MeshSelection.cs 4.1 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()
  24. {
  25. Mesh mesh = ToolSelectObj.GetComponent<MeshFilter>().sharedMesh;
  26. Vector3[] vertices = mesh.vertices;
  27. int[] triangles = mesh.triangles;
  28. Dictionary<(int, int), int> edgePos = new Dictionary<(int, int), int>();
  29. foreach (int i in SelectedTrianglesIndex)
  30. {
  31. int a = triangles[i];
  32. int b = triangles[i + 1];
  33. int c = triangles[i + 2];
  34. Debug.LogError("i = - " + i);
  35. RegisterEdge(a, b, edgePos);
  36. RegisterEdge(b, c, edgePos);
  37. RegisterEdge(c, a, edgePos);
  38. }
  39. foreach (var edge in edgePos)
  40. {
  41. if (edge.Value == 1)
  42. {
  43. TrianglesVector3s.Add(ToolSelectObj.transform.TransformPoint(vertices[edge.Key.Item1]));
  44. TrianglesVector3s.Add(ToolSelectObj.transform.TransformPoint(vertices[edge.Key.Item2]));
  45. }
  46. }
  47. }
  48. private static void RegisterEdge(int a, int b, Dictionary<(int, int), int> edgePos)
  49. {
  50. var edge = a < b ? (a, b) : (b, a);
  51. edgePos.TryGetValue(edge, out int count);
  52. edgePos[edge] = count + 1;
  53. }
  54. public void CreateCenter()
  55. {
  56. Vector3 v3 = Vector3.zero;
  57. foreach(Vector3 vector3 in TrianglesVector3s)
  58. {
  59. v3 += vector3;
  60. }
  61. if(firstObj == null)
  62. {
  63. firstObj = new GameObject();
  64. firstObj.transform.SetParent(ToolSelectObj.transform.parent, true);
  65. firstObj.transform.position = v3 / TrianglesVector3s.Count;
  66. firstObj.name = ToolSelectObj.name + "-第一个生成点";
  67. showF = true;
  68. TrianglesVector3s.Clear();
  69. if (showF && showS) showC = true;
  70. return;
  71. }
  72. if (SecondObj == null)
  73. {
  74. SecondObj = new GameObject();
  75. SecondObj.transform.SetParent(ToolSelectObj.transform.parent, true);
  76. SecondObj.transform.position = v3 / TrianglesVector3s.Count;
  77. SecondObj.name = ToolSelectObj.name + "-第二个生成点";
  78. showS = true;
  79. TrianglesVector3s.Clear();
  80. if (showF && showS) showC = true;
  81. return;
  82. }
  83. }
  84. [Button("生成中心点")]
  85. [ShowIf("showC")]
  86. public void CreateCenterObj()
  87. {
  88. GameObject obj = new GameObject();
  89. obj.transform.SetParent(ToolSelectObj.transform.parent, true);
  90. obj.transform.position = (firstObj.transform.position + SecondObj.transform.position) / 2;
  91. obj.transform.rotation = Quaternion.LookRotation( (firstObj.transform.position - SecondObj.transform.position).normalized);
  92. obj.name = ToolSelectObj.name + "---生成点";
  93. ToolSelectObj.transform.SetParent(obj.transform);
  94. DestroyImmediate(firstObj);
  95. DestroyImmediate(SecondObj);
  96. showC= showF = showS = false;
  97. TrianglesVector3s.Clear();
  98. }
  99. public void Reset()
  100. {
  101. ToolSelectObj = null;
  102. DestroyImmediate(firstObj);
  103. DestroyImmediate(SecondObj);
  104. showC = showF = showS = false;
  105. TrianglesVector3s.Clear();
  106. SelectedTrianglesIndex.Clear();
  107. }
  108. }