many fixes on prototyping

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Nilton Constantino 2026-06-08 21:30:25 +01:00
parent 05ba14fb11
commit c9e09d05ae
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27 changed files with 13562 additions and 41392 deletions

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using Intrepid.Utilities;
using UnityEngine;
namespace Intrepid.Gameplay.Ground
{
public class GroundModelPrototype : MonoBehaviour
{
[GroupInjections, SerializeField] public GameObject mesh;
[GroupInjections, SerializeField] private Collider _collider;
public Collider Collider => _collider;
private void Awake()
{
mesh.SetActive(GonConstants.Prototyping.DebugPrototyping);
}
}
}

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@ -0,0 +1,92 @@
using Intrepid.Utilities;
using Sirenix.OdinInspector;
using UnityEditor;
using UnityEngine;
using UnityEngine.ProBuilder;
using UnityEngine.ProBuilder.Shapes;
namespace Intrepid.Gameplay.Prototyping
{
[ExecuteAlways]
public class ContactCubeModelPrototype : MonoBehaviour
{
[GroupConfigurations, SerializeField, Min(1)] private int sizeX = 1;
[GroupConfigurations, SerializeField, Min(1)] private int sizeY = 1;
[GroupConfigurations, SerializeField, Min(1)] private int sizeZ = 1;
[GroupConfigurations, SerializeField, Range(0f, 1f)] private float offset = 1f;
[GroupInjections, SerializeField] private Transform model;
[GroupInjections, SerializeField] private ProBuilderMesh proBuilderMesh;
[GroupInjections, SerializeField] private BoxCollider boxCollider;
private int lastSizeX = -1;
private int lastSizeY = -1;
private int lastSizeZ = -1;
private float lastOffset = -1f;
public BoxCollider BoxCollider => boxCollider;
[GroupDebug, Button(ButtonSizes.Medium)]
private void Resize()
{
if (lastSizeX == sizeX &&
lastSizeY == sizeY &&
lastSizeZ == sizeZ &&
Mathf.Approximately(lastOffset, offset))
{
return;
}
var newSize = new Vector3(sizeX, sizeY, sizeZ);
new Cube().RebuildMesh(proBuilderMesh, newSize, Quaternion.identity);
proBuilderMesh.ToMesh();
proBuilderMesh.Refresh();
boxCollider.size = new Vector3(
sizeX + offset,
sizeY,
sizeZ + offset
);
boxCollider.center = Vector3.zero;
model.localPosition = new Vector3(0f, sizeY / 2f, 0f);
proBuilderMesh.gameObject.SetActive(GonConstants.Prototyping.DebugPrototyping);
lastSizeX = sizeX;
lastSizeY = sizeY;
lastSizeZ = sizeZ;
lastOffset = offset;
}
private void OnValidate()
{
sizeX = Mathf.Max(1, sizeX);
sizeY = Mathf.Max(1, sizeY);
sizeZ = Mathf.Max(1, sizeZ);
offset = Mathf.Clamp01(offset);
#if UNITY_EDITOR
EditorApplication.delayCall += () =>
{
if (this == null)
return;
if (PrefabUtility.IsPartOfPrefabAsset(gameObject))
return;
Resize();
};
#endif
}
private void Awake()
{
Resize();
proBuilderMesh?.gameObject.SetActive(GonConstants.Prototyping.DebugPrototyping);
}
}
}

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using System.Collections.Generic;
using Intrepid.Utilities;
using Sirenix.OdinInspector;
using UnityEditor;
using UnityEngine;
using UnityEngine.ProBuilder;
namespace Intrepid.Gameplay.Prototyping
{
[ExecuteAlways]
public class GroundRampModelPrototype : MonoBehaviour
{
[GroupConfigurations, SerializeField, Min(1)]
private int sizeX = 1;
[GroupConfigurations, SerializeField, Min(1)]
private int sizeZ = 1;
[GroupInjections, SerializeField] private Transform model;
[GroupInjections, SerializeField] private ProBuilderMesh proBuilderMesh;
[GroupInjections, SerializeField] private BoxCollider boxCollider;
private int lastSizeX = -1;
private int lastSizeZ = -1;
public BoxCollider BoxCollider => boxCollider;
[GroupDebug, Button(ButtonSizes.Medium)]
private void Resize()
{
if (lastSizeX == sizeX && lastSizeZ == sizeZ)
return;
var newSize = new Vector3(sizeX, sizeZ * .5f, sizeZ);
RebuildRamp(proBuilderMesh, newSize);
boxCollider.transform.localEulerAngles = new Vector3(-26.5f, 0f, 0f);
boxCollider.center = new Vector3(0f, -0.02625f, 0f);
boxCollider.size = new Vector3(sizeX, 0.05f, sizeZ * 2.236125f * 0.5f);
model.localPosition = new Vector3(0f, sizeZ * .25f, 0f);
lastSizeX = sizeX;
lastSizeZ = sizeZ;
}
private static void RebuildRamp(ProBuilderMesh mesh, Vector3 size)
{
var halfX = size.x * 0.5f;
var halfY = size.y * 0.5f;
var halfZ = size.z * 0.5f;
var bottomY = -halfY;
var topY = halfY;
var slopeLength = Mathf.Sqrt(size.z * size.z + size.y * size.y);
var positions = new List<Vector3>();
var faces = new List<Face>();
var uvs = new List<Vector2>();
var frontLeftBottom = new Vector3(-halfX, bottomY, -halfZ);
var frontRightBottom = new Vector3( halfX, bottomY, -halfZ);
var backLeftBottom = new Vector3(-halfX, bottomY, halfZ);
var backRightBottom = new Vector3( halfX, bottomY, halfZ);
var backLeftTop = new Vector3(-halfX, topY, halfZ);
var backRightTop = new Vector3( halfX, topY, halfZ);
// Bottom face - normal para baixo
AddQuad(
frontLeftBottom,
frontRightBottom,
backRightBottom,
backLeftBottom,
new Vector2(0f, 0f),
new Vector2(size.x, 0f),
new Vector2(size.x, size.z),
new Vector2(0f, size.z)
);
// Inclined ramp surface - normal para fora/cima
AddQuad(
frontLeftBottom,
backLeftTop,
backRightTop,
frontRightBottom,
new Vector2(0f, 0f),
new Vector2(0f, slopeLength),
new Vector2(size.x, slopeLength),
new Vector2(size.x, 0f)
);
// Back vertical face - normal para +Z
AddQuad(
backLeftBottom,
backRightBottom,
backRightTop,
backLeftTop,
new Vector2(0f, 0f),
new Vector2(size.x, 0f),
new Vector2(size.x, size.y),
new Vector2(0f, size.y)
);
// Left triangular face - normal para -X
AddTriangle(
frontLeftBottom,
backLeftBottom,
backLeftTop,
new Vector2(0f, 0f),
new Vector2(size.z, 0f),
new Vector2(size.z, size.y)
);
// Right triangular face - normal para +X
AddTriangle(
frontRightBottom,
backRightTop,
backRightBottom,
new Vector2(0f, 0f),
new Vector2(size.z, size.y),
new Vector2(size.z, 0f)
);
mesh.RebuildWithPositionsAndFaces(positions, faces);
mesh.ToMesh();
var unityMesh = mesh.GetComponent<MeshFilter>().sharedMesh;
unityMesh.uv = uvs.ToArray();
unityMesh.RecalculateNormals();
unityMesh.RecalculateBounds();
mesh.Refresh();
return;
void AddQuad(
Vector3 a, Vector3 b, Vector3 c, Vector3 d,
Vector2 uvA, Vector2 uvB, Vector2 uvC, Vector2 uvD
)
{
AddTriangle(a, b, c, uvA, uvB, uvC);
AddTriangle(a, c, d, uvA, uvC, uvD);
}
void AddTriangle(
Vector3 a, Vector3 b, Vector3 c,
Vector2 uvA, Vector2 uvB, Vector2 uvC
)
{
var start = positions.Count;
positions.Add(a);
positions.Add(b);
positions.Add(c);
uvs.Add(uvA);
uvs.Add(uvB);
uvs.Add(uvC);
faces.Add(new Face(new[] { start, start + 1, start + 2 }));
}
}
private void OnValidate()
{
sizeX = Mathf.Max(1, sizeX);
sizeZ = Mathf.Max(1, sizeZ);
#if UNITY_EDITOR
EditorApplication.delayCall += () =>
{
if (this == null)
return;
if (PrefabUtility.IsPartOfPrefabAsset(gameObject))
return;
Resize();
};
#endif
}
private void Awake()
{
Resize();
proBuilderMesh?.gameObject.SetActive(GonConstants.Prototyping.DebugPrototyping);
}
}
}

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fileFormatVersion: 2
guid: e6bb0400ab524185882e5d418521a758
timeCreated: 1780945467

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@ -0,0 +1,71 @@
using Intrepid.Utilities;
using Sirenix.OdinInspector;
using UnityEditor;
using UnityEngine;
using UnityEngine.ProBuilder;
using UnityEngine.ProBuilder.Shapes;
namespace Intrepid.Gameplay.Prototyping
{
[ExecuteAlways]
public class GroundSlabModelPrototype : MonoBehaviour
{
[GroupConfigurations, SerializeField, Min(1)] private int sizeX = 1;
[GroupConfigurations, SerializeField, Min(1)] private int sizeZ = 1;
[GroupInjections, SerializeField] private Transform model;
[GroupInjections, SerializeField] private ProBuilderMesh proBuilderMesh;
[GroupInjections, SerializeField] private BoxCollider boxCollider;
private int lastSizeX = -1;
private int lastSizeZ = -1;
public BoxCollider BoxCollider => boxCollider;
[GroupDebug, Button(ButtonSizes.Medium)]
private void Resize()
{
if (lastSizeX == sizeX && lastSizeZ == sizeZ) return;
var newSize = new Vector3(sizeX, .5f, sizeZ);
new Cube().RebuildMesh(proBuilderMesh, newSize, Quaternion.identity);
proBuilderMesh.ToMesh();
proBuilderMesh.Refresh();
boxCollider.size = newSize;
boxCollider.center = Vector3.zero;
model.localPosition = new Vector3(0f, -.25f, 0f);
lastSizeX = sizeX;
lastSizeZ = sizeZ;
}
private void OnValidate()
{
sizeX = Mathf.Max(1, sizeX);
sizeZ = Mathf.Max(1, sizeZ);
#if UNITY_EDITOR
EditorApplication.delayCall += () =>
{
if (this == null)
return;
if (PrefabUtility.IsPartOfPrefabAsset(gameObject))
return;
Resize();
};
#endif
}
private void Awake()
{
Resize();
proBuilderMesh?.gameObject.SetActive(GonConstants.Prototyping.DebugPrototyping);
}
}
}