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Assets/NavMesh/Examples/Scripts/MeshTool.cs
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76
Assets/NavMesh/Examples/Scripts/MeshTool.cs
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using UnityEngine;
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using System.Collections.Generic;
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// Manipulation tool for displacing the vertices in a list of meshes
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public class MeshTool : MonoBehaviour
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{
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public enum ExtrudeMethod
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{
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Vertical,
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MeshNormal
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}
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public List<MeshFilter> m_Filters = new List<MeshFilter>();
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public float m_Radius = 1.5f;
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public float m_Power = 2.0f;
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public ExtrudeMethod m_Method = ExtrudeMethod.Vertical;
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RaycastHit m_HitInfo = new RaycastHit();
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void Start()
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{
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Cursor.lockState = CursorLockMode.Locked;
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Cursor.visible = false;
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}
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void Update()
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{
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var ray = new Ray(Camera.main.transform.position, Camera.main.transform.forward);
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if (Physics.Raycast(ray.origin, ray.direction, out m_HitInfo))
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{
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Debug.DrawRay(m_HitInfo.point, m_HitInfo.normal, Color.red);
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Vector3 displacement = (m_Method == ExtrudeMethod.Vertical) ? Vector3.up : m_HitInfo.normal;
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if (Input.GetMouseButton(0) || (Input.GetKey(KeyCode.Space) && !Input.GetKey(KeyCode.LeftShift)))
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ModifyMesh(m_Power * displacement, m_HitInfo.point);
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if (Input.GetMouseButton(1) || (Input.GetKey(KeyCode.Space) && Input.GetKey(KeyCode.LeftShift)))
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ModifyMesh(-m_Power * displacement, m_HitInfo.point);
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}
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}
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void ModifyMesh(Vector3 displacement, Vector3 center)
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{
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foreach (var filter in m_Filters)
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{
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Mesh mesh = filter.mesh;
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Vector3[] vertices = mesh.vertices;
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for (int i = 0; i < vertices.Length; ++i)
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{
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Vector3 v = filter.transform.TransformPoint(vertices[i]);
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vertices[i] = vertices[i] + displacement * Gaussian(v, center, m_Radius);
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}
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mesh.vertices = vertices;
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mesh.RecalculateBounds();
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var col = filter.GetComponent<MeshCollider>();
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if (col != null)
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{
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var colliMesh = new Mesh();
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colliMesh.vertices = mesh.vertices;
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colliMesh.triangles = mesh.triangles;
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col.sharedMesh = colliMesh;
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}
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}
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}
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static float Gaussian(Vector3 pos, Vector3 mean, float dev)
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{
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float x = pos.x - mean.x;
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float y = pos.y - mean.y;
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float z = pos.z - mean.z;
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float n = 1.0f / (2.0f * Mathf.PI * dev * dev);
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return n * Mathf.Pow(2.718281828f, -(x * x + y * y + z * z) / (2.0f * dev * dev));
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}
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}
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