Files
pathfinding-visualizer/Pathfinding Visualizer/Assets/Scripts/MeshUtils.cs
T
Simon O'Shea 7c3fd8d563 cells now change color based on value!!!
colors are a bit weird though, need to figure that out
2023-08-07 13:59:44 -04:00

162 lines
5.3 KiB
C#

/*
------------------- Code Monkey -------------------
Thank you for downloading this package
I hope you find it useful in your projects
If you have any questions let me know
Cheers!
unitycodemonkey.com
--------------------------------------------------
*/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public static class MeshUtils {
private static readonly Vector3 Vector3zero = Vector3.zero;
private static readonly Vector3 Vector3one = Vector3.one;
private static readonly Vector3 Vector3yDown = new Vector3(0,-1);
private static Quaternion[] cachedQuaternionEulerArr;
private static void CacheQuaternionEuler() {
if (cachedQuaternionEulerArr != null) return;
cachedQuaternionEulerArr = new Quaternion[360];
for (int i=0; i<360; i++) {
cachedQuaternionEulerArr[i] = Quaternion.Euler(0,0,i);
}
}
private static Quaternion GetQuaternionEuler(float rotFloat) {
int rot = Mathf.RoundToInt(rotFloat);
rot = rot % 360;
if (rot < 0) rot += 360;
//if (rot >= 360) rot -= 360;
if (cachedQuaternionEulerArr == null) CacheQuaternionEuler();
return cachedQuaternionEulerArr[rot];
}
public static Mesh CreateEmptyMesh() {
Mesh mesh = new Mesh();
mesh.vertices = new Vector3[0];
mesh.uv = new Vector2[0];
mesh.triangles = new int[0];
return mesh;
}
public static void CreateEmptyMeshArrays(int quadCount, out Vector3[] vertices, out Vector2[] uvs, out int[] triangles) {
vertices = new Vector3[4 * quadCount];
uvs = new Vector2[4 * quadCount];
triangles = new int[6 * quadCount];
}
public static Mesh CreateMesh(Vector3 pos, float rot, Vector3 baseSize, Vector2 uv00, Vector2 uv11) {
return AddToMesh(null, pos, rot, baseSize, uv00, uv11);
}
public static Mesh AddToMesh(Mesh mesh, Vector3 pos, float rot, Vector3 baseSize, Vector2 uv00, Vector2 uv11) {
if (mesh == null) {
mesh = CreateEmptyMesh();
}
Vector3[] vertices = new Vector3[4 + mesh.vertices.Length];
Vector2[] uvs = new Vector2[4 + mesh.uv.Length];
int[] triangles = new int[6 + mesh.triangles.Length];
mesh.vertices.CopyTo(vertices, 0);
mesh.uv.CopyTo(uvs, 0);
mesh.triangles.CopyTo(triangles, 0);
int index = vertices.Length / 4 - 1;
//Relocate vertices
int vIndex = index*4;
int vIndex0 = vIndex;
int vIndex1 = vIndex+1;
int vIndex2 = vIndex+2;
int vIndex3 = vIndex+3;
baseSize *= .5f;
bool skewed = baseSize.x != baseSize.y;
if (skewed) {
vertices[vIndex0] = pos+GetQuaternionEuler(rot)*new Vector3(-baseSize.x, baseSize.y);
vertices[vIndex1] = pos+GetQuaternionEuler(rot)*new Vector3(-baseSize.x, -baseSize.y);
vertices[vIndex2] = pos+GetQuaternionEuler(rot)*new Vector3( baseSize.x, -baseSize.y);
vertices[vIndex3] = pos+GetQuaternionEuler(rot)*baseSize;
} else {
vertices[vIndex0] = pos+GetQuaternionEuler(rot-270)*baseSize;
vertices[vIndex1] = pos+GetQuaternionEuler(rot-180)*baseSize;
vertices[vIndex2] = pos+GetQuaternionEuler(rot- 90)*baseSize;
vertices[vIndex3] = pos+GetQuaternionEuler(rot- 0)*baseSize;
}
//Relocate UVs
uvs[vIndex0] = new Vector2(uv00.x, uv11.y);
uvs[vIndex1] = new Vector2(uv00.x, uv00.y);
uvs[vIndex2] = new Vector2(uv11.x, uv00.y);
uvs[vIndex3] = new Vector2(uv11.x, uv11.y);
//Create triangles
int tIndex = index*6;
triangles[tIndex+0] = vIndex0;
triangles[tIndex+1] = vIndex3;
triangles[tIndex+2] = vIndex1;
triangles[tIndex+3] = vIndex1;
triangles[tIndex+4] = vIndex3;
triangles[tIndex+5] = vIndex2;
mesh.vertices = vertices;
mesh.triangles = triangles;
mesh.uv = uvs;
//mesh.bounds = bounds;
return mesh;
}
public static void AddToMeshArrays(Vector3[] vertices, Vector2[] uvs, int[] triangles, int index, Vector3 pos, float rot, Vector3 baseSize, Vector2 uv00, Vector2 uv11) {
//Relocate vertices
int vIndex = index*4;
int vIndex0 = vIndex;
int vIndex1 = vIndex+1;
int vIndex2 = vIndex+2;
int vIndex3 = vIndex+3;
baseSize *= .5f;
bool skewed = baseSize.x != baseSize.y;
if (skewed) {
vertices[vIndex0] = pos+GetQuaternionEuler(rot)*new Vector3(-baseSize.x, baseSize.y);
vertices[vIndex1] = pos+GetQuaternionEuler(rot)*new Vector3(-baseSize.x, -baseSize.y);
vertices[vIndex2] = pos+GetQuaternionEuler(rot)*new Vector3( baseSize.x, -baseSize.y);
vertices[vIndex3] = pos+GetQuaternionEuler(rot)*baseSize;
} else {
vertices[vIndex0] = pos+GetQuaternionEuler(rot-270)*baseSize;
vertices[vIndex1] = pos+GetQuaternionEuler(rot-180)*baseSize;
vertices[vIndex2] = pos+GetQuaternionEuler(rot- 90)*baseSize;
vertices[vIndex3] = pos+GetQuaternionEuler(rot- 0)*baseSize;
}
//Relocate UVs
uvs[vIndex0] = new Vector2(uv00.x, uv11.y);
uvs[vIndex1] = new Vector2(uv00.x, uv00.y);
uvs[vIndex2] = new Vector2(uv11.x, uv00.y);
uvs[vIndex3] = new Vector2(uv11.x, uv11.y);
//Create triangles
int tIndex = index*6;
triangles[tIndex+0] = vIndex0;
triangles[tIndex+1] = vIndex3;
triangles[tIndex+2] = vIndex1;
triangles[tIndex+3] = vIndex1;
triangles[tIndex+4] = vIndex3;
triangles[tIndex+5] = vIndex2;
}
}