summaryrefslogtreecommitdiff
path: root/Pathfinding Visualizer/Assets/Scripts/MeshUtils.cs
diff options
context:
space:
mode:
authorSimon O'Shea <osheas1@wit.edu>2023-08-07 13:59:44 -0400
committerSimon O'Shea <osheas1@wit.edu>2023-08-07 13:59:44 -0400
commit7c3fd8d5630482d96dbbfbed2cd08c0d3530d5ad (patch)
tree470579942ac20179c0112ddb03d05657b217fbab /Pathfinding Visualizer/Assets/Scripts/MeshUtils.cs
parent94b8f55509cfea3706299abb7a909c9cd413ba80 (diff)
cells now change color based on value!!!
colors are a bit weird though, need to figure that out
Diffstat (limited to 'Pathfinding Visualizer/Assets/Scripts/MeshUtils.cs')
-rw-r--r--Pathfinding Visualizer/Assets/Scripts/MeshUtils.cs161
1 files changed, 161 insertions, 0 deletions
diff --git a/Pathfinding Visualizer/Assets/Scripts/MeshUtils.cs b/Pathfinding Visualizer/Assets/Scripts/MeshUtils.cs
new file mode 100644
index 0000000..fa7842c
--- /dev/null
+++ b/Pathfinding Visualizer/Assets/Scripts/MeshUtils.cs
@@ -0,0 +1,161 @@
+/*
+ ------------------- Code Monkey -------------------
+
+ Thank you for downloading this package
+ I hope you find it useful in your projects
+ If you have any questions let me know
+ Cheers!
+
+ unitycodemonkey.com
+ --------------------------------------------------
+ */
+
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public static class MeshUtils {
+
+ private static readonly Vector3 Vector3zero = Vector3.zero;
+ private static readonly Vector3 Vector3one = Vector3.one;
+ private static readonly Vector3 Vector3yDown = new Vector3(0,-1);
+
+
+ private static Quaternion[] cachedQuaternionEulerArr;
+ private static void CacheQuaternionEuler() {
+ if (cachedQuaternionEulerArr != null) return;
+ cachedQuaternionEulerArr = new Quaternion[360];
+ for (int i=0; i<360; i++) {
+ cachedQuaternionEulerArr[i] = Quaternion.Euler(0,0,i);
+ }
+ }
+ private static Quaternion GetQuaternionEuler(float rotFloat) {
+ int rot = Mathf.RoundToInt(rotFloat);
+ rot = rot % 360;
+ if (rot < 0) rot += 360;
+ //if (rot >= 360) rot -= 360;
+ if (cachedQuaternionEulerArr == null) CacheQuaternionEuler();
+ return cachedQuaternionEulerArr[rot];
+ }
+
+
+ public static Mesh CreateEmptyMesh() {
+ Mesh mesh = new Mesh();
+ mesh.vertices = new Vector3[0];
+ mesh.uv = new Vector2[0];
+ mesh.triangles = new int[0];
+ return mesh;
+ }
+
+ public static void CreateEmptyMeshArrays(int quadCount, out Vector3[] vertices, out Vector2[] uvs, out int[] triangles) {
+ vertices = new Vector3[4 * quadCount];
+ uvs = new Vector2[4 * quadCount];
+ triangles = new int[6 * quadCount];
+ }
+
+ public static Mesh CreateMesh(Vector3 pos, float rot, Vector3 baseSize, Vector2 uv00, Vector2 uv11) {
+ return AddToMesh(null, pos, rot, baseSize, uv00, uv11);
+ }
+
+ public static Mesh AddToMesh(Mesh mesh, Vector3 pos, float rot, Vector3 baseSize, Vector2 uv00, Vector2 uv11) {
+ if (mesh == null) {
+ mesh = CreateEmptyMesh();
+ }
+ Vector3[] vertices = new Vector3[4 + mesh.vertices.Length];
+ Vector2[] uvs = new Vector2[4 + mesh.uv.Length];
+ int[] triangles = new int[6 + mesh.triangles.Length];
+
+ mesh.vertices.CopyTo(vertices, 0);
+ mesh.uv.CopyTo(uvs, 0);
+ mesh.triangles.CopyTo(triangles, 0);
+
+ int index = vertices.Length / 4 - 1;
+ //Relocate vertices
+ int vIndex = index*4;
+ int vIndex0 = vIndex;
+ int vIndex1 = vIndex+1;
+ int vIndex2 = vIndex+2;
+ int vIndex3 = vIndex+3;
+
+ baseSize *= .5f;
+
+ bool skewed = baseSize.x != baseSize.y;
+ if (skewed) {
+ vertices[vIndex0] = pos+GetQuaternionEuler(rot)*new Vector3(-baseSize.x, baseSize.y);
+ vertices[vIndex1] = pos+GetQuaternionEuler(rot)*new Vector3(-baseSize.x, -baseSize.y);
+ vertices[vIndex2] = pos+GetQuaternionEuler(rot)*new Vector3( baseSize.x, -baseSize.y);
+ vertices[vIndex3] = pos+GetQuaternionEuler(rot)*baseSize;
+ } else {
+ vertices[vIndex0] = pos+GetQuaternionEuler(rot-270)*baseSize;
+ vertices[vIndex1] = pos+GetQuaternionEuler(rot-180)*baseSize;
+ vertices[vIndex2] = pos+GetQuaternionEuler(rot- 90)*baseSize;
+ vertices[vIndex3] = pos+GetQuaternionEuler(rot- 0)*baseSize;
+ }
+
+ //Relocate UVs
+ uvs[vIndex0] = new Vector2(uv00.x, uv11.y);
+ uvs[vIndex1] = new Vector2(uv00.x, uv00.y);
+ uvs[vIndex2] = new Vector2(uv11.x, uv00.y);
+ uvs[vIndex3] = new Vector2(uv11.x, uv11.y);
+
+ //Create triangles
+ int tIndex = index*6;
+
+ triangles[tIndex+0] = vIndex0;
+ triangles[tIndex+1] = vIndex3;
+ triangles[tIndex+2] = vIndex1;
+
+ triangles[tIndex+3] = vIndex1;
+ triangles[tIndex+4] = vIndex3;
+ triangles[tIndex+5] = vIndex2;
+
+ mesh.vertices = vertices;
+ mesh.triangles = triangles;
+ mesh.uv = uvs;
+
+ //mesh.bounds = bounds;
+
+ return mesh;
+ }
+
+ public static void AddToMeshArrays(Vector3[] vertices, Vector2[] uvs, int[] triangles, int index, Vector3 pos, float rot, Vector3 baseSize, Vector2 uv00, Vector2 uv11) {
+ //Relocate vertices
+ int vIndex = index*4;
+ int vIndex0 = vIndex;
+ int vIndex1 = vIndex+1;
+ int vIndex2 = vIndex+2;
+ int vIndex3 = vIndex+3;
+
+ baseSize *= .5f;
+
+ bool skewed = baseSize.x != baseSize.y;
+ if (skewed) {
+ vertices[vIndex0] = pos+GetQuaternionEuler(rot)*new Vector3(-baseSize.x, baseSize.y);
+ vertices[vIndex1] = pos+GetQuaternionEuler(rot)*new Vector3(-baseSize.x, -baseSize.y);
+ vertices[vIndex2] = pos+GetQuaternionEuler(rot)*new Vector3( baseSize.x, -baseSize.y);
+ vertices[vIndex3] = pos+GetQuaternionEuler(rot)*baseSize;
+ } else {
+ vertices[vIndex0] = pos+GetQuaternionEuler(rot-270)*baseSize;
+ vertices[vIndex1] = pos+GetQuaternionEuler(rot-180)*baseSize;
+ vertices[vIndex2] = pos+GetQuaternionEuler(rot- 90)*baseSize;
+ vertices[vIndex3] = pos+GetQuaternionEuler(rot- 0)*baseSize;
+ }
+
+ //Relocate UVs
+ uvs[vIndex0] = new Vector2(uv00.x, uv11.y);
+ uvs[vIndex1] = new Vector2(uv00.x, uv00.y);
+ uvs[vIndex2] = new Vector2(uv11.x, uv00.y);
+ uvs[vIndex3] = new Vector2(uv11.x, uv11.y);
+
+ //Create triangles
+ int tIndex = index*6;
+
+ triangles[tIndex+0] = vIndex0;
+ triangles[tIndex+1] = vIndex3;
+ triangles[tIndex+2] = vIndex1;
+
+ triangles[tIndex+3] = vIndex1;
+ triangles[tIndex+4] = vIndex3;
+ triangles[tIndex+5] = vIndex2;
+ }
+}