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index 0000000..c9add80 --- /dev/null +++ b/Assets/Scripts/Vertex.cs @@ -0,0 +1,269 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEditor; +using UnityEngine; + +public class Vertex : MonoBehaviour +{ + public int meshVertexIndex = -1; + public bool isSelected; + public List neighbours; + public Vertex assignNeighbour; + [EasyButtons.Button] + void bindSelected(){ + bindSelected(); + } + + [EasyButtons.Button] + void addNeighbour(){ + AddNeighbour(); + } + + [MenuItem("Vertex/bind_selected #b")] + static void bind_selected() + { + List selectedVerticies = new List(); + foreach (Object obj in Selection.objects) + { + try + { + selectedVerticies.Add(((GameObject)obj).GetComponent()); + } + catch + { + + } + } + + foreach (Vertex vertex in selectedVerticies) + { + foreach (Vertex newNeighbour in selectedVerticies) + { + if (newNeighbour == vertex) { continue; } + + if (!vertex.neighbours.Contains(newNeighbour)) { vertex.neighbours.Add(newNeighbour); } + if (!newNeighbour.neighbours.Contains(vertex)) { newNeighbour.neighbours.Add(vertex); } + } + } + } + + [MenuItem("Vertex/unbind_selected #u")] + static void unbind_selected() + { + List selectedVerticies = new List(); + foreach (Object obj in Selection.objects) + { + try + { + selectedVerticies.Add(((GameObject)obj).GetComponent()); + } + catch + { + + } + } + + foreach (Vertex vertex in selectedVerticies) + { + foreach (Vertex newNeighbour in selectedVerticies) + { + if (newNeighbour == vertex) { continue; } + + if (vertex.neighbours.Contains(newNeighbour)) { vertex.neighbours.Remove(newNeighbour); } + if (newNeighbour.neighbours.Contains(vertex)) { newNeighbour.neighbours.Remove(vertex); } + } + } + } + + [MenuItem("Vertex/new_face #m")] + static void newFace() + { + List selectedVerticies = new List(); + foreach (Object obj in Selection.objects) + { + try + { + selectedVerticies.Add(((GameObject)obj).GetComponent()); + } + catch + { + + } + } + if(selectedVerticies.Count < 3){Debug.LogError("Not enough verticies to make a face!");} + + MeshFilter meshFilter = selectedVerticies[0].transform.parent.GetComponent(); + if(meshFilter==null){ + meshFilter = selectedVerticies[0].transform.parent.gameObject.AddComponent(); + } + MeshRenderer meshRenderer = selectedVerticies[0].transform.parent.GetComponent(); + if(meshRenderer==null){ + meshRenderer = selectedVerticies[0].transform.parent.gameObject.AddComponent(); + } + // Mesh mesh = new Mesh(); + // mesh.vertices = new Vector3[selectedVerticies.Count]; + // for(int i =0; i < selectedVerticies.Count; i++){ + // mesh.vertices[i] = selectedVerticies[i].transform.position; + // } + // meshFilter.sharedMesh = mesh; + // meshFilter.sharedMesh.RecalculateBounds(); + // meshFilter.sharedMesh.RecalculateNormals(); + + + meshRenderer.sharedMaterial = new Material(Shader.Find("Standard")); + + Mesh mesh = new Mesh(); + + Vector3[] vertices = new Vector3[4]; + for(int i =0; i < 4; i++){ + vertices[i] = selectedVerticies[i].transform.position; + selectedVerticies[i].meshVertexIndex=i; + } + mesh.vertices = vertices; + + int[] tris = new int[6] + { + // lower left triangle + 0, 2, 1, + // upper right triangle + 2, 3, 1 + }; + mesh.triangles = tris; + + Vector3[] normals = new Vector3[4] + { + -Vector3.forward, + -Vector3.forward, + -Vector3.forward, + -Vector3.forward + }; + mesh.normals = normals; + + Vector2[] uv = new Vector2[4] + { + new Vector2(0, 0), + new Vector2(1, 0), + new Vector2(0, 1), + new Vector2(1, 1) + }; + mesh.uv = uv; + + meshFilter.mesh = mesh; + } + + [MenuItem("Vertex/add_neighbour #e")] + static void AddNeighbour() + { + List selectedVerticies = new List(); + foreach (Object obj in Selection.objects) + { + Debug.Log(obj.name); + try + { + selectedVerticies.Add(((GameObject)obj).GetComponent()); + } + catch + { + + } + } + + if (selectedVerticies.Count == 1) + { + GameObject go = Instantiate(selectedVerticies[0].gameObject, selectedVerticies[0].transform.position, Quaternion.identity); + if (selectedVerticies[0].neighbours == null) { selectedVerticies[0].neighbours = new List(); } + selectedVerticies[0].neighbours.Add(go.GetComponent()); + + go.GetComponent().neighbours = new List(); + go.GetComponent().neighbours.Add(selectedVerticies[0]); + go.transform.parent = selectedVerticies[0].transform.parent; + go.transform.name = selectedVerticies[0].transform.name; + UnityEditor.Selection.activeGameObject = go; + } + else if (selectedVerticies.Count > 1) + { + Object[] selections = new Object[selectedVerticies.Count]; + for (int i = 0; i < selectedVerticies.Count; i++) + { + GameObject go = Instantiate(selectedVerticies[i].gameObject, selectedVerticies[i].transform.position, Quaternion.identity); + if (selectedVerticies[i].neighbours == null) { selectedVerticies[i].neighbours = new List(); } + selectedVerticies[i].neighbours.Add(go.GetComponent()); + + go.GetComponent().neighbours = new List(); + go.GetComponent().neighbours.Add(selectedVerticies[i]); + go.transform.parent = selectedVerticies[i].transform.parent; + go.transform.name = selectedVerticies[i].transform.name; + selections[i] = go; + } + + Selection.objects = selections; + } + else + { + Debug.LogError("Please select single vertex to add new neighbour!"); + } + + + } + void Start() + { + + } + + // Update is called once per frame + void Update() + { + + } + + + void OnDrawGizmos() + { + isSelected = false; + foreach (Object obj in UnityEditor.Selection.objects) + { + if ((GameObject)obj == gameObject) + { + isSelected = true; + break; + } + } + Gizmos.color = (isSelected) ? 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