using UnityEngine; using System.Collections.Generic; // Manipulation tool for displacing the vertices in a list of meshes public class MeshTool : MonoBehaviour { public enum ExtrudeMethod { Vertical, MeshNormal } public List m_Filters = new List(); public float m_Radius = 1.5f; public float m_Power = 2.0f; public ExtrudeMethod m_Method = ExtrudeMethod.Vertical; RaycastHit m_HitInfo = new RaycastHit(); void Start() { Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; } void Update() { var ray = new Ray(Camera.main.transform.position, Camera.main.transform.forward); if (Physics.Raycast(ray.origin, ray.direction, out m_HitInfo)) { Debug.DrawRay(m_HitInfo.point, m_HitInfo.normal, Color.red); Vector3 displacement = (m_Method == ExtrudeMethod.Vertical) ? Vector3.up : m_HitInfo.normal; if (Input.GetMouseButton(0) || (Input.GetKey(KeyCode.Space) && !Input.GetKey(KeyCode.LeftShift))) ModifyMesh(m_Power * displacement, m_HitInfo.point); if (Input.GetMouseButton(1) || (Input.GetKey(KeyCode.Space) && Input.GetKey(KeyCode.LeftShift))) ModifyMesh(-m_Power * displacement, m_HitInfo.point); } } void ModifyMesh(Vector3 displacement, Vector3 center) { foreach (var filter in m_Filters) { Mesh mesh = filter.mesh; Vector3[] vertices = mesh.vertices; for (int i = 0; i < vertices.Length; ++i) { Vector3 v = filter.transform.TransformPoint(vertices[i]); vertices[i] = vertices[i] + displacement * Gaussian(v, center, m_Radius); } mesh.vertices = vertices; mesh.RecalculateBounds(); var col = filter.GetComponent(); if (col != null) { var colliMesh = new Mesh(); colliMesh.vertices = mesh.vertices; colliMesh.triangles = mesh.triangles; col.sharedMesh = colliMesh; } } } static float Gaussian(Vector3 pos, Vector3 mean, float dev) { float x = pos.x - mean.x; float y = pos.y - mean.y; float z = pos.z - mean.z; float n = 1.0f / (2.0f * Mathf.PI * dev * dev); return n * Mathf.Pow(2.718281828f, -(x * x + y * y + z * z) / (2.0f * dev * dev)); } }