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MeshBuilder.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.SocialPlatforms;
namespace KarlsonMapEditor
{
public static class MeshBuilder
{
public static GameObject GetAxisGO(LevelEditor.GizmoMode mode)
{
Mesh axisSharedMesh = AxisMeshes[(int)mode];
GameObject go = new GameObject();
go.AddComponent<MeshFilter>().sharedMesh = axisSharedMesh;
go.AddComponent<MeshCollider>().sharedMesh = axisSharedMesh;
go.AddComponent<MeshRenderer>().material = new Material(Shader.Find("Diffuse"));
return go;
}
public static Mesh[] AxisMeshes = {
GetAxisMesh(LevelEditor.GizmoMode.Translate),
GetAxisMesh(LevelEditor.GizmoMode.Scale, headSize:0.15f),
GetAxisMesh(LevelEditor.GizmoMode.Rotate, headPolygon:48, headSize:0.07f)
};
public static Mesh GetAxisMesh(LevelEditor.GizmoMode mode, float headSize=0.2f, int headPolygon=24, float rodRadius=0.01f, int rodPolygon=8)
{
List<Vector3> vertices = new List<Vector3>();
List<int> triangles = new List<int>();
if (mode == LevelEditor.GizmoMode.Rotate)
{
int maxVertex = headPolygon * 4;
float innerRadius = 1f - headSize;
for (int i = 0; i < headPolygon; i++)
{
float angle = i * Mathf.PI * 2 / headPolygon;
// frontside and backside vertices so normals dont get messed up
for (int j = 0; j < 2; j++)
{
// outside
vertices.Add(new Vector3(Mathf.Cos(angle), Mathf.Sin(angle), 0));
// inside
vertices.Add(new Vector3(innerRadius * Mathf.Cos(angle), innerRadius * Mathf.Sin(angle), 0));
}
}
// tris
for (int i = 0; i < headPolygon; i++)
{
// tri 1
triangles.Add(4 * i);
triangles.Add((4 * i + 5) % maxVertex);
triangles.Add(4 * i + 1);
// backside
triangles.Add(4 * i + 2);
triangles.Add(4 * i + 3);
triangles.Add((4 * i + 7) % maxVertex);
// tri 2
triangles.Add(4 * i);
triangles.Add((4 * i + 4) % maxVertex);
triangles.Add((4 * i + 5) % maxVertex);
// backside
triangles.Add(4 * i + 2);
triangles.Add((4 * i + 7) % maxVertex);
triangles.Add((4 * i + 6) % maxVertex);
}
}
else
{
float rodLength = 1f - headSize;
float halfHeadSize = headSize * 0.5f;
int headVertex = rodPolygon * 2; // index where the head vertices start
for (int i = 0; i < rodPolygon; i++)
{
float angle = i * Mathf.PI * 2 / rodPolygon;
// rod vertices
vertices.Add(new Vector3(rodRadius * Mathf.Cos(angle), rodRadius * Mathf.Sin(angle), 0));
vertices.Add(new Vector3(rodRadius * Mathf.Cos(angle), rodRadius * Mathf.Sin(angle), rodLength));
}
// create ring of quads
for (int i = 0; i < rodPolygon; i++)
{
// tri 1
triangles.Add(2 * i);
triangles.Add((2 * i + 3) % headVertex);
triangles.Add(2 * i + 1);
// tri 2
triangles.Add(2 * i);
triangles.Add((2 * i + 2) % headVertex);
triangles.Add((2 * i + 3) % headVertex);
// back tris
if (i >= 2)
{
triangles.Add(0);
triangles.Add(2 * i);
triangles.Add(2 * i - 2);
}
}
if (mode == LevelEditor.GizmoMode.Scale)
{
// make a cube head
vertices.Add(new Vector3(-halfHeadSize, -halfHeadSize, rodLength));
vertices.Add(new Vector3(-halfHeadSize, -halfHeadSize, 1));
vertices.Add(new Vector3(halfHeadSize, -halfHeadSize, rodLength));
vertices.Add(new Vector3(halfHeadSize, -halfHeadSize, 1));
vertices.Add(new Vector3(halfHeadSize, halfHeadSize, rodLength));
vertices.Add(new Vector3(halfHeadSize, halfHeadSize, 1));
vertices.Add(new Vector3(-halfHeadSize, halfHeadSize, rodLength));
vertices.Add(new Vector3(-halfHeadSize, halfHeadSize, 1));
// around the side
for (int i = 0; i < 4; i++)
{
// tri 1
triangles.Add(headVertex + 2 * i);
triangles.Add(headVertex + (2 * i + 3) % 8);
triangles.Add(headVertex + 2 * i + 1);
// tri 2
triangles.Add(headVertex + 2 * i);
triangles.Add(headVertex + (2 * i + 2) % 8);
triangles.Add(headVertex + (2 * i + 3) % 8);
}
// front and back
triangles.Add(headVertex); triangles.Add(headVertex + 4); triangles.Add(headVertex + 2);
triangles.Add(headVertex); triangles.Add(headVertex + 6); triangles.Add(headVertex + 4);
triangles.Add(headVertex + 1); triangles.Add(headVertex + 3); triangles.Add(headVertex + 5);
triangles.Add(headVertex + 1); triangles.Add(headVertex + 5); triangles.Add(headVertex + 7);
}
else if (mode == LevelEditor.GizmoMode.Translate)
{
// make a cone head
// vertices
vertices.Add(new Vector3(0, 0, 1));
for (int i = 0; i < headPolygon; i++)
{
float angle = i * Mathf.PI * 2 / headPolygon;
vertices.Add(new Vector3(halfHeadSize * Mathf.Cos(angle), halfHeadSize * Mathf.Sin(angle), rodLength));
}
// tris
for (int i = 0; i < headPolygon; i++)
{
// angled tris
triangles.Add(headVertex);
triangles.Add(headVertex + 1 + i);
triangles.Add(headVertex + 1 + ((i + 1) % headPolygon));
// back tris
if (i >= 2)
{
triangles.Add(headVertex + 1);
triangles.Add(headVertex + 1 + i);
triangles.Add(headVertex + i);
}
}
}
}
Mesh mesh = new Mesh();
mesh.vertices = vertices.ToArray();
mesh.triangles = triangles.ToArray();
mesh.RecalculateNormals();
mesh.RecalculateBounds();
mesh.RecalculateTangents();
return mesh;
}
}
}