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Simple Geometry Painter for Unity
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// David Evans @phosphoer | |
// Feel free to use this in your commercial projects | |
// Let me know if you do cause it will make me feel good and stuff | |
using UnityEngine; | |
using System.Collections.Generic; | |
using System; | |
#if UNITY_EDITOR | |
using UnityEditor; | |
#endif | |
[ExecuteInEditMode] | |
public class SimpleGeo : MonoBehaviour | |
{ | |
public float Height = 0.25f; | |
public float Resolution = 10.0f; | |
public float BevelRadius = 0.1f; | |
public List<TilePos> TileMap = new List<TilePos>(); | |
private Mesh mesh; | |
private List<Vector3> hull; | |
[Serializable] | |
public struct TilePos | |
{ | |
public int x; | |
public int y; | |
} | |
public void AddPoint(Vector3 point) | |
{ | |
point = transform.InverseTransformPoint(point); | |
var x = Mathf.RoundToInt(point.x * Resolution); | |
var y = Mathf.RoundToInt(point.z * Resolution); | |
TilePos pos; | |
pos.x = x; | |
pos.y = y; | |
if (!TileMap.Contains(pos)) | |
TileMap.Add(pos); | |
RebuildMesh(); | |
} | |
public void RemovePoint(Vector3 point) | |
{ | |
point = transform.InverseTransformPoint(point); | |
for (var i = 0; i < TileMap.Count; ++i) | |
{ | |
var tilePos = TileMap[i]; | |
var p = new Vector3(tilePos.x / Resolution, 0, tilePos.y / Resolution); | |
if (Vector3.Distance(p, point) < 0.5f) | |
TileMap.RemoveAt(i); | |
} | |
RebuildMesh(); | |
if (hull.Count < 3) | |
{ | |
DestroyImmediate(gameObject); | |
} | |
} | |
private void SideLoop(List<Vector3> verts, Vector3 center, float bottom, float top, float bottomInset, float topInset) | |
{ | |
center.y = 0; | |
Vector3 a, b, aToCenter, bToCenter; | |
// Loop sides | |
for (var i = 0; i < hull.Count - 1; ++i) | |
{ | |
a = hull[i]; | |
b = hull[i + 1]; | |
aToCenter = (center - a).normalized; | |
bToCenter = (center - b).normalized; | |
verts.Add(a + Vector3.up * bottom + aToCenter * bottomInset); | |
verts.Add(a + Vector3.up * top + aToCenter * topInset); | |
verts.Add(b + Vector3.up * bottom + bToCenter * bottomInset); | |
verts.Add(b + Vector3.up * bottom + bToCenter * bottomInset); | |
verts.Add(a + Vector3.up * top + aToCenter * topInset); | |
verts.Add(b + Vector3.up * top + bToCenter * topInset); | |
} | |
// Connect end | |
a = hull[hull.Count - 1]; | |
b = hull[0]; | |
aToCenter = (center - a).normalized; | |
bToCenter = (center - b).normalized; | |
verts.Add(a + Vector3.up * bottom + aToCenter * bottomInset); | |
verts.Add(a + Vector3.up * top + aToCenter * topInset); | |
verts.Add(b + Vector3.up * bottom + bToCenter * bottomInset); | |
verts.Add(b + Vector3.up * bottom + bToCenter * bottomInset); | |
verts.Add(a + Vector3.up * top + aToCenter * topInset); | |
verts.Add(b + Vector3.up * top + bToCenter * topInset); | |
} | |
public void RebuildMesh() | |
{ | |
if (mesh == null) | |
mesh = new Mesh(); | |
mesh.Clear(); | |
// Convex hull the points | |
// | |
var points = new List<Vector3>(); | |
foreach (var tilePos in TileMap) | |
points.Add(new Vector3(tilePos.x / Resolution, 0, tilePos.y / Resolution)); | |
hull = ConvexHull(points); | |
// Build mesh to extrusion height | |
// | |
var verts = new List<Vector3>(); | |
var triangles = new List<int>(); | |
if (hull.Count >= 3) | |
{ | |
// Find center of hull | |
var center = Vector3.zero; | |
for (var i = 0; i < hull.Count; ++i) | |
center += hull[i]; | |
center /= hull.Count; | |
center.x = Mathf.Round(center.x * Resolution) / Resolution; | |
center.z = Mathf.Round(center.z * Resolution) / Resolution; | |
// Loop sides | |
SideLoop(verts, center, 0, Height - BevelRadius, 0, 0); | |
if (BevelRadius != 0) | |
SideLoop(verts, center, Height - BevelRadius, Height, 0, BevelRadius); | |
// Fan top | |
Vector3 a, b, aToCenter, bToCenter; | |
for (var i = 0; i < hull.Count - 1; ++i) | |
{ | |
a = hull[i]; | |
b = hull[i + 1]; | |
aToCenter = (center - a).normalized; | |
bToCenter = (center - b).normalized; | |
verts.Add(center + Vector3.up * Height); | |
verts.Add(b + Vector3.up * Height + bToCenter * BevelRadius); | |
verts.Add(a + Vector3.up * Height + aToCenter * BevelRadius); | |
} | |
// Connect end | |
a = hull[0]; | |
b = hull[hull.Count - 1]; | |
aToCenter = (center - a).normalized; | |
bToCenter = (center - b).normalized; | |
verts.Add(center + Vector3.up * Height); | |
verts.Add(a + Vector3.up * Height + aToCenter * BevelRadius); | |
verts.Add(b + Vector3.up * Height + bToCenter * BevelRadius); | |
} | |
// Triangles for each 3 vertices | |
for (var i = 0; i < verts.Count; ++i) | |
triangles.Add(i); | |
// Update mesh | |
mesh.SetVertices(verts); | |
mesh.SetTriangles(triangles, 0); | |
mesh.RecalculateNormals(); | |
mesh.RecalculateBounds(); | |
mesh.name = gameObject.name; | |
var meshFilter = GetComponent<MeshFilter>(); | |
if (meshFilter == null) | |
meshFilter = gameObject.AddComponent<MeshFilter>(); | |
meshFilter.mesh = mesh; | |
var meshCollider = GetComponent<MeshCollider>(); | |
if (meshCollider == null) | |
meshCollider = gameObject.AddComponent<MeshCollider>(); | |
meshCollider.sharedMesh = mesh; | |
meshCollider.convex = true; | |
var r = gameObject.GetComponent<MeshRenderer>(); | |
if (r == null) | |
{ | |
r = gameObject.AddComponent<MeshRenderer>(); | |
} | |
} | |
private void Start() | |
{ | |
RebuildMesh(); | |
} | |
private void OnDrawGizmos() | |
{ | |
#if UNITY_EDITOR | |
if (!SimpleGeoEditor.EditorActive || Selection.activeGameObject == null) | |
return; | |
foreach (var tilePos in TileMap) | |
{ | |
var pos = new Vector3(tilePos.x / Resolution, 0, tilePos.y / Resolution); | |
Gizmos.DrawSphere(transform.TransformPoint(pos), 1.0f / (Resolution * 5)); | |
} | |
if (hull != null && hull.Count > 1) | |
{ | |
for (var i = 0; i < hull.Count; ++i) | |
{ | |
Gizmos.color = Color.cyan; | |
if (i > 0) | |
Gizmos.DrawLine(transform.TransformPoint(hull[i - 1]), transform.TransformPoint(hull[i])); | |
Gizmos.DrawSphere(transform.TransformPoint(hull[i]), 1.0f / (Resolution * 5)); | |
} | |
Gizmos.DrawLine(transform.TransformPoint(hull[hull.Count - 1]), transform.TransformPoint(hull[0])); | |
} | |
#endif | |
} | |
private static int ConvexTurn(Vector3 p, Vector3 q, Vector3 r) | |
{ | |
var val = (q.x - p.x)*(r.z - p.z) - (r.x - p.x)*(q.z - p.z); | |
if (val < 0) | |
return -1; | |
if (val == 0) | |
return 0; | |
return 1; | |
} | |
private static float ConvexDistance(Vector3 p, Vector3 q) | |
{ | |
return Vector3.SqrMagnitude(p - q); | |
} | |
private static Vector3 ConvexNextPoint(List<Vector3> points, Vector3 p) | |
{ | |
var q = p; | |
foreach (var r in points) | |
{ | |
var t = ConvexTurn(p, q, r); | |
if (t == -1 || t == 0 && ConvexDistance(p, r) > ConvexDistance(p, q)) | |
q = r; | |
} | |
return q; | |
} | |
private static List<Vector3> ConvexHull(List<Vector3> points) | |
{ | |
var hull = new List<Vector3>(); | |
if (points.Count < 3) | |
return hull; | |
var minPoint = points[0]; | |
foreach (var p in points) | |
{ | |
if (p.x < minPoint.x) | |
minPoint = p; | |
else if (Mathf.Abs(p.x - minPoint.x) < Mathf.Epsilon && p.z < minPoint.z) | |
minPoint = p; | |
} | |
var nextHullPoint = minPoint; | |
hull.Add(nextHullPoint); | |
do | |
{ | |
nextHullPoint = ConvexNextPoint(points, nextHullPoint); | |
if (Vector3.Distance(nextHullPoint, hull[0]) > Mathf.Epsilon) | |
hull.Add(nextHullPoint); | |
} while (Vector3.Distance(nextHullPoint, hull[0]) > Mathf.Epsilon && hull.Count < 50); | |
return hull; | |
} | |
} |
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// David Evans @phosphoer | |
// Feel free to use this in your commercial projects | |
// Let me know if you do cause it will make me feel good and stuff | |
#if UNITY_EDITOR | |
using UnityEngine; | |
using UnityEditor; | |
using UnityEditor.SceneManagement; | |
[CustomEditor(typeof(SimpleGeo))] | |
public class SimpleGeoEditor : Editor | |
{ | |
static public bool EditorActive; | |
private float lastHeight; | |
private float lastResolution; | |
private float lastBevelRadius; | |
private void Awake() | |
{ | |
Undo.undoRedoPerformed += OnUndo; | |
} | |
private void OnUndo() | |
{ | |
var terrains = FindObjectsOfType<SimpleGeo>(); | |
for (var i = 0; i < terrains.Length; ++i) | |
{ | |
terrains[i].RebuildMesh(); | |
} | |
} | |
public override void OnInspectorGUI() | |
{ | |
base.OnInspectorGUI(); | |
if (!EditorActive && GUILayout.Button("Start editing")) | |
{ | |
EditorActive = true; | |
SceneView.RepaintAll(); | |
} | |
if (EditorActive && GUILayout.Button("Stop editing")) | |
{ | |
EditorActive = false; | |
SceneView.RepaintAll(); | |
} | |
if (EditorActive) | |
{ | |
GUILayout.Label("LMB + Drag - Paint geometry"); | |
GUILayout.Label("RMB + Drag - Erase geometry"); | |
GUILayout.Label("LMB + Shift + Drag - Raise/lower geometry"); | |
GUILayout.Label("Control - Select geometry under mouse"); | |
} | |
} | |
private void OnSceneGUI() | |
{ | |
var geoItem = target as SimpleGeo; | |
// Update terrain when properties change | |
if (lastResolution != geoItem.Resolution || lastBevelRadius != geoItem.BevelRadius || lastHeight != geoItem.Height) | |
{ | |
geoItem.RebuildMesh(); | |
lastResolution = geoItem.Resolution; | |
lastHeight = geoItem.Height; | |
lastBevelRadius = geoItem.BevelRadius; | |
} | |
// Don't do anything if editor isn't active | |
if (!EditorActive) | |
return; | |
// Boilerplate for preventing default events | |
var controlID = GUIUtility.GetControlID(FocusType.Passive); | |
if (Event.current.type == EventType.Layout) | |
{ | |
HandleUtility.AddDefaultControl(controlID); | |
} | |
// Raycast to edit plane | |
var mouseRay = HandleUtility.GUIPointToWorldRay(Event.current.mousePosition); | |
var plane = new Plane(geoItem.transform.up, geoItem.transform.position); | |
var hitEnter = 0.0f; | |
Vector3 hitPoint = Vector3.zero; | |
var raycastHitPlane = plane.Raycast(mouseRay, out hitEnter); | |
if (raycastHitPlane) | |
{ | |
hitPoint = mouseRay.origin + mouseRay.direction * hitEnter; | |
} | |
// Draw 3D GUI | |
if (raycastHitPlane) | |
{ | |
var c = Color.white; | |
c.a = 0.25f; | |
Handles.color = c; | |
var scale = Mathf.Max(geoItem.transform.localScale.x, geoItem.transform.localScale.z) / geoItem.Resolution; | |
Handles.DrawSolidDisc(hitPoint, Vector3.up, scale); | |
} | |
// Referesh view on mouse move | |
if (Event.current.type == EventType.MouseMove) | |
{ | |
SceneView.RepaintAll(); | |
} | |
// Press escape to stop editing | |
if (Event.current.keyCode == KeyCode.Escape) | |
{ | |
EditorActive = false; | |
SceneView.RepaintAll(); | |
Repaint(); | |
return; | |
} | |
// Press control to select existing terrain | |
if (Event.current.type == EventType.KeyDown && Event.current.control) | |
{ | |
// Raycast to select an existing terrain | |
RaycastHit hitInfo; | |
if (Physics.Raycast(mouseRay, out hitInfo)) | |
{ | |
var t = hitInfo.collider.GetComponent<SimpleGeo>(); | |
if (t != null) | |
{ | |
Selection.activeGameObject = t.gameObject; | |
} | |
} | |
} | |
// Control click to start new terrain | |
if (Event.current.type == EventType.MouseDown && Event.current.control && Event.current.button == 0) | |
{ | |
// Raycast to start new geo at hit point | |
RaycastHit hitInfo; | |
if (Physics.Raycast(mouseRay, out hitInfo)) | |
{ | |
var geoPrefab = PrefabUtility.GetPrefabParent(Selection.activeGameObject); | |
var newGeo = geoPrefab != null ? PrefabUtility.InstantiatePrefab(geoPrefab) as GameObject : Instantiate(geoItem.gameObject); | |
newGeo.transform.position = hitInfo.point; | |
newGeo.transform.localRotation = Quaternion.identity; | |
newGeo.transform.up = hitInfo.normal; | |
newGeo.GetComponent<SimpleGeo>().TileMap.Clear(); | |
newGeo.GetComponent<SimpleGeo>().RebuildMesh(); | |
Selection.activeGameObject = newGeo.gameObject; | |
Undo.RegisterCreatedObjectUndo(newGeo, "New SimpleGeo"); | |
} | |
} | |
// Click and drag handler | |
if (Event.current.type == EventType.MouseDrag && !Event.current.control) | |
{ | |
// Do nothing on camera orbit | |
if (Event.current.alt) | |
return; | |
// Consume the event so the rest of the editor ignores it | |
Event.current.Use(); | |
if (geoItem != null) | |
Undo.RecordObject(geoItem, "SimpleGeo Edit"); | |
// Raycast the mouse drag | |
if (raycastHitPlane) | |
{ | |
// Manipulation during terrain creation | |
if (Event.current.button == 0) | |
{ | |
// Hold shift to resize terrain height | |
if (Event.current.shift) | |
{ | |
geoItem.Height += Event.current.delta.y * -0.03f; | |
geoItem.RebuildMesh(); | |
} | |
// Draw on the terrain | |
else | |
{ | |
geoItem.AddPoint(hitPoint); | |
} | |
} | |
// Right click to erase terrain | |
else if (Event.current.button == 1) | |
{ | |
geoItem.RemovePoint(hitPoint); | |
} | |
} | |
} | |
// End the terrain on mouse release | |
if (Event.current.type == EventType.MouseUp) | |
{ | |
EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); | |
} | |
} | |
} | |
#endif |
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