colored mesh made
have a single mesh that changes color based on keyboard input. needs to be made for each cell and have color based on cell-value
This commit is contained in:
@@ -0,0 +1,8 @@
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@@ -0,0 +1,83 @@
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- _Glossiness: 0.5
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- _SrcBlend: 1
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- _UVSec: 0
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- _ZWrite: 1
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m_Colors:
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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@@ -140,7 +140,7 @@ Transform:
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m_GameObject: {fileID: 480666364}
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m_GameObject: {fileID: 480666364}
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serializedVersion: 2
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serializedVersion: 2
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 10.190587, y: 4.699326, z: -7.144069}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Children: []
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@@ -229,7 +229,7 @@ MeshRenderer:
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m_RenderingLayerMask: 1
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_RendererPriority: 0
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m_StaticBatchInfo:
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m_StaticBatchInfo:
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firstSubMesh: 0
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firstSubMesh: 0
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subMeshCount: 0
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subMeshCount: 0
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@@ -349,7 +349,7 @@ Transform:
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m_GameObject: {fileID: 519420028}
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m_GameObject: {fileID: 519420028}
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serializedVersion: 2
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serializedVersion: 2
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalPosition: {x: 0, y: 0, z: -10}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 1
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m_ConstrainProportionsScale: 1
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m_Children: []
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m_Children: []
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@@ -13,7 +13,7 @@ public class Main : MonoBehaviour
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void Start()
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void Start()
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{
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{
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// Create world
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// Create world
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world = new LogicGrid(5, 5, 10f, new Vector3(-10, -30));
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world = new LogicGrid(5, 5, 10f, new Vector3(0, 0));
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// Set default placement to Obstacle
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// Set default placement to Obstacle
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placementValue = -1;
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placementValue = -1;
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@@ -4,8 +4,12 @@ using UnityEngine;
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public class MeshTesting : MonoBehaviour
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public class MeshTesting : MonoBehaviour
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{
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{
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Material m_Material;
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void Start()
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void Start()
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{
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{
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m_Material = GetComponent<Renderer>().material;
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Debug.Log("Mesh Testing");
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Debug.Log("Mesh Testing");
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@@ -13,14 +17,24 @@ public class MeshTesting : MonoBehaviour
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// Build required data-structures for triangle mesh
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// Build required data-structures for triangle mesh
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Vector3[] vertices = new Vector3[3];
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Vector3[] vertices = new Vector3[4];
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Vector2[] uv = new Vector2[3];
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Vector2[] uv = new Vector2[4];
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int[] triangles = new int[3];
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int[] triangles = new int[6];
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// Set vertices of polygon (triangle)
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// Set vertices of polygon (2 triangles -> 1 quad)
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vertices[0] = new Vector3( 0, 0);
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vertices[0] = new Vector3( 0, 0);
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vertices[1] = new Vector3( 0, 100);
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vertices[1] = new Vector3( 0, 10);
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vertices[2] = new Vector3(100, 100);
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vertices[2] = new Vector3(10, 10);
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vertices[3] = new Vector3(10, 0);
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// UV index contains texture position that should match to vertex with same index
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uv[0] = new Vector2(0, 0);
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uv[1] = new Vector2(0, 1);
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uv[2] = new Vector2(1, 1);
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uv[3] = new Vector2(1, 0);
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// Set order of indexes of vertices to draw polygon (v1 -> v2 -> v3 -> v1)
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// Set order of indexes of vertices to draw polygon (v1 -> v2 -> v3 -> v1)
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// Note: always set clockwise, otherwise mesh will be facing backwards
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// Note: always set clockwise, otherwise mesh will be facing backwards
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@@ -28,6 +42,9 @@ public class MeshTesting : MonoBehaviour
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triangles[1] = 1;
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triangles[1] = 1;
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triangles[2] = 2;
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triangles[2] = 2;
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triangles[3] = 0;
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triangles[4] = 2;
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triangles[5] = 3;
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mesh.vertices = vertices;
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mesh.vertices = vertices;
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mesh.uv = uv;
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mesh.uv = uv;
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@@ -36,4 +53,28 @@ public class MeshTesting : MonoBehaviour
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GetComponent<MeshFilter>().mesh = mesh;
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GetComponent<MeshFilter>().mesh = mesh;
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}
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}
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private void Update()
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{
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if(Input.GetKeyDown("1"))
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{
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Debug.Log("1");
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m_Material.color = Color.white;
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//m_Material.SetColor("_Color", Color.white);
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}
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if (Input.GetKeyDown("2"))
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{
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Debug.Log("2");
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m_Material.color = Color.black;
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//m_Material.SetColor("_Color", Color.white);
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}
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if (Input.GetKeyDown("3"))
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{
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Debug.Log("3");
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m_Material.color = Color.green;
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//m_Material.SetColor("_Color", Color.white);
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}
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}
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}
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}
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