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Simple Geometry Painter for Unity
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// The MIT License (MIT) | |
// Copyright (c) 2016 David Evans @phosphoer | |
// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: | |
// The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. | |
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. | |
using UnityEngine; | |
using System.Collections.Generic; | |
using System; | |
#if UNITY_EDITOR | |
using UnityEditor; | |
#endif | |
// USAGE: Make a game object and put this script on it. Click the "Start Editing" button in the inspector | |
// I recommend making a prefab that you can drag into scene | |
// Make sure you also have SimpleGeoEditor.cs! | |
[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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// The MIT License (MIT) | |
// Copyright (c) 2016 David Evans @phosphoer | |
// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: | |
// The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. | |
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. | |
#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"); | |
GUILayout.Label("Control + LMB - Start new geometry at cursor"); | |
} | |
} | |
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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