MeshSelection.cs 3.8 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using Sirenix.OdinInspector;
  5. public class MeshSelection : MonoBehaviour
  6. {
  7. [DetailedInfoBox("使用说明", "1、选择要修改的物体\n2、点击开始选择,然后“ctrl+左键”选择网格上的面,选择完毕后点击生成\n3、选择第二个面进行生成点位\n4、点击生成中心点")]
  8. [LabelText("需要修改的物体")]
  9. public GameObject ToolSelectObj;
  10. [HideInInspector]
  11. public List<int> SelectedTrianglesIndex = new List<int>();
  12. [HideInInspector]
  13. public HashSet<Vector3> TrianglesVector3s = new HashSet<Vector3>();
  14. [LabelText("第一个点位")]
  15. [ShowIf("showF"), ReadOnly]
  16. public GameObject firstObj;
  17. [LabelText("第二个点位")]
  18. [ShowIf("showS"),ReadOnly]
  19. public GameObject SecondObj;
  20. bool showF = false;
  21. bool showS = false;
  22. bool showC = false;
  23. public void GetBoundaryVertices(Mesh mesh)
  24. {
  25. Vector3[] vertices = mesh.vertices;
  26. int[] triangles = mesh.triangles;
  27. Dictionary<(int, int), int> edgeFaces = new Dictionary<(int, int), int>();
  28. foreach (var i in SelectedTrianglesIndex)
  29. {
  30. int a = triangles[i];
  31. int b = triangles[i + 1];
  32. int c = triangles[i + 2];
  33. RegisterEdge(a, b, edgeFaces);
  34. RegisterEdge(b, c, edgeFaces);
  35. RegisterEdge(c, a, edgeFaces);
  36. }
  37. foreach (var edge in edgeFaces)
  38. {
  39. if (edge.Value == 1)
  40. {
  41. TrianglesVector3s.Add(ToolSelectObj.transform.TransformPoint(vertices[edge.Key.Item1]));
  42. TrianglesVector3s.Add(ToolSelectObj.transform.TransformPoint(vertices[edge.Key.Item2]));
  43. }
  44. }
  45. }
  46. private static void RegisterEdge(int a, int b, Dictionary<(int, int), int> edgeFaces)
  47. {
  48. var edge = a < b ? (a, b) : (b, a);
  49. edgeFaces.TryGetValue(edge, out int count);
  50. edgeFaces[edge] = count + 1;
  51. }
  52. public void CreateCenter()
  53. {
  54. Vector3 v3 = Vector3.zero;
  55. foreach(Vector3 vector3 in TrianglesVector3s)
  56. {
  57. v3 += vector3;
  58. }
  59. if(firstObj == null)
  60. {
  61. firstObj = new GameObject();
  62. firstObj.transform.SetParent(ToolSelectObj.transform.parent, true);
  63. firstObj.transform.position = v3 / TrianglesVector3s.Count;
  64. firstObj.name = ToolSelectObj.name + "-第一个生成点";
  65. showF = true;
  66. TrianglesVector3s.Clear();
  67. if (showF && showS) showC = true;
  68. return;
  69. }
  70. if (SecondObj == null)
  71. {
  72. SecondObj = new GameObject();
  73. SecondObj.transform.SetParent(ToolSelectObj.transform.parent, true);
  74. SecondObj.transform.position = v3 / TrianglesVector3s.Count;
  75. SecondObj.name = ToolSelectObj.name + "-第二个生成点";
  76. showS = true;
  77. TrianglesVector3s.Clear();
  78. if (showF && showS) showC = true;
  79. return;
  80. }
  81. }
  82. [Button("生成中心点")]
  83. [ShowIf("showC")]
  84. public void CreateCenterObj()
  85. {
  86. GameObject obj = new GameObject();
  87. obj.transform.SetParent(ToolSelectObj.transform.parent, true);
  88. obj.transform.position = (firstObj.transform.position + SecondObj.transform.position) / 2;
  89. obj.transform.rotation = Quaternion.LookRotation( (firstObj.transform.position - SecondObj.transform.position).normalized);
  90. obj.name = ToolSelectObj.name + "---生成点";
  91. ToolSelectObj.transform.SetParent(obj.transform);
  92. DestroyImmediate(firstObj);
  93. DestroyImmediate(SecondObj);
  94. showC= showF = showS = false;
  95. TrianglesVector3s.Clear();
  96. }
  97. }