Firstborn/Assets/RPG Creation Kit/Scripts/AI/NavMeshComponents/Examples/Scripts/MeshTool.cs
Schaken-Mods 959e80cf72 assets upload
assets upload description.
2023-03-28 12:16:30 -05:00

77 lines
2.5 KiB
C#

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<MeshFilter> m_Filters = new List<MeshFilter>();
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<MeshCollider>();
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));
}
}