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Visualizes the mesh vertices and triangles
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using UnityEngine; | |
using UnityEditor; | |
using System.Collections; | |
using System; | |
public class MeshVisualizeWindow : EditorWindow | |
{ | |
[MenuItem("Window/Mesh visualizer")] | |
public static void OpenWindow() | |
{ | |
GetWindow<MeshVisualizeWindow>().Focus(); | |
} | |
private Mesh selectedMesh; | |
private Vector3[] selectedVertices, selectedNormals; | |
private Color[] selectedColors, randomColors; | |
private int[] selectedTriangles; | |
private int startVertIndex, endVertIndex, startTriIndex, endTriIndex; | |
private bool shouldVisualizeVertices = true, shouldVisualizeTriangles = false; | |
private bool useVertexColors = true; | |
private bool hasVertexColors { get { return selectedMesh.colors != null && selectedMesh.colors.Length > 0; } } | |
void OnEnable() | |
{ | |
SceneView.onSceneGUIDelegate -= OnSceneGUI; | |
SceneView.onSceneGUIDelegate += OnSceneGUI; | |
init(); | |
randomColors = generateColors(255); | |
} | |
void OnDisable() | |
{ | |
SceneView.onSceneGUIDelegate -= OnSceneGUI; | |
} | |
void OnSelectionChange() | |
{ | |
init(); | |
//Force to repaint UI, otherwise the new values arent visible until you interact with the window | |
Repaint(); | |
} | |
//Initialises the variables for the current selection. | |
private void init() | |
{ | |
//Reset to default | |
selectedMesh = null; | |
if (Selection.activeGameObject == null) | |
return; | |
MeshFilter mFilter; | |
SkinnedMeshRenderer mSkinRender; | |
if ((mFilter = Selection.activeGameObject.GetComponent<MeshFilter>()) != null) | |
selectedMesh = mFilter.sharedMesh; | |
if ((mSkinRender = Selection.activeGameObject.GetComponent<SkinnedMeshRenderer>()) != null) | |
selectedMesh = mSkinRender.sharedMesh; | |
if (selectedMesh == null || (selectedVertices != null && selectedMesh.vertices.Length == selectedVertices.Length)) | |
return; | |
selectedVertices = selectedMesh.vertices; | |
selectedNormals = selectedMesh.normals; | |
selectedTriangles = selectedMesh.triangles; | |
selectedColors = validateColors(selectedMesh.colors); | |
if (!hasVertexColors || !useVertexColors) | |
selectedColors = generateColors(selectedVertices.Length); | |
startVertIndex = 0; | |
endVertIndex = selectedVertices.Length; | |
endTriIndex = selectedTriangles.Length / 3; | |
} | |
private Color[] validateColors(Color[] colors) | |
{ | |
for (int i = 0; i < colors.Length; i++) | |
{ | |
if (colors[i].a < .5f) | |
colors[i].a = 1f; | |
} | |
return colors; | |
} | |
private Color[] generateColors(int size) | |
{ | |
Color[] cols = new Color[size]; | |
for (int i = 0; i < cols.Length; i++) | |
cols[i] = new Color(UnityEngine.Random.value, UnityEngine.Random.value, UnityEngine.Random.value); | |
return cols; | |
} | |
#region GUI | |
void OnGUI() | |
{ | |
if (selectedMesh == null) | |
{ | |
EditorGUILayout.HelpBox("Please select a meshfilter or skinnedmeshrenderer!", MessageType.Error); | |
return; | |
} | |
drawGeneralGUI(); | |
EditorGUILayout.Space(); | |
drawVertexGUI(); | |
EditorGUILayout.Space(); | |
drawTriangleGUI(); | |
if (GUI.changed) | |
SceneView.RepaintAll(); | |
} | |
private void drawGeneralGUI() | |
{ | |
EditorGUILayout.LabelField("General settings", EditorStyles.boldLabel); | |
EditorGUI.indentLevel++; | |
EditorGUILayout.LabelField(string.Format("Vertex count: {0}, triangle count: {1}", selectedVertices.Length, selectedMesh.triangles.Length / 3)); | |
if (hasVertexColors) | |
{ | |
useVertexColors = EditorGUILayout.Toggle("Use vertex colors", useVertexColors); | |
if (GUI.changed && useVertexColors) | |
selectedColors = validateColors(selectedMesh.colors); | |
else if (GUI.changed && !useVertexColors) | |
selectedColors = generateColors(selectedVertices.Length); | |
} | |
EditorGUI.indentLevel--; | |
} | |
private void drawVertexGUI() | |
{ | |
shouldVisualizeVertices = EditorGUILayout.BeginToggleGroup("Show vertices", shouldVisualizeVertices); | |
EditorGUI.indentLevel++; | |
EditorGUILayout.LabelField("Visualise from index: " + startVertIndex + " to " + endVertIndex); | |
//Lame, MinMaxSlider only has a float version! | |
float tmpStart = startVertIndex, tmpEnd = endVertIndex; | |
EditorGUILayout.MinMaxSlider(ref tmpStart, ref tmpEnd, 0, selectedVertices.Length); | |
startVertIndex = (int)tmpStart; | |
endVertIndex = (int)tmpEnd; | |
EditorGUILayout.BeginHorizontal(); | |
EditorGUILayout.LabelField("Min"); | |
if (GUILayout.Button("-")) | |
startVertIndex = Mathf.Clamp(startVertIndex - 1, 0, endVertIndex); | |
if (GUILayout.Button("+")) | |
startVertIndex = Mathf.Clamp(startVertIndex + 1, 0, endVertIndex); | |
EditorGUILayout.EndHorizontal(); | |
EditorGUILayout.BeginHorizontal(); | |
EditorGUILayout.LabelField("Max"); | |
if (GUILayout.Button("-")) | |
endVertIndex = Mathf.Clamp(endVertIndex - 1, startVertIndex, selectedVertices.Length); | |
if (GUILayout.Button("+")) | |
endVertIndex = Mathf.Clamp(endVertIndex + 1, startVertIndex, selectedVertices.Length); | |
EditorGUILayout.EndHorizontal(); | |
EditorGUILayout.EndToggleGroup(); | |
EditorGUI.indentLevel--; | |
} | |
private void drawTriangleGUI() | |
{ | |
shouldVisualizeTriangles = EditorGUILayout.BeginToggleGroup("Show triangles", shouldVisualizeTriangles); | |
EditorGUILayout.LabelField("Visualise from index: " + startTriIndex + " to " + endTriIndex); | |
EditorGUI.indentLevel++; | |
//Lame, MinMaxSlider only has a float version! | |
float tmpStart = startTriIndex, tmpEnd = endTriIndex; | |
EditorGUILayout.MinMaxSlider(ref tmpStart, ref tmpEnd, 0, selectedTriangles.Length / 3f); | |
startTriIndex = (int)tmpStart; | |
endTriIndex = (int)tmpEnd; | |
EditorGUILayout.BeginHorizontal(); | |
EditorGUILayout.LabelField("Min"); | |
if (GUILayout.Button("-")) | |
startTriIndex = Mathf.Clamp(startTriIndex - 1, 0, endTriIndex); | |
if (GUILayout.Button("+")) | |
startTriIndex = Mathf.Clamp(startTriIndex + 1, 0, endTriIndex); | |
EditorGUILayout.EndHorizontal(); | |
EditorGUILayout.BeginHorizontal(); | |
EditorGUILayout.LabelField("Max"); | |
if (GUILayout.Button("-")) | |
endTriIndex = Mathf.Clamp(endTriIndex - 1, startTriIndex, selectedTriangles.Length / 3); | |
if (GUILayout.Button("+")) | |
endTriIndex = Mathf.Clamp(endTriIndex + 1, startTriIndex, selectedTriangles.Length / 3); | |
EditorGUILayout.EndHorizontal(); | |
EditorGUILayout.EndToggleGroup(); | |
EditorGUI.indentLevel--; | |
} | |
#endregion | |
#region Scene | |
private void OnSceneGUI(SceneView sceneView) | |
{ | |
if (selectedMesh == null || Selection.activeGameObject == null) | |
return; | |
//Everything we do is in local space | |
Handles.matrix = Selection.activeGameObject.transform.localToWorldMatrix; | |
if (shouldVisualizeVertices) | |
visualizeVertices(); | |
if (shouldVisualizeTriangles) | |
visualizeTriangles(); | |
} | |
private void visualizeVertices() | |
{ | |
for (int i = startVertIndex; i < endVertIndex; i++) | |
{ | |
Handles.color = selectedColors[i]; | |
DrawRay(selectedVertices[i], selectedNormals[i]); | |
Handles.Label(selectedVertices[i] + selectedNormals[i] * 1.1f, i.ToString()); | |
} | |
} | |
private void visualizeTriangles() | |
{ | |
for (int i = startTriIndex * 3; i < endTriIndex * 3; i += 3) | |
{ | |
Handles.color = randomColors[i % randomColors.Length]; | |
Vector3 p1 = selectedVertices[selectedTriangles[i + 0]], | |
p2 = selectedVertices[selectedTriangles[i + 1]], | |
p3 = selectedVertices[selectedTriangles[i + 2]]; | |
DrawArrow(p1, p2 - p1); | |
DrawArrow(p2, p3 - p2); | |
DrawArrow(p3, p1 - p3); | |
Handles.Label((p1 + p2 + p3) / 3f, (i / 3).ToString()); | |
} | |
} | |
//Draws an arrow in the handles. `arrowatpercent` determines where the arrow cap is, 1 means at the end 0 at the beginning | |
static void DrawArrow(Vector3 origin, Vector3 direction, float arrowAtPercent = .8f) | |
{ | |
DrawRay(origin, direction); | |
DrawRay(origin + direction * arrowAtPercent, Quaternion.LookRotation(direction) * Quaternion.Euler(0, 200f, 0) * Vector3.forward * 0.25f); | |
DrawRay(origin + direction * arrowAtPercent, Quaternion.LookRotation(direction) * Quaternion.Euler(0, 160f, 0) * Vector3.forward * 0.25f); | |
} | |
//Draws a line that starts at origin and ends at origin+direction | |
static void DrawRay(Vector3 origin, Vector3 direction) | |
{ | |
Handles.DrawLine(origin, origin + direction); | |
} | |
#endregion | |
} |
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https://gfycat.com/MadQualifiedAchillestang
An editor window which shows you detailed information about the vertex/triangles of the selected mesh.