/**************************************************************************** Copyright (c) 2013, Jonathan Cecil and UCLA Game Lab All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: 1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. 2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ using UnityEngine; using System.Collections; public class MeshCreatorData : MonoBehaviour { public string errorMessage = "reinstall the mesh creator package."; // use this texture for creating the outine public Texture2D outlineTexture; public float pixelTransparencyThreshold = 255; public const float versionNumber = 0.7f; // settings for what the script will create public bool uvWrapMesh = true; public bool createEdges = true; public bool createBacksidePlane = false; // stores an automatically created material public Material frontMaterial; // total height, width, and depth of the resulting mesh public float meshHeight = 1.0f; public float meshWidth = 1.0f; public float meshDepth = 0.1f; // set center pivot offset public float pivotHeightOffset = 0.0f; public float pivotWidthOffset = 0.0f; public float pivotDepthOffset = 0.0f; // store the last pivot offset used so it can be subtracted from next public Vector3 lastPivotOffset = Vector3.zero; // collider settings public bool generateCollider = true; public bool usePrimitiveCollider = true; public bool useAABBCollider = false; public int maxNumberBoxes = 20; public bool useAutoGeneratedMaterial = false; public bool usePhysicMaterial = false; public PhysicMaterial physicMaterial; public bool setTriggers = false; public string idNumber = ""; public bool mergeClosePoints = false; public float mergeDistance = 0.0f; }