SetPivot

/*
 * Version: 1.0
 * Author:  Yilmaz Kiymaz (@VoxelBoy)
 * Purpose: To be able to change the pivot of Game Objects
 * 			without needing to use a separate 3D application. 
 * License: Free to use and distribute, in both free and commercial projects.
 * 			Do not try to sell as your own work. Simply put, play nice :)
 * Contact: VoxelBoy on Unity Forums
 */

/*
 * TODO:
 * - Doesn't work properly with rotated objects.
 * - Can't compensate for the positioning of Mesh Colliders.
 * - Need to figure out if the "Instantiating mesh" error in Editor is a big issue, if not, how to supress it.
 * - Allowing the pivot to move outside the bounds of the mesh, ideally using the movement gizmo but only affecting the pivot.
 */


using UnityEngine;
using UnityEditor;

public class SetPivot : EditorWindow {
	
	Vector3 p; //Pivot value -1..1, calculated from Mesh bounds
	Vector3 last_p; //Last used pivot
	
	GameObject obj; //Selected object in the Hierarchy
	MeshFilter meshFilter; //Mesh Filter of the selected object
	Mesh mesh; //Mesh of the selected object
	Collider col; //Collider of the selected object
	
	bool pivotUnchanged; //Flag to decide when to instantiate a copy of the mesh
	
    [MenuItem ("GameObject/Set Pivot")] //Place the Set Pivot menu item in the GameObject menu
    static void Init () {
        SetPivot window = (SetPivot)EditorWindow.GetWindow (typeof (SetPivot));
		window.RecognizeSelectedObject(); //Initialize the variables by calling RecognizeSelectedObject on the class instance
        window.Show ();
    }
	
	void OnGUI() {
		if(obj) {
			if(mesh) {
				p.x = EditorGUILayout.Slider("X", p.x, -1.0f, 1.0f);
				p.y = EditorGUILayout.Slider("Y", p.y, -1.0f, 1.0f);
				p.z = EditorGUILayout.Slider("Z", p.z, -1.0f, 1.0f);
				if(p != last_p) { //Detects user input on any of the three sliders
					//Only create instance of mesh when user changes pivot
					if(pivotUnchanged) mesh = meshFilter.mesh; pivotUnchanged = false;
					UpdatePivot();
					last_p = p;
				}
				if(GUILayout.Button("Center")) { //Set pivot to the center of the mesh bounds
					//Only create instance of mesh when user changes pivot
					if(pivotUnchanged) mesh = meshFilter.mesh; pivotUnchanged = false;
					p = Vector3.zero;
					UpdatePivot();
					last_p = p;
				}
				GUILayout.Label("Bounds " + mesh.bounds.ToString());
			} else {
				GUILayout.Label("Selected object does not have a Mesh specified.");
			}
		} else {
			GUILayout.Label("No object selected in Hierarchy.");
		}
	}
	
	//Achieve the movement of the pivot by moving the transform position in the specified direction
	//and then moving all vertices of the mesh in the opposite direction back to where they were in world-space
	void UpdatePivot() { 
		Vector3 diff = Vector3.Scale(mesh.bounds.extents, last_p - p); //Calculate difference in 3d position
		obj.transform.position -= Vector3.Scale(diff, obj.transform.localScale); //Move object position
		//Iterate over all vertices and move them in the opposite direction of the object position movement
		Vector3[] verts = mesh.vertices; 
		for(int i=0; i<verts.Length; i++) {
			verts[i] += diff;
		}
		mesh.vertices = verts; //Assign the vertex array back to the mesh
		mesh.RecalculateBounds(); //Recalculate bounds of the mesh, for the renderer's sake
		//The 'center' parameter of certain colliders needs to be adjusted
		//when the transform position is modified
		if(col) {
			if(col is BoxCollider) {
				((BoxCollider) col).center += diff;
			} else if(col is CapsuleCollider) {
				((CapsuleCollider) col).center += diff;
			} else if(col is SphereCollider) {
				((SphereCollider) col).center += diff;
			}
		}
	}
	
	//Look at the object's transform position in comparison to the center of its mesh bounds
	//and calculate the pivot values for xyz
	void UpdatePivotVector() {
		Bounds b = mesh.bounds;
		Vector3 offset = -1 * b.center;
		p = last_p = new Vector3(offset.x / b.extents.x, offset.y / b.extents.y, offset.z / b.extents.z);
	}
	
	//When a selection change notification is received
	//recalculate the variables and references for the new object
	void OnSelectionChange() {
		RecognizeSelectedObject();
	}
	
	//Gather references for the selected object and its components
	//and update the pivot vector if the object has a Mesh specified
	void RecognizeSelectedObject() {
		Transform t = Selection.activeTransform;
		obj = t ? t.gameObject : null;
		if(obj) {
			meshFilter = obj.GetComponent(typeof(MeshFilter)) as MeshFilter;
			mesh = meshFilter ? meshFilter.sharedMesh : null;
			if(mesh)
				UpdatePivotVector();
			col = obj.GetComponent(typeof(Collider)) as Collider;
			pivotUnchanged = true;
		} else {
			mesh = null;
		}
	}
}


  1. That’s great. Keep up the good work.
    I have put it in my project but it says that it needs to derive from mono-behaviour?

    Anyways, another thing that would be awesome is to modify this to be able to move a single vertex in a mesh (ie move it up or down ,etc… I would like this tool to change some vertices in a road mesh on my map.

    Keep me up to date if you improve this.

    thanks.

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s


About

Yilmaz Kiymaz is a Technical Artist with a passion for cinematic and colorful experiences in games. He likes teaching, experimentation, and referring to himself in third-person.

Here’s how you contact me: Take my full name, Yilmaz Kiymaz, take out all vowels and whitespace, slap a gmail at the end of it and compose away.

Categories


%d bloggers like this: