├── .vs └── MeshMaker │ └── v15 │ └── Server │ └── sqlite3 │ ├── db.lock │ └── storage.ide ├── Packages └── manifest.json ├── ProjectSettings ├── ProjectVersion.txt ├── ClusterInputManager.asset ├── NetworkManager.asset ├── TimeManager.asset ├── EditorBuildSettings.asset ├── AudioManager.asset ├── TagManager.asset ├── EditorSettings.asset ├── PresetManager.asset ├── UnityConnectSettings.asset ├── DynamicsManager.asset ├── Physics2DSettings.asset ├── NavMeshAreas.asset ├── GraphicsSettings.asset ├── QualitySettings.asset ├── InputManager.asset └── ProjectSettings.asset ├── ReadMeConfig ├── edgeEditor.png ├── faceEditor.png └── vertEditor.png ├── Assets ├── Model │ ├── Axis │ │ ├── Axis_Scale.FBX │ │ ├── Axis_Position.FBX │ │ ├── Axis_Rotation.FBX │ │ ├── Axis_Scale_Center.FBX │ │ ├── Axis_Position_Double.FBX │ │ ├── Materials │ │ │ ├── Axis_X.mat.meta │ │ │ ├── Axis_Y.mat.meta │ │ │ ├── Axis_Z.mat.meta │ │ │ ├── Axis_X_Face.mat.meta │ │ │ ├── Axis_Y_Face.mat.meta │ │ │ ├── Axis_Z_Face.mat.meta │ │ │ ├── Axis_Scale_Center.mat.meta │ │ │ ├── Axis_Y_Face.mat │ │ │ ├── Axis_Z_Face.mat │ │ │ ├── Axis_X.mat │ │ │ ├── Axis_Z.mat │ │ │ ├── Axis_Y.mat │ │ │ ├── Axis_X_Face.mat │ │ │ └── Axis_Scale_Center.mat │ │ ├── Materials.meta │ │ ├── Axis_Scale.FBX.meta │ │ ├── Axis_Scale_Center.FBX.meta │ │ ├── Axis_Position_Double.FBX.meta │ │ ├── Axis_Rotation.FBX.meta │ │ └── Axis_Position.FBX.meta │ └── Axis.meta ├── Model.meta ├── Scenes.meta ├── Scenes │ └── SampleScene.unity.meta ├── Scripts.meta ├── Shader.meta ├── Resources.meta ├── Resources │ ├── handle.meta │ ├── XRGL.mat.meta │ ├── SelectObject.mat.meta │ ├── handle │ │ ├── position_x.prefab.meta │ │ ├── position_y.prefab.meta │ │ ├── position_z.prefab.meta │ │ ├── rotation_x.prefab.meta │ │ ├── rotation_y.prefab.meta │ │ ├── rotation_z.prefab.meta │ │ ├── scale_all.prefab.meta │ │ ├── scale_x.prefab.meta │ │ ├── scale_y.prefab.meta │ │ ├── scale_z.prefab.meta │ │ ├── position_d_x.prefab.meta │ │ ├── position_d_y.prefab.meta │ │ ├── position_d_z.prefab.meta │ │ ├── scale_z.prefab │ │ ├── scale_all.prefab │ │ ├── scale_x.prefab │ │ ├── scale_y.prefab │ │ ├── position_z.prefab │ │ ├── position_d_y.prefab │ │ ├── position_d_x.prefab │ │ ├── position_x.prefab │ │ ├── position_d_z.prefab │ │ ├── position_y.prefab │ │ ├── rotation_x.prefab │ │ ├── rotation_z.prefab │ │ └── rotation_y.prefab │ ├── SelectObject.mat │ └── XRGL.mat ├── Shader │ ├── Axis.shader.meta │ ├── Color.shader.meta │ ├── EditorGL.shader.meta │ ├── Color.shader │ ├── EditorGL.shader │ └── Axis.shader └── Scripts │ ├── Handle.cs.meta │ ├── Tools.cs.meta │ ├── MeshObject.cs.meta │ ├── MouseMgr.cs.meta │ ├── SelectMgr.cs.meta │ ├── CameraControl.cs.meta │ ├── MeshMakerMgr.cs.meta │ ├── Tools.cs │ ├── MeshMakerMgr.cs │ ├── MouseMgr.cs │ ├── CameraControl.cs │ ├── SelectMgr.cs │ ├── MeshObject.cs │ └── Handle.cs ├── ReadMe.md └── .gitignore /.vs/MeshMaker/v15/Server/sqlite3/db.lock: 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-------------------------------------------------------------------------------- https://raw.githubusercontent.com/carefreeq/MeshMaker/HEAD/ReadMeConfig/faceEditor.png -------------------------------------------------------------------------------- /ReadMeConfig/vertEditor.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/carefreeq/MeshMaker/HEAD/ReadMeConfig/vertEditor.png -------------------------------------------------------------------------------- /Assets/Model/Axis/Axis_Scale.FBX: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/carefreeq/MeshMaker/HEAD/Assets/Model/Axis/Axis_Scale.FBX -------------------------------------------------------------------------------- /Assets/Model/Axis/Axis_Position.FBX: -------------------------------------------------------------------------------- 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https://raw.githubusercontent.com/carefreeq/MeshMaker/HEAD/.vs/MeshMaker/v15/Server/sqlite3/storage.ide -------------------------------------------------------------------------------- /Assets/Model/Axis/Axis_Position_Double.FBX: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/carefreeq/MeshMaker/HEAD/Assets/Model/Axis/Axis_Position_Double.FBX -------------------------------------------------------------------------------- /ProjectSettings/ClusterInputManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!236 &1 4 | ClusterInputManager: 5 | m_ObjectHideFlags: 0 6 | m_Inputs: [] 7 | -------------------------------------------------------------------------------- /Assets/Model.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 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-------------------------------------------------------------------------------- /ProjectSettings/EditorBuildSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!1045 &1 4 | EditorBuildSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | m_Scenes: 8 | - enabled: 1 9 | path: Assets/Scenes/SampleScene.unity 10 | guid: 99c9720ab356a0642a771bea13969a05 11 | m_configObjects: {} 12 | -------------------------------------------------------------------------------- /ProjectSettings/AudioManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!11 &1 4 | AudioManager: 5 | m_ObjectHideFlags: 0 6 | m_Volume: 1 7 | Rolloff Scale: 1 8 | Doppler Factor: 1 9 | Default Speaker Mode: 2 10 | m_SampleRate: 0 11 | m_DSPBufferSize: 1024 12 | m_VirtualVoiceCount: 512 13 | m_RealVoiceCount: 32 14 | m_SpatializerPlugin: 15 | m_AmbisonicDecoderPlugin: 16 | m_DisableAudio: 0 17 | m_VirtualizeEffects: 1 18 | -------------------------------------------------------------------------------- /ReadMe.md: -------------------------------------------------------------------------------- 1 | # MeshMaker 2 | ## 简介 3 | MeshMaker是在Unity Runtime下,编辑网格的项目,可结合XObject项目,实现导入导出。 4 | 因为MeshMaker实际为工作项目中一个功能模块,移出来分享,代码并非完全针对MeshMaker。 5 | ![顶点编辑](https://github.com/carefreeq/MeshMaker/edit/master/ReadMeConfig/vertEditor.png) 6 | ![边编辑](https://github.com/carefreeq/MeshMaker/edit/master/ReadMeConfig/edgeEditor.png) 7 | ![面编辑](https://github.com/carefreeq/MeshMaker/edit/master/ReadMeConfig/faceEditor.png) 8 | ## 历史更新 9 | ### v 1.0 10 | -基本的顶点、边、面编辑。 11 | -像素选择物体。 12 | -三种控制柄的基本实现。 13 | -摄像机控制。 14 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | # =============== # 2 | # Unity generated # 3 | # =============== # 4 | Temp/ 5 | Library/ 6 | # ===================================== # 7 | # Visual Studio / MonoDevelop generated # 8 | # ===================================== # 9 | ExportedObj/ 10 | obj/ 11 | *.svd 12 | *.userprefs 13 | /*.csproj 14 | *.pidb 15 | *.suo 16 | /*.sln 17 | *.user 18 | *.unityproj 19 | *.booproj 20 | 21 | # ============ # 22 | # OS generated # 23 | # ============ # 24 | .DS_Store 25 | .DS_Store? 26 | ._* 27 | .Spotlight-V100 28 | .Trashes 29 | ehthumbs.db 30 | Thumbs.db -------------------------------------------------------------------------------- /ProjectSettings/TagManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!78 &1 4 | TagManager: 5 | serializedVersion: 2 6 | tags: [] 7 | layers: 8 | - Default 9 | - TransparentFX 10 | - Ignore Raycast 11 | - 12 | - Water 13 | - UI 14 | - 15 | - 16 | - PostProcessing 17 | - 18 | - 19 | 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m_ProjectGenerationRootNamespace: 19 | m_UserGeneratedProjectSuffix: 20 | m_CollabEditorSettings: 21 | inProgressEnabled: 1 22 | -------------------------------------------------------------------------------- /Assets/Shader/Color.shader: -------------------------------------------------------------------------------- 1 | Shader "QQ/Editor/Color" 2 | { 3 | Properties 4 | { 5 | _Color("Color",color)=(1,1,1,1) 6 | } 7 | SubShader 8 | { 9 | Tags{ "RenderType" = "Opaque" } 10 | 11 | Pass 12 | { 13 | CGPROGRAM 14 | #pragma vertex vert 15 | #pragma fragment frag 16 | 17 | #include "UnityCG.cginc" 18 | 19 | struct a2v 20 | { 21 | float4 vertex : POSITION; 22 | float2 uv : TEXCOORD0; 23 | }; 24 | 25 | struct v2f 26 | { 27 | float2 uv : TEXCOORD0; 28 | float4 vertex : SV_POSITION; 29 | }; 30 | fixed4 _Color; 31 | 32 | v2f vert (a2v v) 33 | { 34 | v2f o; 35 | o.vertex = UnityObjectToClipPos(v.vertex); 36 | o.uv = v.uv; 37 | return o; 38 | } 39 | 40 | fixed4 frag (v2f i) : SV_Target 41 | { 42 | 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-------------------------------------------------------------------------------- /Assets/Shader/Axis.shader: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 2 | 3 | Shader "QQ/Editor/Axis" 4 | { 5 | Properties 6 | { 7 | _Color("Color",Color) = (1,1,1,0.5) 8 | _RimColor("Rim Color",Color) = (0.2,0.2,0.2,0.5) 9 | _Alpha("alpha",Range(0,1)) = 0.5 10 | } 11 | SubShader 12 | { 13 | Tags{ 14 | "RenderType" = "Overlay" 15 | "Queue" = "Overlay" } 16 | Zwrite Off 17 | Blend SrcAlpha OneMinusSrcAlpha 18 | CGINCLUDE 19 | #include "UnityCG.cginc" 20 | fixed4 _Color; 21 | fixed4 _RimColor; 22 | float _Alpha; 23 | struct a2v 24 | { 25 | float4 vertex : POSITION; 26 | float3 normal:NORMAL; 27 | float4 color:Color; 28 | }; 29 | 30 | struct v2f 31 | { 32 | float4 pos : SV_POSITION; 33 | float3 normal:NORMAL; 34 | float3 viewDir : TEXCOORD0; 35 | float4 color:TEXCOORD1; 36 | }; 37 | 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m_Convex: 0 98 | m_CookingOptions: 14 99 | m_SkinWidth: 0.01 100 | m_Mesh: {fileID: 4300006, guid: 0f2f2234b722921459167d3f8ddfd0dd, type: 3} 101 | -------------------------------------------------------------------------------- /Assets/Scripts/Tools.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | namespace MeshMaker 5 | { 6 | public enum Axis3 : int 7 | { 8 | X, Y, Z 9 | } 10 | public class Resource where T : UnityEngine.Object 11 | { 12 | public T Object 13 | { 14 | get 15 | { 16 | if (_object == null) 17 | _object = Resources.Load(path); 18 | return _object; 19 | } 20 | } 21 | private T _object = null; 22 | private string path = null; 23 | public Resource(string path) 24 | { 25 | this.path = path; 26 | } 27 | } 28 | public class Tools 29 | { 30 | private static Resource glmat = new Resource("XRGL"); 31 | public static Material GLMaterial { get { return glmat.Object; } } 32 | private static Mesh quad; 33 | internal static Mesh Quad 34 | { 35 | get 36 | { 37 | if (quad == null) 38 | { 39 | 40 | quad = new Mesh(); 41 | quad.vertices = new Vector3[] { 42 | new Vector3(-0.5f,-0.5f,0.0f),new Vector3(-0.5f,0.5f,0.0f), 43 | new Vector3(0.5f,0.5f,0.0f),new Vector3(0.5f,-0.5f,0.0f) 44 | }; 45 | quad.uv = new Vector2[] { 46 | new Vector2(0f,0f),new Vector2(0f,1f), 47 | new Vector2(1f,1f),new Vector2(1f,0f) 48 | }; 49 | quad.triangles = new int[] { 50 | 0,1,3,3,1,2 51 | }; 52 | quad.RecalculateBounds(); 53 | } 54 | return quad; 55 | } 56 | } 57 | /// 58 | /// 绘制线 59 | /// 60 | /// 起点 61 | /// 终点 62 | /// 颜色 63 | public static void DrawWrieLine(Vector3 from, Vector3 to, Color col, bool world = true) 64 | { 65 | GL.PushMatrix(); 66 | if (!world) 67 | GL.LoadPixelMatrix(); 68 | GLMaterial.SetPass(0); 69 | GL.Begin(GL.LINES); 70 | GL.Color(col); 71 | GL.Vertex(from); 72 | GL.Vertex(to); 73 | GL.End(); 74 | GL.PopMatrix(); 75 | } 76 | public static void DrawTriangle(Vector3 p0, Vector3 p1, Vector3 p2, Color col, bool world = true) 77 | { 78 | 79 | GL.PushMatrix(); 80 | GLMaterial.SetPass(0); 81 | if (!world) 82 | GL.LoadPixelMatrix(); 83 | GL.Begin(GL.TRIANGLES); 84 | GL.Color(col); 85 | GL.Vertex(p0); 86 | GL.Vertex(p1); 87 | GL.Vertex(p2); 88 | GL.End(); 89 | GL.PopMatrix(); 90 | } 91 | public static void DrawQuad(Vector3 position, Quaternion rotation, Color col, bool world = true, float width = 1.0f, float height = 1.0f) 92 | { 93 | 94 | Vector3[] pos = new Vector3[4]; 95 | GL.PushMatrix(); 96 | GLMaterial.SetPass(0); 97 | if (!world) 98 | GL.LoadPixelMatrix(); 99 | GL.Begin(GL.QUADS); 100 | GL.Color(col); 101 | pos[0] = rotation * new Vector3(-width * 0.5f, -height * 0.5f, 0.0f) + position; 102 | pos[1] = rotation * new Vector3(-width * 0.5f, height * 0.5f, 0.0f) + position; 103 | pos[2] = rotation * new Vector3(width * 0.5f, height * 0.5f, 0.0f) + position; 104 | pos[3] = rotation * new Vector3(width * 0.5f, -height * 0.5f, 0.0f) + position; 105 | for (int i = 0; i < 5; i++) 106 | GL.Vertex(pos[i % 4]); 107 | GL.End(); 108 | GL.PopMatrix(); 109 | } 110 | } 111 | } -------------------------------------------------------------------------------- /Assets/Scripts/MeshMakerMgr.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using UnityEngine; 5 | namespace MeshMaker 6 | { 7 | 8 | public class MeshMakerMgr : MonoBehaviour 9 | { 10 | public static MeshMakerMgr Instance { get; private set; } 11 | public static bool Enable { get; set; } 12 | public static Camera Camera { get { return Instance._camera; } set { Instance._camera = value; } } 13 | [SerializeField] 14 | private Camera _camera; 15 | public static CameraControl Control { get; private set; } 16 | public static Handle.Property Handle { get; private set; } 17 | public static SelectMgr Select { get; private set; } 18 | //public static MouseMgr Mouse { get; private set; } 19 | public static PolyType EditorType { get; set; } 20 | private static MouseMgr handlecast; 21 | public static MeshObject Target { get; private set; } 22 | public static event Action TargetEvent; 23 | [SerializeField] 24 | private RectTransform editorUI; 25 | static MeshMakerMgr() 26 | { 27 | Enable = true; 28 | EditorType = PolyType.Point; 29 | } 30 | private void Awake() 31 | { 32 | Instance = this; 33 | Control = new CameraControl(Camera); 34 | Handle = new Handle.Property(Camera); 35 | Select = new SelectMgr(Camera); 36 | handlecast = new MouseMgr(Camera, 1 << Handle.Layer); 37 | 38 | MeshMakerMgr.TargetEvent += (t) => editorUI.gameObject.SetActive(t); 39 | MeshMakerMgr.TargetEvent += (t) => Select.Enable = !t; 40 | MeshObject.AddEvent += Select.SelectObjects._Add; 41 | MeshObject.RemoveEvent += (o) => Select.SelectObjects._Remove(o); 42 | Select.HandlingEvent += (h) => Control.Enable = handlecast.Enable = !h; 43 | Control.HandlingEvent += (h) => { if (Target == null) Select.Enable = !h; handlecast.Enable = MeshMakerMgr.Enable = !h; }; 44 | Handle.HandlingEvent += (h) => { if (Target == null) Select.Enable = !h; Control.Enable = MeshMakerMgr.Enable = !h; }; 45 | Select.SelectedEvent += (o) => SwitchTarget(o.Count > 0 ? o[0] as MeshObject : null); 46 | Select.SelectedEvent += (o) => {if (o.Count > 0)LookAt(o[0].transform.position); }; 47 | } 48 | private void LateUpdate() 49 | { 50 | handlecast.Update(); 51 | Select.LateUpdate(); 52 | Control.LateUpdate(); 53 | if (Input.GetKey(KeyCode.Minus)) 54 | { 55 | Handle.Size -= 0.1f * Time.deltaTime; 56 | } 57 | if (Input.GetKey(KeyCode.Equals)) 58 | { 59 | Handle.Size += 0.1f * Time.deltaTime; 60 | } 61 | } 62 | private void OnRenderObject() 63 | { 64 | Select.OnRenderObject(); 65 | } 66 | public void ExitTarget() 67 | { 68 | SwitchTarget(null); 69 | } 70 | public void SwitchTarget(MeshObject t) 71 | { 72 | if (Target != t) 73 | { 74 | if (Target) 75 | { 76 | Target.Enable = false; 77 | Target = null; 78 | } 79 | Target = t; 80 | if (Target) 81 | { 82 | Target.Enable = true; 83 | Target.EditorType = EditorType; 84 | } 85 | if (TargetEvent != null) 86 | TargetEvent(Target); 87 | } 88 | } 89 | public void SwitchEditorType(int i) 90 | { 91 | EditorType = (PolyType)i; 92 | if (Target != null) 93 | Target.EditorType = EditorType; 94 | } 95 | private IEnumerator lookAtCor; 96 | public void LookAt(Vector3 p) 97 | { 98 | if (lookAtCor != null) 99 | StopCoroutine(lookAtCor); 100 | lookAtCor = Control.LookAt(p); 101 | StartCoroutine(lookAtCor); 102 | } 103 | } 104 | } -------------------------------------------------------------------------------- /Assets/Scripts/MouseMgr.cs: -------------------------------------------------------------------------------- 1 | #if XREditor|| UNITY_EDITOR 2 | using UnityEngine; 3 | using System.Collections; 4 | using System; 5 | using System.Collections.Generic; 6 | using UnityEngine.EventSystems; 7 | 8 | namespace MeshMaker 9 | { 10 | /// 11 | /// 场景操作接口,需要collider支持 12 | /// 13 | public interface IMouse { } 14 | /// 15 | /// 鼠标按下接口 16 | /// 17 | public interface IMouseDown : IMouse 18 | { 19 | void Down(); 20 | } 21 | /// 22 | /// 鼠标双击接口 23 | /// 24 | public interface IMouseDouble : IMouse 25 | { 26 | void Double(); 27 | } 28 | /// 29 | /// 鼠标抬起接口 30 | /// 31 | public interface IMouseUp : IMouse 32 | { 33 | void Up(); 34 | } 35 | /// 36 | /// 鼠标拖动接口 37 | /// 38 | public interface IMouseDrag : IMouse 39 | { 40 | void Drag(); 41 | } 42 | //public interface IMouseEnter : IMouse 43 | //{ 44 | // void Enter(); 45 | //} 46 | //public interface IMouseExit : IMouse 47 | //{ 48 | // void Exit(); 49 | //} 50 | public class MouseMgr 51 | { 52 | /// 53 | /// 功能开关 54 | /// 55 | public bool Enable { get; set; } 56 | public Camera Camera { get { return _camera; } set { _camera = value; } } 57 | [SerializeField] 58 | private Camera _camera; 59 | public LayerMask MouseLayer { get { return layer; } set { layer = value; } } 60 | [SerializeField] 61 | private LayerMask layer; 62 | private IMouse target; 63 | private float time = 0; 64 | 65 | public MouseMgr(Camera camera, LayerMask layer) 66 | { 67 | Enable = true; 68 | target = null; 69 | Camera = camera; 70 | MouseLayer = layer; 71 | } 72 | public void Update() 73 | { 74 | if (!Enable && target == null) 75 | return; 76 | if (Input.GetMouseButtonUp(0)) 77 | { 78 | if (target != null) 79 | { 80 | OnUp(target); 81 | target = null; 82 | } 83 | } 84 | if (Input.GetMouseButton(0)) 85 | { 86 | if (target != null) 87 | { 88 | OnDrag(target); 89 | } 90 | } 91 | if (EventSystem.current != null && EventSystem.current.IsPointerOverGameObject()) 92 | return; 93 | if (Input.GetMouseButtonDown(0)) 94 | { 95 | IMouse iMouse = MainRay(Input.mousePosition, MouseLayer); 96 | if (iMouse != null) 97 | { 98 | target = iMouse; 99 | if (Time.unscaledTime - time < 0.5f) 100 | { 101 | OnDouble(target); 102 | } 103 | time = Time.unscaledTime; 104 | { 105 | OnDown(target); 106 | } 107 | } 108 | } 109 | } 110 | private void OnDown(IMouse mouse) 111 | { 112 | IMouseDown down = mouse as IMouseDown; 113 | if (down != null) 114 | down.Down(); 115 | } 116 | private void OnUp(IMouse mouse) 117 | { 118 | IMouseUp up = mouse as IMouseUp; 119 | if (up != null) 120 | up.Up(); 121 | } 122 | private void OnDrag(IMouse mouse) 123 | { 124 | IMouseDrag drag = mouse as IMouseDrag; 125 | if (drag != null) 126 | drag.Drag(); 127 | } 128 | private void OnDouble(IMouse mouse) 129 | { 130 | IMouseDouble _double = mouse as IMouseDouble; 131 | if (_double != null) 132 | _double.Double(); 133 | } 134 | private T MainRay(Vector3 pos, int layer) 135 | { 136 | RaycastHit hit; 137 | if (Physics.Raycast(Camera.ScreenPointToRay(pos), out hit, 1000, layer)) 138 | { 139 | return hit.transform.GetComponent(); 140 | } 141 | return default(T); 142 | } 143 | } 144 | } 145 | #endif -------------------------------------------------------------------------------- /Assets/Scripts/CameraControl.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using System; 5 | using UnityEngine.EventSystems; 6 | 7 | namespace MeshMaker 8 | { 9 | /// 10 | /// 摄像机控制类 11 | /// 12 | public class CameraControl 13 | { 14 | public event Action HandlingEvent; 15 | public bool Enable { get; set; } 16 | public Camera Camera { get { return _camera; } set { _camera = value; } } 17 | [SerializeField] 18 | private Camera _camera; 19 | public float moveRadius = 1000f; 20 | public float moveSpeed = 4f; 21 | public float rotaSpeed = 4f; 22 | public float offsetSpeed = 4.0f; 23 | private float scrollSpeed = 1f; 24 | private float dis = 5.0f; 25 | private float x, y; 26 | private Vector3 target; 27 | 28 | public CameraControl(Camera cam) 29 | { 30 | Camera = cam; 31 | Enable = true; 32 | } 33 | public void Start() 34 | { 35 | x = Camera.transform.eulerAngles.x; 36 | y = Camera.transform.eulerAngles.y; 37 | target = Camera.transform.forward * dis + Camera.transform.position; 38 | } 39 | 40 | public void LateUpdate() 41 | { 42 | if (!Enable) 43 | return; 44 | #if UNITY_EDITOR || UNITY_STANDALONE_WIN 45 | Vector3 from = Camera.transform.position; 46 | if (EventSystem.current != null && EventSystem.current.IsPointerOverGameObject()) 47 | return; 48 | float scroll = Input.GetAxis("Mouse ScrollWheel") * scrollSpeed * 10; 49 | dis -= scroll; 50 | Camera.transform.Translate(Vector3.forward * scroll); 51 | if (Input.GetKeyDown(KeyCode.LeftAlt)) 52 | { 53 | target = Camera.transform.forward * dis + Camera.transform.position; 54 | } 55 | 56 | if (Input.GetMouseButton(1)) 57 | { 58 | y += Input.GetAxis("Mouse X") * rotaSpeed; 59 | x -= Input.GetAxis("Mouse Y") * rotaSpeed; 60 | y = Mathf.Repeat(y, 360f); 61 | x = Mathf.Repeat(x, 360f); 62 | Camera.transform.rotation = Quaternion.Euler(x, y, 0.0f); 63 | if (Input.GetKey(KeyCode.LeftAlt)) 64 | { 65 | 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2 150 | name: Ultra 151 | pixelLightCount: 4 152 | shadows: 2 153 | shadowResolution: 2 154 | shadowProjection: 1 155 | shadowCascades: 4 156 | shadowDistance: 150 157 | shadowNearPlaneOffset: 3 158 | shadowCascade2Split: 0.33333334 159 | shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667} 160 | shadowmaskMode: 1 161 | blendWeights: 4 162 | textureQuality: 0 163 | anisotropicTextures: 1 164 | antiAliasing: 4 165 | softParticles: 1 166 | softVegetation: 1 167 | realtimeReflectionProbes: 1 168 | billboardsFaceCameraPosition: 1 169 | vSyncCount: 1 170 | lodBias: 2 171 | maximumLODLevel: 0 172 | particleRaycastBudget: 4096 173 | asyncUploadTimeSlice: 2 174 | asyncUploadBufferSize: 4 175 | resolutionScalingFixedDPIFactor: 1 176 | excludedTargetPlatforms: [] 177 | m_PerPlatformDefaultQuality: 178 | Android: 2 179 | Nintendo 3DS: 5 180 | Nintendo Switch: 5 181 | PS4: 5 182 | PSP2: 2 183 | Standalone: 5 184 | Tizen: 2 185 | WebGL: 3 186 | WiiU: 5 187 | Windows Store Apps: 5 188 | XboxOne: 5 189 | iPhone: 2 190 | tvOS: 2 191 | -------------------------------------------------------------------------------- /ProjectSettings/InputManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!13 &1 4 | InputManager: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | m_Axes: 8 | - serializedVersion: 3 9 | m_Name: Horizontal 10 | descriptiveName: 11 | descriptiveNegativeName: 12 | negativeButton: left 13 | positiveButton: right 14 | altNegativeButton: a 15 | altPositiveButton: d 16 | gravity: 3 17 | dead: 0.001 18 | sensitivity: 3 19 | snap: 1 20 | invert: 0 21 | type: 0 22 | axis: 0 23 | joyNum: 0 24 | - serializedVersion: 3 25 | m_Name: Vertical 26 | descriptiveName: 27 | descriptiveNegativeName: 28 | negativeButton: down 29 | positiveButton: up 30 | altNegativeButton: s 31 | altPositiveButton: w 32 | gravity: 3 33 | dead: 0.001 34 | sensitivity: 3 35 | snap: 1 36 | invert: 0 37 | type: 0 38 | axis: 0 39 | joyNum: 0 40 | - serializedVersion: 3 41 | m_Name: Fire1 42 | descriptiveName: 43 | descriptiveNegativeName: 44 | negativeButton: 45 | positiveButton: left ctrl 46 | altNegativeButton: 47 | altPositiveButton: mouse 0 48 | gravity: 1000 49 | dead: 0.001 50 | sensitivity: 1000 51 | snap: 0 52 | invert: 0 53 | type: 0 54 | axis: 0 55 | joyNum: 0 56 | - serializedVersion: 3 57 | m_Name: Fire2 58 | descriptiveName: 59 | descriptiveNegativeName: 60 | negativeButton: 61 | positiveButton: left alt 62 | altNegativeButton: 63 | altPositiveButton: mouse 1 64 | gravity: 1000 65 | dead: 0.001 66 | sensitivity: 1000 67 | snap: 0 68 | invert: 0 69 | type: 0 70 | axis: 0 71 | joyNum: 0 72 | - serializedVersion: 3 73 | m_Name: Fire3 74 | descriptiveName: 75 | descriptiveNegativeName: 76 | negativeButton: 77 | positiveButton: left shift 78 | altNegativeButton: 79 | altPositiveButton: mouse 2 80 | gravity: 1000 81 | dead: 0.001 82 | sensitivity: 1000 83 | snap: 0 84 | invert: 0 85 | type: 0 86 | axis: 0 87 | joyNum: 0 88 | - serializedVersion: 3 89 | m_Name: Jump 90 | descriptiveName: 91 | descriptiveNegativeName: 92 | negativeButton: 93 | positiveButton: space 94 | altNegativeButton: 95 | altPositiveButton: 96 | gravity: 1000 97 | dead: 0.001 98 | sensitivity: 1000 99 | snap: 0 100 | invert: 0 101 | type: 0 102 | axis: 0 103 | joyNum: 0 104 | - serializedVersion: 3 105 | m_Name: Mouse X 106 | descriptiveName: 107 | descriptiveNegativeName: 108 | negativeButton: 109 | positiveButton: 110 | altNegativeButton: 111 | altPositiveButton: 112 | gravity: 0 113 | dead: 0 114 | sensitivity: 0.1 115 | snap: 0 116 | invert: 0 117 | type: 1 118 | axis: 0 119 | joyNum: 0 120 | - serializedVersion: 3 121 | m_Name: Mouse Y 122 | descriptiveName: 123 | descriptiveNegativeName: 124 | negativeButton: 125 | positiveButton: 126 | altNegativeButton: 127 | altPositiveButton: 128 | gravity: 0 129 | dead: 0 130 | sensitivity: 0.1 131 | snap: 0 132 | invert: 0 133 | type: 1 134 | axis: 1 135 | joyNum: 0 136 | - serializedVersion: 3 137 | m_Name: Mouse ScrollWheel 138 | descriptiveName: 139 | descriptiveNegativeName: 140 | negativeButton: 141 | positiveButton: 142 | altNegativeButton: 143 | altPositiveButton: 144 | gravity: 0 145 | dead: 0 146 | sensitivity: 0.1 147 | snap: 0 148 | invert: 0 149 | type: 1 150 | axis: 2 151 | joyNum: 0 152 | - serializedVersion: 3 153 | m_Name: Horizontal 154 | descriptiveName: 155 | descriptiveNegativeName: 156 | negativeButton: 157 | positiveButton: 158 | altNegativeButton: 159 | altPositiveButton: 160 | gravity: 0 161 | dead: 0.19 162 | sensitivity: 1 163 | snap: 0 164 | invert: 0 165 | type: 2 166 | axis: 0 167 | joyNum: 0 168 | - serializedVersion: 3 169 | m_Name: Vertical 170 | descriptiveName: 171 | descriptiveNegativeName: 172 | negativeButton: 173 | positiveButton: 174 | altNegativeButton: 175 | altPositiveButton: 176 | gravity: 0 177 | dead: 0.19 178 | sensitivity: 1 179 | snap: 0 180 | invert: 1 181 | type: 2 182 | axis: 1 183 | joyNum: 0 184 | - serializedVersion: 3 185 | m_Name: Fire1 186 | descriptiveName: 187 | descriptiveNegativeName: 188 | negativeButton: 189 | positiveButton: joystick button 0 190 | altNegativeButton: 191 | altPositiveButton: 192 | gravity: 1000 193 | dead: 0.001 194 | sensitivity: 1000 195 | snap: 0 196 | invert: 0 197 | type: 0 198 | axis: 0 199 | joyNum: 0 200 | - serializedVersion: 3 201 | m_Name: Fire2 202 | descriptiveName: 203 | descriptiveNegativeName: 204 | negativeButton: 205 | positiveButton: joystick button 1 206 | altNegativeButton: 207 | altPositiveButton: 208 | gravity: 1000 209 | dead: 0.001 210 | sensitivity: 1000 211 | snap: 0 212 | invert: 0 213 | type: 0 214 | axis: 0 215 | joyNum: 0 216 | - serializedVersion: 3 217 | m_Name: Fire3 218 | descriptiveName: 219 | descriptiveNegativeName: 220 | negativeButton: 221 | positiveButton: joystick button 2 222 | altNegativeButton: 223 | altPositiveButton: 224 | gravity: 1000 225 | dead: 0.001 226 | sensitivity: 1000 227 | snap: 0 228 | invert: 0 229 | type: 0 230 | axis: 0 231 | joyNum: 0 232 | - serializedVersion: 3 233 | m_Name: Jump 234 | descriptiveName: 235 | descriptiveNegativeName: 236 | negativeButton: 237 | positiveButton: joystick button 3 238 | altNegativeButton: 239 | altPositiveButton: 240 | gravity: 1000 241 | dead: 0.001 242 | sensitivity: 1000 243 | snap: 0 244 | invert: 0 245 | type: 0 246 | axis: 0 247 | joyNum: 0 248 | - serializedVersion: 3 249 | m_Name: Submit 250 | descriptiveName: 251 | descriptiveNegativeName: 252 | negativeButton: 253 | positiveButton: return 254 | altNegativeButton: 255 | altPositiveButton: joystick button 0 256 | gravity: 1000 257 | dead: 0.001 258 | sensitivity: 1000 259 | snap: 0 260 | invert: 0 261 | type: 0 262 | axis: 0 263 | joyNum: 0 264 | - serializedVersion: 3 265 | m_Name: Submit 266 | descriptiveName: 267 | descriptiveNegativeName: 268 | negativeButton: 269 | positiveButton: enter 270 | altNegativeButton: 271 | altPositiveButton: space 272 | gravity: 1000 273 | dead: 0.001 274 | sensitivity: 1000 275 | snap: 0 276 | invert: 0 277 | type: 0 278 | axis: 0 279 | joyNum: 0 280 | - serializedVersion: 3 281 | m_Name: Cancel 282 | descriptiveName: 283 | descriptiveNegativeName: 284 | negativeButton: 285 | positiveButton: escape 286 | altNegativeButton: 287 | altPositiveButton: joystick button 1 288 | gravity: 1000 289 | dead: 0.001 290 | sensitivity: 1000 291 | snap: 0 292 | invert: 0 293 | type: 0 294 | axis: 0 295 | joyNum: 0 296 | -------------------------------------------------------------------------------- /Assets/Scripts/SelectMgr.cs: -------------------------------------------------------------------------------- 1 | #if XREditor|| UNITY_EDITOR 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using UnityEngine; 5 | using System; 6 | using System.Linq; 7 | using UnityEngine.EventSystems; 8 | 9 | namespace MeshMaker 10 | { 11 | public interface ISelectObject 12 | { 13 | Transform transform { get; } 14 | } 15 | public interface IMeshObject : ISelectObject 16 | { 17 | MeshFilter[] Meshs { get; } 18 | } 19 | public interface ISkinObject : ISelectObject 20 | { 21 | SkinnedMeshRenderer[] Skins { get; } 22 | } 23 | public interface IIconObject : ISelectObject 24 | { 25 | Material Icon { get; } 26 | } 27 | public static class SelectObjectListExtensions 28 | { 29 | public static void _Add(this List os, ISelectObject o) 30 | { 31 | if (o != null) 32 | os.Add(o); 33 | } 34 | public static void _Remove(this List os, ISelectObject o) 35 | { 36 | if (o != null) 37 | os.Remove(o); 38 | } 39 | } 40 | /// 41 | /// 像素选择类 42 | /// 43 | public class SelectMgr 44 | { 45 | /// 46 | /// 功能开关 47 | /// 48 | public bool Enable { get; set; } 49 | public Camera Camera { get { return _camera; } set { _camera = value; } } 50 | [SerializeField] 51 | private Camera _camera; 52 | public event Action HandlingEvent; 53 | public List SelectObjects { get; set; } 54 | public event Action> SelectingEvent; 55 | public event Action> SelectedEvent; 56 | private Vector3 point; 57 | private bool isDown = false, isDrawBox = false; 58 | private Resource selectMat = new Resource("XRGL"); 59 | private Resource drawObject = new Resource("SelectObject"); 60 | private List blocks = new List(); 61 | private List renders = new List(); 62 | private List selected = new List(); 63 | private List results = new List(); 64 | [SerializeField] 65 | private Texture2D tex; 66 | private int w, h; 67 | private Vector2 min, max; 68 | 69 | public SelectMgr(Camera camera) 70 | { 71 | Enable = true; 72 | Camera = camera; 73 | SelectObjects = new List(); 74 | for (int r = 0; r < 256; r++) 75 | for (int g = 1; g < 256; g++) 76 | { 77 | MaterialPropertyBlock block = new MaterialPropertyBlock(); 78 | block.SetColor("_Color", new Color(r / 255f, g / 255f, 0f, 1.0f)); 79 | blocks.Add(block); 80 | } 81 | } 82 | public void LateUpdate() 83 | { 84 | if (!Enable && !isDrawBox) 85 | return; 86 | if (Input.GetMouseButtonDown(0) && (EventSystem.current == null || !EventSystem.current.IsPointerOverGameObject())) 87 | { 88 | isDown = true; 89 | point = Input.mousePosition; 90 | } 91 | if (!isDown) 92 | return; 93 | if (Input.GetMouseButtonUp(0)) 94 | { 95 | isDown = false; 96 | if (HandlingEvent != null) 97 | HandlingEvent(false); 98 | if (!isDrawBox) 99 | { 100 | CalcTexture(0.5f, 0.5f); 101 | Vector2 uv = GetPointerUV(); 102 | Color col = tex.GetPixelBilinear(uv.x, uv.y); 103 | ISelectObject s = GetSelectObject(col); 104 | if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.LeftControl)) 105 | { 106 | if (results.Contains(s)) 107 | results._Remove(s); 108 | else 109 | results._Add(s); 110 | } 111 | else 112 | { 113 | results.Clear(); 114 | results._Add(s); 115 | } 116 | if (SelectingEvent != null) 117 | SelectingEvent(results); 118 | } 119 | isDrawBox = false; 120 | if (SelectedEvent != null) 121 | SelectedEvent(results); 122 | } 123 | if (!isDown) 124 | return; 125 | if (!isDrawBox) 126 | { 127 | if ((Input.mousePosition - point).sqrMagnitude > 100) 128 | { 129 | if (HandlingEvent != null) 130 | HandlingEvent(true); 131 | CalcTexture(0.1f, 0.1f); 132 | isDrawBox = true; 133 | } 134 | } 135 | else 136 | { 137 | Vector2 _min = GetPointerUV(min); 138 | Vector2 _max = GetPointerUV(max) - _min; 139 | int x = (int)(_min.x * w); 140 | int y = (int)(_min.y * h); 141 | int sw = (int)(_max.x * w); 142 | int sh = (int)(_max.y * h); 143 | Color[] cols = tex.GetPixels(x, y, sw, sh); 144 | 145 | List _cols = new List(); 146 | foreach (var col in cols) 147 | { 148 | if (!_cols.Contains(col)) 149 | _cols.Add(col); 150 | } 151 | selected.Clear(); 152 | foreach (var col in _cols) 153 | { 154 | ISelectObject ele = GetSelectObject(col); 155 | if (ele != null) 156 | selected._Add(ele); 157 | } 158 | if (Input.GetKey(KeyCode.LeftShift)) 159 | { 160 | results.AddRange(from s in selected where !results.Contains(s) select s); 161 | } 162 | else if (Input.GetKey(KeyCode.LeftControl)) 163 | { 164 | results = (from r in results where !selected.Contains(r) select r).ToList(); 165 | } 166 | else 167 | { 168 | results = selected; 169 | } 170 | if (SelectingEvent != null) 171 | SelectingEvent(results); 172 | } 173 | } 174 | public void OnRenderObject() 175 | { 176 | if (isDrawBox) 177 | { 178 | if (point.x > Input.mousePosition.x) 179 | { 180 | max.x = point.x; 181 | min.x = Input.mousePosition.x; 182 | } 183 | else 184 | { 185 | max.x = Input.mousePosition.x; 186 | min.x = point.x; 187 | } 188 | if (point.y > Input.mousePosition.y) 189 | { 190 | max.y = point.y; 191 | min.y = Input.mousePosition.y; 192 | } 193 | else 194 | { 195 | max.y = Input.mousePosition.y; 196 | min.y = point.y; 197 | } 198 | 199 | GL.PushMatrix(); 200 | selectMat.Object.SetPass(0); 201 | GL.LoadPixelMatrix(); 202 | 203 | GL.Begin(GL.QUADS); 204 | GL.Color(new Color(0.2f, 0.3f, 0.5f, 0.1f)); 205 | GL.Vertex3(min.x, min.y, 0); 206 | GL.Vertex3(min.x, max.y, 0); 207 | GL.Vertex3(max.x, max.y, 0); 208 | GL.Vertex3(max.x, min.y, 0); 209 | GL.End(); 210 | 211 | GL.Begin(GL.LINES); 212 | GL.Color(new Color(0.2f, 0.5f, 0.8f, 0.6f)); 213 | GL.Vertex3(min.x, min.y, 0); 214 | GL.Vertex3(min.x, max.y, 0); 215 | 216 | GL.Vertex3(min.x, max.y, 0); 217 | GL.Vertex3(max.x, max.y, 0); 218 | 219 | GL.Vertex3(max.x, max.y, 0); 220 | GL.Vertex3(max.x, min.y, 0); 221 | 222 | GL.Vertex3(max.x, min.y, 0); 223 | GL.Vertex3(min.x, min.y, 0); 224 | GL.End(); 225 | GL.PopMatrix(); 226 | } 227 | } 228 | private Vector2 GetPointerUV() 229 | { 230 | return GetPointerUV(Input.mousePosition); 231 | } 232 | private Vector2 GetPointerUV(Vector3 position) 233 | { 234 | return new Vector2(position.x / Screen.width, position.y / Screen.height); 235 | } 236 | private void CalcTexture(float width = 1.0f, float height = 1.0f) 237 | { 238 | w = (int)(Screen.width * width); 239 | h = (int)(Screen.height * height); 240 | Camera c = new GameObject("Camera").AddComponent(); 241 | c.CopyFrom(Camera); 242 | c.clearFlags = CameraClearFlags.Nothing; 243 | c.cullingMask = 64; 244 | c.allowMSAA = false; 245 | renders.Clear(); 246 | int count = 0; 247 | foreach (ISelectObject o in SelectObjects) 248 | { 249 | if (count > 65534) 250 | break; 251 | if (1 - Vector3.Dot((o.transform.position - c.transform.position).normalized, c.transform.forward) < c.fieldOfView / 180) 252 | { 253 | renders._Add(o); 254 | IMeshObject m = o as IMeshObject; 255 | if (m != null) 256 | for (int i = 0; i < m.Meshs.Length; i++) 257 | { 258 | Mesh mesh = m.Meshs[i].sharedMesh; 259 | if (mesh != null) 260 | for (int _i = 0; _i < mesh.subMeshCount; _i++) 261 | Graphics.DrawMesh(mesh, m.Meshs[i].transform.localToWorldMatrix, drawObject.Object, 6, c, _i, blocks[count], false, false, false); 262 | } 263 | ISkinObject s = o as ISkinObject; 264 | if (s != null) 265 | for (int i = 0; i < s.Skins.Length; i++) 266 | { 267 | Mesh _s = new Mesh(); 268 | s.Skins[i].BakeMesh(_s); 269 | for (int _i = 0; _i < _s.subMeshCount; _i++) 270 | { 271 | Graphics.DrawMesh(_s, s.Skins[i].transform.localToWorldMatrix, drawObject.Object, 6, c, _i, blocks[count], false, false, false); 272 | } 273 | GameObject.Destroy(_s); 274 | } 275 | IIconObject n = o as IIconObject; 276 | if (n != null) 277 | if (n.Icon != null) 278 | { 279 | Quaternion rota = Quaternion.LookRotation(Vector3.Normalize(n.transform.position - Camera.transform.position), Vector3.up); 280 | Graphics.DrawMesh(Tools.Quad, n.transform.position, rota, drawObject.Object, 6, c, 0, blocks[count], false, false, false); 281 | } 282 | count++; 283 | } 284 | } 285 | 286 | RenderTexture rtex = new RenderTexture(w, h, 0); 287 | c.targetTexture = rtex; 288 | c.Render(); 289 | 290 | RenderTexture current = RenderTexture.active; 291 | RenderTexture.active = c.activeTexture; 292 | if (tex != null) 293 | { 294 | GameObject.Destroy(tex); 295 | tex = null; 296 | } 297 | tex = new Texture2D(w, h); 298 | tex.ReadPixels(new Rect(0, 0, w, h), 0, 0); 299 | tex.Apply(); 300 | RenderTexture.active = current; 301 | GameObject.Destroy(rtex); 302 | GameObject.Destroy(c.gameObject); 303 | } 304 | private ISelectObject GetSelectObject(Color color) 305 | { 306 | if (color.a > 0.0f) 307 | { 308 | if (color.r > 0 || color.g > 0)// || color.b > 0) 309 | { 310 | int r = (int)(color.r * 255f); 311 | int g = (int)(color.g * 255f); 312 | int i = r * 255 + g; 313 | if (i > 0) 314 | try 315 | { 316 | return renders[i - 1]; 317 | } 318 | catch 319 | { 320 | Debug.Log("color:" + color + "index:" + i + "count:" + renders.Count); 321 | } 322 | } 323 | } 324 | return null; 325 | } 326 | } 327 | } 328 | #endif -------------------------------------------------------------------------------- /Assets/Scripts/MeshObject.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using UnityEngine; 5 | namespace MeshMaker 6 | { 7 | public enum PolyType : int 8 | { 9 | Null, Point, Edge, Face 10 | } 11 | [RequireComponent(typeof(MeshFilter))] 12 | public class MeshObject : MonoBehaviour, IMeshObject 13 | { 14 | public static List Objects { get; private set; } 15 | public static event Action AddEvent, RemoveEvent; 16 | static MeshObject() 17 | { 18 | Objects = new List(); 19 | } 20 | public bool Enable { get; set; } 21 | 22 | public MeshFilter[] Meshs { get; private set; } 23 | public PolyType EditorType { get { return editortype; } set { editortype = value; } } 24 | [SerializeField] 25 | private PolyType editortype; 26 | private static Handle h; 27 | private Point p; 28 | private Edge e; 29 | private Face f; 30 | private void Awake() 31 | { 32 | Meshs = GetComponentsInChildren(); 33 | Objects.Add(this); 34 | if (AddEvent != null) AddEvent(this); 35 | } 36 | private void Start() 37 | { 38 | Enable = true; 39 | MeshInfo m = new MeshInfo(gameObject.GetComponent()); 40 | p = new Point(m); 41 | e = new Edge(m); 42 | f = new Face(m); 43 | } 44 | private void OnDestroy() 45 | { 46 | Objects.Remove(this); 47 | if (RemoveEvent != null) RemoveEvent(this); 48 | } 49 | private void OnRenderObject() 50 | { 51 | if (Enable) 52 | switch (EditorType) 53 | { 54 | case PolyType.Null: 55 | break; 56 | case PolyType.Point: 57 | p.Draw(200f, 5f); 58 | break; 59 | case PolyType.Edge: 60 | e.Draw(1000f); 61 | break; 62 | case PolyType.Face: 63 | f.Draw(); 64 | break; 65 | } 66 | } 67 | 68 | private void LateUpdate() 69 | { 70 | if (Enable && MeshMakerMgr.Enable) 71 | { 72 | if (Input.GetMouseButtonDown(0)) 73 | { 74 | switch (EditorType) 75 | { 76 | case PolyType.Null: 77 | break; 78 | case PolyType.Point: 79 | p.Select(); 80 | break; 81 | case PolyType.Edge: 82 | e.Select(); 83 | break; 84 | case PolyType.Face: 85 | f.Select(); 86 | break; 87 | } 88 | } 89 | } 90 | } 91 | private class MeshInfo 92 | { 93 | private MeshFilter meshFilter; 94 | private Mesh mesh; 95 | public Vector3[] v { get; private set; } 96 | public Vector3[] n { get; private set; } 97 | public int[] t { get; private set; } 98 | public Transform transform { get; private set; } 99 | public MeshInfo(MeshFilter m) 100 | { 101 | meshFilter = m; 102 | transform = m.transform; 103 | mesh = m.mesh; 104 | v = mesh.vertices; 105 | n = mesh.normals; 106 | t = mesh.triangles; 107 | } 108 | public MeshInfo(MeshInfo m) 109 | { 110 | meshFilter = m.meshFilter; 111 | mesh = m.mesh; 112 | v = mesh.vertices; 113 | n = mesh.normals; 114 | t = mesh.triangles; 115 | } 116 | public void CalculateVertex() 117 | { 118 | mesh.vertices = v; 119 | meshFilter.mesh = mesh; 120 | } 121 | } 122 | private class Point 123 | { 124 | private MeshInfo m; 125 | private int index; 126 | private int select; 127 | public Point(MeshInfo m) 128 | { 129 | this.m = m; 130 | select = -1; 131 | } 132 | private void DrawQuad(int i, float s) 133 | { 134 | if (i < 0) 135 | return; 136 | Vector3 p = (Vector2)MeshMakerMgr.Camera.WorldToScreenPoint(m.transform.TransformPoint(m.v[i])); 137 | Tools.DrawQuad(p, Quaternion.identity, Color.yellow, false, s, s); 138 | } 139 | public void Draw(float near, float size) 140 | { 141 | index = -1; 142 | float dis = float.MaxValue; 143 | 144 | int tl = m.t.Length / 3; 145 | for (int i = 0; i < tl; i++) 146 | { 147 | int ti = i * 3; 148 | for (int _i = 0; _i < 3; _i++) 149 | { 150 | int p0i = m.t[ti + _i]; 151 | int p1i = m.t[ti + (_i + 1) % 3]; 152 | 153 | if (Vector3.Dot(MeshMakerMgr.Camera.transform.forward, m.n[p0i]) < 0) 154 | { 155 | Vector3 p0 = (Vector2)MeshMakerMgr.Camera.WorldToScreenPoint(m.transform.TransformPoint(m.v[p0i])); 156 | Vector3 p1 = (Vector2)MeshMakerMgr.Camera.WorldToScreenPoint(m.transform.TransformPoint(m.v[p1i])); 157 | Tools.DrawWrieLine(p0, p1, Color.green * 0.5f, false); 158 | Tools.DrawQuad(p0, Quaternion.identity, Color.green, false, size, size); 159 | float d = (p0 - Input.mousePosition).sqrMagnitude; 160 | if (d < near && d < dis) 161 | { 162 | dis = d; 163 | index = p0i; 164 | } 165 | } 166 | } 167 | } 168 | 169 | DrawQuad(select, size); 170 | DrawQuad(index, size); 171 | } 172 | public void Select() 173 | { 174 | select = index; 175 | if (select < 0) 176 | { 177 | if (h) 178 | h.Close(); 179 | h = null; 180 | } 181 | else 182 | { 183 | if (h) 184 | h.Close(); 185 | h = MeshMakerMgr.Handle.CreatePosition(m.transform.TransformPoint(m.v[select]), (_v) => 186 | { 187 | m.v[select] = m.transform.InverseTransformPoint(_v); 188 | m.CalculateVertex(); 189 | }); 190 | } 191 | } 192 | } 193 | private class Edge 194 | { 195 | private MeshInfo m; 196 | private int i0, i1; 197 | private int s0, s1; 198 | public Edge(MeshInfo m) 199 | { 200 | this.m = m; 201 | } 202 | private float Distance(Vector2 p, Vector2 a, Vector2 b) 203 | { 204 | Vector2 ap = p - a; 205 | Vector2 ab = b - a; 206 | float r = Vector2.Dot(ap, ab.normalized) / ab.magnitude; 207 | if (r > 1 || r < 0) 208 | return float.MaxValue; 209 | return (ap - ab * r).sqrMagnitude; 210 | } 211 | private void DrawWrieLine(int a, int b) 212 | { 213 | if (a < 0) 214 | return; 215 | Vector3 p0 = (Vector2)MeshMakerMgr.Camera.WorldToScreenPoint(m.transform.TransformPoint(m.v[a])); 216 | Vector3 p1 = (Vector2)MeshMakerMgr.Camera.WorldToScreenPoint(m.transform.TransformPoint(m.v[b])); 217 | Tools.DrawWrieLine(p0, p1, Color.yellow, false); 218 | } 219 | public void Draw(float near) 220 | { 221 | i0 = i1 = -1; 222 | float dis = float.MaxValue; 223 | int tl = m.t.Length / 3; 224 | for (int i = 0; i < tl; i++) 225 | { 226 | int ti = i * 3; 227 | for (int _i = 0; _i < 3; _i++) 228 | { 229 | int p0i = m.t[ti + _i]; 230 | int p1i = m.t[ti + (_i + 1) % 3]; 231 | 232 | if (Vector3.Dot(MeshMakerMgr.Camera.transform.forward, (m.n[p0i] + m.n[p1i]).normalized) < 0) 233 | { 234 | Vector3 p0 = (Vector2)MeshMakerMgr.Camera.WorldToScreenPoint(m.transform.TransformPoint(m.v[p0i])); 235 | Vector3 p1 = (Vector2)MeshMakerMgr.Camera.WorldToScreenPoint(m.transform.TransformPoint(m.v[p1i])); 236 | Tools.DrawWrieLine(p0, p1, Color.green, false); 237 | float d = Distance(Input.mousePosition, p0, p1); 238 | if (d < near && d < dis) 239 | { 240 | dis = d; 241 | i0 = p0i; 242 | i1 = p1i; 243 | } 244 | } 245 | } 246 | } 247 | DrawWrieLine(s0, s1); 248 | DrawWrieLine(i0, i1); 249 | } 250 | public void Select() 251 | { 252 | s0 = i0; 253 | s1 = i1; 254 | if (s0 < 0) 255 | { 256 | if (h) 257 | h.Close(); 258 | h = null; 259 | } 260 | else 261 | { 262 | if (h) 263 | { 264 | h.Close(); 265 | h = null; 266 | } 267 | Vector3 p0 = m.transform.TransformPoint(m.v[s0]); 268 | Vector3 p1 = m.transform.TransformPoint(m.v[s1]); 269 | Vector3 c = (p0 + p1) * 0.5f; 270 | Vector3 o0 = p0 - c; 271 | Vector3 o1 = p1 - c; 272 | h = MeshMakerMgr.Handle.CreatePosition(c, (_v) => 273 | { 274 | m.v[s0] = m.transform.InverseTransformPoint(_v + o0); 275 | m.v[s1] = m.transform.InverseTransformPoint(_v + o1); 276 | m.CalculateVertex(); 277 | }); 278 | } 279 | } 280 | } 281 | private class Face 282 | { 283 | private MeshInfo m; 284 | private int i0, i1, i2; 285 | private int s0, s1, s2; 286 | public Face(MeshInfo m) 287 | { 288 | this.m = m; 289 | } 290 | private bool Check(Vector2 p, Vector2 a, Vector2 b, Vector2 c) 291 | { 292 | Vector2 ab = b - a; 293 | Vector2 ac = c - a; 294 | Vector2 pa = a - p; 295 | Vector2 pb = b - p; 296 | Vector2 pc = c - p; 297 | return Mathf.Abs(Mathf.Abs(Cross(ab, ac)) - Mathf.Abs(Cross(pa, pb)) - Mathf.Abs(Cross(pb, pc)) - Mathf.Abs(Cross(pc, pa))) < 1f; 298 | } 299 | private float Cross(Vector2 a, Vector2 b) 300 | { 301 | return a.x * b.y - a.y * b.x; 302 | } 303 | private void DrawTriangle(int a, int b, int c) 304 | { 305 | if (a < 0) 306 | return; 307 | Vector3 p0 = (Vector2)MeshMakerMgr.Camera.WorldToScreenPoint(m.transform.TransformPoint(m.v[a])); 308 | Vector3 p1 = (Vector2)MeshMakerMgr.Camera.WorldToScreenPoint(m.transform.TransformPoint(m.v[b])); 309 | Vector3 p2 = (Vector2)MeshMakerMgr.Camera.WorldToScreenPoint(m.transform.TransformPoint(m.v[c])); 310 | Tools.DrawTriangle(p0, p1, p2, Color.green, false); 311 | } 312 | public void Draw() 313 | { 314 | i0 = i1 = i2 = -1; 315 | int tl = m.t.Length / 3; 316 | for (int i = 0; i < tl; i++) 317 | { 318 | int ti = i * 3; 319 | int p0i = m.t[ti]; 320 | int p1i = m.t[ti + 1]; 321 | int p2i = m.t[ti + 2]; 322 | if (Vector3.Dot(MeshMakerMgr.Camera.transform.forward, (m.n[p0i] + m.n[p1i] + m.n[p2i]).normalized) < 0) 323 | { 324 | Vector3 p0 = (Vector2)MeshMakerMgr.Camera.WorldToScreenPoint(m.transform.TransformPoint(m.v[p0i])); 325 | Vector3 p1 = (Vector2)MeshMakerMgr.Camera.WorldToScreenPoint(m.transform.TransformPoint(m.v[p1i])); 326 | Vector3 p2 = (Vector2)MeshMakerMgr.Camera.WorldToScreenPoint(m.transform.TransformPoint(m.v[p2i])); 327 | Tools.DrawWrieLine(p0, p1, Color.green, false); 328 | Tools.DrawWrieLine(p0, p2, Color.green, false); 329 | Tools.DrawWrieLine(p1, p2, Color.green, false); 330 | Tools.DrawTriangle(p0, p1, p2, new Color(0.0f, 1.0f, 0.0f, 0.2f), false); 331 | if (i0 < 0 && Check(Input.mousePosition, p0, p1, p2)) 332 | { 333 | i0 = p0i; 334 | i1 = p1i; 335 | i2 = p2i; 336 | } 337 | } 338 | } 339 | DrawTriangle(s0, s1, s2); 340 | DrawTriangle(i0, i1, i2); 341 | } 342 | public void Select() 343 | { 344 | s0 = i0; 345 | s1 = i1; 346 | s2 = i2; 347 | if (s0 < 0) 348 | { 349 | if (h) 350 | h.Close(); 351 | h = null; 352 | } 353 | else 354 | { 355 | if (h) 356 | { 357 | h.Close(); 358 | h = null; 359 | } 360 | Vector3 p0 = m.transform.TransformPoint(m.v[s0]); 361 | Vector3 p1 = m.transform.TransformPoint(m.v[s1]); 362 | Vector3 p2 = m.transform.TransformPoint(m.v[s2]); 363 | Vector3 c = (p0 + p1) * 0.25f + (p0 + p2) * 0.25f; 364 | Vector3 o0 = p0 - c; 365 | Vector3 o1 = p1 - c; 366 | Vector3 o2 = p2 - c; 367 | h = MeshMakerMgr.Handle.CreatePosition(c, (_v) => 368 | { 369 | m.v[s0] = m.transform.InverseTransformPoint(_v + o0); 370 | m.v[s1] = m.transform.InverseTransformPoint(_v + o1); 371 | m.v[s2] = m.transform.InverseTransformPoint(_v + o2); 372 | m.CalculateVertex(); 373 | }); 374 | } 375 | } 376 | } 377 | } 378 | 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XboxOneSockets: {} 652 | XboxOneSplashScreen: {fileID: 0} 653 | XboxOneAllowedProductIds: [] 654 | XboxOnePersistentLocalStorageSize: 0 655 | XboxOneXTitleMemory: 8 656 | xboxOneScriptCompiler: 0 657 | vrEditorSettings: 658 | daydream: 659 | daydreamIconForeground: {fileID: 0} 660 | daydreamIconBackground: {fileID: 0} 661 | cloudServicesEnabled: 662 | UNet: 1 663 | facebookSdkVersion: 7.9.4 664 | apiCompatibilityLevel: 2 665 | cloudProjectId: 48713c7c-8dc2-4a8a-adc0-60976d154f74 666 | projectName: MeshMaker1 667 | organizationId: q-carefree 668 | cloudEnabled: 0 669 | enableNativePlatformBackendsForNewInputSystem: 0 670 | disableOldInputManagerSupport: 0 671 | -------------------------------------------------------------------------------- /Assets/Scripts/Handle.cs: -------------------------------------------------------------------------------- 1 | #if XREditor|| UNITY_EDITOR 2 | using System; 3 | using System.Collections; 4 | using System.Collections.Generic; 5 | using UnityEngine; 6 | 7 | namespace MeshMaker 8 | { 9 | public delegate void FloatCallback(float v); 10 | public delegate void Vector3Callback(Vector3 v); 11 | public delegate void QuaternionCallback(Quaternion r); 12 | public abstract class Handle : MonoBehaviour 13 | { 14 | private static Transform parent = null; 15 | public static Transform Parent { get { if (!parent) { parent = new GameObject("Handles").transform; parent.hideFlags = HideFlags.HideInHierarchy; } return parent; } } 16 | 17 | protected Property property; 18 | protected void Start() 19 | { 20 | gameObject.layer = property.Layer.value; 21 | 22 | } 23 | protected void Update() 24 | { 25 | transform.localScale = Vector3.one * Vector3.Distance(transform.position, property.Camera.transform.position) * property.Size; 26 | } 27 | public abstract void Close(); 28 | 29 | public class Property 30 | { 31 | public Camera Camera { get; set; } 32 | public LayerMask Layer { get; set; } 33 | private float size = 0.1f; 34 | public float Size { get { return size; } set { size = Mathf.Clamp(value, 0.02f, 0.3f); } } 35 | public event Action HandlingEvent; 36 | private List mep = new List(); 37 | private Queue mdp = new Queue(); 38 | private List rep = new List(); 39 | private Queue rdp = new Queue(); 40 | private List sep = new List(); 41 | private Queue sdp = new Queue(); 42 | public Property(Camera c) 43 | { 44 | Layer = LayerMask.NameToLayer("UI"); 45 | Camera = c; 46 | } 47 | public Handle CreatePosition(Vector3 pos, Vector3Callback callback) 48 | { 49 | return Move.Create(this, pos, callback); 50 | } 51 | public Handle CreateRotation(Quaternion rota, QuaternionCallback callback) 52 | { 53 | return Rota.Create(this, rota, callback); 54 | } 55 | public Handle CreateScale(Vector3 scal, Vector3Callback callback) 56 | { 57 | return Scale.Create(this, scal, callback); 58 | } 59 | 60 | [RequireComponent(typeof(MeshRenderer))] 61 | private class _Handle : Handle, IMouseDown, IMouseUp, IMouseDrag 62 | { 63 | private Material mat; 64 | private Color color; 65 | private Mesh mesh; 66 | protected void Awake() 67 | { 68 | mat = GetComponent().material; 69 | color = mat.color; 70 | mesh = gameObject.GetComponent().sharedMesh; 71 | } 72 | private new void Update() 73 | { } 74 | private void OnRenderObject() 75 | { 76 | //Graphics.DrawMesh(mesh, transform.localToWorldMatrix, mat, property.Layer, property.Camera); 77 | mat.SetPass(0); 78 | Graphics.DrawMeshNow(mesh, transform.localToWorldMatrix); 79 | mat.SetPass(1); 80 | Graphics.DrawMeshNow(mesh, transform.localToWorldMatrix); 81 | } 82 | public virtual void Drag() 83 | { 84 | mat.color = Color.yellow; 85 | } 86 | public virtual void Up() 87 | { 88 | if (property.HandlingEvent != null) 89 | property.HandlingEvent(false); 90 | mat.color = color; 91 | } 92 | public virtual void Down() 93 | { 94 | if (property.HandlingEvent != null) 95 | property.HandlingEvent(true); 96 | } 97 | protected Vector3 GetPoint() 98 | { 99 | return GetPoint(transform.right); 100 | } 101 | protected Vector3 GetPoint(Vector3 dir) 102 | { 103 | return GetPoint(dir, transform.position); 104 | } 105 | protected Vector3 GetPoint(Vector3 dir, Vector3 pos) 106 | { 107 | Ray ray = property.Camera.ScreenPointToRay(Input.mousePosition); 108 | float dis = 0; 109 | Plane plane = new Plane(dir, pos); 110 | plane.Raycast(ray, out dis); 111 | return ray.direction * dis + ray.origin; 112 | } 113 | 114 | public override void Close() 115 | { 116 | //throw new NotImplementedException(); 117 | } 118 | } 119 | private class Move : Handle 120 | { 121 | private Vector3Callback callback; 122 | public static Move Create(Property p, Vector3 o, Vector3Callback c) 123 | { 124 | Move m = null; 125 | if (p.mdp.Count > 0) 126 | { 127 | m = p.mdp.Dequeue(); 128 | m.gameObject.SetActive(true); 129 | m.transform.position = o; 130 | } 131 | else 132 | { 133 | m = new GameObject("Position Handle").AddComponent(); 134 | m.transform.position = o; 135 | m.transform.SetParent(Parent); 136 | Vector3Callback _c = (v) => { m.transform.position = v; if (m.callback != null) m.callback(v); }; 137 | 138 | for (int i = 0; i < 3; i++) 139 | { 140 | MoveSingle s = MoveSingle.Create(p, o, (Axis3)i, null); 141 | s.transform.SetParent(m.transform, false); 142 | s.DragEvent += (v) => { _c(v); s.transform.position = v; }; 143 | } 144 | for (int i = 0; i < 3; i++) 145 | { 146 | MoveDouble d = MoveDouble.Create(p, o, (Axis3)i, null); 147 | d.transform.SetParent(m.transform, false); 148 | d.DragEvent += (v) => { _c(v); d.transform.position = v; }; 149 | } 150 | } 151 | m.callback = c; 152 | m.property = p; 153 | p.mep.Add(m); 154 | return m; 155 | } 156 | public override void Close() 157 | { 158 | property.mep.Remove(this); 159 | property.mdp.Enqueue(this); 160 | gameObject.SetActive(false); 161 | } 162 | } 163 | private class MoveSingle : _Handle 164 | { 165 | private static Resource x = new Resource("handle/position_x"); 166 | private static Resource y = new Resource("handle/position_y"); 167 | private static Resource z = new Resource("handle/position_z"); 168 | public static MoveSingle Create(Property p, Vector3 o, Axis3 a, Vector3Callback c) 169 | { 170 | GameObject g = null; 171 | switch (a) 172 | { 173 | case Axis3.X: 174 | g = GameObject.Instantiate(x.Object); 175 | break; 176 | case Axis3.Y: 177 | g = GameObject.Instantiate(y.Object); 178 | break; 179 | case Axis3.Z: 180 | g = GameObject.Instantiate(z.Object); 181 | break; 182 | default: 183 | return null; 184 | } 185 | MoveSingle m = g.AddComponent(); 186 | m.property = p; 187 | m.DragEvent += c; 188 | return m; 189 | } 190 | 191 | public event Vector3Callback DownEvent; 192 | public event Vector3Callback DragEvent; 193 | public event Vector3Callback UpEvent; 194 | private Vector3 origin; 195 | private Vector3 dir; 196 | private Vector3 last; 197 | private Vector3 offset; 198 | public override void Drag() 199 | { 200 | base.Drag(); 201 | Vector3 p = GetPoint(dir); 202 | offset = Vector3.Dot(p - last, transform.forward) * transform.forward; 203 | transform.position = origin + offset; 204 | if (DragEvent != null) 205 | DragEvent(transform.position); 206 | } 207 | public override void Up() 208 | { 209 | base.Up(); 210 | if (UpEvent != null) 211 | UpEvent(transform.position); 212 | } 213 | public override void Down() 214 | { 215 | base.Down(); 216 | dir = Vector3.Cross(transform.forward, property.Camera.transform.forward); 217 | dir = Vector3.Cross(dir, transform.forward); 218 | last = GetPoint(dir); 219 | origin = transform.position; 220 | if (DownEvent != null) 221 | DownEvent(transform.position); 222 | } 223 | } 224 | private class MoveDouble : _Handle 225 | { 226 | private static Resource x = new Resource("handle/position_d_x"); 227 | private static Resource y = new Resource("handle/position_d_y"); 228 | private static Resource z = new Resource("handle/position_d_z"); 229 | public static MoveDouble Create(Property p, Vector3 o, Axis3 a, Vector3Callback c) 230 | { 231 | GameObject g = null; 232 | switch (a) 233 | { 234 | case Axis3.X: 235 | g = GameObject.Instantiate(x.Object); 236 | break; 237 | case Axis3.Y: 238 | g = GameObject.Instantiate(y.Object); 239 | break; 240 | case Axis3.Z: 241 | g = GameObject.Instantiate(z.Object); 242 | break; 243 | default: 244 | return null; 245 | } 246 | MoveDouble m = g.AddComponent(); 247 | m.property = p; 248 | m.DragEvent += c; 249 | return m; 250 | } 251 | 252 | public event Vector3Callback DownEvent; 253 | public event Vector3Callback DragEvent; 254 | public event Vector3Callback UpEvent; 255 | private Vector3 origin; 256 | private Vector3 offset; 257 | private Vector3 last; 258 | public override void Drag() 259 | { 260 | base.Drag(); 261 | offset = GetPoint(transform.forward) - last; 262 | transform.position = origin + offset; 263 | if (DragEvent != null) 264 | DragEvent(transform.position); 265 | } 266 | public override void Down() 267 | { 268 | base.Down(); 269 | last = GetPoint(transform.forward); 270 | origin = transform.position; 271 | if (DownEvent != null) 272 | DownEvent(transform.position); 273 | } 274 | public override void Up() 275 | { 276 | base.Up(); 277 | if (UpEvent != null) 278 | UpEvent(transform.position); 279 | } 280 | private void OnEnable() 281 | { 282 | if (property != null) 283 | Reset(); 284 | } 285 | private new void Update() 286 | { 287 | if (Input.GetMouseButtonUp(0) || Input.GetMouseButtonUp(1) || Input.GetMouseButtonUp(2)) 288 | { 289 | Reset(); 290 | } 291 | } 292 | private void Reset() 293 | { 294 | Vector3 view = Vector3.Normalize(property.Camera.transform.position - transform.position); 295 | float up = Vector3.Dot(view, transform.up); 296 | float right = Vector3.Dot(view, transform.right); 297 | if (up < 0 && right > 0) 298 | { 299 | transform.Rotate(Vector3.forward, -90f); 300 | } 301 | else if (up > 0 && right < 0) 302 | { 303 | transform.Rotate(Vector3.forward, 90f); 304 | } 305 | else if (up < 0 && right < 0) 306 | { 307 | transform.Rotate(Vector3.forward, 180f); 308 | } 309 | } 310 | } 311 | 312 | private class Rota : Handle 313 | { 314 | private QuaternionCallback callback; 315 | public static Rota Create(Property p, Quaternion o, QuaternionCallback c) 316 | { 317 | Rota r = null; 318 | if (p.rdp.Count > 0) 319 | { 320 | r = p.rdp.Dequeue(); 321 | r.gameObject.SetActive(true); 322 | r.transform.rotation = o; 323 | } 324 | else 325 | { 326 | r = new GameObject("Rotation Handle").AddComponent(); 327 | r.transform.rotation = o; 328 | r.transform.SetParent(Parent); 329 | QuaternionCallback _c = (v) => { r.transform.rotation = v; if (r.callback != null) r.callback(v); }; 330 | for (int i = 0; i < 3; i++) 331 | { 332 | RotaSingle s = RotaSingle.Create(p, o, (Axis3)i, null); 333 | s.transform.SetParent(r.transform, false); 334 | s.DragEvent += _c; 335 | } 336 | } 337 | r.callback = c; 338 | r.property = p; 339 | p.rep.Add(r); 340 | return r; 341 | } 342 | public override void Close() 343 | { 344 | property.rep.Remove(this); 345 | property.rdp.Enqueue(this); 346 | gameObject.SetActive(false); 347 | } 348 | } 349 | private class RotaSingle : _Handle 350 | { 351 | private static Resource x = new Resource("handle/rotation_x"); 352 | private static Resource y = new Resource("handle/rotation_y"); 353 | private static Resource z = new Resource("handle/rotation_z"); 354 | public static RotaSingle Create(Property p, Quaternion o, Axis3 a, QuaternionCallback c) 355 | { 356 | GameObject g = null; 357 | switch (a) 358 | { 359 | case Axis3.X: 360 | g = GameObject.Instantiate(x.Object); 361 | break; 362 | case Axis3.Y: 363 | g = GameObject.Instantiate(y.Object); 364 | break; 365 | case Axis3.Z: 366 | g = GameObject.Instantiate(z.Object); 367 | break; 368 | default: 369 | return null; 370 | } 371 | RotaSingle r = g.AddComponent(); 372 | r.property = p; 373 | r.DragEvent += c; 374 | return r; 375 | } 376 | 377 | public event QuaternionCallback DownEvent; 378 | public event QuaternionCallback DragEvent; 379 | public event QuaternionCallback UpEvent; 380 | public Quaternion origin; 381 | private Vector3 point; 382 | private Vector3 tangent; 383 | private Vector3 axis; 384 | private Quaternion start; 385 | private Quaternion instart; 386 | protected new void Awake() 387 | { 388 | base.Awake(); 389 | axis = transform.right; 390 | start = transform.rotation; 391 | instart = Quaternion.Inverse(transform.rotation); 392 | } 393 | 394 | public override void Drag() 395 | { 396 | base.Drag(); 397 | float o = Vector3.Dot(GetPoint(property.Camera.transform.forward, point) - point, tangent); 398 | Quaternion offset = Quaternion.AngleAxis(o * -45f, axis); 399 | transform.rotation = origin * offset * start; 400 | if (DragEvent != null) 401 | DragEvent(transform.rotation * instart); 402 | } 403 | public override void Down() 404 | { 405 | base.Down(); 406 | point = GetPoint(); 407 | tangent = Vector3.Cross((point - transform.position).normalized, transform.right); 408 | origin = transform.rotation * instart; 409 | if (DownEvent != null) 410 | DownEvent(origin); 411 | } 412 | public override void Up() 413 | { 414 | base.Up(); 415 | if (UpEvent != null) 416 | UpEvent(transform.rotation * instart); 417 | } 418 | } 419 | 420 | private class Scale : Handle 421 | { 422 | 423 | private Vector3Callback callback; 424 | private Vector3 origin; 425 | private ScaleSingle[] s = new ScaleSingle[3]; 426 | private ScaleAll a; 427 | public static Scale Create(Property p, Vector3 o, Vector3Callback c) 428 | { 429 | Scale s = null; 430 | if (p.sdp.Count > 0) 431 | { 432 | s = p.sdp.Dequeue(); 433 | s.gameObject.SetActive(true); 434 | s.origin = o; 435 | for (int i = 0; i < 3; i++) 436 | s.s[i].origin = o[i]; 437 | s.a.origin = 1.0f; 438 | } 439 | else 440 | { 441 | s = new GameObject("Scale Handle").AddComponent(); 442 | s.origin = o; 443 | s.transform.SetParent(Parent); 444 | ScaleSingle x = ScaleSingle.Create(p, s.origin.x, Axis3.X, (v) => { s.origin.x = v; s.callback(s.origin); }); 445 | x.transform.SetParent(s.transform, false); 446 | s.s[0] = x; 447 | ScaleSingle y = ScaleSingle.Create(p, s.origin.y, Axis3.Y, (v) => { s.origin.y = v; s.callback(s.origin); }); 448 | y.transform.SetParent(s.transform, false); 449 | s.s[1] = y; 450 | ScaleSingle z = ScaleSingle.Create(p, s.origin.z, Axis3.Z, (v) => { s.origin.z = v; s.callback(s.origin); }); 451 | z.transform.SetParent(s.transform, false); 452 | s.s[2] = z; 453 | ScaleAll a = ScaleAll.Create(p, 1.0f, (v) => { s.callback(s.origin * v); }); 454 | a.UpEvent += (v) => { s.origin *= v; x.origin = s.origin.x; y.origin = s.origin.y; z.origin = s.origin.z; }; 455 | a.transform.SetParent(s.transform, false); 456 | s.a = a; 457 | } 458 | s.callback = c; 459 | s.property = p; 460 | p.sep.Add(s); 461 | return s; 462 | } 463 | public override void Close() 464 | { 465 | property.sep.Remove(this); 466 | property.sdp.Enqueue(this); 467 | gameObject.SetActive(false); 468 | } 469 | } 470 | private class ScaleSingle : _Handle 471 | { 472 | private static Resource x = new Resource("handle/scale_x"); 473 | private static Resource y = new Resource("handle/scale_y"); 474 | private static Resource z = new Resource("handle/scale_z"); 475 | 476 | public static ScaleSingle Create(Property p, float o, Axis3 a, FloatCallback c) 477 | { 478 | GameObject g = null; 479 | switch (a) 480 | { 481 | case Axis3.X: 482 | g = GameObject.Instantiate(x.Object); 483 | break; 484 | case Axis3.Y: 485 | g = GameObject.Instantiate(y.Object); 486 | break; 487 | case Axis3.Z: 488 | g = GameObject.Instantiate(z.Object); 489 | break; 490 | default: 491 | return null; 492 | } 493 | ScaleSingle m = g.AddComponent(); 494 | m.property = p; 495 | m.origin = o; 496 | m.DragEvent = c; 497 | return m; 498 | } 499 | 500 | public FloatCallback DownEvent = null; 501 | public FloatCallback DragEvent = null; 502 | public FloatCallback UpEvent = null; 503 | public float origin; 504 | private Vector3 point; 505 | private Vector3 dir; 506 | private float offset; 507 | public override void Drag() 508 | { 509 | base.Drag(); 510 | offset = Vector3.Dot(GetPoint(dir) - point, transform.forward); 511 | transform.localScale = Vector3.one + new Vector3(0f, 0f, offset); 512 | if (DragEvent != null) 513 | DragEvent(origin + offset); 514 | } 515 | public override void Down() 516 | { 517 | base.Down(); 518 | dir = Vector3.Cross(transform.forward, property.Camera.transform.forward); 519 | dir = Vector3.Cross(dir, transform.forward); 520 | point = GetPoint(dir); 521 | if (DownEvent != null) 522 | DownEvent(origin); 523 | } 524 | public override void Up() 525 | { 526 | base.Up(); 527 | transform.localScale = Vector3.one; 528 | origin += offset; 529 | if (UpEvent != null) 530 | UpEvent(origin); 531 | } 532 | } 533 | private class ScaleAll : _Handle 534 | { 535 | private static Resource a = new Resource("handle/scale_all"); 536 | public static ScaleAll Create(Property p, float o, FloatCallback c) 537 | { 538 | ScaleAll m = GameObject.Instantiate(a.Object).AddComponent(); 539 | m.property = p; 540 | m.temp = m.origin = o; 541 | m.DragEvent = c; 542 | return m; 543 | } 544 | 545 | public FloatCallback DownEvent = null; 546 | public FloatCallback DragEvent = null; 547 | public FloatCallback UpEvent = null; 548 | public float origin; 549 | private float temp; 550 | public override void Drag() 551 | { 552 | base.Drag(); 553 | float offset = (Input.GetAxis("Mouse X") + Input.GetAxis("Mouse Y")) * 0.1f; 554 | transform.localScale += Vector3.one * offset; 555 | temp += offset; 556 | if (DragEvent != null) 557 | DragEvent(temp); 558 | } 559 | public override void Down() 560 | { 561 | base.Down(); 562 | if (DownEvent != null) 563 | DownEvent(origin); 564 | } 565 | public override void Up() 566 | { 567 | base.Up(); 568 | if (UpEvent != null) 569 | UpEvent(temp); 570 | temp = origin; 571 | transform.localScale = Vector3.one; 572 | } 573 | } 574 | } 575 | } 576 | } 577 | #endif --------------------------------------------------------------------------------