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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEditor;
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using UnityEditor.SceneManagement;
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using UnityEngine;
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namespace MoreMountains.Tools
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{
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/// <summary>
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/// A class that lets you create polygon collider 2D out of mesh filters
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/// </summary>
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public class MMMeshToPolygonCollider2D : MonoBehaviour
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{
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/// <summary>
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/// Generates a PolygonCollider2D out of a meshfilter
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/// </summary>
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/// <param name="meshFilter"></param>
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private static void GeneratePolygonCollider2D(MeshFilter meshFilter)
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{
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// we validate our mesh
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if (!ValidateMesh(meshFilter))
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{
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return;
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}
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// we grab or create our PolygonCollider2D
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PolygonCollider2D polygonCollider2D = InitializePolygonCollider2D(meshFilter);
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if (polygonCollider2D == null)
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{
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return;
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}
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Vector3[] vectors = MeshFilterToVectors(meshFilter);
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Vector2[] newPoints = VectorsToPoints(vectors);
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EditorUtility.SetDirty(polygonCollider2D);
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polygonCollider2D.SetPath(0, newPoints);
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}
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/// <summary>
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/// Takes an array of vectors and outputs points
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/// </summary>
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/// <param name="vectors"></param>
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/// <returns></returns>
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private static Vector2[] VectorsToPoints(Vector3[] vectors)
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{
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List<Vector2> newColliderVertices = new List<Vector2>();
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for (int i = 0; i < vectors.Length; i++)
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{
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newColliderVertices.Add(new Vector2(vectors[i].x, vectors[i].y));
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}
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Vector2[] newPoints = newColliderVertices.Distinct().ToArray();
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return newPoints;
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}
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/// <summary>
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/// Turns a meshfilter into an array of vectors
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/// </summary>
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/// <param name="meshFilter"></param>
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/// <returns></returns>
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private static Vector3[] MeshFilterToVectors(MeshFilter meshFilter)
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{
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List<Vector3> vertices = new List<Vector3>();
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meshFilter.sharedMesh.GetVertices(vertices);
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List<MMGeometry.MMEdge> boundaryPath = MMGeometry.GetEdges(meshFilter.sharedMesh.triangles).FindBoundary().SortEdges();
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Vector3[] vectors = new Vector3[boundaryPath.Count];
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for (int i = 0; i < boundaryPath.Count; i++)
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{
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vectors[i] = vertices[boundaryPath[i].Vertice1];
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}
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return vectors;
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}
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/// <summary>
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/// Grabs or creates a polygon collider 2D
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/// </summary>
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/// <param name="meshFilter"></param>
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/// <returns></returns>
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private static PolygonCollider2D InitializePolygonCollider2D(MeshFilter meshFilter)
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{
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PolygonCollider2D polygonCollider2D = meshFilter.GetComponent<PolygonCollider2D>();
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if (polygonCollider2D == null)
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{
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polygonCollider2D = meshFilter.gameObject.AddComponent<PolygonCollider2D>();
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}
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polygonCollider2D.pathCount = 1;
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return polygonCollider2D;
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}
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/// <summary>
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/// Makes sure that
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/// </summary>
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/// <param name="meshFilter"></param>
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/// <returns></returns>
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private static bool ValidateMesh(MeshFilter meshFilter)
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{
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if (meshFilter.sharedMesh == null)
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{
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Debug.LogWarning("[MMMeshToPolygonCollider2D] "
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+ meshFilter.gameObject.name
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+ " needs to have at least a mesh set on its mesh filter component.");
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return false;
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}
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return true;
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}
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/// <summary>
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/// A method meant to be called via the Tools menu, that will go through all mesh colliders on an object and generate a polygon collider2D out of it
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/// </summary>
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[MenuItem("Tools/More Mountains/Collisions/Generate PolygonCollider2D", false, 601)]
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public static void GeneratePolygonCollider2DMenu()
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{
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Transform activeTransform = Selection.activeTransform;
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if (activeTransform == null)
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{
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Debug.LogWarning("[MMMeshToPolygonCollider2D] You need to select a gameobject first.");
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return;
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}
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EditorSceneManager.MarkSceneDirty(activeTransform.gameObject.scene);
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MeshFilter[] meshFilters = activeTransform.GetComponentsInChildren<MeshFilter>();
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foreach (MeshFilter meshFilter in meshFilters)
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{
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GeneratePolygonCollider2D(meshFilter);
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}
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}
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}
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}
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