Пример #1
0
        /// <summary>
        /// Initializes debug render object given the source object of the
        /// Collide.Mesh component.
        /// </summary>
        private GameObject InitializeMeshGivenSourceObject(Collide.Mesh mesh)
        {
            if (mesh.SourceObjects.Length == 0)
            {
                throw new Exception("Mesh has no source.");
            }

            GameObject meshData = new GameObject("MeshData");

            foreach (var sub in mesh.SourceObjects)
            {
                GameObject subMesh = new GameObject("SubMeshData");
                subMesh.transform.parent        = meshData.transform;
                subMesh.transform.localPosition = Vector3.zero;
                subMesh.transform.localRotation = Quaternion.identity;

                MeshRenderer renderer = subMesh.AddComponent <MeshRenderer>();
                MeshFilter   filter   = subMesh.AddComponent <MeshFilter>();
                filter.sharedMesh = new UnityEngine.Mesh();

                RescaleRenderedMesh(mesh, sub, filter);
            }

            m_storedLossyScale = mesh.transform.lossyScale;

            return(meshData);
        }
Пример #2
0
        /// <summary>
        /// If no "Node" instance, this method tries to create one
        /// given the Collide.Shape component in this game object.
        /// </summary>
        /// <returns>True if the node was created - otherwise false.</returns>
        private bool TryInitialize(Shape shape, DebugRenderManager manager)
        {
            if (Node != null)
            {
                return(false);
            }

            Collide.Mesh mesh        = shape as Collide.Mesh;
            HeightField  heightField = shape as HeightField;

            if (mesh != null)
            {
                Node = InitializeMesh(mesh);
            }
            else if (heightField != null)
            {
                Node = InitializeHeightField(heightField);
            }
            else
            {
                Node = PrefabLoader.Instantiate <GameObject>(PrefabName);
                Node.transform.localScale = GetShape().GetScale();
            }

            if (Node != null)
            {
                var renderers = Node.GetComponentsInChildren <Renderer>();
                foreach (var renderer in renderers)
                {
                    renderer.sharedMaterial = manager.ShapeRenderMaterial;
                }
            }

            return(Node != null);
        }
Пример #3
0
        /// <summary>
        /// Use when Collide.Mesh source objects is updated.
        /// </summary>
        public static void HandleMeshSource(Collide.Mesh mesh)
        {
            if (!IsActiveForSynchronize)
            {
                return;
            }

            Instance.SynchronizeShape(mesh);
        }
Пример #4
0
        /// <summary>
        /// Callback from Collide.Mesh when a new source has been assigned to
        /// the mesh.
        /// </summary>
        /// <param name="mesh">Mesh shape with updated source object.</param>
        /// <param name="source">Source mesh that has been changed.</param>
        /// <param name="added">True if source has been added, false if removed.</param>
        public static void HandleMeshSource(Collide.Mesh mesh, Mesh source, bool added)
        {
            var instance = Find(mesh) as ShapeVisualMesh;

            if (instance != null)
            {
                instance.HandleMeshSource(source, added);
            }
        }
Пример #5
0
        /// <summary>
        /// If no "Node" instance, this method tries to create one
        /// given the Collide.Shape component in this game object.
        /// </summary>
        /// <returns>True if the node was created - otherwise false.</returns>
        private bool TryInitialize(Shape shape, DebugRenderManager manager)
        {
            if (Node != null)
            {
                return(false);
            }

            Collide.Mesh   mesh           = shape as Collide.Mesh;
            HeightField    heightField    = shape as HeightField;
            Cone           cone           = shape as Cone;
            HollowCone     hollowCone     = shape as HollowCone;
            HollowCylinder hollowCylinder = shape as HollowCylinder;

            if (mesh != null)
            {
                Node = InitializeMesh(mesh);
            }
            else if (heightField != null)
            {
                Node = InitializeHeightField(heightField);
            }
            else if (hollowCone != null)
            {
                Node = new GameObject(PrefabName);
                Node.AddComponent <MeshRenderer>().sharedMaterial = manager.ShapeRenderMaterial;
                Node.AddComponent <MeshFilter>().sharedMesh       = ShapeVisualHollowCone.GenerateMesh(shape);
            }
            else if (hollowCylinder != null)
            {
                Node = new GameObject(PrefabName);
                Node.AddComponent <MeshRenderer>().sharedMaterial = manager.ShapeRenderMaterial;
                Node.AddComponent <MeshFilter>().sharedMesh       = ShapeVisualHollowCylinder.GenerateMesh(shape);
            }
            else if (cone != null)
            {
                Node = new GameObject(PrefabName);
                Node.AddComponent <MeshRenderer>().sharedMaterial = manager.ShapeRenderMaterial;
                Node.AddComponent <MeshFilter>().sharedMesh       = ShapeVisualCone.GenerateMesh(shape);
            }
            else
            {
                Node = PrefabLoader.Instantiate <GameObject>(PrefabName);
                Node.transform.localScale = GetShape().GetScale();
            }

            if (Node != null)
            {
                var renderers = Node.GetComponentsInChildren <Renderer>();
                foreach (var renderer in renderers)
                {
                    renderer.sharedMaterial = manager.ShapeRenderMaterial;
                }
            }

            return(Node != null);
        }
Пример #6
0
        private void RescaleRenderedMesh(Collide.Mesh mesh, UnityEngine.Mesh source, MeshFilter filter)
        {
            if (source == null)
            {
                throw new AgXUnity.Exception("Source object is null during rescale.");
            }

            Vector3[] vertices = filter.sharedMesh.vertices;
            if (vertices == null || vertices.Length == 0)
            {
                vertices = new Vector3[source.vertexCount];
            }

            int[] triangles = filter.sharedMesh.triangles;
            if (triangles == null || triangles.Length == 0)
            {
                triangles = (int[])source.triangles.Clone();
            }

            if (vertices.Length != source.vertexCount)
            {
                throw new AgXUnity.Exception("Shape debug render mesh mismatch.");
            }

            Matrix4x4 scaledToWorld = mesh.transform.localToWorldMatrix;

            Vector3[] sourceVertices = source.vertices;

            // Transforms each vertex from local to world given scales, then
            // transforms each vertex back to local again - unscaled.
            for (int i = 0; i < vertices.Length; ++i)
            {
                Vector3 worldVertex = scaledToWorld * sourceVertices[i];
                vertices[i] = mesh.transform.InverseTransformDirection(worldVertex);
            }

            filter.sharedMesh.vertices  = vertices;
            filter.sharedMesh.triangles = triangles;

            filter.sharedMesh.RecalculateBounds();
            filter.sharedMesh.RecalculateNormals();
        }
Пример #7
0
 /// <summary>
 /// Initializes and returns a game object if the Collide.Shape type
 /// is of type mesh. Fails if the shape type is different from mesh.
 /// </summary>
 /// <returns>Game object with mesh renderer.</returns>
 private GameObject InitializeMesh(Collide.Mesh mesh)
 {
     return(InitializeMeshGivenSourceObject(mesh));
 }