Ejemplo n.º 1
0
    void OnSceneGUI()
    {
        MeshRoundCone mrc   = target as MeshRoundCone;
        Transform     trans = mrc.gameObject.transform;

        float      defLeng = HandleUtility.GetHandleSize(Vector3.left);
        Vector3    pos     = trans.position;
        Vector3    scale   = trans.localScale;
        Quaternion rot     = trans.rotation;

        float offset1, offset2;

        if (mrc.pivot == MeshRoundCone.Pivot.Center)
        {
            offset1 = -0.5f * mrc.length;
            offset2 = +0.5f * mrc.length;
        }
        else if (mrc.pivot == MeshRoundCone.Pivot.R1)
        {
            offset1 = 0;
            offset2 = mrc.length;
        }
        else
        {
            offset1 = -mrc.length;
            offset2 = 0;
        }

        EditorGUI.BeginChangeCheck();
        float r1 = Handles.RadiusHandle(rot, pos + rot * new Vector3(offset1, 0, 0), mrc.r1);

        if (EditorGUI.EndChangeCheck())
        {
            Undo.RecordObject(target, "Change Radius 1");
            mrc.r1 = r1;
            mrc.Reshape();
        }

        EditorGUI.BeginChangeCheck();
        float r2 = Handles.RadiusHandle(rot, pos + rot * new Vector3(offset2, 0, 0), mrc.r2);

        if (EditorGUI.EndChangeCheck())
        {
            Undo.RecordObject(target, "Change Radius 2");
            mrc.r2 = r2;
            mrc.Reshape();
        }

        EditorGUI.BeginChangeCheck();
        float length = Handles.ScaleSlider(mrc.length, pos, rot * new Vector3(0, 1, 0), rot, 1, 0.5f);

        if (EditorGUI.EndChangeCheck())
        {
            Undo.RecordObject(target, "Change Length");
            mrc.length = length;
            mrc.Reshape();
        }
    }
Ejemplo n.º 2
0
    void OnSceneGUI()
    {
        MeshRoundCone mrc   = target as MeshRoundCone;
        Transform     trans = mrc.gameObject.transform;
        float         scale = (trans.lossyScale.x + trans.lossyScale.y + trans.lossyScale.z) / 3.0f;

        mrc.UpdateR1R2HandlePosition();

        float defLeng = HandleUtility.GetHandleSize(Vector3.left);

        EditorGUI.BeginChangeCheck();
        float r1 = Handles.RadiusHandle(trans.rotation, mrc.positionR1, mrc.r1 * scale);

        if (EditorGUI.EndChangeCheck())
        {
            Undo.RecordObject(target, "Change Radius 1");
            mrc.r1 = r1 / scale;
            mrc.Reshape();
        }

        EditorGUI.BeginChangeCheck();
        float r2 = Handles.RadiusHandle(trans.rotation, mrc.positionR2, mrc.r2 * scale);

        if (EditorGUI.EndChangeCheck())
        {
            Undo.RecordObject(target, "Change Radius 2");
            mrc.r2 = r2 / scale;
            mrc.Reshape();
        }

        EditorGUI.BeginChangeCheck();
        float size   = Mathf.Max(mrc.length * scale, Mathf.Max(mrc.r1 * scale, mrc.r2 * scale));
        float length = Handles.ScaleSlider(mrc.length * scale, trans.position, trans.rotation * new Vector3(0, 1, 0), trans.rotation, size, 0.5f);

        if (EditorGUI.EndChangeCheck())
        {
            Undo.RecordObject(target, "Change Length");
            mrc.length = length / scale;
            mrc.Reshape();
        }

        if (mrc.pivot != MeshRoundCone.Pivot.R1)
        {
            EditorGUI.BeginChangeCheck();
            Vector3 positionR1 = Handles.PositionHandle(mrc.positionR1, Quaternion.identity);
            if (EditorGUI.EndChangeCheck())
            {
                Undo.RecordObject(target, "Change R1 Position");
                mrc.positionR1 = positionR1;
                mrc.Reposition();
                mrc.Reshape();
            }
        }

        if (mrc.pivot != MeshRoundCone.Pivot.R2)
        {
            EditorGUI.BeginChangeCheck();
            Vector3 positionR2 = Handles.PositionHandle(mrc.positionR2, Quaternion.identity);
            if (EditorGUI.EndChangeCheck())
            {
                Undo.RecordObject(target, "Change R2 Position");
                mrc.positionR2 = positionR2;
                mrc.Reposition();
                mrc.Reshape();
            }
        }
    }
Ejemplo n.º 3
0
    static void OnMenu()
    {
        GameObject    rc   = new GameObject("RoundCone");
        Mesh          mesh = new Mesh();
        MeshRenderer  mr   = rc.AddComponent <MeshRenderer>();
        MeshFilter    mf   = rc.AddComponent <MeshFilter>();
        MeshRoundCone mrc  = rc.AddComponent <MeshRoundCone>();

        int split = mrc.split, slice = mrc.slice;

        int sphereVtxs = split * (slice + 1);
        int sphereTris = 2 * split * slice;

        int coneVtxs = split * 2;
        int coneTris = split * 2;

        Vector3[] vertices  = new Vector3[2 * sphereVtxs + coneVtxs];
        int[]     triangles = new int[(2 * sphereTris + coneTris) * 3];

        // 頂点位置の設定は後でMeshRoundCone.Reshape()が行う

        // Make Triangles
        /// -- Sphere
        int cnt = 0;

        for (int n = 0; n < 2; n++)
        {
            for (int i = 0; i < split; i++)
            {
                for (int j = 0; j < slice; j++)
                {
                    int i0 = i;
                    int i1 = (i == split - 1) ? 0 : i + 1;

                    triangles[cnt + 0] = split * (j + 0) + i1 + n * sphereVtxs;
                    triangles[cnt + 1] = split * (j + 1) + i0 + n * sphereVtxs;
                    triangles[cnt + 2] = split * (j + 0) + i0 + n * sphereVtxs;
                    cnt += 3;

                    triangles[cnt + 0] = split * (j + 0) + i1 + n * sphereVtxs;
                    triangles[cnt + 1] = split * (j + 1) + i1 + n * sphereVtxs;
                    triangles[cnt + 2] = split * (j + 1) + i0 + n * sphereVtxs;
                    cnt += 3;
                }
            }
        }
        /// -- Cone
        for (int i = 0; i < split; i++)
        {
            int i0 = i;
            int i1 = (i == split - 1) ? 0 : i + 1;

            triangles[cnt + 0] = split * 0 + i0 + 2 * sphereVtxs;
            triangles[cnt + 1] = split * 1 + i0 + 2 * sphereVtxs;
            triangles[cnt + 2] = split * 0 + i1 + 2 * sphereVtxs;
            cnt += 3;

            triangles[cnt + 0] = split * 1 + i0 + 2 * sphereVtxs;
            triangles[cnt + 1] = split * 1 + i1 + 2 * sphereVtxs;
            triangles[cnt + 2] = split * 0 + i1 + 2 * sphereVtxs;
            cnt += 3;
        }

        mesh.vertices  = vertices;
        mesh.triangles = triangles;

        mesh.RecalculateNormals();
        mesh.RecalculateBounds();

        mf.sharedMesh = mesh;

        if (default_material == null)
        {
            foreach (var i in Resources.FindObjectsOfTypeAll <Material>())
            {
                if (i.name == "Default-Material")
                {
                    default_material = i; break;
                }
            }
        }

        mr.sharedMaterial = default_material;

        // 頂点位置の設定
        mrc.Reshape();
    }