Created
May 13, 2016 16:00
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using UnityEngine; | |
using System.Collections; | |
public class Wireframe : MonoBehaviour | |
{ | |
Mesh myMesh; | |
Mesh newMesh, newMeshBackground; | |
Vector3[] myVertices; | |
int[] myTriangles; | |
public Shader myShader; | |
public Color myColor = Color.white; | |
public Color myColorBackground = Color.cyan; | |
Material myMaterial, myMaterialBackground; | |
public float lineSize = .01f; | |
float lineSizeBackground; | |
public bool drawBackground = true; | |
Vector3 startScale; | |
Quaternion startRotation; | |
Transform startParent; | |
void Awake () | |
{ | |
//Preloaded scale/rotation strangely effects mesh generation so we store them and restore them at the end of Start | |
//Store | |
startParent = transform.parent; | |
transform.parent = null; | |
//Reset | |
startScale = transform.localScale; | |
startRotation = transform.localRotation; | |
transform.localScale = Vector3.one; | |
transform.rotation = Quaternion.identity; | |
} | |
void Start () | |
{ | |
MeshFilter myMeshFilter = GetComponent<MeshFilter> (); | |
SkinnedMeshRenderer mySkinnedMeshRenderer = GetComponent<SkinnedMeshRenderer> (); | |
if (myMeshFilter) { | |
myMesh = myMeshFilter.mesh; | |
} else if (mySkinnedMeshRenderer) { | |
myMesh = mySkinnedMeshRenderer.sharedMesh; | |
} else { | |
Debug.Log ("No mesh found."); | |
} | |
myVertices = myMesh.vertices; | |
myTriangles = myMesh.triangles; | |
newMesh = new Mesh (); | |
newMeshBackground = new Mesh (); | |
myMaterial = new Material (myShader); | |
myMaterialBackground = new Material (myShader); | |
myMaterialBackground.color = myColorBackground; | |
lineSizeBackground = lineSize * 2f; | |
verticesOne = new Vector3[myTriangles.Length * 4]; | |
verticesTwo = new Vector3[myTriangles.Length * 4]; | |
trianglesOne = new int[myTriangles.Length * 6]; | |
trianglesTwo = new int[myTriangles.Length * 6]; | |
for (int i=0; i<myTriangles.Length-3; i+=3) { | |
Vector3 s = Vector3.Scale (transform.localScale, myVertices [myTriangles [i]]); | |
Vector3 e = Vector3.Scale (transform.localScale, myVertices [myTriangles [i + 1]]); | |
AddLine (newMesh, newMeshBackground, MakeQuad (s, e, lineSize, lineSizeBackground), false); | |
s = Vector3.Scale (transform.localScale, myVertices [myTriangles [i + 1]]); | |
e = Vector3.Scale (transform.localScale, myVertices [myTriangles [i + 2]]); | |
AddLine (newMesh, newMeshBackground, MakeQuad (s, e, lineSize, lineSizeBackground), false); | |
s = Vector3.Scale (transform.localScale, myVertices [myTriangles [i + 2]]); | |
e = Vector3.Scale (transform.localScale, myVertices [myTriangles [i]]); | |
AddLine (newMesh, newMeshBackground, MakeQuad (s, e, lineSize, lineSizeBackground), false); | |
} | |
SetMeshData (newMesh, newMeshBackground); | |
//Restore scale and rotation | |
transform.localScale = startScale; | |
transform.rotation = startRotation; | |
transform.parent = startParent; | |
} | |
void Update () | |
{ | |
myMaterial.color = myColor; | |
myMaterialBackground.color = myColorBackground; | |
Draw (); | |
} | |
void Draw () | |
{ | |
if (drawBackground) { | |
Graphics.DrawMesh (newMeshBackground, transform.localToWorldMatrix, myMaterialBackground, 0); | |
Graphics.DrawMesh (newMesh, transform.localToWorldMatrix, myMaterial, 0); | |
} else { | |
Graphics.DrawMesh (newMeshBackground, transform.localToWorldMatrix, myMaterial, 0); | |
} | |
} | |
Vector3[] MakeQuad (Vector3 s, Vector3 e, float w, float w2) | |
{ | |
Vector3[] q = new Vector3[8]; | |
Vector3 l = -Vector3.Cross (s, e); | |
l.Normalize (); | |
q [0] = transform.InverseTransformPoint (s + l * w); | |
q [1] = transform.InverseTransformPoint (s + l * -w); | |
q [2] = transform.InverseTransformPoint (e + l * w); | |
q [3] = transform.InverseTransformPoint (e + l * -w); | |
q [4] = transform.InverseTransformPoint (s + l * w2); | |
q [5] = transform.InverseTransformPoint (s + l * -w2); | |
q [6] = transform.InverseTransformPoint (e + l * w2); | |
q [7] = transform.InverseTransformPoint (e + l * -w2); | |
return q; | |
} | |
int verticesIndex; | |
Vector3[] verticesOne; | |
Vector3[] verticesTwo; | |
int trianglesIndex; | |
int[] trianglesOne; | |
int[] trianglesTwo; | |
void AddLine (Mesh m, Mesh m2, Vector3[] quad, bool tmp) | |
{ | |
verticesOne [verticesIndex] = transform.position + quad [0]; | |
verticesOne [verticesIndex + 1] = transform.position + quad [1]; | |
verticesOne [verticesIndex + 2] = transform.position + quad [2]; | |
verticesOne [verticesIndex + 3] = transform.position + quad [3]; | |
verticesTwo [verticesIndex] = transform.position + quad [4]; | |
verticesTwo [verticesIndex + 1] = transform.position + quad [5]; | |
verticesTwo [verticesIndex + 2] = transform.position + quad [6]; | |
verticesTwo [verticesIndex + 3] = transform.position + quad [7]; | |
verticesIndex += 4; | |
trianglesOne [trianglesIndex] = verticesIndex; | |
trianglesOne [trianglesIndex + 1] = verticesIndex + 1; | |
trianglesOne [trianglesIndex + 2] = verticesIndex + 2; | |
trianglesOne [trianglesIndex + 3] = verticesIndex + 1; | |
trianglesOne [trianglesIndex + 4] = verticesIndex + 3; | |
trianglesOne [trianglesIndex + 5] = verticesIndex + 2; | |
trianglesTwo [trianglesIndex] = verticesIndex; | |
trianglesTwo [trianglesIndex + 1] = verticesIndex + 1; | |
trianglesTwo [trianglesIndex + 2] = verticesIndex + 2; | |
trianglesTwo [trianglesIndex + 3] = verticesIndex + 1; | |
trianglesTwo [trianglesIndex + 4] = verticesIndex + 3; | |
trianglesTwo [trianglesIndex + 5] = verticesIndex + 2; | |
trianglesIndex += 6; | |
} | |
void SetMeshData (Mesh m1, Mesh m2) | |
{ | |
m1.vertices = verticesOne; | |
m1.triangles = trianglesOne; | |
m1.RecalculateBounds (); | |
m2.vertices = verticesTwo; | |
m2.triangles = trianglesTwo; | |
m2.RecalculateBounds (); | |
} | |
} |
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