campfire/Assets/LowPolyWater_Pack/Scripts/Editor/GeneratePlane.cs

165 lines
6.3 KiB
C#

using UnityEngine;
using UnityEditor;
using System.IO;
namespace LowPolyWater
{
public class GeneratePlane : ScriptableWizard
{
public string objectName; //Optional name that can given to created plane gameobject
public int widthSegments = 1; //Number of pieces for dividing plane vertically
public int heightSegments = 1; //Number of pieces for dividing plane horizontally
public float planeWidth = 1.0f;
public float planeHeight = 1.0f;
public bool addCollider = false; //Add box collider?
public Material material; //By default, it is assigned to 'LowPolyWaterMaterial' in the editor
static Camera cam;
static Camera lastUsedCam;
//Generated plane meshes are saved and loaded from Plane Meshes folder (you can change it to whatever you want)
public static string assetSaveLocation = "Assets/Low Poly Water/Plane Meshes/";
[MenuItem("GameObject/LowPoly Water/Generate Water Plane...")]
static void CreateWizard()
{
cam = Camera.current;
// Hack because camera.current doesn't return editor camera if scene view doesn't have focus
if (!cam)
{
cam = lastUsedCam;
}
else
{
lastUsedCam = cam;
}
//Check if the asset save location folder exists
//If the folder doesn't exists, create it
if (!Directory.Exists(assetSaveLocation))
{
Directory.CreateDirectory(assetSaveLocation);
}
//Open Wizard
DisplayWizard("Generate Water Plane", typeof(GeneratePlane));
}
void OnWizardUpdate()
{
//Max segment number is 254, because a mesh can't have more
//than 65000 vertices (254^2 = 64516 max. number of vertices)
widthSegments = Mathf.Clamp(widthSegments, 1, 254);
heightSegments = Mathf.Clamp(heightSegments, 1, 254);
}
private void OnWizardCreate()
{
//Create an empty gamobject
GameObject plane = new GameObject();
//If user hasn't assigned a name, by default object name is 'Plane'
if (string.IsNullOrEmpty(objectName))
{
plane.name = "Plane";
}
else
{
plane.name = objectName;
}
//Create Mesh Filter and Mesh Renderer components
MeshFilter meshFilter = plane.AddComponent(typeof(MeshFilter)) as MeshFilter;
MeshRenderer meshRenderer = plane.AddComponent((typeof(MeshRenderer))) as MeshRenderer;
meshRenderer.sharedMaterial = material;
//Generate a name for the mesh that will be created
string planeMeshAssetName = plane.name + widthSegments + "x" + heightSegments
+ "W" + planeWidth + "H" + planeHeight + ".asset";
//Load the mesh from the save location
Mesh m = (Mesh)AssetDatabase.LoadAssetAtPath(assetSaveLocation + planeMeshAssetName, typeof(Mesh));
//If there isn't a mesh located under assets, create the mesh
if (m == null)
{
m = new Mesh();
m.name = plane.name;
int hCount2 = widthSegments + 1;
int vCount2 = heightSegments + 1;
int numTriangles = widthSegments * heightSegments * 6;
int numVertices = hCount2 * vCount2;
Vector3[] vertices = new Vector3[numVertices];
Vector2[] uvs = new Vector2[numVertices];
int[] triangles = new int[numTriangles];
Vector4[] tangents = new Vector4[numVertices];
Vector4 tangent = new Vector4(1f, 0f, 0f, -1f);
Vector2 anchorOffset = Vector2.zero;
int index = 0;
float uvFactorX = 1.0f / widthSegments;
float uvFactorY = 1.0f / heightSegments;
float scaleX = planeWidth / widthSegments;
float scaleY = planeHeight / heightSegments;
//Generate the vertices
for (float y = 0.0f; y < vCount2; y++)
{
for (float x = 0.0f; x < hCount2; x++)
{
vertices[index] = new Vector3(x * scaleX - planeWidth / 2f - anchorOffset.x, 0.0f, y * scaleY - planeHeight / 2f - anchorOffset.y);
tangents[index] = tangent;
uvs[index++] = new Vector2(x * uvFactorX, y * uvFactorY);
}
}
//Reset the index and generate triangles
index = 0;
for (int y = 0; y < heightSegments; y++)
{
for (int x = 0; x < widthSegments; x++)
{
triangles[index] = (y * hCount2) + x;
triangles[index + 1] = ((y + 1) * hCount2) + x;
triangles[index + 2] = (y * hCount2) + x + 1;
triangles[index + 3] = ((y + 1) * hCount2) + x;
triangles[index + 4] = ((y + 1) * hCount2) + x + 1;
triangles[index + 5] = (y * hCount2) + x + 1;
index += 6;
}
}
//Update the mesh properties (vertices, UVs, triangles, normals etc.)
m.vertices = vertices;
m.uv = uvs;
m.triangles = triangles;
m.tangents = tangents;
m.RecalculateNormals();
//Save the newly created mesh under save location to reload later
AssetDatabase.CreateAsset(m, assetSaveLocation + planeMeshAssetName);
AssetDatabase.SaveAssets();
}
//Update mesh
meshFilter.sharedMesh = m;
m.RecalculateBounds();
//If add collider is set to true, add a box collider
if (addCollider)
plane.AddComponent(typeof(BoxCollider));
//Add LowPolyWater as component
plane.AddComponent<LowPolyWater>();
Selection.activeObject = plane;
}
}
}