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This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -1,7 +1,3 @@ public class DrawRectangle : MonoBehaviour { public Color FillColor = Color.white; -
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This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -0,0 +1,85 @@ /// <summary> /// A 2D physics rectangle that is drawn by specifying the positions of /// its two opposite corners. /// </summary> public class DrawRectangle : MonoBehaviour { public Color FillColor = Color.white; private MeshFilter _meshFilter; private LineRenderer _lineRenderer; // Start and end vertices (in absolute coordinates) private readonly List<Vector2> _vertices = new List<Vector2>(2); public bool ShapeFinished { get { return _vertices.Count >= 2; } } private void Awake() { _meshFilter = GetComponent<MeshFilter>(); _lineRenderer = GetComponent<LineRenderer>(); } public void AddVertex(Vector2 vertex) { if (ShapeFinished) { return; } _vertices.Add(vertex); UpdateShape(vertex); } public void UpdateShape(Vector2 newVertex) { if (_vertices.Count < 2) { return; } _vertices[_vertices.Count - 1] = newVertex; // Set the gameobject's position to be the center of mass var center = _vertices.Centroid(); transform.position = center; // Update the mesh relative to the transform var relativeVertices = _vertices.Select(v => v - center).ToArray(); _meshFilter.mesh = RectangleMesh(relativeVertices[0], relativeVertices[1], FillColor); // Update the shape's outline _lineRenderer.positionCount = _meshFilter.mesh.vertices.Length; _lineRenderer.SetPositions(_meshFilter.mesh.vertices); } /// <summary> /// Creates and returns a rectangle mesh given two vertices on its /// opposite corners and fills it with the given color. /// </summary> private static Mesh RectangleMesh(Vector2 v0, Vector2 v1, Color fillColor) { // Calculate implied verticies from corner vertices // Note: vertices must be adjacent to each other for Triangulator to work properly var v2 = new Vector2(v0.x, v1.y); var v3 = new Vector2(v1.x, v0.y); var rectangleVertices = new[] { v0, v2, v1, v3 }; // Find all the triangles in the shape var triangles = new Triangulator(rectangleVertices).Triangulate(); // Assign each vertex the fill color var colors = Enumerable.Repeat(fillColor, rectangleVertices.Length).ToArray(); var mesh = new Mesh { name = "Rectangle", vertices = rectangleVertices.ToVector3(), triangles = triangles, colors = colors }; mesh.RecalculateNormals(); mesh.RecalculateBounds(); mesh.RecalculateTangents(); return mesh; } }