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pipeBuilder.cs
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pipeBuilder.cs
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using UnityEngine;
using System.Collections;
using UnityEditor;
using nl.elleniaw.pipeBuilder;
[ExecuteInEditMode]
/*TODO:
-> Handle control tweaking (dragSpeed)
-> Bolts
-> PBS materials (and other materials)
-> Expose functionality through editor
*/
public class pipeBuilder : MonoBehaviour {
public int faces_amount = 10;
public int amount_of_rings = 2;
public float diameter = 2.0f;
public bool drawMesh = false;
public bool drawGizmos = true;
public bool hasPhong = true;
private Vector3[] vertices;
private Vector3[] gizmo_vertices;
private Vector2[] uvs;
private Vector3[] normals;
private int[] triangles;
public Vector3 targetPos = new Vector3(0, 0, 0);
private Mesh mesh;
public Vector3 originAngle;
public float handleDistance = 0;
public void Update() {
Debug.Log ("Update?");
float slide_distance = handleDistance/(amount_of_rings-1);
mesh = new Mesh ();
if (hasPhong) {
vertices = new Vector3[faces_amount * amount_of_rings];
} else {
vertices = new Vector3[(faces_amount * amount_of_rings)*2];
}
gizmo_vertices = new Vector3[vertices.Length];
uvs = new Vector2[vertices.Length];
normals = new Vector3[vertices.Length];
triangles = new int[vertices.Length * 6];
originAngle = transform.eulerAngles;
targetPos = Quaternion.Euler (originAngle) * (Vector3.forward * handleDistance);//set rotational heading on target from origin
targetPos += transform.position;//add origin position to target
for (int i = 0; i < amount_of_rings; i++) {
if (hasPhong) {
buildRingWithPhong (i * slide_distance, i);
} else {
buildRing (i * slide_distance, i);
}
}
buildTriangles ();
buildNormals ();
DrawMesh ();
}
void buildRingWithPhong(float xRoot, int slice){
float angle = 360.0f/faces_amount;
for (var i = 0; i < faces_amount; i++) {
var rad = (angle * i) * Mathf.Deg2Rad;
Vector3 vertice_position = new Vector3();
vertice_position = new Vector3 (
Mathf.Sin(rad) * diameter,
Mathf.Cos (rad) * diameter,
0
);
vertice_position += Vector3.forward * xRoot; //offset each ring forward
int slice_root = slice * faces_amount;//slice * 2 because we doubled the vertices
buildVertice(i + slice_root, vertice_position);
}
}
void buildRing(float xRoot, int slice){
float angle = 360.0f/faces_amount;
for (int v = 0, i = 0; v < faces_amount; v++, i += 2) {
var rad = (angle * v) * Mathf.Deg2Rad;
Vector3 vertice_position = new Vector3();
vertice_position = new Vector3 (
Mathf.Sin(rad) * diameter,
Mathf.Cos (rad) * diameter,
0
);
vertice_position += Vector3.forward * ((handleDistance/2) * slice); //offset each ring forward
int slice_root = (slice*2) * faces_amount;//slice * 2 because we doubled the vertices
buildVertice(i + slice_root, vertice_position);
buildVertice(i + slice_root + 1, vertice_position);// we double the vertices
}
}
void buildVertice(int index, Vector3 position){
vertices [index] = position;
gizmo_vertices [index] = transform.rotation * position;
}
void buildTriangles(){
for(var j=1;j<amount_of_rings;j++){
for(var i=1;i<=faces_amount;i++){
var index = i + ((j-1)*faces_amount);
if (hasPhong) {
buildQuadWithPhong ( index, j);
} else {
buildQuadNoPhong ( index, j);
}
}
}
}
void buildQuadWithPhong(int vertice, int ring){
var triangle = ((vertice - 1) * 6) + 1;
var baseVert = vertice - 1;
var opposideVert = baseVert + faces_amount;
triangles [triangle - 1] = baseVert;
triangles [triangle] = triangles [triangle + 3] = baseVert + faces_amount;
if(baseVert + 1 == (faces_amount * ring)){
baseVert = (faces_amount * ring) - (faces_amount + 1);
}
triangles [triangle + 1] = triangles [triangle + 2] =baseVert + 1;
triangles [triangle + 4] = baseVert + faces_amount + 1;
}
void buildQuadNoPhong(int vertice, int ring){
var triangle = (vertice * 6) - 5;
var baseVert = vertice + (vertice - 1);
var faces = (faces_amount * 2);
var opposideVert = baseVert + (faces_amount * 2);
triangles [triangle - 1] = baseVert;
triangles [triangle] = triangles[triangle + 3] = opposideVert;
if(baseVert + 1 == (faces * ring)){
baseVert = (faces * ring) - (faces + 1);
}
triangles [triangle + 1] = triangles [triangle + 2] = baseVert + 1;
if(opposideVert + 1 == (faces * ring) + faces){
opposideVert = (faces * ring) - 1;
}
triangles [triangle + 4] = opposideVert + 1;
}
void buildNormals(){
for (int i = 0; i < vertices.Length; i++) {
normals [i] = new Vector3 (0,0,0);
}
}
void OnDrawGizmos() {
if (drawGizmos) {
for (int i = 0; i < gizmo_vertices.Length; i++) {
var v = gizmo_vertices [i];
Gizmos.color = Color.yellow;
Gizmos.DrawSphere (new Vector3 (v.x + transform.position.x, v.y + transform.position.y, v.z + transform.position.z), 0.1f * diameter);
}
Gizmos.color = new Color (1.0f, 1.0f, 0.0f, 0.3f);
Gizmos.DrawMesh (mesh, transform.position,transform.rotation, Vector3.one);
}
}
void DrawMesh (){
MeshFilter filter = gameObject.GetComponent<MeshFilter>();
if(filter == null){
filter = gameObject.AddComponent<MeshFilter>();
}
if (!drawMesh) {
filter.mesh = null;
} else {
filter.mesh = mesh;
}
mesh.vertices = vertices;
mesh.normals = normals;
mesh.uv = uvs;
mesh.triangles = triangles;
mesh.RecalculateNormals();
//mesh.RecalculateBounds();
//mesh.Optimize();
}
}