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using UnityEngine; | ||
using System.Collections; | ||
using System.Linq; | ||
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[ExecuteInEditMode] | ||
public class ClippableObject : MonoBehaviour { | ||
public void OnEnable() { | ||
//let's just create a new material instance. | ||
GetComponent<MeshRenderer>().sharedMaterial = new Material(Shader.Find("Custom/StandardClippable")) { | ||
hideFlags = HideFlags.HideAndDontSave | ||
}; | ||
} | ||
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public void Start() { } | ||
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//only 3 clip planes for now, will need to modify the shader for more. | ||
[Range(0, 3)] | ||
public int clipPlanes = 0; | ||
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//preview size for the planes. Shown when the object is selected. | ||
public float planePreviewSize = 5.0f; | ||
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//Positions and rotations for the planes. The rotations will be converted into normals to be used by the shaders. | ||
public Vector3 plane1Position = Vector3.zero; | ||
public Vector3 plane1Rotation = new Vector3(0, 0, 0); | ||
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public Vector3 plane2Position = Vector3.zero; | ||
public Vector3 plane2Rotation = new Vector3(0, 90, 90); | ||
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public Vector3 plane3Position = Vector3.zero; | ||
public Vector3 plane3Rotation = new Vector3(0, 0, 90); | ||
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//Only used for previewing a plane. Draws diagonals and edges of a limited flat plane. | ||
private void DrawPlane(Vector3 position, Vector3 euler) { | ||
var forward = Quaternion.Euler(euler) * Vector3.forward; | ||
var left = Quaternion.Euler(euler) * Vector3.left; | ||
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var forwardLeft = position + forward * planePreviewSize * 0.5f + left * planePreviewSize * 0.5f; | ||
var forwardRight = forwardLeft - left * planePreviewSize; | ||
var backRight = forwardRight - forward * planePreviewSize; | ||
var backLeft = forwardLeft - forward * planePreviewSize; | ||
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Gizmos.DrawLine(position, forwardLeft); | ||
Gizmos.DrawLine(position, forwardRight); | ||
Gizmos.DrawLine(position, backRight); | ||
Gizmos.DrawLine(position, backLeft); | ||
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Gizmos.DrawLine(forwardLeft, forwardRight); | ||
Gizmos.DrawLine(forwardRight, backRight); | ||
Gizmos.DrawLine(backRight, backLeft); | ||
Gizmos.DrawLine(backLeft, forwardLeft); | ||
} | ||
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private void OnDrawGizmosSelected() { | ||
if (clipPlanes >= 1) { | ||
DrawPlane(plane1Position, plane1Rotation); | ||
} | ||
if (clipPlanes >= 2) { | ||
DrawPlane(plane2Position, plane2Rotation); | ||
} | ||
if (clipPlanes >= 3) { | ||
DrawPlane(plane3Position, plane3Rotation); | ||
} | ||
} | ||
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//Ideally the planes do not need to be updated every frame, but we'll just keep the logic here for simplicity purposes. | ||
public void Update() | ||
{ | ||
var sharedMaterial = GetComponent<MeshRenderer>().sharedMaterial; | ||
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//Only should enable one keyword. If you want to enable any one of them, you actually need to disable the others. | ||
//This may be a bug... | ||
switch (clipPlanes) { | ||
case 0: | ||
sharedMaterial.DisableKeyword("CLIP_ONE"); | ||
sharedMaterial.DisableKeyword("CLIP_TWO"); | ||
sharedMaterial.DisableKeyword("CLIP_THREE"); | ||
break; | ||
case 1: | ||
sharedMaterial.EnableKeyword("CLIP_ONE"); | ||
sharedMaterial.DisableKeyword("CLIP_TWO"); | ||
sharedMaterial.DisableKeyword("CLIP_THREE"); | ||
break; | ||
case 2: | ||
sharedMaterial.DisableKeyword("CLIP_ONE"); | ||
sharedMaterial.EnableKeyword("CLIP_TWO"); | ||
sharedMaterial.DisableKeyword("CLIP_THREE"); | ||
break; | ||
case 3: | ||
sharedMaterial.DisableKeyword("CLIP_ONE"); | ||
sharedMaterial.DisableKeyword("CLIP_TWO"); | ||
sharedMaterial.EnableKeyword("CLIP_THREE"); | ||
break; | ||
} | ||
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//pass the planes to the shader if necessary. | ||
if (clipPlanes >= 1) | ||
{ | ||
sharedMaterial.SetVector("_planePos", plane1Position); | ||
//plane normal vector is the rotated 'up' vector. | ||
sharedMaterial.SetVector("_planeNorm", Quaternion.Euler(plane1Rotation) * Vector3.up); | ||
} | ||
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if (clipPlanes >= 2) | ||
{ | ||
sharedMaterial.SetVector("_planePos2", plane2Position); | ||
sharedMaterial.SetVector("_planeNorm2", Quaternion.Euler(plane2Rotation) * Vector3.up); | ||
} | ||
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if (clipPlanes >= 3) | ||
{ | ||
sharedMaterial.SetVector("_planePos3", plane3Position); | ||
sharedMaterial.SetVector("_planeNorm3", Quaternion.Euler(plane3Rotation) * Vector3.up); | ||
} | ||
} | ||
} |