Created
February 18, 2017 11:50
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Pico Games - Unity MeshBuffer Class
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
namespace PicoGames.Common | |
{ | |
[ExecuteInEditMode] | |
[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))] | |
public class MeshBuffer : MonoBehaviour | |
{ | |
public Material material; | |
public int VertexCount { get { return vertices.Count; } } | |
public Mesh Mesh { get { if (mesh == null) { mesh = new Mesh(); mesh.name = GetInstanceID().ToString() + "_Mesh"; mesh.hideFlags = HideFlags.HideAndDontSave; } return mesh; } } | |
public MeshFilter Filter { get { if (mFilter == null) mFilter = GetComponent<MeshFilter>(); return mFilter; } } | |
public MeshRenderer Renderer { get { if (mRenderer == null) mRenderer = GetComponent<MeshRenderer>(); return mRenderer; } } | |
private Mesh mesh; | |
private MeshRenderer mRenderer; | |
private MeshFilter mFilter; | |
private List<Vector3> vertices = new List<Vector3>(); | |
private List<Vector3> normals = new List<Vector3>(); | |
private List<Vector2> uvs = new List<Vector2>(); | |
private List<int> triangles = new List<int>(); | |
private List<Color> colors = new List<Color>(); | |
private static Material defaultMaterial; | |
private static Material DefaultMaterial() | |
{ | |
if (defaultMaterial == null) | |
defaultMaterial = new Material(Shader.Find("Sprites/Default")); | |
return defaultMaterial; | |
} | |
public void Awake() | |
{ | |
mRenderer = GetComponent<MeshRenderer>(); | |
mFilter = GetComponent<MeshFilter>(); | |
Renderer.material = material ? material : DefaultMaterial(); | |
} | |
public void Clear() | |
{ | |
vertices.Clear(); | |
triangles.Clear(); | |
normals.Clear(); | |
uvs.Clear(); | |
colors.Clear(); | |
} | |
public void AddTriangle(Vector3 p0, Vector3 p1, Vector3 p2) | |
{ | |
var vCount = vertices.Count; | |
vertices.Add(p0); | |
vertices.Add(p1); | |
vertices.Add(p2); | |
triangles.Add(vCount + 2); | |
triangles.Add(vCount + 1); | |
triangles.Add(vCount + 0); | |
} | |
public void AddQuad(Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3) | |
{ | |
var vCount = vertices.Count; | |
vertices.Add(p0); | |
vertices.Add(p1); | |
vertices.Add(p2); | |
vertices.Add(p3); | |
triangles.Add(vCount + 3); | |
triangles.Add(vCount + 1); | |
triangles.Add(vCount + 0); | |
triangles.Add(vCount + 3); | |
triangles.Add(vCount + 2); | |
triangles.Add(vCount + 1); | |
} | |
public void AddPentagon(Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4) | |
{ | |
var vCount = vertices.Count; | |
vertices.Add(p0); | |
vertices.Add(p1); | |
vertices.Add(p2); | |
vertices.Add(p3); | |
vertices.Add(p4); | |
triangles.Add(vCount + 4); | |
triangles.Add(vCount + 1); | |
triangles.Add(vCount + 0); | |
triangles.Add(vCount + 4); | |
triangles.Add(vCount + 2); | |
triangles.Add(vCount + 1); | |
triangles.Add(vCount + 4); | |
triangles.Add(vCount + 3); | |
triangles.Add(vCount + 2); | |
} | |
public void AddHexagon(Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4, Vector3 p5) | |
{ | |
var vCount = vertices.Count; | |
vertices.Add(p0); | |
vertices.Add(p1); | |
vertices.Add(p2); | |
vertices.Add(p3); | |
vertices.Add(p4); | |
vertices.Add(p5); | |
triangles.Add(vCount + 5); | |
triangles.Add(vCount + 1); | |
triangles.Add(vCount + 0); | |
triangles.Add(vCount + 5); | |
triangles.Add(vCount + 2); | |
triangles.Add(vCount + 1); | |
triangles.Add(vCount + 5); | |
triangles.Add(vCount + 3); | |
triangles.Add(vCount + 2); | |
triangles.Add(vCount + 5); | |
triangles.Add(vCount + 4); | |
triangles.Add(vCount + 3); | |
} | |
public void AddColor(params Color[] colors) | |
{ | |
for (int i = 0; i < colors.Length; i++) | |
this.colors.Add(colors[i]); | |
} | |
public void AddNormal(params Vector3[] normals) | |
{ | |
for (int i = 0; i < normals.Length; i++) | |
this.normals.Add(normals[i]); | |
} | |
public void AddUVs(params Vector3[] uvs) | |
{ | |
for (int i = 0; i < uvs.Length; i++) | |
this.uvs.Add(uvs[i]); | |
} | |
public void Apply(bool isDynamic = false) | |
{ | |
Apply(null, isDynamic); | |
} | |
public void Apply(Material material, bool isDynamic = false) | |
{ | |
Mesh.Clear(); | |
if (isDynamic) | |
Mesh.MarkDynamic(); | |
Mesh.vertices = vertices.ToArray(); | |
Mesh.triangles = triangles.ToArray(); | |
if (colors.Count > 0) | |
Mesh.colors = colors.ToArray(); | |
if (uvs.Count > 0) | |
Mesh.uv = uvs.ToArray(); | |
if (normals.Count > 0) | |
Mesh.normals = normals.ToArray(); | |
else | |
Mesh.RecalculateNormals(); | |
Mesh.RecalculateBounds(); | |
Filter.mesh = Mesh; | |
this.material = material; | |
Renderer.material = this.material ? this.material : DefaultMaterial(); | |
} | |
} | |
} |
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