public static void GenerateMesh(IvyGraph ivyGraph, IvyProfile ivyProfile, bool doUV2s = false, bool forceGeneration = false) { // avoid GC allocations by reusing static lists verticesAll.Clear(); texCoordsAll.Clear(); trianglesAll.Clear(); leafVerticesAll.Clear(); leafUVsAll.Clear(); leafTrianglesAll.Clear(); leafColorsAll.Clear(); // the main mesh generation actually happens here; if it can't generate a mesh, then stop if (!GenerateMeshData(ivyGraph, ivyProfile, forceGeneration)) { return; } ivyGraph.dirtyUV2s = !doUV2s; InitOrRefreshRoot(ivyGraph, ivyProfile); var myAsset = IvyCore.GetDataAsset(ivyGraph.rootGO); // Branch mesh debug // Debug.Log( "branchVertices: " + verticesAll.Count ); // Debug.Log( "branchTris: " + string.Join(", ", trianglesAll.Select( tri => tri.ToString() ).ToArray()) ); // foreach ( var vert in verticesAll ) { // Debug.DrawRay( vert + ivyGraph.seedPos, Vector3.up, Color.cyan, 1f, false ); // } if (ivyProfile.ivyBranchSize < 0.0001f) { if (ivyGraph.branchMF != null) { IvyCore.DestroyObject(ivyGraph.branchMF.gameObject); } IvyCore.TryDestroyMesh(ivyGraph.branchMeshID, myAsset, true); } else { CheckMeshDataAsset(ref ivyGraph.branchMeshID, myAsset, ivyProfile.meshCompress); branchMesh = myAsset.meshList[ivyGraph.branchMeshID]; if (ivyGraph.branchMF == null || ivyGraph.branchR == null) { CreateIvyMeshObject(ivyGraph, ivyProfile, branchMesh, false); } RefreshMeshObject(ivyGraph.branchMF, ivyProfile); branchMesh.Clear(); ivyGraph.branchMF.name = ivyGraph.rootGO.name + "_Branches"; ivyGraph.branchR.shadowCastingMode = ivyProfile.castShadows; ivyGraph.branchR.receiveShadows = ivyProfile.receiveShadows; branchMesh.name = ivyGraph.branchMF.name; branchMesh.SetVertices(verticesAll); branchMesh.SetUVs(0, texCoordsAll); if (ivyProfile.useLightmapping && doUV2s) { PackBranchUV2s(ivyGraph); } branchMesh.SetTriangles(trianglesAll, 0); branchMesh.RecalculateBounds(); branchMesh.RecalculateNormals(); branchMesh.RecalculateTangents(); #if UNITY_2017_1_OR_NEWER && UNITY_EDITOR MeshUtility.Optimize(branchMesh); #endif ivyGraph.branchMF.sharedMesh = branchMesh; #if UNITY_EDITOR ivyGraph.branchR.sharedMaterial = ivyProfile.branchMaterial != null ? ivyProfile.branchMaterial : AssetDatabase.GetBuiltinExtraResource <Material>("Default-Diffuse.mat"); #else ivyGraph.branchR.sharedMaterial = ivyProfile.branchMaterial; #endif } // Leaves mesh debug // Debug.Log( "leafVertices: " + ivyGraph.leafVertices.Count ); // Debug.Log( "leafTris: " + string.Join(", ", ivyGraph.leafTriangles.Select( tri => tri.ToString() ).ToArray()) ); // don't do leaf mesh if it's unnecessary if (ivyProfile.leafProbability < 0.001f) { if (ivyGraph.leafMF != null) { IvyCore.DestroyObject(ivyGraph.leafMF.gameObject); } IvyCore.TryDestroyMesh(ivyGraph.leafMeshID, myAsset, true); } else { CheckMeshDataAsset(ref ivyGraph.leafMeshID, myAsset, ivyProfile.meshCompress); leafMesh = myAsset.meshList[ivyGraph.leafMeshID]; if (ivyGraph.leafMF == null || ivyGraph.leafR == null) { CreateIvyMeshObject(ivyGraph, ivyProfile, leafMesh, true); } RefreshMeshObject(ivyGraph.leafMF, ivyProfile); leafMesh.Clear(); ivyGraph.leafMF.name = ivyGraph.rootGO.name + "_Leaves"; ivyGraph.leafR.shadowCastingMode = ivyProfile.castShadows; ivyGraph.leafR.receiveShadows = ivyProfile.receiveShadows; leafMesh.name = ivyGraph.leafMF.name; leafMesh.SetVertices(leafVerticesAll); leafMesh.SetUVs(0, leafUVsAll); if (ivyProfile.useLightmapping && doUV2s) { PackLeafUV2s(ivyGraph); } leafMesh.SetTriangles(leafTrianglesAll, 0); if (ivyProfile.useVertexColors) { leafMesh.SetColors(leafColorsAll); } leafMesh.RecalculateBounds(); leafMesh.RecalculateNormals(); leafMesh.RecalculateTangents(); #if UNITY_2017_1_OR_NEWER && UNITY_EDITOR MeshUtility.Optimize(leafMesh); #endif ivyGraph.leafMF.sharedMesh = leafMesh; #if UNITY_EDITOR ivyGraph.leafR.sharedMaterial = ivyProfile.leafMaterial != null ? ivyProfile.leafMaterial : AssetDatabase.GetBuiltinExtraResource <Material>("Default-Diffuse.mat"); #else ivyGraph.leafR.sharedMaterial = ivyProfile.leafMaterial; #endif } // EditorUtility.SetDirty( myAsset ); // AssetDatabase.SaveAssets(); // AssetDatabase.ImportAsset( AssetDatabase.GetAssetPath(myAsset) ); }
//called whenever the inspector gui gets rendered public override void OnInspectorGUI() { EditorGUILayout.Space(); if (ivyBehavior == null) { ivyBehavior = (IvyBehavior)target; } wasPartOfPrefab = IvyCore.IsPartOfPrefab(ivyBehavior.gameObject); bool isInARealScene = !string.IsNullOrEmpty(ivyBehavior.gameObject.scene.path) && ivyBehavior.gameObject.activeInHierarchy; if (isInARealScene) { lastDataAsset = IvyCore.GetDataAsset(ivyBehavior.gameObject); } EditorGUILayout.BeginVertical(EditorStyles.helpBox); EditorGUI.BeginChangeCheck(); ivyBehavior.profileAsset = EditorGUILayout.ObjectField(ivyBehavior.profileAsset, typeof(IvyProfileAsset), false) as IvyProfileAsset; if (EditorGUI.EndChangeCheck() || (ivyProfileEditor == null && ivyBehavior.profileAsset != null)) { ivyProfileEditor = Editor.CreateEditor(ivyBehavior.profileAsset); ((IvyProfileEditor)ivyProfileEditor).viewedFromMonobehavior = true; } // destroy old editor / cleanup if (ivyBehavior.profileAsset == null && ivyProfileEditor != null) { DestroyImmediate(ivyProfileEditor); } if (ivyBehavior.profileAsset == null || ivyProfileEditor == null) { EditorGUILayout.HelpBox("Please assign an Ivy Profile Asset.", MessageType.Warning); if (GUILayout.Button("Create new Ivy Profile Asset...")) { var newAsset = IvyCore.CreateNewAsset(""); if (newAsset != null) { ivyBehavior.profileAsset = newAsset; ivyBehavior.showProfileFoldout = true; Selection.activeGameObject = ivyBehavior.gameObject; } } EditorGUILayout.EndVertical(); return; } var ivyProfile = ivyBehavior.profileAsset.ivyProfile; if (!IvyCore.ivyBehaviors.Contains(ivyBehavior)) { IvyCore.ivyBehaviors.Add(ivyBehavior); } GUIContent content = null; EditorGUI.indentLevel++; ivyBehavior.showProfileFoldout = EditorGUILayout.Foldout(ivyBehavior.showProfileFoldout, "Ivy Profile Settings", true); EditorGUI.indentLevel--; if (EditorGUILayout.BeginFadeGroup(ivyBehavior.showProfileFoldout ? 1 : 0)) { ivyProfileEditor.OnInspectorGUI(); } EditorGUILayout.EndFadeGroup(); EditorGUILayout.EndVertical(); DrawUILine(); GUILayout.Label("Ivy Painter", EditorStyles.boldLabel); if (!isInARealScene) { EditorGUILayout.HelpBox("Painting / mesh generation only works in saved scenes on active game objects.\n- Save the scene?\n- Put this game object in a saved scene?\n- Make sure it is active?", MessageType.Error); GUI.enabled = false; } // plant root creation button var oldColor = GUI.color; GUI.color = isPlantingModeActive ? Color.yellow : Color.Lerp(Color.yellow, oldColor, 0.69f); content = new GUIContent(!isPlantingModeActive ? " Start Painting Ivy": " Stop Painting Ivy", iconPaint, "while painting, left-click and drag in the Scene view on any collider"); if (GUILayout.Button(content, GUILayout.Height(20))) { isPlantingModeActive = !isPlantingModeActive; } GUI.color = oldColor; content = new GUIContent(" Enable Growth Sim AI", "If disabled, then you can just paint ivy without simulation or AI, which is useful when you want small strokes or full control."); ivyBehavior.enableGrowthSim = EditorGUILayout.ToggleLeft(content, ivyBehavior.enableGrowthSim); content = new GUIContent(" Make Mesh During Painting / Growth", "Generate 3D ivy mesh during painting and growth. Very cool, but very processing intensive. If your computer gets very slow while painting, then disable this."); ivyBehavior.generateMeshDuringGrowth = EditorGUILayout.ToggleLeft(content, ivyBehavior.generateMeshDuringGrowth); int visibleIvy = ivyBehavior.ivyGraphs.Where(ivy => ivy.isVisible).Count(); GUI.enabled = isInARealScene && visibleIvy > 0; EditorGUILayout.BeginHorizontal(EditorStyles.helpBox); content = new GUIContent(" Re-mesh Visible", iconMesh, "Remake meshes for all visible ivy, all at once. Useful when you change your ivy profile settings, and want to see the new changes."); if (GUILayout.Button(content, EditorStyles.miniButtonLeft, GUILayout.MaxWidth(EditorGUIUtility.currentViewWidth * 0.45f), GUILayout.Height(16))) { if (EditorUtility.DisplayDialog("Hedera: Remake All Visible Meshes", string.Format("Are you sure you want to remake {0} meshes all at once? It also might be very slow or crash your editor.", visibleIvy), "YES!", "Maybe not...")) { foreach (var ivy in ivyBehavior.ivyGraphs) { if (!ivy.isVisible) { continue; } if (ivy.rootGO != null) { Undo.RegisterFullObjectHierarchyUndo(ivy.rootGO, "Hedera > Re-mesh Visible"); } else { IvyMesh.InitOrRefreshRoot(ivy, ivyProfile); Undo.RegisterCreatedObjectUndo(ivy.rootGO, "Hedera > Re-mesh Visible"); } IvyMesh.GenerateMesh(ivy, ivyProfile, ivyProfile.useLightmapping, true); } } } content = new GUIContent(" Merge Visible", iconLeaf, "Merge all visible ivy into a single ivy / single mesh. This is (usually) good for optimizing the 3D performance of your scene, especially if you have a lot of ivy everywhere."); if (GUILayout.Button(content, EditorStyles.miniButtonRight, GUILayout.Height(16))) { if (EditorUtility.DisplayDialog("Hedera: Merge All Visible Ivy Strokes", string.Format("Are you sure you want to merge {0} ivy plants into one?", visibleIvy), "YES!", "Maybe not...")) { Undo.RegisterCompleteObjectUndo(ivyBehavior, "Hedera > Merge Visible"); Undo.SetCurrentGroupName("Hedera > Merge Visible"); //var rootIvyB = IvyCore.StartDestructiveEdit(ivyBehavior, applyAllOverrides:true ); IvyCore.MergeVisibleIvyGraphs(ivyBehavior, ivyProfile); // IvyCore.CommitDestructiveEdit(); } } EditorGUILayout.EndHorizontal(); GUI.enabled = isInARealScene; if (ivyBehavior.ivyGraphs.Count == 0) { EditorGUILayout.HelpBox("To paint Ivy, first click [Start Painting Ivy]... then hold down [Left Mouse Button] on a collider in the Scene view, and drag.", MessageType.Info); } lastMeshIDs.Clear(); IvyGraph ivyGraphObjJob = null; // used to pull .OBJ export out of the for() loop var oldBGColor = GUI.backgroundColor; var pulseColor = Color.Lerp(oldBGColor, Color.yellow, Mathf.PingPong(System.Convert.ToSingle(EditorApplication.timeSinceStartup) * 2f, 1f)); for (int i = 0; i < ivyBehavior.ivyGraphs.Count; i++) { GUI.enabled = isInARealScene; var ivy = ivyBehavior.ivyGraphs[i]; if (ivy.isGrowing) { GUI.backgroundColor = pulseColor; } lastMeshIDs.Add(ivy.leafMeshID); lastMeshIDs.Add(ivy.branchMeshID); EditorGUILayout.BeginHorizontal(EditorStyles.helpBox); GUI.backgroundColor = oldBGColor; GUI.color = ivy.isVisible ? oldColor : Color.gray; var eyeIcon = ivy.isVisible ? iconVisOn : iconVisOff; content = new GUIContent(eyeIcon, "Click to toggle visibility for this ivy plant.\n(Enable / disable the game object.)"); if (GUILayout.Button(content, EditorStyles.miniButtonLeft, GUILayout.Height(16), GUILayout.Width(24))) { ivy.isVisible = !ivy.isVisible; if (ivy.rootGO != null) { ivy.rootGO.SetActive(ivy.isVisible); } } GUI.color = oldColor; GUI.color = ivy != currentIvyGraphMove ? oldColor : Color.gray; content = new GUIContent(iconMove, "Click to start moving the seed position for this ivy plant."); if (GUILayout.Button(content, EditorStyles.miniButtonRight, GUILayout.Height(16), GUILayout.Width(24))) { if (ivy.rootGO != null) { ivy.rootGO.transform.position = ivy.seedPos; } currentIvyGraphMove = ivy == currentIvyGraphMove ? null : ivy; } GUI.color = oldColor; if (ivy.rootGO != null) { GUI.enabled = false; EditorGUILayout.ObjectField(ivy.rootGO, typeof(GameObject), true); GUI.enabled = isInARealScene; } else { string ivyLabel = string.Format( "(no mesh) {0} ivy", ivy.roots.Count, ivy.seedPos ); GUILayout.Label(ivyLabel, EditorStyles.miniLabel); } if (!ivy.isGrowing) { content = new GUIContent(iconMesh, "Make (or remake) the 3D mesh for this ivy"); if (GUILayout.Button(content, EditorStyles.miniButtonLeft, GUILayout.Width(24), GUILayout.Height(16))) { if (ivy.rootGO != null) { Undo.RegisterFullObjectHierarchyUndo(ivy.rootGO, "Hedera > Make Mesh"); } else { IvyMesh.InitOrRefreshRoot(ivy, ivyProfile); Undo.RegisterCreatedObjectUndo(ivy.rootGO, "Hedera > Make Mesh"); } IvyMesh.GenerateMesh(ivy, ivyProfile, ivyProfile.useLightmapping, true); Repaint(); } GUI.enabled = ivy.branchMF != null || ivy.leafMF != null; content = new GUIContent("OBJ", iconExport, "Export ivy mesh to .OBJ file\n(Note: .OBJs only support one UV channel so they cannot have lightmap UVs, Unity must unwrap them upon import)"); if (GUILayout.Button(content, EditorStyles.miniButtonMid, GUILayout.Width(24), GUILayout.Height(16))) { ivyGraphObjJob = ivy; } GUI.enabled = isInARealScene; content = new GUIContent(iconTrash, "Delete this ivy as well as its mesh objects."); if (GUILayout.Button(content, EditorStyles.miniButtonRight, GUILayout.Width(24), GUILayout.Height(16))) { if (ivy.rootGO != null) { IvyCore.DestroyObject(ivy.rootGO); } IvyCore.TryToDestroyMeshes(ivyBehavior, ivy); Undo.RegisterCompleteObjectUndo(ivyBehavior, "Hedera > Delete Ivy"); ivyBehavior.ivyGraphs.Remove(ivy); EditorGUILayout.EndHorizontal(); i--; continue; } } else { if (GUILayout.Button("Stop Growing", EditorStyles.miniButton)) { ivy.isGrowing = false; } } EditorGUILayout.EndHorizontal(); } if (ivyBehavior.ivyGraphs.Where(ivy => ivy.isGrowing).Count() > 0) { EditorGUILayout.Space(); GUI.color = pulseColor; if (GUILayout.Button("Stop All Growing")) { IvyCore.ForceStopGrowing(); } GUI.color = oldColor; } GUI.enabled = true; EditorGUILayout.Space(); content = new GUIContent("Debug Color", "When ivy doesn't have a mesh, Hedera will visualize the ivy structure as a debug wireframe with this color in the Scene view."); ivyBehavior.debugColor = EditorGUILayout.ColorField(content, ivyBehavior.debugColor); EditorGUILayout.Space(); // was getting GUI errors doing OBJ export inline, so let's do it outside of the for() loop /* * if ( ivyGraphObjJob != null) { * var filename = ObjExport.SaveObjFile( new GameObject[] { ivyGraphObjJob.rootGO }, true ); * if ( isInARealScene * && !string.IsNullOrEmpty(filename) * && filename.StartsWith(Application.dataPath) * && AssetDatabase.IsMainAssetAtPathLoaded("Assets" + filename.Substring( Application.dataPath.Length )) * ) { * int choice = EditorUtility.DisplayDialogComplex("Hedera: Instantiate .OBJ into scene?", "You just exported ivy into a .OBJ into your project.\nDo you want to replace the ivy with the .OBJ?", "Yes, and delete old ivy", "No, don't instantiate", "Yes, and hide old ivy"); * * if ( choice == 0 || choice == 2) { * var prefab = AssetDatabase.LoadAssetAtPath<Object>( "Assets" + filename.Substring( Application.dataPath.Length ) ); * var newObj = (GameObject)PrefabUtility.InstantiatePrefab( prefab ); * Undo.RegisterCreatedObjectUndo( newObj, "Hedera > Instantiate OBJ" ); * newObj.transform.SetParent( ivyBehavior.transform ); * newObj.transform.position = ivyGraphObjJob.seedPos; * * var renders = newObj.GetComponentsInChildren<Renderer>(); * renders[0].material = ivyProfile.branchMaterial; * if ( renders.Length > 1) { renders[1].material = ivyProfile.leafMaterial; } * * if ( choice == 0 ) { // remove old ivy * if ( ivyGraphObjJob.rootGO != null) { * IvyCore.DestroyObject( ivyGraphObjJob.rootGO ); * } * IvyCore.TryToDestroyMeshes( ivyBehavior, ivyGraphObjJob); * Undo.RegisterCompleteObjectUndo( ivyBehavior, "Hedera > Instantiate OBJ" ); * ivyBehavior.ivyGraphs.Remove(ivyGraphObjJob); * } else { // just turn off old ivy * Undo.RegisterCompleteObjectUndo( ivyBehavior, "Hedera > Instantiate OBJ" ); * ivyGraphObjJob.isVisible = false; * if ( ivyGraphObjJob.rootGO != null) { * ivyGraphObjJob.rootGO.SetActive( false ); * } * } * } * } * } */ }