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-rw-r--r--Pathfinding Visualizer/Assets/Scripts/Main.cs2
-rw-r--r--Pathfinding Visualizer/Assets/Scripts/MeshTesting.cs53
2 files changed, 48 insertions, 7 deletions
diff --git a/Pathfinding Visualizer/Assets/Scripts/Main.cs b/Pathfinding Visualizer/Assets/Scripts/Main.cs
index a9d87e7..44e2212 100644
--- a/Pathfinding Visualizer/Assets/Scripts/Main.cs
+++ b/Pathfinding Visualizer/Assets/Scripts/Main.cs
@@ -13,7 +13,7 @@ public class Main : MonoBehaviour
void Start()
{
// Create world
- world = new LogicGrid(5, 5, 10f, new Vector3(-10, -30));
+ world = new LogicGrid(5, 5, 10f, new Vector3(0, 0));
// Set default placement to Obstacle
placementValue = -1;
diff --git a/Pathfinding Visualizer/Assets/Scripts/MeshTesting.cs b/Pathfinding Visualizer/Assets/Scripts/MeshTesting.cs
index 06c8090..5baba56 100644
--- a/Pathfinding Visualizer/Assets/Scripts/MeshTesting.cs
+++ b/Pathfinding Visualizer/Assets/Scripts/MeshTesting.cs
@@ -4,8 +4,12 @@ using UnityEngine;
public class MeshTesting : MonoBehaviour
{
+
+ Material m_Material;
+
void Start()
{
+ m_Material = GetComponent<Renderer>().material;
Debug.Log("Mesh Testing");
@@ -13,14 +17,24 @@ public class MeshTesting : MonoBehaviour
// Build required data-structures for triangle mesh
- Vector3[] vertices = new Vector3[3];
- Vector2[] uv = new Vector2[3];
- int[] triangles = new int[3];
+ Vector3[] vertices = new Vector3[4];
+ Vector2[] uv = new Vector2[4];
+ int[] triangles = new int[6];
- // Set vertices of polygon (triangle)
+ // Set vertices of polygon (2 triangles -> 1 quad)
vertices[0] = new Vector3( 0, 0);
- vertices[1] = new Vector3( 0, 100);
- vertices[2] = new Vector3(100, 100);
+ vertices[1] = new Vector3( 0, 10);
+ vertices[2] = new Vector3(10, 10);
+ vertices[3] = new Vector3(10, 0);
+
+
+
+ // UV index contains texture position that should match to vertex with same index
+ uv[0] = new Vector2(0, 0);
+ uv[1] = new Vector2(0, 1);
+ uv[2] = new Vector2(1, 1);
+ uv[3] = new Vector2(1, 0);
+
// Set order of indexes of vertices to draw polygon (v1 -> v2 -> v3 -> v1)
// Note: always set clockwise, otherwise mesh will be facing backwards
@@ -28,6 +42,9 @@ public class MeshTesting : MonoBehaviour
triangles[1] = 1;
triangles[2] = 2;
+ triangles[3] = 0;
+ triangles[4] = 2;
+ triangles[5] = 3;
mesh.vertices = vertices;
mesh.uv = uv;
@@ -36,4 +53,28 @@ public class MeshTesting : MonoBehaviour
GetComponent<MeshFilter>().mesh = mesh;
}
+
+ private void Update()
+ {
+ if(Input.GetKeyDown("1"))
+ {
+ Debug.Log("1");
+ m_Material.color = Color.white;
+ //m_Material.SetColor("_Color", Color.white);
+ }
+
+ if (Input.GetKeyDown("2"))
+ {
+ Debug.Log("2");
+ m_Material.color = Color.black;
+ //m_Material.SetColor("_Color", Color.white);
+ }
+
+ if (Input.GetKeyDown("3"))
+ {
+ Debug.Log("3");
+ m_Material.color = Color.green;
+ //m_Material.SetColor("_Color", Color.white);
+ }
+ }
}