStyles.boldLabel); | |||||
GUILayout.BeginHorizontal(); | |||||
EditorGUILayout.PrefixLabel("Amount"); | |||||
m_DuplicateAmount = EditorGUILayout.IntField(m_DuplicateAmount, GUILayout.Width(100)); | |||||
GUILayout.FlexibleSpace(); | |||||
EditorGUILayout.PrefixLabel("Angle"); | |||||
m_DuplicateAngle = EditorGUILayout.FloatField(m_DuplicateAngle, GUILayout.Width(100)); | |||||
GUILayout.EndHorizontal(); | |||||
if (GUILayout.Button("Duplicate") && Selection.activeGameObject != null) | |||||
{ | |||||
Duplicate(Selection.activeGameObject, m_DuplicateAmount, m_DuplicateAngle); | |||||
} | |||||
} | |||||
private void SubdividMesh(GameObject selection) | |||||
{ | |||||
MeshData _meshData = selection.GetComponent<MeshData>(); | |||||
if (_meshData == null) | |||||
_meshData = MeshData.Add(selection); | |||||
_meshData.SubdivideMesh(m_subdivions); | |||||
} | |||||
private void CurveMesh(GameObject selection) | |||||
{ | |||||
MeshData _meshData = selection.GetComponent<MeshData>(); | |||||
if (_meshData == null) | |||||
_meshData = MeshData.Add(selection); | |||||
_meshData.CurveMesh(m_ring.Position,m_ring.RotationAxis); | |||||
} | |||||
private void Duplicate(GameObject selection, int amount, float angle) | |||||
{ | |||||
for (int i = 0; i < amount; i++) | |||||
{ | |||||
GameObject clone = GameObject.Instantiate(selection, selection.transform.parent); | |||||
clone.transform.RotateAround(m_ring.Position, m_ring.RotationAxis, angle * (i + 1)); | |||||
Undo.RegisterCreatedObjectUndo(clone, $"Duplicated {selection.name}"); | |||||
} | |||||
} | |||||
} |
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using System.Collections; | |||||
using System.Collections.Generic; | |||||
using System.Linq; | |||||
using UnityEngine; | |||||
public class MeshData : MonoBehaviour | |||||
{ | |||||
[SerializeField, HideInInspector] | |||||
private int m_currentSubdivisions = 1; | |||||
[SerializeField, HideInInspector] | |||||
private List<SubData> m_data = new List<SubData>(); | |||||
[SerializeField, HideInInspector] | |||||
private List<ColliderData> m_colliderData = new List<ColliderData>(); | |||||
[System.Serializable] | |||||
public class SubData | |||||
{ | |||||
public Mesh originalMesh; | |||||
public Mesh currentMesh; | |||||
public Vector3[] subdividedVertices; | |||||
public MeshFilter meshFilter; | |||||
public SubData(MeshFilter meshFilter) | |||||
{ | |||||
this.meshFilter = meshFilter; | |||||
originalMesh = this.meshFilter.sharedMesh; | |||||
} | |||||
} | |||||
[System.Serializable] | |||||
public class ColliderData | |||||
{ | |||||
public Collider originalCollider; | |||||
public MeshCollider currentCollider; | |||||
public SubData attachedData; | |||||
public ColliderData(Collider collider, SubData data) | |||||
{ | |||||
originalCollider = collider; | |||||
originalCollider.enabled = false; | |||||
currentCollider = originalCollider.gameObject.AddComponent<MeshCollider>(); | |||||
attachedData = data; | |||||
Update(); | |||||
} | |||||
public void Update() | |||||
{ | |||||
currentCollider.sharedMesh = attachedData.currentMesh; | |||||
} | |||||
} | |||||
public static MeshData Add(GameObject gameObject) | |||||
{ | |||||
MeshData _meshData = gameObject.AddComponent<MeshData>(); | |||||
foreach (MeshFilter meshFilter in gameObject.GetComponentsInChildren<MeshFilter>()) | |||||
{ | |||||
SubData _data = new SubData(meshFilter); | |||||
_meshData.m_data.Add(_data); | |||||
_meshData.SubdivideData(_data); | |||||
} | |||||
foreach(Collider collider in gameObject.GetComponentsInChildren<Collider>()) | |||||
{ | |||||
MeshFilter meshFilter = collider.gameObject.GetComponentInChildren<MeshFilter>(); | |||||
SubData data = _meshData.m_data.FirstOrDefault(p => p.meshFilter == meshFilter); | |||||
if (data != null) | |||||
_meshData.m_colliderData.Add(new ColliderData(collider, data)); | |||||
} | |||||
return _meshData; | |||||
} | |||||
public void Remove() | |||||
{ | |||||
foreach (SubData data in m_data) | |||||
{ | |||||
data.meshFilter.sharedMesh = data.originalMesh; | |||||
DestroyImmediate(data.currentMesh); | |||||
} | |||||
foreach(ColliderData data in m_colliderData) | |||||
{ | |||||
data.originalCollider.enabled = true; | |||||
DestroyImmediate(data.currentCollider); | |||||
} | |||||
DestroyImmediate(this); | |||||
} | |||||
public void SubdivideMesh(int subdivisionAmount) | |||||
{ | |||||
if (m_currentSubdivisions == subdivisionAmount) | |||||
return; | |||||
m_currentSubdivisions = subdivisionAmount; | |||||
foreach (SubData data in m_data) | |||||
SubdivideData(data); | |||||
foreach (ColliderData collisionData in m_colliderData) | |||||
collisionData.Update(); | |||||
} | |||||
public void CurveMesh(Vector3 Centre, Vector3 Axis) | |||||
{ | |||||
foreach (SubData data in m_data) | |||||
CurveData(data, Centre, Axis); | |||||
foreach (ColliderData collisionData in m_colliderData) | |||||
collisionData.Update(); | |||||
} | |||||
private void CurveData(SubData data, Vector3 Centre, Vector3 Axis) | |||||
{ | |||||
data.currentMesh.vertices = Utility.Meshes.Curve.CurveVertices(data.subdividedVertices, Centre, Axis, data.meshFilter.transform,transform.position); | |||||
} | |||||
private void SubdivideData(SubData data) | |||||
{ | |||||
if (data.currentMesh != null) | |||||
DestroyImmediate(data.currentMesh); | |||||
data.currentMesh = null; | |||||
data.currentMesh = Utility.Meshes.Subdivion.DuplicateMesh(data.originalMesh); | |||||
Debug.Log($"Subdividing by: {m_currentSubdivisions}"); | |||||
Utility.Meshes.Subdivion.Subdivide(data.currentMesh, m_currentSubdivisions); | |||||
data.currentMesh.RecalculateBounds(); | |||||
data.currentMesh.RecalculateNormals(); | |||||
data.currentMesh.RecalculateTangents(); | |||||
data.subdividedVertices = data.currentMesh.vertices; | |||||
data.meshFilter.sharedMesh = data.currentMesh; | |||||
} | |||||
} |
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using UnityEngine; | |||||
using System.Collections; | |||||
using System.Linq; | |||||
using System.Collections.Generic; | |||||
namespace Utility.Meshes | |||||
{ | |||||
public static class Subdivion | |||||
{ | |||||
static List<Vector3> vertices; | |||||
static List<Vector3> normals; | |||||
static List<Color> colors; | |||||
static List<Vector2> uv; | |||||
static List<Vector2> uv1; | |||||
static List<Vector2> uv2; | |||||
static List<List<int>> allIndices; | |||||
static Dictionary<uint, int> newVectices; | |||||
static void InitArrays(Mesh mesh) | |||||
{ | |||||
vertices = new List<Vector3>(mesh.vertices); | |||||
normals = new List<Vector3>(mesh.normals); | |||||
colors = new List<Color>(mesh.colors); | |||||
uv = new List<Vector2>(mesh.uv); | |||||
uv1 = new List<Vector2>(mesh.uv2); | |||||
uv2 = new List<Vector2>(mesh.uv2); | |||||
allIndices = new List<List<int>>(); | |||||
} | |||||
static void CleanUp() | |||||
{ | |||||
vertices = null; | |||||
normals = null; | |||||
colors = null; | |||||
uv = null; | |||||
uv1 = null; | |||||
uv2 = null; | |||||
allIndices = null; | |||||
} | |||||
#region Subdivide4 (2x2) | |||||
static int GetNewVertex4(int i1, int i2) | |||||
{ | |||||
int newIndex = vertices.Count; | |||||
uint t1 = ((uint)i1 << 16) | (uint)i2; | |||||
uint t2 = ((uint)i2 << 16) | (uint)i1; | |||||
if (newVectices.ContainsKey(t2)) | |||||
return newVectices[t2]; | |||||
if (newVectices.ContainsKey(t1)) | |||||
return newVectices[t1]; | |||||
newVectices.Add(t1, newIndex); | |||||
vertices.Add((vertices[i1] + vertices[i2]) * 0.5f); | |||||
if (normals.Count > 0) | |||||
normals.Add((normals[i1] + normals[i2]).normalized); | |||||
if (colors.Count > 0) | |||||
colors.Add((colors[i1] + colors[i2]) * 0.5f); | |||||
if (uv.Count > 0) | |||||
uv.Add((uv[i1] + uv[i2]) * 0.5f); | |||||
if (uv1.Count > 0) | |||||
uv1.Add((uv1[i1] + uv1[i2]) * 0.5f); | |||||
if (uv2.Count > 0) | |||||
uv2.Add((uv2[i1] + uv2[i2]) * 0.5f); | |||||
return newIndex; | |||||
} | |||||
/// <summary> | |||||
/// Devides each triangles into 4. A quad(2 tris) will be splitted into 2x2 quads( 8 tris ) | |||||
/// </summary> | |||||
/// <param name="mesh"></param> | |||||
public static void Subdivide4(Mesh mesh) | |||||
{ | |||||
newVectices = new Dictionary<uint, int>(); | |||||
InitArrays(mesh); | |||||
int[] triangles = mesh.triangles; | |||||
Debug.Log(mesh.subMeshCount); | |||||
for (int j = 0; j < mesh.subMeshCount; j++) | |||||
{ | |||||
var subMesh = mesh.GetSubMesh(j); | |||||
allIndices.Add(new List<int>()); | |||||
List<int> subIndices = allIndices[j]; | |||||
for (int i = subMesh.indexStart; i < subMesh.indexStart + subMesh.indexCount; i += 3) | |||||
{ | |||||
int i1 = triangles[i + 0]; | |||||
int i2 = triangles[i + 1]; | |||||
int i3 = triangles[i + 2]; | |||||
int a = GetNewVertex4(i1, i2); | |||||
int b = GetNewVertex4(i2, i3); | |||||
int c = GetNewVertex4(i3, i1); | |||||
subIndices.Add(i1); subIndices.Add(a); subIndices.Add(c); | |||||
subIndices.Add(i2); subIndices.Add(b); subIndices.Add(a); | |||||
subIndices.Add(i3); subIndices.Add(c); subIndices.Add(b); | |||||
subIndices.Add(a); subIndices.Add(b); subIndices.Add(c); // center triangle | |||||
} | |||||
} | |||||
mesh.vertices = vertices.ToArray(); | |||||
if (normals.Count > 0) | |||||
mesh.normals = normals.ToArray(); | |||||
if (colors.Count > 0) | |||||
mesh.colors = colors.ToArray(); | |||||
if (uv.Count > 0) | |||||
mesh.uv = uv.ToArray(); | |||||
if (uv1.Count > 0) | |||||
mesh.uv2 = uv1.ToArray(); | |||||
if (uv2.Count > 0) | |||||
mesh.uv2 = uv2.ToArray(); | |||||
mesh.triangles = allIndices.SelectMany(x => x).ToArray(); | |||||
mesh.subMeshCount = allIndices.Count; | |||||
for (int i = 0; i < allIndices.Count; i++) | |||||
mesh.SetTriangles(allIndices[i], i); | |||||
CleanUp(); | |||||
} | |||||
#endregion Subdivide4 (2x2) | |||||
#region Subdivide9 (3x3) | |||||
static int GetNewVertex9(int i1, int i2, int i3) | |||||
{ | |||||
int newIndex = vertices.Count; | |||||
// center points don't go into the edge list | |||||
if (i3 == i1 || i3 == i2) | |||||
{ | |||||
uint t1 = ((uint)i1 << 16) | (uint)i2; | |||||
if (newVectices.ContainsKey(t1)) | |||||
return newVectices[t1]; | |||||
newVectices.Add(t1, newIndex); | |||||
} | |||||
// calculate new vertex | |||||
vertices.Add((vertices[i1] + vertices[i2] + vertices[i3]) / 3.0f); | |||||
if (normals.Count > 0) | |||||
normals.Add((normals[i1] + normals[i2] + normals[i3]).normalized); | |||||
if (colors.Count > 0) | |||||
colors.Add((colors[i1] + colors[i2] + colors[i3]) / 3.0f); | |||||
if (uv.Count > 0) | |||||
uv.Add((uv[i1] + uv[i2] + uv[i3]) / 3.0f); | |||||
if (uv1.Count > 0) | |||||
uv1.Add((uv1[i1] + uv1[i2] + uv1[i3]) / 3.0f); | |||||
if (uv2.Count > 0) | |||||
uv2.Add((uv2[i1] + uv2[i2] + uv2[i3]) / 3.0f); | |||||
return newIndex; | |||||
} | |||||
/// <summary> | |||||
/// Devides each triangles into 9. A quad(2 tris) will be splitted into 3x3 quads( 18 tris ) | |||||
/// </summary> | |||||
/// <param name="mesh"></param> | |||||
public static void Subdivide9(Mesh mesh) | |||||
{ | |||||
newVectices = new Dictionary<uint, int>(); | |||||
InitArrays(mesh); | |||||
int[] triangles = mesh.triangles; | |||||
Debug.Log(mesh.subMeshCount); | |||||
for (int j = 0; j < mesh.subMeshCount; j++) | |||||
{ | |||||
var subMesh = mesh.GetSubMesh(j); | |||||
allIndices.Add(new List<int>()); | |||||
List<int> subIndices = allIndices[j]; | |||||
for (int i = subMesh.indexStart; i < subMesh.indexStart + subMesh.indexCount; i += 3) | |||||
{ | |||||
int i1 = triangles[i + 0]; | |||||
int i2 = triangles[i + 1]; | |||||
int i3 = triangles[i + 2]; | |||||
int a1 = GetNewVertex9(i1, i2, i1); | |||||
int a2 = GetNewVertex9(i2, i1, i2); | |||||
int b1 = GetNewVertex9(i2, i3, i2); | |||||
int b2 = GetNewVertex9(i3, i2, i3); | |||||
int c1 = GetNewVertex9(i3, i1, i3); | |||||
int c2 = GetNewVertex9(i1, i3, i1); | |||||
int d = GetNewVertex9(i1, i2, i3); | |||||
subIndices.Add(i1); subIndices.Add(a1); subIndices.Add(c2); | |||||
subIndices.Add(i2); subIndices.Add(b1); subIndices.Add(a2); | |||||
subIndices.Add(i3); subIndices.Add(c1); subIndices.Add(b2); | |||||
subIndices.Add(d); subIndices.Add(a1); subIndices.Add(a2); | |||||
subIndices.Add(d); subIndices.Add(b1); subIndices.Add(b2); | |||||
subIndices.Add(d); subIndices.Add(c1); subIndices.Add(c2); | |||||
subIndices.Add(d); subIndices.Add(c2); subIndices.Add(a1); | |||||
subIndices.Add(d); subIndices.Add(a2); subIndices.Add(b1); | |||||
subIndices.Add(d); subIndices.Add(b2); subIndices.Add(c1); | |||||
} | |||||
} | |||||
mesh.vertices = vertices.ToArray(); | |||||
if (normals.Count > 0) | |||||
mesh.normals = normals.ToArray(); | |||||
if (colors.Count > 0) | |||||
mesh.colors = colors.ToArray(); | |||||
if (uv.Count > 0) | |||||
mesh.uv = uv.ToArray(); | |||||
if (uv1.Count > 0) | |||||
mesh.uv2 = uv1.ToArray(); | |||||
if (uv2.Count > 0) | |||||
mesh.uv2 = uv2.ToArray(); | |||||
mesh.triangles = allIndices.SelectMany(x => x).ToArray(); | |||||
mesh.subMeshCount = allIndices.Count; | |||||
for (int i = 0; i < allIndices.Count; i++) | |||||
mesh.SetTriangles(allIndices[i], i); | |||||
CleanUp(); | |||||
} | |||||
#endregion Subdivide9 (3x3) | |||||
#region Subdivide | |||||
/// <summary> | |||||
/// This functions subdivides the mesh based on the level parameter | |||||
/// Note that only the 4 and 9 subdivides are supported so only those divides | |||||
/// are possible. [2,3,4,6,8,9,12,16,18,24,27,32,36,48,64, ...] | |||||
/// The function tried to approximate the desired level | |||||
/// </summary> | |||||
/// <param name="mesh"></param> | |||||
/// <param name="level">Should be a number made up of (2^x * 3^y) | |||||
/// [2,3,4,6,8,9,12,16,18,24,27,32,36,48,64, ...] | |||||
/// </param> | |||||
public static void Subdivide(Mesh mesh, int level) | |||||
{ | |||||
if (level < 2) | |||||
return; | |||||
while (level > 1) | |||||
{ | |||||
// remove prime factor 3 | |||||
while (level % 3 == 0) | |||||
{ | |||||
Subdivide9(mesh); | |||||
level /= 3; | |||||
} | |||||
// remove prime factor 2 | |||||
while (level % 2 == 0) | |||||
{ | |||||
Subdivide4(mesh); | |||||
level /= 2; | |||||
} | |||||
// try to approximate. All other primes are increased by one | |||||
// so they can be processed | |||||
if (level > 3) | |||||
level++; | |||||
} | |||||
} | |||||
#endregion Subdivide | |||||
public static Mesh DuplicateMesh(Mesh mesh) | |||||
{ | |||||
Mesh newMesh = (Mesh)UnityEngine.Object.Instantiate(mesh); | |||||
newMesh.uv = mesh.uv; | |||||
return newMesh; | |||||
} | |||||
} | |||||
} |
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