Files
FueraDeEscala/Assets/Game Kit Controller/Integrations/EzySlice/SlicedHull.cs
2026-03-29 23:03:14 -07:00

151 lines
4.5 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace EzySlice
{
/**
* The final generated data structure from a slice operation. This provides easy access
* to utility functions and the final Mesh data for each section of the HULL.
*/
public sealed class SlicedHull
{
private Mesh upper_hull;
private Mesh lower_hull;
public SlicedHull (Mesh upperHull, Mesh lowerHull)
{
this.upper_hull = upperHull;
this.lower_hull = lowerHull;
}
public GameObject CreateUpperHull (GameObject original)
{
return CreateUpperHull (original, null);
}
public GameObject CreateUpperHull (GameObject original, Material crossSectionMat)
{
GameObject newObject = CreateUpperHull ();
if (newObject != null) {
newObject.transform.localPosition = original.transform.localPosition;
newObject.transform.localRotation = original.transform.localRotation;
newObject.transform.localScale = original.transform.localScale;
Material[] shared = original.GetComponent<MeshRenderer> ().sharedMaterials;
Mesh mesh = original.GetComponent<MeshFilter> ().sharedMesh;
// nothing changed in the hierarchy, the cross section must have been batched
// with the submeshes, return as is, no need for any changes
if (mesh.subMeshCount == upper_hull.subMeshCount) {
// the the material information
newObject.GetComponent<Renderer> ().sharedMaterials = shared;
return newObject;
}
// otherwise the cross section was added to the back of the submesh array because
// it uses a different material. We need to take this into account
Material[] newShared = new Material[shared.Length + 1];
// copy our material arrays across using native copy (should be faster than loop)
System.Array.Copy (shared, newShared, shared.Length);
newShared [shared.Length] = crossSectionMat;
// the the material information
newObject.GetComponent<Renderer> ().sharedMaterials = newShared;
}
return newObject;
}
public GameObject CreateLowerHull (GameObject original)
{
return CreateLowerHull (original, null);
}
public GameObject CreateLowerHull (GameObject original, Material crossSectionMat)
{
GameObject newObject = CreateLowerHull ();
if (newObject != null) {
newObject.transform.localPosition = original.transform.localPosition;
newObject.transform.localRotation = original.transform.localRotation;
newObject.transform.localScale = original.transform.localScale;
Material[] shared = original.GetComponent<MeshRenderer> ().sharedMaterials;
Mesh mesh = original.GetComponent<MeshFilter> ().sharedMesh;
// nothing changed in the hierarchy, the cross section must have been batched
// with the submeshes, return as is, no need for any changes
if (mesh.subMeshCount == lower_hull.subMeshCount) {
// the the material information
newObject.GetComponent<Renderer> ().sharedMaterials = shared;
return newObject;
}
// otherwise the cross section was added to the back of the submesh array because
// it uses a different material. We need to take this into account
Material[] newShared = new Material[shared.Length + 1];
// copy our material arrays across using native copy (should be faster than loop)
System.Array.Copy (shared, newShared, shared.Length);
newShared [shared.Length] = crossSectionMat;
// the the material information
newObject.GetComponent<Renderer> ().sharedMaterials = newShared;
}
return newObject;
}
/**
* Generate a new GameObject from the upper hull of the mesh
* This function will return null if upper hull does not exist
*/
public GameObject CreateUpperHull ()
{
return CreateEmptyObject ("Upper_Hull", upper_hull);
}
/**
* Generate a new GameObject from the Lower hull of the mesh
* This function will return null if lower hull does not exist
*/
public GameObject CreateLowerHull ()
{
return CreateEmptyObject ("Lower_Hull", lower_hull);
}
public Mesh upperHull {
get { return this.upper_hull; }
}
public Mesh lowerHull {
get { return this.lower_hull; }
}
/**
* Helper function which will create a new GameObject to be able to add
* a new mesh for rendering and return.
*/
private static GameObject CreateEmptyObject (string name, Mesh hull)
{
if (hull == null) {
return null;
}
GameObject newObject = new GameObject (name);
newObject.AddComponent<MeshRenderer> ();
MeshFilter filter = newObject.AddComponent<MeshFilter> ();
filter.mesh = hull;
return newObject;
}
}
}