Compare commits
2 Commits
a00ab7e32d
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0cd6d17672
| Author | SHA1 | Date | |
|---|---|---|---|
| 0cd6d17672 | |||
| 2cd1be88d4 |
@@ -0,0 +1,19 @@
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{
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"permissions": {
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"allow": [
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"Bash(Get-ChildItem -Recurse -Directory)",
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"Bash(Select-Object -ExpandProperty FullName)",
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"Bash(Get-ChildItem -Path \"Assets\" -Recurse -Directory)",
|
||||
"Bash(git log *)",
|
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"Bash(read f *)",
|
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"Bash(curl -o CLAUDE.md https://raw.githubusercontent.com/forrestchang/andrej-karpathy-skills/main/CLAUDE.md)",
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"WebSearch",
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"WebFetch(domain:beat-sage.com)",
|
||||
"WebFetch(domain:github.com)",
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"WebFetch(domain:beatsage.com)",
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"Bash(gh api *)",
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"WebFetch(domain:raw.githubusercontent.com)",
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"WebFetch(domain:api.github.com)"
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]
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}
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}
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@@ -0,0 +1,11 @@
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*.fbx filter=lfs diff=lfs merge=lfs -text
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*.obj filter=lfs diff=lfs merge=lfs -text
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*.psd filter=lfs diff=lfs merge=lfs -text
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*.wav filter=lfs diff=lfs merge=lfs -text
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git filter=lfs diff=lfs merge=lfs -text
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lfs filter=lfs diff=lfs merge=lfs -text
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track filter=lfs diff=lfs merge=lfs -text
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+77
@@ -0,0 +1,77 @@
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# Created by https://www.toptal.com/developers/gitignore/api/unity
|
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# Edit at https://www.toptal.com/developers/gitignore?templates=unity
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|
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### Unity ###
|
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# This .gitignore file should be placed at the root of your Unity project directory
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#
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# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
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/[Ll]ibrary/
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/[Tt]emp/
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/[Oo]bj/
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/[Bb]uild/
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/[Bb]uilds/
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/[Ll]ogs/
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/[Uu]ser[Ss]ettings/
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# MemoryCaptures can get excessive in size.
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# They also could contain extremely sensitive data
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/[Mm]emoryCaptures/
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# Recordings can get excessive in size
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/[Rr]ecordings/
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# Uncomment this line if you wish to ignore the asset store tools plugin
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*.mdb
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*.pdb.meta
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*.mdb.meta
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# Unity3D generated file on crash reports
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sysinfo.txt
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# Builds
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*.apk
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*.aab
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*.unitypackage
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*.app
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# Crashlytics generated file
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crashlytics-build.properties
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# Packed Addressables
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# Temporary auto-generated Android Assets
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# End of https://www.toptal.com/developers/gitignore/api/unity
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||||
Vendored
+5
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#if UNITY_EDITOR
|
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using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using TMPro;
|
||||
using UnityEditor;
|
||||
using UnityEditor.SceneManagement;
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
using UnityEngine.UI;
|
||||
|
||||
/// <summary>
|
||||
/// Tools → VRBeatSaber → 전체 자동 설정
|
||||
/// 씬 생성, 프리팹 생성, Build Settings 등록까지 한 번에 처리
|
||||
/// </summary>
|
||||
public static class VRBeatSaberSceneBuilder
|
||||
{
|
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private static GameObject s_cardPrefab;
|
||||
|
||||
[MenuItem("Tools/VRBeatSaber/전체 자동 설정 (한 번만 실행)")]
|
||||
public static void SetupAll()
|
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{
|
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if (!EditorUtility.DisplayDialog(
|
||||
"VRBeatSaber 자동 설정",
|
||||
"Intro / SongSelect / SongCreator 씬과\nSongCard 프리팹, Build Settings를 자동으로 설정합니다.\n\n현재 씬이 저장되지 않으면 경고가 뜹니다.",
|
||||
"실행", "취소")) return;
|
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|
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if (!EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo()) return;
|
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|
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EnsureFolder("Assets/Scenes");
|
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EnsureFolder("Assets/Prefab");
|
||||
|
||||
// 1. SongCard 프리팹
|
||||
s_cardPrefab = CreateSongCardPrefab();
|
||||
|
||||
// 2. SongSelect 씬 생성
|
||||
BuildSongSelectScene();
|
||||
|
||||
// 3. SongCreator 씬 생성
|
||||
BuildSongCreatorScene();
|
||||
|
||||
// 4. Intro 씬에 UI 추가
|
||||
ModifyIntroScene();
|
||||
|
||||
// 5. Game 씬 AudioClip 제거
|
||||
FixGameScene();
|
||||
|
||||
// 6. Build Settings 등록
|
||||
RegisterBuildSettings();
|
||||
|
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AssetDatabase.Refresh();
|
||||
|
||||
EditorUtility.DisplayDialog(
|
||||
"완료",
|
||||
"자동 설정 완료!\n\n" +
|
||||
"[ 직접 해야 할 것 (2가지) ]\n\n" +
|
||||
"1. SongCreator 씬 → [CreatorManager]\n" +
|
||||
" → NasPublisher → Nas Password\n" +
|
||||
" (DSM 비밀번호 입력)\n\n" +
|
||||
"2. Quest에 MP3 파일 넣기\n" +
|
||||
" adb push 파일.mp3\n" +
|
||||
" /sdcard/Android/data/{패키지명}/files/input/",
|
||||
"확인");
|
||||
}
|
||||
|
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// ══════════════════════════════════════════════════════════
|
||||
// 1. SongCard 프리팹
|
||||
// ══════════════════════════════════════════════════════════
|
||||
|
||||
private static GameObject CreateSongCardPrefab()
|
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{
|
||||
var root = new GameObject("SongCard");
|
||||
root.AddComponent<Image>().color = new Color(0.12f, 0.12f, 0.12f);
|
||||
var btn = root.AddComponent<Button>();
|
||||
var rt = root.GetComponent<RectTransform>();
|
||||
rt.sizeDelta = new Vector2(430, 90);
|
||||
|
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// 다운로드 뱃지 (우측 녹색 원)
|
||||
var badge = new GameObject("DownloadedBadge");
|
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badge.transform.SetParent(root.transform, false);
|
||||
badge.AddComponent<Image>().color = new Color(0.2f, 0.9f, 0.4f);
|
||||
var bRt = badge.GetComponent<RectTransform>();
|
||||
bRt.anchorMin = new Vector2(1, 0.5f);
|
||||
bRt.anchorMax = new Vector2(1, 0.5f);
|
||||
bRt.pivot = new Vector2(1, 0.5f);
|
||||
bRt.anchoredPosition = new Vector2(-12, 0);
|
||||
bRt.sizeDelta = new Vector2(20, 20);
|
||||
|
||||
// 제목
|
||||
var titleTMP = MakeTMP("TitleText", root.transform, "곡 제목",
|
||||
new Vector2(-10, 16), new Vector2(370, 30), 20);
|
||||
|
||||
// 아티스트
|
||||
var artistTMP = MakeTMP("ArtistText", root.transform, "아티스트",
|
||||
new Vector2(-30, -16), new Vector2(260, 24), 15);
|
||||
artistTMP.color = new Color(0.7f, 0.7f, 0.7f);
|
||||
|
||||
// 길이
|
||||
var durTMP = MakeTMP("DurationText", root.transform, "0:00",
|
||||
new Vector2(-45, -16), new Vector2(120, 24), 15);
|
||||
durTMP.color = new Color(0.6f, 0.6f, 0.6f);
|
||||
durTMP.alignment = TextAlignmentOptions.MidlineRight;
|
||||
|
||||
// SongCard 컴포넌트 바인딩
|
||||
var card = root.AddComponent<SongCard>();
|
||||
var so = new SerializedObject(card);
|
||||
Bind(so, "titleText", titleTMP);
|
||||
Bind(so, "artistText", artistTMP);
|
||||
Bind(so, "durationText", durTMP);
|
||||
Bind(so, "downloadedBadge", badge);
|
||||
Bind(so, "button", btn);
|
||||
so.ApplyModifiedProperties();
|
||||
|
||||
var prefab = PrefabUtility.SaveAsPrefabAsset(root, "Assets/Prefab/SongCard.prefab");
|
||||
Object.DestroyImmediate(root);
|
||||
Debug.Log("[SceneBuilder] SongCard 프리팹 생성 완료");
|
||||
return prefab;
|
||||
}
|
||||
|
||||
// ══════════════════════════════════════════════════════════
|
||||
// 2. SongSelect 씬
|
||||
// ══════════════════════════════════════════════════════════
|
||||
|
||||
private static void BuildSongSelectScene()
|
||||
{
|
||||
var scene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Single);
|
||||
MakeCamera(new Vector3(0, 1.6f, 0));
|
||||
MakeEventSystem();
|
||||
|
||||
// SongLibrary는 DontDestroyOnLoad를 사용하므로 단독 오브젝트에 배치
|
||||
// (GameManager와 같이 두면 DownloadManager까지 DontDestroyOnLoad로 이동해 버림)
|
||||
var slGO = new GameObject("[SongLibrary]");
|
||||
slGO.AddComponent<SongLibrary>();
|
||||
|
||||
// GameManager: 씬마다 새로 생성되는 매니저들
|
||||
var gm = new GameObject("[GameManager]");
|
||||
gm.AddComponent<CacheManager>();
|
||||
var dlMgr = gm.AddComponent<DownloadManager>();
|
||||
|
||||
var canvas = MakeCanvas(new Vector2(1200, 700), new Vector3(0, 1.5f, 2f));
|
||||
|
||||
// 탭
|
||||
var tabPanel = MakePanel("TabPanel", canvas.transform, new Vector2(0, 310), new Vector2(1180, 60));
|
||||
var tabAllBtn = MakeButton("TabAllBtn", tabPanel.transform, "전체", new Vector2(-290, 0), new Vector2(200, 50));
|
||||
var tabOwnedBtn = MakeButton("TabOwnedBtn", tabPanel.transform, "보유중", new Vector2(-80, 0), new Vector2(200, 50));
|
||||
|
||||
// 목록 (좌측)
|
||||
var listPanel = MakePanel("ListPanel", canvas.transform, new Vector2(-355, -30), new Vector2(460, 600));
|
||||
var (_, cardContainer) = MakeScrollRect("SongScroll", listPanel.transform, Vector2.zero, new Vector2(450, 590));
|
||||
|
||||
// 상세 패널 (우측)
|
||||
var detailGO = MakePanel("DetailPanel", canvas.transform, new Vector2(250, -30), new Vector2(680, 600));
|
||||
var detail = detailGO.AddComponent<SongDetailPanel>();
|
||||
|
||||
var titleTxt = MakeTMP("TitleText", detailGO.transform, "곡 제목", new Vector2(0, 250), new Vector2(640, 50), 28);
|
||||
var artistTxt = MakeTMP("ArtistText", detailGO.transform, "아티스트", new Vector2(0, 200), new Vector2(640, 36), 20);
|
||||
var infoTxt = MakeTMP("InfoText", detailGO.transform, "BPM | 길이", new Vector2(0, 160), new Vector2(640, 30), 18);
|
||||
|
||||
var diffPanel = MakePanel("DiffPanel", detailGO.transform, new Vector2(0, 90), new Vector2(640, 60));
|
||||
var btnEasy = MakeButton("EasyBtn", diffPanel.transform, "Easy", new Vector2(-240, 0), new Vector2(140, 50));
|
||||
var btnNorm = MakeButton("NormalBtn", diffPanel.transform, "Normal", new Vector2(-80, 0), new Vector2(140, 50));
|
||||
var btnHard = MakeButton("HardBtn", diffPanel.transform, "Hard", new Vector2(80, 0), new Vector2(140, 50));
|
||||
var btnExp = MakeButton("ExpertBtn", diffPanel.transform, "Expert", new Vector2(240, 0), new Vector2(140, 50));
|
||||
|
||||
var actPanel = MakePanel("ActionPanel", detailGO.transform, new Vector2(0, 15), new Vector2(640, 60));
|
||||
var dlBtn = MakeButton("DownloadBtn", actPanel.transform, "▼ 다운로드", new Vector2(-165, 0), new Vector2(290, 50));
|
||||
var delBtn = MakeButton("DeleteBtn", actPanel.transform, "삭제", new Vector2(165, 0), new Vector2(290, 50));
|
||||
|
||||
var progGroup = MakePanel("ProgressGroup", detailGO.transform, new Vector2(0, -50), new Vector2(640, 40));
|
||||
var progSlider = MakeSlider("ProgressSlider", progGroup.transform, new Vector2(-70, 0), new Vector2(480, 28));
|
||||
var progText = MakeTMP("ProgressText", progGroup.transform, "0%", new Vector2(275, 0), new Vector2(100, 30), 16);
|
||||
|
||||
var playBtn = MakeButton("PlayButton", detailGO.transform, "▶ 플레이", new Vector2(0, -140), new Vector2(300, 65));
|
||||
|
||||
var loadingOvr = MakePanel("LoadingOverlay", canvas.transform, Vector2.zero, new Vector2(1200, 700));
|
||||
loadingOvr.GetComponent<Image>().color = new Color(0, 0, 0, 0.75f);
|
||||
MakeTMP("LoadingText", loadingOvr.transform, "불러오는 중...", Vector2.zero, new Vector2(400, 60), 26);
|
||||
|
||||
var errorOvr = MakePanel("ErrorOverlay", canvas.transform, Vector2.zero, new Vector2(1200, 700));
|
||||
errorOvr.GetComponent<Image>().color = new Color(0, 0, 0, 0.75f);
|
||||
var errorTxt = MakeTMP("ErrorText", errorOvr.transform, "", Vector2.zero, new Vector2(700, 120), 22);
|
||||
|
||||
loadingOvr.SetActive(false);
|
||||
errorOvr.SetActive(false);
|
||||
detailGO.SetActive(false);
|
||||
|
||||
// SongDetailPanel 바인딩
|
||||
var dso = new SerializedObject(detail);
|
||||
Bind(dso, "titleText", titleTxt);
|
||||
Bind(dso, "artistText", artistTxt);
|
||||
Bind(dso, "infoText", infoTxt);
|
||||
Bind(dso, "btnEasy", btnEasy.GetComponent<Button>());
|
||||
Bind(dso, "btnNormal", btnNorm.GetComponent<Button>());
|
||||
Bind(dso, "btnHard", btnHard.GetComponent<Button>());
|
||||
Bind(dso, "btnExpert", btnExp.GetComponent<Button>());
|
||||
Bind(dso, "downloadButton", dlBtn.GetComponent<Button>());
|
||||
Bind(dso, "deleteButton", delBtn.GetComponent<Button>());
|
||||
Bind(dso, "playButton", playBtn.GetComponent<Button>());
|
||||
Bind(dso, "progressGroup", progGroup);
|
||||
Bind(dso, "progressSlider", progSlider);
|
||||
Bind(dso, "progressText", progText);
|
||||
dso.ApplyModifiedProperties();
|
||||
|
||||
// SongSelectManager 바인딩
|
||||
var mgr = canvas.AddComponent<SongSelectManager>();
|
||||
var mso = new SerializedObject(mgr);
|
||||
Bind(mso, "tabAllBtn", tabAllBtn.GetComponent<Button>());
|
||||
Bind(mso, "tabOwnedBtn", tabOwnedBtn.GetComponent<Button>());
|
||||
Bind(mso, "cardContainer", cardContainer);
|
||||
Bind(mso, "songCardPrefab", s_cardPrefab);
|
||||
Bind(mso, "detailPanel", detail);
|
||||
Bind(mso, "downloadManager", dlMgr);
|
||||
Bind(mso, "loadingOverlay", loadingOvr);
|
||||
Bind(mso, "errorOverlay", errorOvr);
|
||||
Bind(mso, "errorText", errorTxt);
|
||||
mso.ApplyModifiedProperties();
|
||||
|
||||
EditorSceneManager.SaveScene(scene, "Assets/Scenes/SongSelect.unity");
|
||||
Debug.Log("[SceneBuilder] SongSelect 씬 완료");
|
||||
}
|
||||
|
||||
// ══════════════════════════════════════════════════════════
|
||||
// 3. SongCreator 씬
|
||||
// ══════════════════════════════════════════════════════════
|
||||
|
||||
private static void BuildSongCreatorScene()
|
||||
{
|
||||
var scene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Single);
|
||||
MakeCamera(new Vector3(0, 1.6f, 0));
|
||||
MakeEventSystem();
|
||||
|
||||
// SongLibrary 싱글턴 — SongCreator에서 직접 쓰진 않지만 DontDestroyOnLoad 체계 유지
|
||||
new GameObject("[SongLibrary]").AddComponent<SongLibrary>();
|
||||
|
||||
var gm = new GameObject("[CreatorManager]");
|
||||
var uploader = gm.AddComponent<BeatSageUploader>();
|
||||
var publisher = gm.AddComponent<NasPublisher>();
|
||||
var scMgr = gm.AddComponent<SongCreatorManager>();
|
||||
|
||||
var canvas = MakeCanvas(new Vector2(900, 760), new Vector3(0, 1.5f, 2f));
|
||||
|
||||
MakeTMP("TitleLabel", canvas.transform, "노래 만들기", new Vector2(0, 345), new Vector2(860, 55), 32);
|
||||
|
||||
var audioPanel = MakePanel("AudioPanel", canvas.transform, new Vector2(0, 250), new Vector2(860, 90));
|
||||
var audioDd = MakeDropdown("AudioDropdown", audioPanel.transform, new Vector2(-120, 0), new Vector2(540, 60));
|
||||
var refreshBtn = MakeButton("RefreshBtn", audioPanel.transform, "새로고침", new Vector2(255, 0), new Vector2(160, 58));
|
||||
var pathHint = MakeTMP("PathHint", canvas.transform, "", new Vector2(0, 195), new Vector2(860, 28), 13);
|
||||
|
||||
var metaPanel = MakePanel("MetaPanel", canvas.transform, new Vector2(0, 105), new Vector2(860, 110));
|
||||
var titleInput = MakeInputField("TitleInput", metaPanel.transform, "곡 제목", new Vector2(-280, 0), new Vector2(255, 55));
|
||||
var artistInput = MakeInputField("ArtistInput", metaPanel.transform, "아티스트", new Vector2(0, 0), new Vector2(255, 55));
|
||||
var bpmInput = MakeInputField("BpmInput", metaPanel.transform, "BPM", new Vector2(280, 0), new Vector2(255, 55));
|
||||
|
||||
var diffPanel = MakePanel("DiffPanel", canvas.transform, new Vector2(0, -15), new Vector2(860, 65));
|
||||
var togEasy = MakeToggle("EasyToggle", diffPanel.transform, "Easy", new Vector2(-310, 0));
|
||||
var togNormal = MakeToggle("NormalToggle", diffPanel.transform, "Normal", new Vector2(-155, 0));
|
||||
var togHard = MakeToggle("HardToggle", diffPanel.transform, "Hard", new Vector2(0, 0));
|
||||
var togExpert = MakeToggle("ExpertToggle", diffPanel.transform, "Expert", new Vector2(155, 0));
|
||||
togHard.isOn = true;
|
||||
togExpert.isOn = true;
|
||||
|
||||
var actPanel = MakePanel("ActionPanel", canvas.transform, new Vector2(0, -125), new Vector2(860, 80));
|
||||
var genBtn = MakeButton("GenerateButton", actPanel.transform, "AI 생성 시작", new Vector2(-175, 0), new Vector2(440, 65));
|
||||
var manualBtn = MakeButton("ManualButton", actPanel.transform, "직접 만들기 →", new Vector2(245, 0), new Vector2(185, 42));
|
||||
|
||||
var progGroup = MakePanel("ProgressGroup", canvas.transform, new Vector2(0, -250), new Vector2(860, 95));
|
||||
var statusTxt = MakeTMP("StatusText", progGroup.transform, "", new Vector2(0, 28), new Vector2(840, 36), 18);
|
||||
var progSlider = MakeSlider("ProgressSlider", progGroup.transform, new Vector2(0, -15), new Vector2(820, 28));
|
||||
progGroup.SetActive(false);
|
||||
|
||||
var sso = new SerializedObject(scMgr);
|
||||
Bind(sso, "audioDropdown", audioDd);
|
||||
Bind(sso, "refreshBtn", refreshBtn.GetComponent<Button>());
|
||||
Bind(sso, "inputPathHint", pathHint);
|
||||
Bind(sso, "titleInput", titleInput);
|
||||
Bind(sso, "artistInput", artistInput);
|
||||
Bind(sso, "bpmInput", bpmInput);
|
||||
Bind(sso, "toggleEasy", togEasy);
|
||||
Bind(sso, "toggleNormal", togNormal);
|
||||
Bind(sso, "toggleHard", togHard);
|
||||
Bind(sso, "toggleExpert", togExpert);
|
||||
Bind(sso, "generateButton", genBtn.GetComponent<Button>());
|
||||
Bind(sso, "manualEditorButton", manualBtn.GetComponent<Button>());
|
||||
Bind(sso, "progressGroup", progGroup);
|
||||
Bind(sso, "statusText", statusTxt);
|
||||
Bind(sso, "progressSlider", progSlider);
|
||||
Bind(sso, "beatSageUploader", uploader);
|
||||
Bind(sso, "nasPublisher", publisher);
|
||||
sso.ApplyModifiedProperties();
|
||||
|
||||
EditorSceneManager.SaveScene(scene, "Assets/Scenes/SongCreator.unity");
|
||||
Debug.Log("[SceneBuilder] SongCreator 씬 완료");
|
||||
}
|
||||
|
||||
// ══════════════════════════════════════════════════════════
|
||||
// 4. Intro 씬 수정
|
||||
// ══════════════════════════════════════════════════════════
|
||||
|
||||
private static void ModifyIntroScene()
|
||||
{
|
||||
const string path = "Assets/Scenes/Intro.unity";
|
||||
if (!File.Exists(path)) { Debug.LogWarning("[SceneBuilder] Intro.unity 없음 — 건너뜀"); return; }
|
||||
|
||||
var scene = EditorSceneManager.OpenScene(path, OpenSceneMode.Single);
|
||||
|
||||
// 이미 IntroManager가 있으면 건너뜀
|
||||
if (Object.FindObjectOfType<IntroManager>() != null)
|
||||
{
|
||||
Debug.Log("[SceneBuilder] Intro 씬 IntroManager 이미 존재 — 건너뜀");
|
||||
return;
|
||||
}
|
||||
|
||||
var canvas = MakeCanvas(new Vector2(600, 420), new Vector3(0, 1.5f, 2f));
|
||||
MakeTMP("TitleText", canvas.transform, "VR BEAT SABER", new Vector2(0, 145), new Vector2(560, 70), 38);
|
||||
var playBtn = MakeButton("PlayButton", canvas.transform, "게임하기", new Vector2(0, 30), new Vector2(420, 85));
|
||||
var createBtn = MakeButton("CreateButton", canvas.transform, "노래만들기", new Vector2(0, -80), new Vector2(420, 85));
|
||||
|
||||
var introGO = new GameObject("[IntroManager]");
|
||||
var mgr = introGO.AddComponent<IntroManager>();
|
||||
var iso = new SerializedObject(mgr);
|
||||
Bind(iso, "playButton", playBtn.GetComponent<Button>());
|
||||
Bind(iso, "createButton", createBtn.GetComponent<Button>());
|
||||
iso.ApplyModifiedProperties();
|
||||
|
||||
EditorSceneManager.SaveScene(scene);
|
||||
Debug.Log("[SceneBuilder] Intro 씬 수정 완료");
|
||||
}
|
||||
|
||||
// ══════════════════════════════════════════════════════════
|
||||
// 5. Game 씬 — AudioClip 참조 제거
|
||||
// ══════════════════════════════════════════════════════════
|
||||
|
||||
private static void FixGameScene()
|
||||
{
|
||||
const string path = "Assets/Scenes/Game.unity";
|
||||
if (!File.Exists(path)) { Debug.LogWarning("[SceneBuilder] Game.unity 없음 — 건너뜀"); return; }
|
||||
|
||||
var scene = EditorSceneManager.OpenScene(path, OpenSceneMode.Single);
|
||||
var spawner = Object.FindObjectOfType<Spawner>();
|
||||
|
||||
if (spawner == null) { Debug.LogWarning("[SceneBuilder] Spawner 없음"); return; }
|
||||
|
||||
// Spawner가 참조하는 AudioSource의 AudioClip 제거 (런타임에 로컬 파일에서 로드)
|
||||
var sso = new SerializedObject(spawner);
|
||||
var asProp = sso.FindProperty("audioSource");
|
||||
if (asProp?.objectReferenceValue is AudioSource audioSrc)
|
||||
{
|
||||
var asObj = new SerializedObject(audioSrc);
|
||||
var clipProp = asObj.FindProperty("m_audioClip");
|
||||
if (clipProp != null)
|
||||
{
|
||||
clipProp.objectReferenceValue = null;
|
||||
asObj.ApplyModifiedProperties();
|
||||
Debug.Log("[SceneBuilder] AudioClip 참조 제거 완료");
|
||||
}
|
||||
}
|
||||
|
||||
EditorSceneManager.SaveScene(scene);
|
||||
Debug.Log("[SceneBuilder] Game 씬 정리 완료");
|
||||
}
|
||||
|
||||
// ══════════════════════════════════════════════════════════
|
||||
// 6. Build Settings
|
||||
// ══════════════════════════════════════════════════════════
|
||||
|
||||
private static void RegisterBuildSettings()
|
||||
{
|
||||
var paths = new[]
|
||||
{
|
||||
"Assets/Scenes/Intro.unity",
|
||||
"Assets/Scenes/SongSelect.unity",
|
||||
"Assets/Scenes/SongCreator.unity",
|
||||
"Assets/Scenes/Game.unity",
|
||||
"Assets/Scenes/MapEditorScene.unity",
|
||||
};
|
||||
|
||||
var list = new List<EditorBuildSettingsScene>();
|
||||
foreach (var p in paths)
|
||||
{
|
||||
if (File.Exists(p))
|
||||
list.Add(new EditorBuildSettingsScene(p, true));
|
||||
else
|
||||
Debug.LogWarning($"[SceneBuilder] 씬 파일 없음: {p}");
|
||||
}
|
||||
|
||||
EditorBuildSettings.scenes = list.ToArray();
|
||||
Debug.Log($"[SceneBuilder] Build Settings 등록 완료: {list.Count}개");
|
||||
}
|
||||
|
||||
// ══════════════════════════════════════════════════════════
|
||||
// UI 헬퍼
|
||||
// ══════════════════════════════════════════════════════════
|
||||
|
||||
private static void MakeCamera(Vector3 pos)
|
||||
{
|
||||
var go = new GameObject("Main Camera");
|
||||
go.AddComponent<Camera>();
|
||||
go.AddComponent<AudioListener>();
|
||||
go.tag = "MainCamera";
|
||||
go.transform.position = pos;
|
||||
}
|
||||
|
||||
private static void MakeEventSystem()
|
||||
{
|
||||
var go = new GameObject("EventSystem");
|
||||
go.AddComponent<EventSystem>();
|
||||
// New Input System 사용 시 StandaloneInputModule 대신 InputSystemUIInputModule 필요
|
||||
// 없으면 StandaloneInputModule로 폴백 (Player Settings에서 Both로 설정 시 동작)
|
||||
var inputModuleType = System.Type.GetType(
|
||||
"UnityEngine.InputSystem.UI.InputSystemUIInputModule, Unity.InputSystem");
|
||||
if (inputModuleType != null)
|
||||
go.AddComponent(inputModuleType);
|
||||
else
|
||||
go.AddComponent<StandaloneInputModule>();
|
||||
}
|
||||
|
||||
private static GameObject MakeCanvas(Vector2 size, Vector3 worldPos)
|
||||
{
|
||||
var go = new GameObject("Canvas");
|
||||
var c = go.AddComponent<Canvas>();
|
||||
c.renderMode = RenderMode.WorldSpace;
|
||||
go.AddComponent<CanvasScaler>();
|
||||
|
||||
// VR(XR Interaction Toolkit)에서는 TrackedDeviceGraphicRaycaster 필요
|
||||
var trackedRaycasterType = System.Type.GetType(
|
||||
"UnityEngine.XR.Interaction.Toolkit.UI.TrackedDeviceGraphicRaycaster, Unity.XR.Interaction.Toolkit");
|
||||
if (trackedRaycasterType != null)
|
||||
go.AddComponent(trackedRaycasterType);
|
||||
else
|
||||
go.AddComponent<GraphicRaycaster>();
|
||||
var rt = go.GetComponent<RectTransform>();
|
||||
rt.sizeDelta = size;
|
||||
go.transform.position = worldPos;
|
||||
go.transform.localScale = Vector3.one * 0.002f;
|
||||
return go;
|
||||
}
|
||||
|
||||
private static GameObject MakePanel(string name, Transform parent, Vector2 pos, Vector2 size)
|
||||
{
|
||||
var go = new GameObject(name);
|
||||
go.transform.SetParent(parent, false);
|
||||
go.AddComponent<Image>().color = new Color(0.08f, 0.08f, 0.08f, 0.88f);
|
||||
var rt = go.GetComponent<RectTransform>();
|
||||
rt.anchoredPosition = pos;
|
||||
rt.sizeDelta = size;
|
||||
return go;
|
||||
}
|
||||
|
||||
private static GameObject MakeButton(string name, Transform parent, string label, Vector2 pos, Vector2 size)
|
||||
{
|
||||
var go = new GameObject(name);
|
||||
go.transform.SetParent(parent, false);
|
||||
go.AddComponent<Image>().color = new Color(0.22f, 0.22f, 0.22f);
|
||||
go.AddComponent<Button>();
|
||||
var rt = go.GetComponent<RectTransform>();
|
||||
rt.anchoredPosition = pos;
|
||||
rt.sizeDelta = size;
|
||||
|
||||
var tgo = new GameObject("Text");
|
||||
tgo.transform.SetParent(go.transform, false);
|
||||
var tmp = tgo.AddComponent<TextMeshProUGUI>();
|
||||
tmp.text = label;
|
||||
tmp.fontSize = 18;
|
||||
tmp.alignment = TextAlignmentOptions.Center;
|
||||
FullStretch(tgo.GetComponent<RectTransform>());
|
||||
return go;
|
||||
}
|
||||
|
||||
private static TMP_Text MakeTMP(string name, Transform parent, string text, Vector2 pos, Vector2 size, int fs)
|
||||
{
|
||||
var go = new GameObject(name);
|
||||
go.transform.SetParent(parent, false);
|
||||
var tmp = go.AddComponent<TextMeshProUGUI>();
|
||||
tmp.text = text;
|
||||
tmp.fontSize = fs;
|
||||
tmp.alignment = TextAlignmentOptions.MidlineLeft;
|
||||
var rt = go.GetComponent<RectTransform>();
|
||||
rt.anchoredPosition = pos;
|
||||
rt.sizeDelta = size;
|
||||
return tmp;
|
||||
}
|
||||
|
||||
private static TMP_InputField MakeInputField(string name, Transform parent, string ph, Vector2 pos, Vector2 size)
|
||||
{
|
||||
var go = new GameObject(name);
|
||||
go.transform.SetParent(parent, false);
|
||||
go.AddComponent<Image>().color = new Color(0.15f, 0.15f, 0.15f);
|
||||
var field = go.AddComponent<TMP_InputField>();
|
||||
var rt = go.GetComponent<RectTransform>();
|
||||
rt.anchoredPosition = pos;
|
||||
rt.sizeDelta = size;
|
||||
|
||||
var area = new GameObject("Text Area");
|
||||
area.transform.SetParent(go.transform, false);
|
||||
var aRt = area.AddComponent<RectTransform>();
|
||||
aRt.anchorMin = Vector2.zero; aRt.anchorMax = Vector2.one;
|
||||
aRt.sizeDelta = new Vector2(-16, -8);
|
||||
|
||||
var phGO = new GameObject("Placeholder");
|
||||
phGO.transform.SetParent(area.transform, false);
|
||||
var phTMP = phGO.AddComponent<TextMeshProUGUI>();
|
||||
phTMP.text = ph; phTMP.color = new Color(0.5f, 0.5f, 0.5f); phTMP.fontSize = 16;
|
||||
FullStretch(phGO.GetComponent<RectTransform>());
|
||||
|
||||
var inGO = new GameObject("Text");
|
||||
inGO.transform.SetParent(area.transform, false);
|
||||
var inTMP = inGO.AddComponent<TextMeshProUGUI>();
|
||||
inTMP.fontSize = 16;
|
||||
FullStretch(inGO.GetComponent<RectTransform>());
|
||||
|
||||
field.textViewport = aRt;
|
||||
field.placeholder = phTMP;
|
||||
field.textComponent = inTMP;
|
||||
return field;
|
||||
}
|
||||
|
||||
private static TMP_Dropdown MakeDropdown(string name, Transform parent, Vector2 pos, Vector2 size)
|
||||
{
|
||||
var go = new GameObject(name);
|
||||
go.transform.SetParent(parent, false);
|
||||
go.AddComponent<Image>().color = new Color(0.15f, 0.15f, 0.15f);
|
||||
var dd = go.AddComponent<TMP_Dropdown>();
|
||||
var rt = go.GetComponent<RectTransform>();
|
||||
rt.anchoredPosition = pos;
|
||||
rt.sizeDelta = size;
|
||||
|
||||
// Caption label (선택된 항목 표시)
|
||||
var labelGO = new GameObject("Label");
|
||||
labelGO.transform.SetParent(go.transform, false);
|
||||
var labelTMP = labelGO.AddComponent<TextMeshProUGUI>();
|
||||
labelTMP.text = "";
|
||||
labelTMP.fontSize = 16;
|
||||
var labelRt = labelGO.GetComponent<RectTransform>();
|
||||
labelRt.anchorMin = Vector2.zero; labelRt.anchorMax = Vector2.one;
|
||||
labelRt.offsetMin = new Vector2(10, 2); labelRt.offsetMax = new Vector2(-28, -2);
|
||||
|
||||
// Arrow indicator
|
||||
var arrowGO = new GameObject("Arrow");
|
||||
arrowGO.transform.SetParent(go.transform, false);
|
||||
arrowGO.AddComponent<Image>().color = Color.white;
|
||||
var arrowRt = arrowGO.GetComponent<RectTransform>();
|
||||
arrowRt.anchorMin = new Vector2(1, 0.5f);
|
||||
arrowRt.anchorMax = new Vector2(1, 0.5f);
|
||||
arrowRt.pivot = new Vector2(1, 0.5f);
|
||||
arrowRt.anchoredPosition = new Vector2(-6, 0);
|
||||
arrowRt.sizeDelta = new Vector2(20, 20);
|
||||
|
||||
// Template (드롭다운 목록, 비활성 상태로 시작)
|
||||
var tplGO = new GameObject("Template");
|
||||
tplGO.transform.SetParent(go.transform, false);
|
||||
tplGO.AddComponent<Image>().color = new Color(0.12f, 0.12f, 0.12f);
|
||||
var tplSr = tplGO.AddComponent<ScrollRect>();
|
||||
var tplRt = tplGO.GetComponent<RectTransform>();
|
||||
tplRt.anchorMin = new Vector2(0, 0); tplRt.anchorMax = new Vector2(1, 0);
|
||||
tplRt.pivot = new Vector2(0.5f, 1);
|
||||
tplRt.anchoredPosition = new Vector2(0, 2);
|
||||
tplRt.sizeDelta = new Vector2(0, 150);
|
||||
|
||||
var vpGO = new GameObject("Viewport");
|
||||
vpGO.transform.SetParent(tplGO.transform, false);
|
||||
vpGO.AddComponent<Image>();
|
||||
vpGO.AddComponent<Mask>().showMaskGraphic = false;
|
||||
var vpRt = vpGO.GetComponent<RectTransform>();
|
||||
FullStretch(vpRt);
|
||||
|
||||
var contentGO = new GameObject("Content");
|
||||
contentGO.transform.SetParent(vpGO.transform, false);
|
||||
var contentRt = contentGO.AddComponent<RectTransform>();
|
||||
contentRt.anchorMin = new Vector2(0, 1); contentRt.anchorMax = Vector2.one;
|
||||
contentRt.pivot = new Vector2(0.5f, 1);
|
||||
contentRt.anchoredPosition = Vector2.zero; contentRt.sizeDelta = Vector2.zero;
|
||||
|
||||
tplSr.viewport = vpRt;
|
||||
tplSr.content = contentRt;
|
||||
tplSr.horizontal = false;
|
||||
|
||||
// Item 템플릿 (Content 안, 드롭다운이 복제해서 사용)
|
||||
var itemGO = new GameObject("Item");
|
||||
itemGO.transform.SetParent(contentGO.transform, false);
|
||||
var itemTgl = itemGO.AddComponent<Toggle>();
|
||||
var itemRt = itemGO.GetComponent<RectTransform>();
|
||||
itemRt.anchorMin = new Vector2(0, 0.5f); itemRt.anchorMax = new Vector2(1, 0.5f);
|
||||
itemRt.sizeDelta = new Vector2(0, 30);
|
||||
|
||||
var iBgGO = new GameObject("Item Background");
|
||||
iBgGO.transform.SetParent(itemGO.transform, false);
|
||||
var iBgImg = iBgGO.AddComponent<Image>();
|
||||
iBgImg.color = new Color(0.15f, 0.15f, 0.15f);
|
||||
FullStretch(iBgGO.GetComponent<RectTransform>());
|
||||
|
||||
var iCkGO = new GameObject("Item Checkmark");
|
||||
iCkGO.transform.SetParent(itemGO.transform, false);
|
||||
var iCkImg = iCkGO.AddComponent<Image>();
|
||||
iCkImg.color = new Color(0.2f, 0.9f, 0.4f);
|
||||
var iCkRt = iCkGO.GetComponent<RectTransform>();
|
||||
iCkRt.anchorMin = new Vector2(0, 0.5f); iCkRt.anchorMax = new Vector2(0, 0.5f);
|
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iCkRt.sizeDelta = new Vector2(18, 18); iCkRt.anchoredPosition = new Vector2(12, 0);
|
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|
||||
var iLblGO = new GameObject("Item Label");
|
||||
iLblGO.transform.SetParent(itemGO.transform, false);
|
||||
var iLblTMP = iLblGO.AddComponent<TextMeshProUGUI>();
|
||||
iLblTMP.text = "Option"; iLblTMP.fontSize = 14;
|
||||
var iLblRt = iLblGO.GetComponent<RectTransform>();
|
||||
iLblRt.anchorMin = Vector2.zero; iLblRt.anchorMax = Vector2.one;
|
||||
iLblRt.offsetMin = new Vector2(28, 1); iLblRt.offsetMax = new Vector2(-8, -2);
|
||||
|
||||
itemTgl.targetGraphic = iBgImg;
|
||||
itemTgl.graphic = iCkImg;
|
||||
|
||||
dd.template = tplRt;
|
||||
dd.captionText = labelTMP;
|
||||
dd.itemText = iLblTMP;
|
||||
|
||||
tplGO.SetActive(false);
|
||||
return dd;
|
||||
}
|
||||
|
||||
private static Toggle MakeToggle(string name, Transform parent, string label, Vector2 pos)
|
||||
{
|
||||
var go = new GameObject(name);
|
||||
go.transform.SetParent(parent, false);
|
||||
var toggle = go.AddComponent<Toggle>();
|
||||
var rt = go.GetComponent<RectTransform>();
|
||||
rt.anchoredPosition = pos;
|
||||
rt.sizeDelta = new Vector2(140, 40);
|
||||
|
||||
var bg = new GameObject("Background");
|
||||
bg.transform.SetParent(go.transform, false);
|
||||
bg.AddComponent<Image>().color = new Color(0.25f, 0.25f, 0.25f);
|
||||
var bRt = bg.GetComponent<RectTransform>();
|
||||
bRt.anchoredPosition = new Vector2(-45, 0);
|
||||
bRt.sizeDelta = new Vector2(28, 28);
|
||||
|
||||
var ck = new GameObject("Checkmark");
|
||||
ck.transform.SetParent(bg.transform, false);
|
||||
var ckImg = ck.AddComponent<Image>();
|
||||
ckImg.color = new Color(0.2f, 0.9f, 0.4f);
|
||||
FullStretch(ck.GetComponent<RectTransform>());
|
||||
|
||||
var lGO = new GameObject("Label");
|
||||
lGO.transform.SetParent(go.transform, false);
|
||||
var lTMP = lGO.AddComponent<TextMeshProUGUI>();
|
||||
lTMP.text = label; lTMP.fontSize = 16;
|
||||
var lRt = lGO.GetComponent<RectTransform>();
|
||||
lRt.anchoredPosition = new Vector2(20, 0);
|
||||
lRt.sizeDelta = new Vector2(95, 30);
|
||||
|
||||
toggle.targetGraphic = bg.GetComponent<Image>();
|
||||
toggle.graphic = ckImg;
|
||||
toggle.isOn = false;
|
||||
return toggle;
|
||||
}
|
||||
|
||||
private static Slider MakeSlider(string name, Transform parent, Vector2 pos, Vector2 size)
|
||||
{
|
||||
var go = new GameObject(name);
|
||||
go.transform.SetParent(parent, false);
|
||||
var slider = go.AddComponent<Slider>();
|
||||
var rt = go.GetComponent<RectTransform>();
|
||||
rt.anchoredPosition = pos;
|
||||
rt.sizeDelta = size;
|
||||
|
||||
var bg = new GameObject("Background");
|
||||
bg.transform.SetParent(go.transform, false);
|
||||
bg.AddComponent<Image>().color = new Color(0.25f, 0.25f, 0.25f);
|
||||
var bRt = bg.GetComponent<RectTransform>();
|
||||
bRt.anchorMin = new Vector2(0, 0.25f); bRt.anchorMax = new Vector2(1, 0.75f);
|
||||
bRt.sizeDelta = Vector2.zero;
|
||||
|
||||
var fa = new GameObject("Fill Area");
|
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fa.transform.SetParent(go.transform, false);
|
||||
var faRt = fa.AddComponent<RectTransform>();
|
||||
faRt.anchorMin = new Vector2(0, 0.25f); faRt.anchorMax = new Vector2(1, 0.75f);
|
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faRt.sizeDelta = new Vector2(-20, 0);
|
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|
||||
var fill = new GameObject("Fill");
|
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fill.transform.SetParent(fa.transform, false);
|
||||
fill.AddComponent<Image>().color = new Color(0.2f, 0.7f, 1f);
|
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var fRt = fill.GetComponent<RectTransform>();
|
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fRt.anchorMin = Vector2.zero; fRt.anchorMax = new Vector2(0, 1);
|
||||
fRt.sizeDelta = new Vector2(10, 0);
|
||||
|
||||
slider.fillRect = fRt;
|
||||
slider.value = 0f;
|
||||
return slider;
|
||||
}
|
||||
|
||||
private static (ScrollRect, Transform) MakeScrollRect(string name, Transform parent, Vector2 pos, Vector2 size)
|
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{
|
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var go = new GameObject(name);
|
||||
go.transform.SetParent(parent, false);
|
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go.AddComponent<Image>().color = new Color(0, 0, 0, 0.2f);
|
||||
var sr = go.AddComponent<ScrollRect>();
|
||||
var rt = go.GetComponent<RectTransform>();
|
||||
rt.anchoredPosition = pos; rt.sizeDelta = size;
|
||||
|
||||
var vp = new GameObject("Viewport");
|
||||
vp.transform.SetParent(go.transform, false);
|
||||
vp.AddComponent<Image>();
|
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vp.AddComponent<Mask>().showMaskGraphic = false;
|
||||
FullStretch(vp.GetComponent<RectTransform>());
|
||||
|
||||
var content = new GameObject("CardContainer");
|
||||
content.transform.SetParent(vp.transform, false);
|
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var vlg = content.AddComponent<VerticalLayoutGroup>();
|
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vlg.spacing = 8; vlg.childForceExpandWidth = true; vlg.childForceExpandHeight = false;
|
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vlg.padding = new RectOffset(8, 8, 8, 8);
|
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content.AddComponent<ContentSizeFitter>().verticalFit = ContentSizeFitter.FitMode.PreferredSize;
|
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var cRt = content.GetComponent<RectTransform>();
|
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cRt.anchorMin = new Vector2(0, 1); cRt.anchorMax = Vector2.one;
|
||||
cRt.pivot = new Vector2(0.5f, 1); cRt.sizeDelta = Vector2.zero;
|
||||
|
||||
sr.viewport = vp.GetComponent<RectTransform>();
|
||||
sr.content = cRt;
|
||||
sr.horizontal = false;
|
||||
return (sr, content.transform);
|
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}
|
||||
|
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private static void FullStretch(RectTransform rt)
|
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{
|
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rt.anchorMin = Vector2.zero; rt.anchorMax = Vector2.one;
|
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rt.anchoredPosition = Vector2.zero; rt.sizeDelta = Vector2.zero;
|
||||
}
|
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|
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private static void Bind(SerializedObject so, string field, Object value)
|
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{
|
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var prop = so.FindProperty(field);
|
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if (prop != null) prop.objectReferenceValue = value;
|
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else Debug.LogWarning($"[SceneBuilder] 필드 없음: {field}");
|
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}
|
||||
|
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private static void EnsureFolder(string path)
|
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{
|
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if (!Directory.Exists(path))
|
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{
|
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var parts = path.Split('/');
|
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AssetDatabase.CreateFolder(string.Join("/", parts[..^1]), parts[^1]);
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}
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}
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}
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace EzySlice {
|
||||
|
||||
/**
|
||||
* A Basic Structure which contains intersection information
|
||||
* for Plane->Triangle Intersection Tests
|
||||
* TO-DO -> This structure can be optimized to hold less data
|
||||
* via an optional indices array. Could lead for a faster
|
||||
* intersection test aswell.
|
||||
*/
|
||||
public sealed class IntersectionResult {
|
||||
|
||||
// general tag to check if this structure is valid
|
||||
private bool is_success;
|
||||
|
||||
// our intersection points/triangles
|
||||
private readonly Triangle[] upper_hull;
|
||||
private readonly Triangle[] lower_hull;
|
||||
private readonly Vector3[] intersection_pt;
|
||||
|
||||
// our counters. We use raw arrays for performance reasons
|
||||
private int upper_hull_count;
|
||||
private int lower_hull_count;
|
||||
private int intersection_pt_count;
|
||||
|
||||
public IntersectionResult() {
|
||||
this.is_success = false;
|
||||
|
||||
this.upper_hull = new Triangle[2];
|
||||
this.lower_hull = new Triangle[2];
|
||||
this.intersection_pt = new Vector3[2];
|
||||
|
||||
this.upper_hull_count = 0;
|
||||
this.lower_hull_count = 0;
|
||||
this.intersection_pt_count = 0;
|
||||
}
|
||||
|
||||
public Triangle[] upperHull {
|
||||
get { return upper_hull; }
|
||||
}
|
||||
|
||||
public Triangle[] lowerHull {
|
||||
get { return lower_hull; }
|
||||
}
|
||||
|
||||
public Vector3[] intersectionPoints {
|
||||
get { return intersection_pt; }
|
||||
}
|
||||
|
||||
public int upperHullCount {
|
||||
get { return upper_hull_count; }
|
||||
}
|
||||
|
||||
public int lowerHullCount {
|
||||
get { return lower_hull_count; }
|
||||
}
|
||||
|
||||
public int intersectionPointCount {
|
||||
get { return intersection_pt_count; }
|
||||
}
|
||||
|
||||
public bool isValid {
|
||||
get { return is_success; }
|
||||
}
|
||||
|
||||
/**
|
||||
* Used by the intersector, adds a new triangle to the
|
||||
* upper hull section
|
||||
*/
|
||||
public IntersectionResult AddUpperHull(Triangle tri) {
|
||||
upper_hull[upper_hull_count++] = tri;
|
||||
|
||||
is_success = true;
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* Used by the intersector, adds a new triangle to the
|
||||
* lower gull section
|
||||
*/
|
||||
public IntersectionResult AddLowerHull(Triangle tri) {
|
||||
lower_hull[lower_hull_count++] = tri;
|
||||
|
||||
is_success = true;
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* Used by the intersector, adds a new intersection point
|
||||
* which is shared by both upper->lower hulls
|
||||
*/
|
||||
public void AddIntersectionPoint(Vector3 pt) {
|
||||
intersection_pt[intersection_pt_count++] = pt;
|
||||
}
|
||||
|
||||
/**
|
||||
* Clear the current state of this object
|
||||
*/
|
||||
public void Clear() {
|
||||
is_success = false;
|
||||
upper_hull_count = 0;
|
||||
lower_hull_count = 0;
|
||||
intersection_pt_count = 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* Editor only DEBUG functionality. This should not be compiled in the final
|
||||
* Version.
|
||||
*/
|
||||
public void OnDebugDraw() {
|
||||
OnDebugDraw(Color.white);
|
||||
}
|
||||
|
||||
public void OnDebugDraw(Color drawColor) {
|
||||
#if UNITY_EDITOR
|
||||
|
||||
if (!isValid) {
|
||||
return;
|
||||
}
|
||||
|
||||
Color prevColor = Gizmos.color;
|
||||
|
||||
Gizmos.color = drawColor;
|
||||
|
||||
// draw the intersection points
|
||||
for (int i = 0; i < intersectionPointCount; i++) {
|
||||
Gizmos.DrawSphere(intersectionPoints[i], 0.1f);
|
||||
}
|
||||
|
||||
// draw the upper hull in RED
|
||||
for (int i = 0; i < upperHullCount; i++) {
|
||||
upperHull[i].OnDebugDraw(Color.red);
|
||||
}
|
||||
|
||||
// draw the lower hull in BLUE
|
||||
for (int i = 0; i < lowerHullCount; i++) {
|
||||
lowerHull[i].OnDebugDraw(Color.blue);
|
||||
}
|
||||
|
||||
Gizmos.color = prevColor;
|
||||
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
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fileFormatVersion: 2
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guid: 88a3861524ef7d941b29cb3825c06ddc
|
||||
@@ -0,0 +1,491 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace EzySlice {
|
||||
/**
|
||||
* Contains static functionality to perform geometric intersection tests.
|
||||
*/
|
||||
public sealed class Intersector {
|
||||
|
||||
/**
|
||||
* Perform an intersection between Plane and Line, storing intersection point
|
||||
* in reference q. Function returns true if intersection has been found or
|
||||
* false otherwise.
|
||||
*/
|
||||
public static bool Intersect(Plane pl, Line ln, out Vector3 q) {
|
||||
return Intersector.Intersect(pl, ln.positionA, ln.positionB, out q);
|
||||
}
|
||||
|
||||
|
||||
public const float Epsilon = 0.0001f;
|
||||
/**
|
||||
* Perform an intersection between Plane and Line made up of points a and b. Intersection
|
||||
* point will be stored in reference q. Function returns true if intersection has been
|
||||
* found or false otherwise.
|
||||
*/
|
||||
public static bool Intersect(Plane pl, Vector3 a, Vector3 b, out Vector3 q) {
|
||||
Vector3 normal = pl.normal;
|
||||
Vector3 ab = b - a;
|
||||
|
||||
float t = (pl.dist - Vector3.Dot(normal, a)) / Vector3.Dot(normal, ab);
|
||||
|
||||
// need to be careful and compensate for floating errors
|
||||
if (t >= -Epsilon && t <= (1 + Epsilon)) {
|
||||
q = a + t * ab;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
q = Vector3.zero;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* Support functionality
|
||||
*/
|
||||
public static float TriArea2D(float x1, float y1, float x2, float y2, float x3, float y3) {
|
||||
return (x1 - x2) * (y2 - y3) - (x2 - x3) * (y1 - y2);
|
||||
}
|
||||
|
||||
/**
|
||||
* Perform an intersection between Plane and Triangle. This is a comprehensive function
|
||||
* which alwo builds a HULL Hirearchy useful for decimation projects. This obviously
|
||||
* comes at the cost of more complex code and runtime checks, but the returned results
|
||||
* are much more flexible.
|
||||
* Results will be filled into the IntersectionResult reference. Check result.isValid()
|
||||
* for the final results.
|
||||
*/
|
||||
public static void Intersect(Plane pl, Triangle tri, IntersectionResult result) {
|
||||
// clear the previous results from the IntersectionResult
|
||||
result.Clear();
|
||||
|
||||
// grab local variables for easier access
|
||||
Vector3 a = tri.positionA;
|
||||
Vector3 b = tri.positionB;
|
||||
Vector3 c = tri.positionC;
|
||||
|
||||
// check to see which side of the plane the points all
|
||||
// lay in. SideOf operation is a simple dot product and some comparison
|
||||
// operations, so these are a very quick checks
|
||||
SideOfPlane sa = pl.SideOf(a);
|
||||
SideOfPlane sb = pl.SideOf(b);
|
||||
SideOfPlane sc = pl.SideOf(c);
|
||||
|
||||
// we cannot intersect if the triangle points all fall on the same side
|
||||
// of the plane. This is an easy early out test as no intersections are possible.
|
||||
if (sa == sb && sb == sc) {
|
||||
return;
|
||||
}
|
||||
|
||||
// detect cases where two points lay straight on the plane, meaning
|
||||
// that the plane is actually parralel with one of the edges of the triangle
|
||||
else if ((sa == SideOfPlane.ON && sa == sb) ||
|
||||
(sa == SideOfPlane.ON && sa == sc) ||
|
||||
(sb == SideOfPlane.ON && sb == sc)) {
|
||||
return;
|
||||
}
|
||||
|
||||
// detect cases where one point is on the plane and the other two are on the same side
|
||||
else if ((sa == SideOfPlane.ON && sb != SideOfPlane.ON && sb == sc) ||
|
||||
(sb == SideOfPlane.ON && sa != SideOfPlane.ON && sa == sc) ||
|
||||
(sc == SideOfPlane.ON && sa != SideOfPlane.ON && sa == sb)) {
|
||||
return;
|
||||
}
|
||||
|
||||
// keep in mind that intersection points are shared by both
|
||||
// the upper HULL and lower HULL hence they lie perfectly
|
||||
// on the plane that cut them
|
||||
Vector3 qa;
|
||||
Vector3 qb;
|
||||
|
||||
// check the cases where the points of the triangle actually lie on the plane itself
|
||||
// in these cases, there is only going to be 2 triangles, one for the upper HULL and
|
||||
// the other on the lower HULL
|
||||
// we just need to figure out which points to accept into the upper or lower hulls.
|
||||
if (sa == SideOfPlane.ON) {
|
||||
// if the point a is on the plane, test line b-c
|
||||
if (Intersector.Intersect(pl, b, c, out qa)) {
|
||||
// line b-c intersected, construct out triangles and return approprietly
|
||||
result.AddIntersectionPoint(qa);
|
||||
result.AddIntersectionPoint(a);
|
||||
|
||||
// our two generated triangles, we need to figure out which
|
||||
// triangle goes into the UPPER hull and which goes into the LOWER hull
|
||||
Triangle ta = new Triangle(a, b, qa);
|
||||
Triangle tb = new Triangle(a, qa, c);
|
||||
|
||||
// generate UV coordinates if there is any
|
||||
if (tri.hasUV) {
|
||||
// the computed UV coordinate if the intersection point
|
||||
Vector2 pq = tri.GenerateUV(qa);
|
||||
Vector2 pa = tri.uvA;
|
||||
Vector2 pb = tri.uvB;
|
||||
Vector2 pc = tri.uvC;
|
||||
|
||||
ta.SetUV(pa, pb, pq);
|
||||
tb.SetUV(pa, pq, pc);
|
||||
}
|
||||
|
||||
// generate Normal coordinates if there is any
|
||||
if (tri.hasNormal) {
|
||||
// the computed Normal coordinate if the intersection point
|
||||
Vector3 pq = tri.GenerateNormal(qa);
|
||||
Vector3 pa = tri.normalA;
|
||||
Vector3 pb = tri.normalB;
|
||||
Vector3 pc = tri.normalC;
|
||||
|
||||
ta.SetNormal(pa, pb, pq);
|
||||
tb.SetNormal(pa, pq, pc);
|
||||
}
|
||||
|
||||
// generate Tangent coordinates if there is any
|
||||
if (tri.hasTangent) {
|
||||
// the computed Tangent coordinate if the intersection point
|
||||
Vector4 pq = tri.GenerateTangent(qa);
|
||||
Vector4 pa = tri.tangentA;
|
||||
Vector4 pb = tri.tangentB;
|
||||
Vector4 pc = tri.tangentC;
|
||||
|
||||
ta.SetTangent(pa, pb, pq);
|
||||
tb.SetTangent(pa, pq, pc);
|
||||
}
|
||||
|
||||
// b point lies on the upside of the plane
|
||||
if (sb == SideOfPlane.UP) {
|
||||
result.AddUpperHull(ta).AddLowerHull(tb);
|
||||
}
|
||||
|
||||
// b point lies on the downside of the plane
|
||||
else if (sb == SideOfPlane.DOWN) {
|
||||
result.AddUpperHull(tb).AddLowerHull(ta);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// test the case where the b point lies on the plane itself
|
||||
else if (sb == SideOfPlane.ON) {
|
||||
// if the point b is on the plane, test line a-c
|
||||
if (Intersector.Intersect(pl, a, c, out qa)) {
|
||||
// line a-c intersected, construct out triangles and return approprietly
|
||||
result.AddIntersectionPoint(qa);
|
||||
result.AddIntersectionPoint(b);
|
||||
|
||||
// our two generated triangles, we need to figure out which
|
||||
// triangle goes into the UPPER hull and which goes into the LOWER hull
|
||||
Triangle ta = new Triangle(a, b, qa);
|
||||
Triangle tb = new Triangle(qa, b, c);
|
||||
|
||||
// generate UV coordinates if there is any
|
||||
if (tri.hasUV) {
|
||||
// the computed UV coordinate if the intersection point
|
||||
Vector2 pq = tri.GenerateUV(qa);
|
||||
Vector2 pa = tri.uvA;
|
||||
Vector2 pb = tri.uvB;
|
||||
Vector2 pc = tri.uvC;
|
||||
|
||||
ta.SetUV(pa, pb, pq);
|
||||
tb.SetUV(pq, pb, pc);
|
||||
}
|
||||
|
||||
// generate Normal coordinates if there is any
|
||||
if (tri.hasNormal) {
|
||||
// the computed Normal coordinate if the intersection point
|
||||
Vector3 pq = tri.GenerateNormal(qa);
|
||||
Vector3 pa = tri.normalA;
|
||||
Vector3 pb = tri.normalB;
|
||||
Vector3 pc = tri.normalC;
|
||||
|
||||
ta.SetNormal(pa, pb, pq);
|
||||
tb.SetNormal(pq, pb, pc);
|
||||
}
|
||||
|
||||
// generate Tangent coordinates if there is any
|
||||
if (tri.hasTangent) {
|
||||
// the computed Tangent coordinate if the intersection point
|
||||
Vector4 pq = tri.GenerateTangent(qa);
|
||||
Vector4 pa = tri.tangentA;
|
||||
Vector4 pb = tri.tangentB;
|
||||
Vector4 pc = tri.tangentC;
|
||||
|
||||
ta.SetTangent(pa, pb, pq);
|
||||
tb.SetTangent(pq, pb, pc);
|
||||
}
|
||||
|
||||
// a point lies on the upside of the plane
|
||||
if (sa == SideOfPlane.UP) {
|
||||
result.AddUpperHull(ta).AddLowerHull(tb);
|
||||
}
|
||||
|
||||
// a point lies on the downside of the plane
|
||||
else if (sa == SideOfPlane.DOWN) {
|
||||
result.AddUpperHull(tb).AddLowerHull(ta);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// test the case where the c point lies on the plane itself
|
||||
else if (sc == SideOfPlane.ON) {
|
||||
// if the point c is on the plane, test line a-b
|
||||
if (Intersector.Intersect(pl, a, b, out qa)) {
|
||||
// line a-c intersected, construct out triangles and return approprietly
|
||||
result.AddIntersectionPoint(qa);
|
||||
result.AddIntersectionPoint(c);
|
||||
|
||||
// our two generated triangles, we need to figure out which
|
||||
// triangle goes into the UPPER hull and which goes into the LOWER hull
|
||||
Triangle ta = new Triangle(a, qa, c);
|
||||
Triangle tb = new Triangle(qa, b, c);
|
||||
|
||||
// generate UV coordinates if there is any
|
||||
if (tri.hasUV) {
|
||||
// the computed UV coordinate if the intersection point
|
||||
Vector2 pq = tri.GenerateUV(qa);
|
||||
Vector2 pa = tri.uvA;
|
||||
Vector2 pb = tri.uvB;
|
||||
Vector2 pc = tri.uvC;
|
||||
|
||||
ta.SetUV(pa, pq, pc);
|
||||
tb.SetUV(pq, pb, pc);
|
||||
}
|
||||
|
||||
// generate Normal coordinates if there is any
|
||||
if (tri.hasNormal) {
|
||||
// the computed Normal coordinate if the intersection point
|
||||
Vector3 pq = tri.GenerateNormal(qa);
|
||||
Vector3 pa = tri.normalA;
|
||||
Vector3 pb = tri.normalB;
|
||||
Vector3 pc = tri.normalC;
|
||||
|
||||
ta.SetNormal(pa, pq, pc);
|
||||
tb.SetNormal(pq, pb, pc);
|
||||
}
|
||||
|
||||
// generate Tangent coordinates if there is any
|
||||
if (tri.hasTangent) {
|
||||
// the computed Tangent coordinate if the intersection point
|
||||
Vector4 pq = tri.GenerateTangent(qa);
|
||||
Vector4 pa = tri.tangentA;
|
||||
Vector4 pb = tri.tangentB;
|
||||
Vector4 pc = tri.tangentC;
|
||||
|
||||
ta.SetTangent(pa, pq, pc);
|
||||
tb.SetTangent(pq, pb, pc);
|
||||
}
|
||||
|
||||
// a point lies on the upside of the plane
|
||||
if (sa == SideOfPlane.UP) {
|
||||
result.AddUpperHull(ta).AddLowerHull(tb);
|
||||
}
|
||||
|
||||
// a point lies on the downside of the plane
|
||||
else if (sa == SideOfPlane.DOWN) {
|
||||
result.AddUpperHull(tb).AddLowerHull(ta);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// at this point, all edge cases have been tested and failed, we need to perform
|
||||
// full intersection tests against the lines. From this point onwards we will generate
|
||||
// 3 triangles
|
||||
else if (sa != sb && Intersector.Intersect(pl, a, b, out qa)) {
|
||||
// intersection found against a - b
|
||||
result.AddIntersectionPoint(qa);
|
||||
|
||||
// since intersection was found against a - b, we need to check which other
|
||||
// lines to check (we only need to check one more line) for intersection.
|
||||
// the line we check against will be the line against the point which lies on
|
||||
// the other side of the plane.
|
||||
if (sa == sc) {
|
||||
// we likely have an intersection against line b-c which will complete this loop
|
||||
if (Intersector.Intersect(pl, b, c, out qb)) {
|
||||
result.AddIntersectionPoint(qb);
|
||||
|
||||
// our three generated triangles. Two of these triangles will end
|
||||
// up on either the UPPER or LOWER hulls.
|
||||
Triangle ta = new Triangle(qa, b, qb);
|
||||
Triangle tb = new Triangle(a, qa, qb);
|
||||
Triangle tc = new Triangle(a, qb, c);
|
||||
|
||||
// generate UV coordinates if there is any
|
||||
if (tri.hasUV) {
|
||||
// the computed UV coordinate if the intersection point
|
||||
Vector2 pqa = tri.GenerateUV(qa);
|
||||
Vector2 pqb = tri.GenerateUV(qb);
|
||||
Vector2 pa = tri.uvA;
|
||||
Vector2 pb = tri.uvB;
|
||||
Vector2 pc = tri.uvC;
|
||||
|
||||
ta.SetUV(pqa, pb, pqb);
|
||||
tb.SetUV(pa, pqa, pqb);
|
||||
tc.SetUV(pa, pqb, pc);
|
||||
}
|
||||
|
||||
// generate Normal coordinates if there is any
|
||||
if (tri.hasNormal) {
|
||||
// the computed Normal coordinate if the intersection point
|
||||
Vector3 pqa = tri.GenerateNormal(qa);
|
||||
Vector3 pqb = tri.GenerateNormal(qb);
|
||||
Vector3 pa = tri.normalA;
|
||||
Vector3 pb = tri.normalB;
|
||||
Vector3 pc = tri.normalC;
|
||||
|
||||
ta.SetNormal(pqa, pb, pqb);
|
||||
tb.SetNormal(pa, pqa, pqb);
|
||||
tc.SetNormal(pa, pqb, pc);
|
||||
}
|
||||
|
||||
// generate Tangent coordinates if there is any
|
||||
if (tri.hasTangent) {
|
||||
// the computed Tangent coordinate if the intersection point
|
||||
Vector4 pqa = tri.GenerateTangent(qa);
|
||||
Vector4 pqb = tri.GenerateTangent(qb);
|
||||
Vector4 pa = tri.tangentA;
|
||||
Vector4 pb = tri.tangentB;
|
||||
Vector4 pc = tri.tangentC;
|
||||
|
||||
ta.SetTangent(pqa, pb, pqb);
|
||||
tb.SetTangent(pa, pqa, pqb);
|
||||
tc.SetTangent(pa, pqb, pc);
|
||||
}
|
||||
|
||||
if (sa == SideOfPlane.UP) {
|
||||
result.AddUpperHull(tb).AddUpperHull(tc).AddLowerHull(ta);
|
||||
} else {
|
||||
result.AddLowerHull(tb).AddLowerHull(tc).AddUpperHull(ta);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// in this scenario, the point a is a "lone" point which lies in either upper
|
||||
// or lower HULL. We need to perform another intersection to find the last point
|
||||
if (Intersector.Intersect(pl, a, c, out qb)) {
|
||||
result.AddIntersectionPoint(qb);
|
||||
|
||||
// our three generated triangles. Two of these triangles will end
|
||||
// up on either the UPPER or LOWER hulls.
|
||||
Triangle ta = new Triangle(a, qa, qb);
|
||||
Triangle tb = new Triangle(qa, b, c);
|
||||
Triangle tc = new Triangle(qb, qa, c);
|
||||
|
||||
// generate UV coordinates if there is any
|
||||
if (tri.hasUV) {
|
||||
// the computed UV coordinate if the intersection point
|
||||
Vector2 pqa = tri.GenerateUV(qa);
|
||||
Vector2 pqb = tri.GenerateUV(qb);
|
||||
Vector2 pa = tri.uvA;
|
||||
Vector2 pb = tri.uvB;
|
||||
Vector2 pc = tri.uvC;
|
||||
|
||||
ta.SetUV(pa, pqa, pqb);
|
||||
tb.SetUV(pqa, pb, pc);
|
||||
tc.SetUV(pqb, pqa, pc);
|
||||
}
|
||||
|
||||
// generate Normal coordinates if there is any
|
||||
if (tri.hasNormal) {
|
||||
// the computed Normal coordinate if the intersection point
|
||||
Vector3 pqa = tri.GenerateNormal(qa);
|
||||
Vector3 pqb = tri.GenerateNormal(qb);
|
||||
Vector3 pa = tri.normalA;
|
||||
Vector3 pb = tri.normalB;
|
||||
Vector3 pc = tri.normalC;
|
||||
|
||||
ta.SetNormal(pa, pqa, pqb);
|
||||
tb.SetNormal(pqa, pb, pc);
|
||||
tc.SetNormal(pqb, pqa, pc);
|
||||
}
|
||||
|
||||
// generate Tangent coordinates if there is any
|
||||
if (tri.hasTangent) {
|
||||
// the computed Tangent coordinate if the intersection point
|
||||
Vector4 pqa = tri.GenerateTangent(qa);
|
||||
Vector4 pqb = tri.GenerateTangent(qb);
|
||||
Vector4 pa = tri.tangentA;
|
||||
Vector4 pb = tri.tangentB;
|
||||
Vector4 pc = tri.tangentC;
|
||||
|
||||
ta.SetTangent(pa, pqa, pqb);
|
||||
tb.SetTangent(pqa, pb, pc);
|
||||
tc.SetTangent(pqb, pqa, pc);
|
||||
}
|
||||
|
||||
if (sa == SideOfPlane.UP) {
|
||||
result.AddUpperHull(ta).AddLowerHull(tb).AddLowerHull(tc);
|
||||
} else {
|
||||
result.AddLowerHull(ta).AddUpperHull(tb).AddUpperHull(tc);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// if line a-b did not intersect (or the lie on the same side of the plane)
|
||||
// this simplifies the problem a fair bit. This means we have an intersection
|
||||
// in line a-c and b-c, which we can use to build a new UPPER and LOWER hulls
|
||||
// we are expecting both of these intersection tests to pass, otherwise something
|
||||
// went wrong (float errors? missed a checked case?)
|
||||
else if (Intersector.Intersect(pl, c, a, out qa) && Intersector.Intersect(pl, c, b, out qb)) {
|
||||
// in here we know that line a-b actually lie on the same side of the plane, this will
|
||||
// simplify the rest of the logic. We also have our intersection points
|
||||
// the computed UV coordinate of the intersection point
|
||||
|
||||
result.AddIntersectionPoint(qa);
|
||||
result.AddIntersectionPoint(qb);
|
||||
|
||||
// our three generated triangles. Two of these triangles will end
|
||||
// up on either the UPPER or LOWER hulls.
|
||||
Triangle ta = new Triangle(qa, qb, c);
|
||||
Triangle tb = new Triangle(a, qb, qa);
|
||||
Triangle tc = new Triangle(a, b, qb);
|
||||
|
||||
// generate UV coordinates if there is any
|
||||
if (tri.hasUV) {
|
||||
// the computed UV coordinate if the intersection point
|
||||
Vector2 pqa = tri.GenerateUV(qa);
|
||||
Vector2 pqb = tri.GenerateUV(qb);
|
||||
Vector2 pa = tri.uvA;
|
||||
Vector2 pb = tri.uvB;
|
||||
Vector2 pc = tri.uvC;
|
||||
|
||||
ta.SetUV(pqa, pqb, pc);
|
||||
tb.SetUV(pa, pqb, pqa);
|
||||
tc.SetUV(pa, pb, pqb);
|
||||
}
|
||||
|
||||
// generate Normal coordinates if there is any
|
||||
if (tri.hasNormal) {
|
||||
// the computed Normal coordinate if the intersection point
|
||||
Vector3 pqa = tri.GenerateNormal(qa);
|
||||
Vector3 pqb = tri.GenerateNormal(qb);
|
||||
Vector3 pa = tri.normalA;
|
||||
Vector3 pb = tri.normalB;
|
||||
Vector3 pc = tri.normalC;
|
||||
|
||||
ta.SetNormal(pqa, pqb, pc);
|
||||
tb.SetNormal(pa, pqb, pqa);
|
||||
tc.SetNormal(pa, pb, pqb);
|
||||
}
|
||||
|
||||
// generate Tangent coordinates if there is any
|
||||
if (tri.hasTangent) {
|
||||
// the computed Tangent coordinate if the intersection point
|
||||
Vector4 pqa = tri.GenerateTangent(qa);
|
||||
Vector4 pqb = tri.GenerateTangent(qb);
|
||||
Vector4 pa = tri.tangentA;
|
||||
Vector4 pb = tri.tangentB;
|
||||
Vector4 pc = tri.tangentC;
|
||||
|
||||
ta.SetTangent(pqa, pqb, pc);
|
||||
tb.SetTangent(pa, pqb, pqa);
|
||||
tc.SetTangent(pa, pb, pqb);
|
||||
}
|
||||
|
||||
if (sa == SideOfPlane.UP) {
|
||||
result.AddUpperHull(tb).AddUpperHull(tc).AddLowerHull(ta);
|
||||
} else {
|
||||
result.AddLowerHull(tb).AddLowerHull(tc).AddUpperHull(ta);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1ec78da1598b7d4499fe97c9ce3aa8ca
|
||||
@@ -0,0 +1,31 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace EzySlice {
|
||||
public struct Line {
|
||||
private readonly Vector3 m_pos_a;
|
||||
private readonly Vector3 m_pos_b;
|
||||
|
||||
public Line(Vector3 pta, Vector3 ptb) {
|
||||
this.m_pos_a = pta;
|
||||
this.m_pos_b = ptb;
|
||||
}
|
||||
|
||||
public float dist {
|
||||
get { return Vector3.Distance(this.m_pos_a, this.m_pos_b); }
|
||||
}
|
||||
|
||||
public float distSq {
|
||||
get { return (this.m_pos_a - this.m_pos_b).sqrMagnitude; }
|
||||
}
|
||||
|
||||
public Vector3 positionA {
|
||||
get { return this.m_pos_a; }
|
||||
}
|
||||
|
||||
public Vector3 positionB {
|
||||
get { return this.m_pos_b; }
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9e369e5c7f1fe2e42942f36dcd180f71
|
||||
@@ -0,0 +1,141 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace EzySlice {
|
||||
|
||||
/**
|
||||
* Quick Internal structure which checks where the point lays on the
|
||||
* Plane. UP = Upwards from the Normal, DOWN = Downwards from the Normal
|
||||
* ON = Point lays straight on the plane
|
||||
*/
|
||||
public enum SideOfPlane {
|
||||
UP,
|
||||
DOWN,
|
||||
ON
|
||||
}
|
||||
|
||||
/**
|
||||
* Represents a simple 3D Plane structure with a position
|
||||
* and direction which extends infinitely in its axis. This provides
|
||||
* an optimal structure for collision tests for the slicing framework.
|
||||
*/
|
||||
public struct Plane {
|
||||
private Vector3 m_normal;
|
||||
private float m_dist;
|
||||
|
||||
// this is for editor debugging only! do NOT try to access this
|
||||
// variable at runtime, we will be stripping it out for final
|
||||
// builds
|
||||
#if UNITY_EDITOR
|
||||
private Transform trans_ref;
|
||||
#endif
|
||||
|
||||
public Plane(Vector3 pos, Vector3 norm) {
|
||||
this.m_normal = norm;
|
||||
this.m_dist = Vector3.Dot(norm, pos);
|
||||
|
||||
// this is for editor debugging only!
|
||||
#if UNITY_EDITOR
|
||||
trans_ref = null;
|
||||
#endif
|
||||
}
|
||||
|
||||
public Plane(Vector3 norm, float dot) {
|
||||
this.m_normal = norm;
|
||||
this.m_dist = dot;
|
||||
|
||||
// this is for editor debugging only!
|
||||
#if UNITY_EDITOR
|
||||
trans_ref = null;
|
||||
#endif
|
||||
}
|
||||
|
||||
public Plane(Vector3 a, Vector3 b, Vector3 c) {
|
||||
m_normal = Vector3.Normalize(Vector3.Cross(b - a, c - a));
|
||||
m_dist = -Vector3.Dot(m_normal, a);
|
||||
|
||||
// this is for editor debugging only!
|
||||
#if UNITY_EDITOR
|
||||
trans_ref = null;
|
||||
#endif
|
||||
}
|
||||
|
||||
public void Compute(Vector3 pos, Vector3 norm) {
|
||||
this.m_normal = norm;
|
||||
this.m_dist = Vector3.Dot(norm, pos);
|
||||
}
|
||||
|
||||
public void Compute(Transform trans) {
|
||||
Compute(trans.position, trans.up);
|
||||
|
||||
// this is for editor debugging only!
|
||||
#if UNITY_EDITOR
|
||||
trans_ref = trans;
|
||||
#endif
|
||||
}
|
||||
|
||||
public void Compute(GameObject obj) {
|
||||
Compute(obj.transform);
|
||||
}
|
||||
|
||||
public Vector3 normal {
|
||||
get { return this.m_normal; }
|
||||
}
|
||||
|
||||
public float dist {
|
||||
get { return this.m_dist; }
|
||||
}
|
||||
|
||||
/**
|
||||
* Checks which side of the plane the point lays on.
|
||||
*/
|
||||
public SideOfPlane SideOf(Vector3 pt) {
|
||||
float result = Vector3.Dot(m_normal, pt) - m_dist;
|
||||
|
||||
if (result > Intersector.Epsilon) {
|
||||
return SideOfPlane.UP;
|
||||
}
|
||||
|
||||
if (result < -Intersector.Epsilon) {
|
||||
return SideOfPlane.DOWN;
|
||||
}
|
||||
|
||||
return SideOfPlane.ON;
|
||||
}
|
||||
|
||||
/**
|
||||
* Editor only DEBUG functionality. This should not be compiled in the final
|
||||
* Version.
|
||||
*/
|
||||
public void OnDebugDraw() {
|
||||
OnDebugDraw(Color.white);
|
||||
}
|
||||
|
||||
public void OnDebugDraw(Color drawColor) {
|
||||
// NOTE -> Gizmos are only supported in the editor. We will keep these function
|
||||
// signatures for consistancy however at final build, these will do nothing
|
||||
// TO/DO -> Should we throw a runtime exception if this function tried to get executed
|
||||
// at runtime?
|
||||
#if UNITY_EDITOR
|
||||
|
||||
if (trans_ref == null) {
|
||||
return;
|
||||
}
|
||||
|
||||
Color prevColor = Gizmos.color;
|
||||
Matrix4x4 prevMatrix = Gizmos.matrix;
|
||||
|
||||
// TO-DO
|
||||
Gizmos.matrix = Matrix4x4.TRS(trans_ref.position, trans_ref.rotation, trans_ref.localScale);
|
||||
Gizmos.color = drawColor;
|
||||
|
||||
Gizmos.DrawWireCube(Vector3.zero, new Vector3(1.0f, 0.0f, 1.0f));
|
||||
|
||||
Gizmos.color = prevColor;
|
||||
Gizmos.matrix = prevMatrix;
|
||||
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a22a1d43b52627b48b3c98d8d322d36e
|
||||
@@ -0,0 +1,115 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace EzySlice {
|
||||
/**
|
||||
* TextureRegion defines a region of a specific texture which can be used
|
||||
* for custom UV Mapping Routines.
|
||||
*
|
||||
* TextureRegions are always stored in normalized UV Coordinate space between
|
||||
* 0.0f and 1.0f
|
||||
*/
|
||||
public struct TextureRegion {
|
||||
private readonly float pos_start_x;
|
||||
private readonly float pos_start_y;
|
||||
private readonly float pos_end_x;
|
||||
private readonly float pos_end_y;
|
||||
|
||||
public TextureRegion(float startX, float startY, float endX, float endY) {
|
||||
this.pos_start_x = startX;
|
||||
this.pos_start_y = startY;
|
||||
this.pos_end_x = endX;
|
||||
this.pos_end_y = endY;
|
||||
}
|
||||
|
||||
public float startX { get { return this.pos_start_x; } }
|
||||
public float startY { get { return this.pos_start_y; } }
|
||||
public float endX { get { return this.pos_end_x; } }
|
||||
public float endY { get { return this.pos_end_y; } }
|
||||
|
||||
public Vector2 start { get { return new Vector2(startX, startY); } }
|
||||
public Vector2 end { get { return new Vector2(endX, endY); } }
|
||||
|
||||
/**
|
||||
* Perform a mapping of a UV coordinate (computed in 0,1 space)
|
||||
* into the new coordinates defined by the provided TextureRegion
|
||||
*/
|
||||
public Vector2 Map(Vector2 uv) {
|
||||
return Map(uv.x, uv.y);
|
||||
}
|
||||
|
||||
/**
|
||||
* Perform a mapping of a UV coordinate (computed in 0,1 space)
|
||||
* into the new coordinates defined by the provided TextureRegion
|
||||
*/
|
||||
public Vector2 Map(float x, float y) {
|
||||
float mappedX = MAP(x, 0.0f, 1.0f, pos_start_x, pos_end_x);
|
||||
float mappedY = MAP(y, 0.0f, 1.0f, pos_start_y, pos_end_y);
|
||||
|
||||
return new Vector2(mappedX, mappedY);
|
||||
}
|
||||
|
||||
/**
|
||||
* Our mapping function to map arbitrary values into our required texture region
|
||||
*/
|
||||
private static float MAP(float x, float in_min, float in_max, float out_min, float out_max) {
|
||||
return (x - in_min) * (out_max - out_min) / (in_max - in_min) + out_min;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Define our TextureRegion extension to easily calculate
|
||||
* from a Texture2D Object.
|
||||
*/
|
||||
public static class TextureRegionExtension {
|
||||
|
||||
/**
|
||||
* Helper function to quickly calculate the Texture Region from a material.
|
||||
* This extension function will use the mainTexture component to perform the
|
||||
* calculation.
|
||||
*
|
||||
* Will throw a null exception if the texture does not exist. See
|
||||
* Texture.getTextureRegion() for function details.
|
||||
*/
|
||||
public static TextureRegion GetTextureRegion(this Material mat,
|
||||
int pixX,
|
||||
int pixY,
|
||||
int pixWidth,
|
||||
int pixHeight) {
|
||||
return mat.mainTexture.GetTextureRegion(pixX, pixY, pixWidth, pixHeight);
|
||||
}
|
||||
|
||||
/**
|
||||
* Using a Texture2D, calculate and return a specific TextureRegion
|
||||
* Coordinates are provided in pixel coordinates where 0,0 is the
|
||||
* bottom left corner of the texture.
|
||||
*
|
||||
* The texture region will automatically be calculated to ensure that it
|
||||
* will fit inside the provided texture.
|
||||
*/
|
||||
public static TextureRegion GetTextureRegion(this Texture tex,
|
||||
int pixX,
|
||||
int pixY,
|
||||
int pixWidth,
|
||||
int pixHeight) {
|
||||
int textureWidth = tex.width;
|
||||
int textureHeight = tex.height;
|
||||
|
||||
// ensure we are not referencing out of bounds coordinates
|
||||
// relative to our texture
|
||||
int calcWidth = Mathf.Min(textureWidth, pixWidth);
|
||||
int calcHeight = Mathf.Min(textureHeight, pixHeight);
|
||||
int calcX = Mathf.Min(Mathf.Abs(pixX), textureWidth);
|
||||
int calcY = Mathf.Min(Mathf.Abs(pixY), textureHeight);
|
||||
|
||||
float startX = calcX / (float) textureWidth;
|
||||
float startY = calcY / (float) textureHeight;
|
||||
float endX = (calcX + calcWidth) / (float) textureWidth;
|
||||
float endY = (calcY + calcHeight) / (float) textureHeight;
|
||||
|
||||
// texture region is a struct which is allocated on the stack
|
||||
return new TextureRegion(startX, startY, endX, endY);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f532d256442d1d64e8d4b33763420e2a
|
||||
@@ -0,0 +1,349 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace EzySlice {
|
||||
/**
|
||||
* Represents a simple 3D Triangle structure with position
|
||||
* and UV map. The UV is required if the slicer needs
|
||||
* to recalculate the new UV position for texture mapping.
|
||||
*/
|
||||
public struct Triangle {
|
||||
// the points which represent this triangle
|
||||
// these have to be set and are immutable. Cannot be
|
||||
// changed once set
|
||||
private readonly Vector3 m_pos_a;
|
||||
private readonly Vector3 m_pos_b;
|
||||
private readonly Vector3 m_pos_c;
|
||||
|
||||
// the UV coordinates of this triangle
|
||||
// these are optional and may not be set
|
||||
private bool m_uv_set;
|
||||
private Vector2 m_uv_a;
|
||||
private Vector2 m_uv_b;
|
||||
private Vector2 m_uv_c;
|
||||
|
||||
// the Normals of the Vertices
|
||||
// these are optional and may not be set
|
||||
private bool m_nor_set;
|
||||
private Vector3 m_nor_a;
|
||||
private Vector3 m_nor_b;
|
||||
private Vector3 m_nor_c;
|
||||
|
||||
// the Tangents of the Vertices
|
||||
// these are optional and may not be set
|
||||
private bool m_tan_set;
|
||||
private Vector4 m_tan_a;
|
||||
private Vector4 m_tan_b;
|
||||
private Vector4 m_tan_c;
|
||||
|
||||
public Triangle(Vector3 posa,
|
||||
Vector3 posb,
|
||||
Vector3 posc) {
|
||||
this.m_pos_a = posa;
|
||||
this.m_pos_b = posb;
|
||||
this.m_pos_c = posc;
|
||||
|
||||
this.m_uv_set = false;
|
||||
this.m_uv_a = Vector2.zero;
|
||||
this.m_uv_b = Vector2.zero;
|
||||
this.m_uv_c = Vector2.zero;
|
||||
|
||||
this.m_nor_set = false;
|
||||
this.m_nor_a = Vector3.zero;
|
||||
this.m_nor_b = Vector3.zero;
|
||||
this.m_nor_c = Vector3.zero;
|
||||
|
||||
this.m_tan_set = false;
|
||||
this.m_tan_a = Vector4.zero;
|
||||
this.m_tan_b = Vector4.zero;
|
||||
this.m_tan_c = Vector4.zero;
|
||||
}
|
||||
|
||||
public Vector3 positionA {
|
||||
get { return this.m_pos_a; }
|
||||
}
|
||||
|
||||
public Vector3 positionB {
|
||||
get { return this.m_pos_b; }
|
||||
}
|
||||
|
||||
public Vector3 positionC {
|
||||
get { return this.m_pos_c; }
|
||||
}
|
||||
|
||||
public bool hasUV {
|
||||
get { return this.m_uv_set; }
|
||||
}
|
||||
|
||||
public void SetUV(Vector2 uvA, Vector2 uvB, Vector2 uvC) {
|
||||
this.m_uv_a = uvA;
|
||||
this.m_uv_b = uvB;
|
||||
this.m_uv_c = uvC;
|
||||
|
||||
this.m_uv_set = true;
|
||||
}
|
||||
|
||||
public Vector2 uvA {
|
||||
get { return this.m_uv_a; }
|
||||
}
|
||||
|
||||
public Vector2 uvB {
|
||||
get { return this.m_uv_b; }
|
||||
}
|
||||
|
||||
public Vector2 uvC {
|
||||
get { return this.m_uv_c; }
|
||||
}
|
||||
|
||||
public bool hasNormal {
|
||||
get { return this.m_nor_set; }
|
||||
}
|
||||
|
||||
public void SetNormal(Vector3 norA, Vector3 norB, Vector3 norC) {
|
||||
this.m_nor_a = norA;
|
||||
this.m_nor_b = norB;
|
||||
this.m_nor_c = norC;
|
||||
|
||||
this.m_nor_set = true;
|
||||
}
|
||||
|
||||
public Vector3 normalA {
|
||||
get { return this.m_nor_a; }
|
||||
}
|
||||
|
||||
public Vector3 normalB {
|
||||
get { return this.m_nor_b; }
|
||||
}
|
||||
|
||||
public Vector3 normalC {
|
||||
get { return this.m_nor_c; }
|
||||
}
|
||||
|
||||
public bool hasTangent {
|
||||
get { return this.m_tan_set; }
|
||||
}
|
||||
|
||||
public void SetTangent(Vector4 tanA, Vector4 tanB, Vector4 tanC) {
|
||||
this.m_tan_a = tanA;
|
||||
this.m_tan_b = tanB;
|
||||
this.m_tan_c = tanC;
|
||||
|
||||
this.m_tan_set = true;
|
||||
}
|
||||
|
||||
public Vector4 tangentA {
|
||||
get { return this.m_tan_a; }
|
||||
}
|
||||
|
||||
public Vector4 tangentB {
|
||||
get { return this.m_tan_b; }
|
||||
}
|
||||
|
||||
public Vector4 tangentC {
|
||||
get { return this.m_tan_c; }
|
||||
}
|
||||
|
||||
/**
|
||||
* Compute and set the tangents of this triangle
|
||||
* Derived From https://answers.unity.com/questions/7789/calculating-tangents-vector4.html
|
||||
*/
|
||||
public void ComputeTangents() {
|
||||
// computing tangents requires both UV and normals set
|
||||
if (!m_nor_set || !m_uv_set) {
|
||||
return;
|
||||
}
|
||||
|
||||
Vector3 v1 = m_pos_a;
|
||||
Vector3 v2 = m_pos_b;
|
||||
Vector3 v3 = m_pos_c;
|
||||
|
||||
Vector2 w1 = m_uv_a;
|
||||
Vector2 w2 = m_uv_b;
|
||||
Vector2 w3 = m_uv_c;
|
||||
|
||||
float x1 = v2.x - v1.x;
|
||||
float x2 = v3.x - v1.x;
|
||||
float y1 = v2.y - v1.y;
|
||||
float y2 = v3.y - v1.y;
|
||||
float z1 = v2.z - v1.z;
|
||||
float z2 = v3.z - v1.z;
|
||||
|
||||
float s1 = w2.x - w1.x;
|
||||
float s2 = w3.x - w1.x;
|
||||
float t1 = w2.y - w1.y;
|
||||
float t2 = w3.y - w1.y;
|
||||
|
||||
float r = 1.0f / (s1 * t2 - s2 * t1);
|
||||
|
||||
Vector3 sdir = new Vector3((t2 * x1 - t1 * x2) * r, (t2 * y1 - t1 * y2) * r, (t2 * z1 - t1 * z2) * r);
|
||||
Vector3 tdir = new Vector3((s1 * x2 - s2 * x1) * r, (s1 * y2 - s2 * y1) * r, (s1 * z2 - s2 * z1) * r);
|
||||
|
||||
Vector3 n1 = m_nor_a;
|
||||
Vector3 nt1 = sdir;
|
||||
|
||||
Vector3.OrthoNormalize(ref n1, ref nt1);
|
||||
Vector4 tanA = new Vector4(nt1.x, nt1.y, nt1.z, (Vector3.Dot(Vector3.Cross(n1, nt1), tdir) < 0.0f) ? -1.0f : 1.0f);
|
||||
|
||||
Vector3 n2 = m_nor_b;
|
||||
Vector3 nt2 = sdir;
|
||||
|
||||
Vector3.OrthoNormalize(ref n2, ref nt2);
|
||||
Vector4 tanB = new Vector4(nt2.x, nt2.y, nt2.z, (Vector3.Dot(Vector3.Cross(n2, nt2), tdir) < 0.0f) ? -1.0f : 1.0f);
|
||||
|
||||
Vector3 n3 = m_nor_c;
|
||||
Vector3 nt3 = sdir;
|
||||
|
||||
Vector3.OrthoNormalize(ref n3, ref nt3);
|
||||
Vector4 tanC = new Vector4(nt3.x, nt3.y, nt3.z, (Vector3.Dot(Vector3.Cross(n3, nt3), tdir) < 0.0f) ? -1.0f : 1.0f);
|
||||
|
||||
// finally set the tangents of this object
|
||||
SetTangent(tanA, tanB, tanC);
|
||||
}
|
||||
|
||||
/**
|
||||
* Calculate the Barycentric coordinate weight values u-v-w for Point p in respect to the provided
|
||||
* triangle. This is useful for computing new UV coordinates for arbitrary points.
|
||||
*/
|
||||
public Vector3 Barycentric(Vector3 p) {
|
||||
Vector3 a = m_pos_a;
|
||||
Vector3 b = m_pos_b;
|
||||
Vector3 c = m_pos_c;
|
||||
|
||||
Vector3 m = Vector3.Cross(b - a, c - a);
|
||||
|
||||
float nu;
|
||||
float nv;
|
||||
float ood;
|
||||
|
||||
float x = Mathf.Abs(m.x);
|
||||
float y = Mathf.Abs(m.y);
|
||||
float z = Mathf.Abs(m.z);
|
||||
|
||||
// compute areas of plane with largest projections
|
||||
if (x >= y && x >= z) {
|
||||
// area of PBC in yz plane
|
||||
nu = Intersector.TriArea2D(p.y, p.z, b.y, b.z, c.y, c.z);
|
||||
// area of PCA in yz plane
|
||||
nv = Intersector.TriArea2D(p.y, p.z, c.y, c.z, a.y, a.z);
|
||||
// 1/2*area of ABC in yz plane
|
||||
ood = 1.0f / m.x;
|
||||
} else if (y >= x && y >= z) {
|
||||
// project in xz plane
|
||||
nu = Intersector.TriArea2D(p.x, p.z, b.x, b.z, c.x, c.z);
|
||||
nv = Intersector.TriArea2D(p.x, p.z, c.x, c.z, a.x, a.z);
|
||||
ood = 1.0f / -m.y;
|
||||
} else {
|
||||
// project in xy plane
|
||||
nu = Intersector.TriArea2D(p.x, p.y, b.x, b.y, c.x, c.y);
|
||||
nv = Intersector.TriArea2D(p.x, p.y, c.x, c.y, a.x, a.y);
|
||||
ood = 1.0f / m.z;
|
||||
}
|
||||
|
||||
float u = nu * ood;
|
||||
float v = nv * ood;
|
||||
float w = 1.0f - u - v;
|
||||
|
||||
return new Vector3(u, v, w);
|
||||
}
|
||||
|
||||
/**
|
||||
* Generate a set of new UV coordinates for the provided point pt in respect to Triangle.
|
||||
*
|
||||
* Uses weight values for the computation, so this triangle must have UV's set to return
|
||||
* the correct results. Otherwise Vector2.zero will be returned. check via hasUV().
|
||||
*/
|
||||
public Vector2 GenerateUV(Vector3 pt) {
|
||||
// if not set, result will be zero, quick exit
|
||||
if (!m_uv_set) {
|
||||
return Vector2.zero;
|
||||
}
|
||||
|
||||
Vector3 weights = Barycentric(pt);
|
||||
|
||||
return (weights.x * m_uv_a) + (weights.y * m_uv_b) + (weights.z * m_uv_c);
|
||||
}
|
||||
|
||||
/**
|
||||
* Generates a set of new Normal coordinates for the provided point pt in respect to Triangle.
|
||||
*
|
||||
* Uses weight values for the computation, so this triangle must have Normal's set to return
|
||||
* the correct results. Otherwise Vector3.zero will be returned. check via hasNormal().
|
||||
*/
|
||||
public Vector3 GenerateNormal(Vector3 pt) {
|
||||
// if not set, result will be zero, quick exit
|
||||
if (!m_nor_set) {
|
||||
return Vector3.zero;
|
||||
}
|
||||
|
||||
Vector3 weights = Barycentric(pt);
|
||||
|
||||
return (weights.x * m_nor_a) + (weights.y * m_nor_b) + (weights.z * m_nor_c);
|
||||
}
|
||||
|
||||
/**
|
||||
* Generates a set of new Tangent coordinates for the provided point pt in respect to Triangle.
|
||||
*
|
||||
* Uses weight values for the computation, so this triangle must have Tangent's set to return
|
||||
* the correct results. Otherwise Vector4.zero will be returned. check via hasTangent().
|
||||
*/
|
||||
public Vector4 GenerateTangent(Vector3 pt) {
|
||||
// if not set, result will be zero, quick exit
|
||||
if (!m_nor_set) {
|
||||
return Vector4.zero;
|
||||
}
|
||||
|
||||
Vector3 weights = Barycentric(pt);
|
||||
|
||||
return (weights.x * m_tan_a) + (weights.y * m_tan_b) + (weights.z * m_tan_c);
|
||||
}
|
||||
|
||||
/**
|
||||
* Helper function to split this triangle by the provided plane and store
|
||||
* the results inside the IntersectionResult structure.
|
||||
* Returns true on success or false otherwise
|
||||
*/
|
||||
public bool Split(Plane pl, IntersectionResult result) {
|
||||
Intersector.Intersect(pl, this, result);
|
||||
|
||||
return result.isValid;
|
||||
}
|
||||
|
||||
/**
|
||||
* Check the triangle winding order, if it's Clock Wise or Counter Clock Wise
|
||||
*/
|
||||
public bool IsCW() {
|
||||
return SignedSquare(m_pos_a, m_pos_b, m_pos_c) >= float.Epsilon;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the Signed square of a given triangle, useful for checking the
|
||||
* winding order
|
||||
*/
|
||||
public static float SignedSquare(Vector3 a, Vector3 b, Vector3 c) {
|
||||
return (a.x * (b.y * c.z - b.z * c.y) -
|
||||
a.y * (b.x * c.z - b.z * c.x) +
|
||||
a.z * (b.x * c.y - b.y * c.x));
|
||||
}
|
||||
|
||||
/**
|
||||
* Editor only DEBUG functionality. This should not be compiled in the final
|
||||
* Version.
|
||||
*/
|
||||
public void OnDebugDraw() {
|
||||
OnDebugDraw(Color.white);
|
||||
}
|
||||
|
||||
public void OnDebugDraw(Color drawColor) {
|
||||
#if UNITY_EDITOR
|
||||
Color prevColor = Gizmos.color;
|
||||
|
||||
Gizmos.color = drawColor;
|
||||
|
||||
Gizmos.DrawLine(positionA, positionB);
|
||||
Gizmos.DrawLine(positionB, positionC);
|
||||
Gizmos.DrawLine(positionC, positionA);
|
||||
|
||||
Gizmos.color = prevColor;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b17c76e3fa3389f46beadff35495afe8
|
||||
@@ -0,0 +1,199 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace EzySlice {
|
||||
|
||||
/**
|
||||
* Contains static functionality for performing Triangulation on arbitrary vertices.
|
||||
* Read the individual function descriptions for specific details.
|
||||
*/
|
||||
public sealed class Triangulator {
|
||||
|
||||
/**
|
||||
* Represents a 3D Vertex which has been mapped onto a 2D surface
|
||||
* and is mainly used in MonotoneChain to triangulate a set of vertices
|
||||
* against a flat plane.
|
||||
*/
|
||||
internal struct Mapped2D {
|
||||
private readonly Vector3 original;
|
||||
private readonly Vector2 mapped;
|
||||
|
||||
public Mapped2D(Vector3 newOriginal, Vector3 u, Vector3 v) {
|
||||
this.original = newOriginal;
|
||||
this.mapped = new Vector2(Vector3.Dot(newOriginal, u), Vector3.Dot(newOriginal, v));
|
||||
}
|
||||
|
||||
public Vector2 mappedValue {
|
||||
get { return this.mapped; }
|
||||
}
|
||||
|
||||
public Vector3 originalValue {
|
||||
get { return this.original; }
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Overloaded variant of MonotoneChain which will calculate UV coordinates of the Triangles
|
||||
* between 0.0 and 1.0 (default).
|
||||
*
|
||||
* See MonotoneChain(vertices, normal, tri, TextureRegion) for full explanation
|
||||
*/
|
||||
public static bool MonotoneChain(List<Vector3> vertices, Vector3 normal, out List<Triangle> tri) {
|
||||
// default texture region is in coordinates 0,0 to 1,1
|
||||
return MonotoneChain(vertices, normal, out tri, new TextureRegion(0.0f, 0.0f, 1.0f, 1.0f));
|
||||
}
|
||||
|
||||
/**
|
||||
* O(n log n) Convex Hull Algorithm.
|
||||
* Accepts a list of vertices as Vector3 and triangulates them according to a projection
|
||||
* plane defined as planeNormal. Algorithm will output vertices, indices and UV coordinates
|
||||
* as arrays
|
||||
*/
|
||||
public static bool MonotoneChain(List<Vector3> vertices, Vector3 normal, out List<Triangle> tri, TextureRegion texRegion) {
|
||||
int count = vertices.Count;
|
||||
|
||||
// we cannot triangulate less than 3 points. Use minimum of 3 points
|
||||
if (count < 3) {
|
||||
tri = null;
|
||||
return false;
|
||||
}
|
||||
|
||||
// first, we map from 3D points into a 2D plane represented by the provided normal
|
||||
Vector3 u = Vector3.Normalize(Vector3.Cross(normal, Vector3.up));
|
||||
if (Vector3.zero == u) {
|
||||
u = Vector3.Normalize(Vector3.Cross(normal, Vector3.forward));
|
||||
}
|
||||
Vector3 v = Vector3.Cross(u, normal);
|
||||
|
||||
// generate an array of mapped values
|
||||
Mapped2D[] mapped = new Mapped2D[count];
|
||||
|
||||
// these values will be used to generate new UV coordinates later on
|
||||
float maxDivX = float.MinValue;
|
||||
float maxDivY = float.MinValue;
|
||||
float minDivX = float.MaxValue;
|
||||
float minDivY = float.MaxValue;
|
||||
|
||||
// map the 3D vertices into the 2D mapped values
|
||||
for (int i = 0; i < count; i++) {
|
||||
Vector3 vertToAdd = vertices[i];
|
||||
|
||||
Mapped2D newMappedValue = new Mapped2D(vertToAdd, u, v);
|
||||
Vector2 mapVal = newMappedValue.mappedValue;
|
||||
|
||||
// grab our maximal values so we can map UV's in a proper range
|
||||
maxDivX = Mathf.Max(maxDivX, mapVal.x);
|
||||
maxDivY = Mathf.Max(maxDivY, mapVal.y);
|
||||
minDivX = Mathf.Min(minDivX, mapVal.x);
|
||||
minDivY = Mathf.Min(minDivY, mapVal.y);
|
||||
|
||||
mapped[i] = newMappedValue;
|
||||
}
|
||||
|
||||
// sort our newly generated array values
|
||||
Array.Sort<Mapped2D>(mapped, (a, b) => {
|
||||
Vector2 x = a.mappedValue;
|
||||
Vector2 p = b.mappedValue;
|
||||
|
||||
return (x.x < p.x || (x.x == p.x && x.y < p.y)) ? -1 : 1;
|
||||
});
|
||||
|
||||
// our final hull mappings will end up in here
|
||||
Mapped2D[] hulls = new Mapped2D[count + 1];
|
||||
|
||||
int k = 0;
|
||||
|
||||
// build the lower hull of the chain
|
||||
for (int i = 0; i < count; i++) {
|
||||
while (k >= 2) {
|
||||
Vector2 mA = hulls[k - 2].mappedValue;
|
||||
Vector2 mB = hulls[k - 1].mappedValue;
|
||||
Vector2 mC = mapped[i].mappedValue;
|
||||
|
||||
if (Intersector.TriArea2D(mA.x, mA.y, mB.x, mB.y, mC.x, mC.y) > 0.0f) {
|
||||
break;
|
||||
}
|
||||
|
||||
k--;
|
||||
}
|
||||
|
||||
hulls[k++] = mapped[i];
|
||||
}
|
||||
|
||||
// build the upper hull of the chain
|
||||
for (int i = count - 2, t = k + 1; i >= 0; i--) {
|
||||
while (k >= t) {
|
||||
Vector2 mA = hulls[k - 2].mappedValue;
|
||||
Vector2 mB = hulls[k - 1].mappedValue;
|
||||
Vector2 mC = mapped[i].mappedValue;
|
||||
|
||||
if (Intersector.TriArea2D(mA.x, mA.y, mB.x, mB.y, mC.x, mC.y) > 0.0f) {
|
||||
break;
|
||||
}
|
||||
|
||||
k--;
|
||||
}
|
||||
|
||||
hulls[k++] = mapped[i];
|
||||
}
|
||||
|
||||
// finally we can build our mesh, generate all the variables
|
||||
// and fill them up
|
||||
int vertCount = k - 1;
|
||||
int triCount = (vertCount - 2) * 3;
|
||||
|
||||
// this should not happen, but here just in case
|
||||
if (vertCount < 3) {
|
||||
tri = null;
|
||||
return false;
|
||||
}
|
||||
|
||||
// ensure List does not dynamically grow, performing copy ops each time!
|
||||
tri = new List<Triangle>(triCount / 3);
|
||||
|
||||
float width = maxDivX - minDivX;
|
||||
float height = maxDivY - minDivY;
|
||||
|
||||
int indexCount = 1;
|
||||
|
||||
// generate both the vertices and uv's in this loop
|
||||
for (int i = 0; i < triCount; i += 3) {
|
||||
// the Vertices in our triangle
|
||||
Mapped2D posA = hulls[0];
|
||||
Mapped2D posB = hulls[indexCount];
|
||||
Mapped2D posC = hulls[indexCount + 1];
|
||||
|
||||
// generate UV Maps
|
||||
Vector2 uvA = posA.mappedValue;
|
||||
Vector2 uvB = posB.mappedValue;
|
||||
Vector2 uvC = posC.mappedValue;
|
||||
|
||||
uvA.x = (uvA.x - minDivX) / width;
|
||||
uvA.y = (uvA.y - minDivY) / height;
|
||||
|
||||
uvB.x = (uvB.x - minDivX) / width;
|
||||
uvB.y = (uvB.y - minDivY) / height;
|
||||
|
||||
uvC.x = (uvC.x - minDivX) / width;
|
||||
uvC.y = (uvC.y - minDivY) / height;
|
||||
|
||||
Triangle newTriangle = new Triangle(posA.originalValue, posB.originalValue, posC.originalValue);
|
||||
|
||||
// ensure our UV coordinates are mapped into the requested TextureRegion
|
||||
newTriangle.SetUV(texRegion.Map(uvA), texRegion.Map(uvB), texRegion.Map(uvC));
|
||||
|
||||
// the normals is the same for all vertices since the final mesh is completly flat
|
||||
newTriangle.SetNormal(normal, normal, normal);
|
||||
newTriangle.ComputeTangents();
|
||||
|
||||
tri.Add(newTriangle);
|
||||
|
||||
indexCount++;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c5405063d0e3ca84381aa2d7bfb70a29
|
||||
@@ -0,0 +1,141 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace EzySlice {
|
||||
|
||||
/**
|
||||
* The final generated data structure from a slice operation. This provides easy access
|
||||
* to utility functions and the final Mesh data for each section of the HULL.
|
||||
*/
|
||||
public sealed class SlicedHull {
|
||||
private Mesh upper_hull;
|
||||
private Mesh lower_hull;
|
||||
|
||||
public SlicedHull(Mesh upperHull, Mesh lowerHull) {
|
||||
this.upper_hull = upperHull;
|
||||
this.lower_hull = lowerHull;
|
||||
}
|
||||
|
||||
public GameObject CreateUpperHull(GameObject original) {
|
||||
return CreateUpperHull(original, null);
|
||||
}
|
||||
|
||||
public GameObject CreateUpperHull(GameObject original, Material crossSectionMat) {
|
||||
GameObject newObject = CreateUpperHull();
|
||||
|
||||
if (newObject != null) {
|
||||
newObject.transform.localPosition = original.transform.localPosition;
|
||||
newObject.transform.localRotation = original.transform.localRotation;
|
||||
newObject.transform.localScale = original.transform.localScale;
|
||||
|
||||
Material[] shared = original.GetComponent<MeshRenderer>().sharedMaterials;
|
||||
Mesh mesh = original.GetComponent<MeshFilter>().sharedMesh;
|
||||
|
||||
// nothing changed in the hierarchy, the cross section must have been batched
|
||||
// with the submeshes, return as is, no need for any changes
|
||||
if (mesh.subMeshCount == upper_hull.subMeshCount) {
|
||||
// the the material information
|
||||
newObject.GetComponent<Renderer>().sharedMaterials = shared;
|
||||
|
||||
return newObject;
|
||||
}
|
||||
|
||||
// otherwise the cross section was added to the back of the submesh array because
|
||||
// it uses a different material. We need to take this into account
|
||||
Material[] newShared = new Material[shared.Length + 1];
|
||||
|
||||
// copy our material arrays across using native copy (should be faster than loop)
|
||||
System.Array.Copy(shared, newShared, shared.Length);
|
||||
newShared[shared.Length] = crossSectionMat;
|
||||
|
||||
// the the material information
|
||||
newObject.GetComponent<Renderer>().sharedMaterials = newShared;
|
||||
}
|
||||
|
||||
return newObject;
|
||||
}
|
||||
|
||||
public GameObject CreateLowerHull(GameObject original) {
|
||||
return CreateLowerHull(original, null);
|
||||
}
|
||||
|
||||
public GameObject CreateLowerHull(GameObject original, Material crossSectionMat) {
|
||||
GameObject newObject = CreateLowerHull();
|
||||
|
||||
if (newObject != null) {
|
||||
newObject.transform.localPosition = original.transform.localPosition;
|
||||
newObject.transform.localRotation = original.transform.localRotation;
|
||||
newObject.transform.localScale = original.transform.localScale;
|
||||
|
||||
Material[] shared = original.GetComponent<MeshRenderer>().sharedMaterials;
|
||||
Mesh mesh = original.GetComponent<MeshFilter>().sharedMesh;
|
||||
|
||||
// nothing changed in the hierarchy, the cross section must have been batched
|
||||
// with the submeshes, return as is, no need for any changes
|
||||
if (mesh.subMeshCount == lower_hull.subMeshCount) {
|
||||
// the the material information
|
||||
newObject.GetComponent<Renderer>().sharedMaterials = shared;
|
||||
|
||||
return newObject;
|
||||
}
|
||||
|
||||
// otherwise the cross section was added to the back of the submesh array because
|
||||
// it uses a different material. We need to take this into account
|
||||
Material[] newShared = new Material[shared.Length + 1];
|
||||
|
||||
// copy our material arrays across using native copy (should be faster than loop)
|
||||
System.Array.Copy(shared, newShared, shared.Length);
|
||||
newShared[shared.Length] = crossSectionMat;
|
||||
|
||||
// the the material information
|
||||
newObject.GetComponent<Renderer>().sharedMaterials = newShared;
|
||||
}
|
||||
|
||||
return newObject;
|
||||
}
|
||||
|
||||
/**
|
||||
* Generate a new GameObject from the upper hull of the mesh
|
||||
* This function will return null if upper hull does not exist
|
||||
*/
|
||||
public GameObject CreateUpperHull() {
|
||||
return CreateEmptyObject("Upper_Hull", upper_hull);
|
||||
}
|
||||
|
||||
/**
|
||||
* Generate a new GameObject from the Lower hull of the mesh
|
||||
* This function will return null if lower hull does not exist
|
||||
*/
|
||||
public GameObject CreateLowerHull() {
|
||||
return CreateEmptyObject("Lower_Hull", lower_hull);
|
||||
}
|
||||
|
||||
public Mesh upperHull {
|
||||
get { return this.upper_hull; }
|
||||
}
|
||||
|
||||
public Mesh lowerHull {
|
||||
get { return this.lower_hull; }
|
||||
}
|
||||
|
||||
/**
|
||||
* Helper function which will create a new GameObject to be able to add
|
||||
* a new mesh for rendering and return.
|
||||
*/
|
||||
private static GameObject CreateEmptyObject(string name, Mesh hull) {
|
||||
if (hull == null) {
|
||||
return null;
|
||||
}
|
||||
|
||||
GameObject newObject = new GameObject(name);
|
||||
|
||||
newObject.AddComponent<MeshRenderer>();
|
||||
MeshFilter filter = newObject.AddComponent<MeshFilter>();
|
||||
|
||||
filter.mesh = hull;
|
||||
|
||||
return newObject;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: dd8558bd942d575479792e491438f2bf
|
||||
@@ -0,0 +1,481 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace EzySlice {
|
||||
|
||||
/**
|
||||
* Contains methods for slicing GameObjects
|
||||
*/
|
||||
public sealed class Slicer {
|
||||
|
||||
/**
|
||||
* An internal class for storing internal submesh values
|
||||
*/
|
||||
internal class SlicedSubmesh {
|
||||
public readonly List<Triangle> upperHull = new List<Triangle>();
|
||||
public readonly List<Triangle> lowerHull = new List<Triangle>();
|
||||
|
||||
/**
|
||||
* Check if the submesh has had any UV's added.
|
||||
* NOTE -> This should be supported properly
|
||||
*/
|
||||
public bool hasUV {
|
||||
get {
|
||||
// what is this abomination??
|
||||
return upperHull.Count > 0 ? upperHull[0].hasUV : lowerHull.Count > 0 && lowerHull[0].hasUV;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if the submesh has had any Normals added.
|
||||
* NOTE -> This should be supported properly
|
||||
*/
|
||||
public bool hasNormal {
|
||||
get {
|
||||
// what is this abomination??
|
||||
return upperHull.Count > 0 ? upperHull[0].hasNormal : lowerHull.Count > 0 && lowerHull[0].hasNormal;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if the submesh has had any Tangents added.
|
||||
* NOTE -> This should be supported properly
|
||||
*/
|
||||
public bool hasTangent {
|
||||
get {
|
||||
// what is this abomination??
|
||||
return upperHull.Count > 0 ? upperHull[0].hasTangent : lowerHull.Count > 0 && lowerHull[0].hasTangent;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if proper slicing has occured for this submesh. Slice occured if there
|
||||
* are triangles in both the upper and lower hulls
|
||||
*/
|
||||
public bool isValid {
|
||||
get {
|
||||
return upperHull.Count > 0 && lowerHull.Count > 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Helper function to accept a gameobject which will transform the plane
|
||||
* approprietly before the slice occurs
|
||||
* See -> Slice(Mesh, Plane) for more info
|
||||
*/
|
||||
public static SlicedHull Slice(GameObject obj, Plane pl, TextureRegion crossRegion, Material crossMaterial) {
|
||||
|
||||
// cannot continue without a proper filter
|
||||
if (!obj.TryGetComponent<MeshFilter>(out var filter)) {
|
||||
Debug.LogWarning("EzySlice::Slice -> Provided GameObject must have a MeshFilter Component.");
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
|
||||
// cannot continue without a proper renderer
|
||||
if (!obj.TryGetComponent<MeshRenderer>(out var renderer)) {
|
||||
Debug.LogWarning("EzySlice::Slice -> Provided GameObject must have a MeshRenderer Component.");
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
Material[] materials = renderer.sharedMaterials;
|
||||
|
||||
Mesh mesh = filter.sharedMesh;
|
||||
|
||||
// cannot slice a mesh that doesn't exist
|
||||
if (mesh == null) {
|
||||
Debug.LogWarning("EzySlice::Slice -> Provided GameObject must have a Mesh that is not NULL.");
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
int submeshCount = mesh.subMeshCount;
|
||||
|
||||
// to make things straightforward, exit without slicing if the materials and mesh
|
||||
// array don't match. This shouldn't happen anyway
|
||||
if (materials.Length != submeshCount) {
|
||||
Debug.LogWarning("EzySlice::Slice -> Provided Material array must match the length of submeshes.");
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
// we need to find the index of the material for the cross section.
|
||||
// default to the end of the array
|
||||
int crossIndex = materials.Length;
|
||||
|
||||
// for cases where the sliced material is null, we will append the cross section to the end
|
||||
// of the submesh array, this is because the application may want to set/change the material
|
||||
// after slicing has occured, so we don't assume anything
|
||||
if (crossMaterial != null) {
|
||||
for (int i = 0; i < crossIndex; i++) {
|
||||
if (materials[i] == crossMaterial) {
|
||||
crossIndex = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return Slice(mesh, pl, crossRegion, crossIndex);
|
||||
}
|
||||
|
||||
/**
|
||||
* Slice the gameobject mesh (if any) using the Plane, which will generate
|
||||
* a maximum of 2 other Meshes.
|
||||
* This function will recalculate new UV coordinates to ensure textures are applied
|
||||
* properly.
|
||||
* Returns null if no intersection has been found or the GameObject does not contain
|
||||
* a valid mesh to cut.
|
||||
*/
|
||||
public static SlicedHull Slice(Mesh sharedMesh, Plane pl, TextureRegion region, int crossIndex) {
|
||||
if (sharedMesh == null) {
|
||||
return null;
|
||||
}
|
||||
|
||||
Vector3[] verts = sharedMesh.vertices;
|
||||
Vector2[] uv = sharedMesh.uv;
|
||||
Vector3[] norm = sharedMesh.normals;
|
||||
Vector4[] tan = sharedMesh.tangents;
|
||||
|
||||
int submeshCount = sharedMesh.subMeshCount;
|
||||
|
||||
// each submesh will be sliced and placed in its own array structure
|
||||
SlicedSubmesh[] slices = new SlicedSubmesh[submeshCount];
|
||||
// the cross section hull is common across all submeshes
|
||||
List<Vector3> crossHull = new List<Vector3>();
|
||||
|
||||
// we reuse this object for all intersection tests
|
||||
IntersectionResult result = new IntersectionResult();
|
||||
|
||||
// see if we would like to split the mesh using uv, normals and tangents
|
||||
bool genUV = verts.Length == uv.Length;
|
||||
bool genNorm = verts.Length == norm.Length;
|
||||
bool genTan = verts.Length == tan.Length;
|
||||
|
||||
// iterate over all the submeshes individually. vertices and indices
|
||||
// are all shared within the submesh
|
||||
for (int submesh = 0; submesh < submeshCount; submesh++) {
|
||||
int[] indices = sharedMesh.GetTriangles(submesh);
|
||||
int indicesCount = indices.Length;
|
||||
|
||||
SlicedSubmesh mesh = new SlicedSubmesh();
|
||||
|
||||
// loop through all the mesh vertices, generating upper and lower hulls
|
||||
// and all intersection points
|
||||
for (int index = 0; index < indicesCount; index += 3) {
|
||||
int i0 = indices[index + 0];
|
||||
int i1 = indices[index + 1];
|
||||
int i2 = indices[index + 2];
|
||||
|
||||
Triangle newTri = new Triangle(verts[i0], verts[i1], verts[i2]);
|
||||
|
||||
// generate UV if available
|
||||
if (genUV) {
|
||||
newTri.SetUV(uv[i0], uv[i1], uv[i2]);
|
||||
}
|
||||
|
||||
// generate normals if available
|
||||
if (genNorm) {
|
||||
newTri.SetNormal(norm[i0], norm[i1], norm[i2]);
|
||||
}
|
||||
|
||||
// generate tangents if available
|
||||
if (genTan) {
|
||||
newTri.SetTangent(tan[i0], tan[i1], tan[i2]);
|
||||
}
|
||||
|
||||
// slice this particular triangle with the provided
|
||||
// plane
|
||||
if (newTri.Split(pl, result)) {
|
||||
int upperHullCount = result.upperHullCount;
|
||||
int lowerHullCount = result.lowerHullCount;
|
||||
int interHullCount = result.intersectionPointCount;
|
||||
|
||||
for (int i = 0; i < upperHullCount; i++) {
|
||||
mesh.upperHull.Add(result.upperHull[i]);
|
||||
}
|
||||
|
||||
for (int i = 0; i < lowerHullCount; i++) {
|
||||
mesh.lowerHull.Add(result.lowerHull[i]);
|
||||
}
|
||||
|
||||
for (int i = 0; i < interHullCount; i++) {
|
||||
crossHull.Add(result.intersectionPoints[i]);
|
||||
}
|
||||
} else {
|
||||
SideOfPlane sa = pl.SideOf(verts[i0]);
|
||||
SideOfPlane sb = pl.SideOf(verts[i1]);
|
||||
SideOfPlane sc = pl.SideOf(verts[i2]);
|
||||
|
||||
SideOfPlane side = SideOfPlane.ON;
|
||||
if (sa != SideOfPlane.ON)
|
||||
{
|
||||
side = sa;
|
||||
}
|
||||
|
||||
if (sb != SideOfPlane.ON)
|
||||
{
|
||||
Debug.Assert(side == SideOfPlane.ON || side == sb);
|
||||
side = sb;
|
||||
}
|
||||
|
||||
if (sc != SideOfPlane.ON)
|
||||
{
|
||||
Debug.Assert(side == SideOfPlane.ON || side == sc);
|
||||
side = sc;
|
||||
}
|
||||
|
||||
if (side == SideOfPlane.UP || side == SideOfPlane.ON) {
|
||||
mesh.upperHull.Add(newTri);
|
||||
} else {
|
||||
mesh.lowerHull.Add(newTri);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// register into the index
|
||||
slices[submesh] = mesh;
|
||||
}
|
||||
|
||||
// check if slicing actually occured
|
||||
for (int i = 0; i < slices.Length; i++) {
|
||||
// check if at least one of the submeshes was sliced. If so, stop checking
|
||||
// because we need to go through the generation step
|
||||
if (slices[i] != null && slices[i].isValid) {
|
||||
return CreateFrom(slices, CreateFrom(crossHull, pl.normal, region), crossIndex);
|
||||
}
|
||||
}
|
||||
|
||||
// no slicing occured, just return null to signify
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Generates a single SlicedHull from a set of cut submeshes
|
||||
*/
|
||||
private static SlicedHull CreateFrom(SlicedSubmesh[] meshes, List<Triangle> cross, int crossSectionIndex) {
|
||||
int submeshCount = meshes.Length;
|
||||
|
||||
int upperHullCount = 0;
|
||||
int lowerHullCount = 0;
|
||||
|
||||
// get the total amount of upper, lower and intersection counts
|
||||
for (int submesh = 0; submesh < submeshCount; submesh++) {
|
||||
upperHullCount += meshes[submesh].upperHull.Count;
|
||||
lowerHullCount += meshes[submesh].lowerHull.Count;
|
||||
}
|
||||
|
||||
Mesh upperHull = CreateUpperHull(meshes, upperHullCount, cross, crossSectionIndex);
|
||||
Mesh lowerHull = CreateLowerHull(meshes, lowerHullCount, cross, crossSectionIndex);
|
||||
|
||||
return new SlicedHull(upperHull, lowerHull);
|
||||
}
|
||||
|
||||
private static Mesh CreateUpperHull(SlicedSubmesh[] mesh, int total, List<Triangle> crossSection, int crossSectionIndex) {
|
||||
return CreateHull(mesh, total, crossSection, crossSectionIndex, true);
|
||||
}
|
||||
|
||||
private static Mesh CreateLowerHull(SlicedSubmesh[] mesh, int total, List<Triangle> crossSection, int crossSectionIndex) {
|
||||
return CreateHull(mesh, total, crossSection, crossSectionIndex, false);
|
||||
}
|
||||
|
||||
/**
|
||||
* Generate a single Mesh HULL of either the UPPER or LOWER hulls.
|
||||
*/
|
||||
private static Mesh CreateHull(SlicedSubmesh[] meshes, int total, List<Triangle> crossSection, int crossIndex, bool isUpper) {
|
||||
if (total <= 0) {
|
||||
return null;
|
||||
}
|
||||
|
||||
int submeshCount = meshes.Length;
|
||||
int crossCount = crossSection != null ? crossSection.Count : 0;
|
||||
|
||||
Mesh newMesh = new Mesh();
|
||||
newMesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32;
|
||||
|
||||
int arrayLen = (total + crossCount) * 3;
|
||||
|
||||
bool hasUV = meshes[0].hasUV;
|
||||
bool hasNormal = meshes[0].hasNormal;
|
||||
bool hasTangent = meshes[0].hasTangent;
|
||||
|
||||
// vertices and uv's are common for all submeshes
|
||||
Vector3[] newVertices = new Vector3[arrayLen];
|
||||
Vector2[] newUvs = hasUV ? new Vector2[arrayLen] : null;
|
||||
Vector3[] newNormals = hasNormal ? new Vector3[arrayLen] : null;
|
||||
Vector4[] newTangents = hasTangent ? new Vector4[arrayLen] : null;
|
||||
|
||||
// each index refers to our submesh triangles
|
||||
List<int[]> triangles = new List<int[]>(submeshCount);
|
||||
|
||||
int vIndex = 0;
|
||||
|
||||
// first we generate all our vertices, uv's and triangles
|
||||
for (int submesh = 0; submesh < submeshCount; submesh++) {
|
||||
// pick the hull we will be playing around with
|
||||
List<Triangle> hull = isUpper ? meshes[submesh].upperHull : meshes[submesh].lowerHull;
|
||||
int hullCount = hull.Count;
|
||||
|
||||
int[] indices = new int[hullCount * 3];
|
||||
|
||||
// fill our mesh arrays
|
||||
for (int i = 0, triIndex = 0; i < hullCount; i++, triIndex += 3) {
|
||||
Triangle newTri = hull[i];
|
||||
|
||||
int i0 = vIndex + 0;
|
||||
int i1 = vIndex + 1;
|
||||
int i2 = vIndex + 2;
|
||||
|
||||
// add the vertices
|
||||
newVertices[i0] = newTri.positionA;
|
||||
newVertices[i1] = newTri.positionB;
|
||||
newVertices[i2] = newTri.positionC;
|
||||
|
||||
// add the UV coordinates if any
|
||||
if (hasUV) {
|
||||
newUvs[i0] = newTri.uvA;
|
||||
newUvs[i1] = newTri.uvB;
|
||||
newUvs[i2] = newTri.uvC;
|
||||
}
|
||||
|
||||
// add the Normals if any
|
||||
if (hasNormal) {
|
||||
newNormals[i0] = newTri.normalA;
|
||||
newNormals[i1] = newTri.normalB;
|
||||
newNormals[i2] = newTri.normalC;
|
||||
}
|
||||
|
||||
// add the Tangents if any
|
||||
if (hasTangent) {
|
||||
newTangents[i0] = newTri.tangentA;
|
||||
newTangents[i1] = newTri.tangentB;
|
||||
newTangents[i2] = newTri.tangentC;
|
||||
}
|
||||
|
||||
// triangles are returned in clocwise order from the
|
||||
// intersector, no need to sort these
|
||||
indices[triIndex] = i0;
|
||||
indices[triIndex + 1] = i1;
|
||||
indices[triIndex + 2] = i2;
|
||||
|
||||
vIndex += 3;
|
||||
}
|
||||
|
||||
// add triangles to the index for later generation
|
||||
triangles.Add(indices);
|
||||
}
|
||||
|
||||
// generate the cross section required for this particular hull
|
||||
if (crossSection != null && crossCount > 0) {
|
||||
int[] crossIndices = new int[crossCount * 3];
|
||||
|
||||
for (int i = 0, triIndex = 0; i < crossCount; i++, triIndex += 3) {
|
||||
Triangle newTri = crossSection[i];
|
||||
|
||||
int i0 = vIndex + 0;
|
||||
int i1 = vIndex + 1;
|
||||
int i2 = vIndex + 2;
|
||||
|
||||
// add the vertices
|
||||
newVertices[i0] = newTri.positionA;
|
||||
newVertices[i1] = newTri.positionB;
|
||||
newVertices[i2] = newTri.positionC;
|
||||
|
||||
// add the UV coordinates if any
|
||||
if (hasUV) {
|
||||
newUvs[i0] = newTri.uvA;
|
||||
newUvs[i1] = newTri.uvB;
|
||||
newUvs[i2] = newTri.uvC;
|
||||
}
|
||||
|
||||
// add the Normals if any
|
||||
if (hasNormal) {
|
||||
// invert the normals dependiong on upper or lower hull
|
||||
if (isUpper) {
|
||||
newNormals[i0] = -newTri.normalA;
|
||||
newNormals[i1] = -newTri.normalB;
|
||||
newNormals[i2] = -newTri.normalC;
|
||||
} else {
|
||||
newNormals[i0] = newTri.normalA;
|
||||
newNormals[i1] = newTri.normalB;
|
||||
newNormals[i2] = newTri.normalC;
|
||||
}
|
||||
}
|
||||
|
||||
// add the Tangents if any
|
||||
if (hasTangent) {
|
||||
newTangents[i0] = newTri.tangentA;
|
||||
newTangents[i1] = newTri.tangentB;
|
||||
newTangents[i2] = newTri.tangentC;
|
||||
}
|
||||
|
||||
// add triangles in clockwise for upper
|
||||
// and reversed for lower hulls, to ensure the mesh
|
||||
// is facing the right direction
|
||||
if (isUpper) {
|
||||
crossIndices[triIndex] = i0;
|
||||
crossIndices[triIndex + 1] = i1;
|
||||
crossIndices[triIndex + 2] = i2;
|
||||
} else {
|
||||
crossIndices[triIndex] = i0;
|
||||
crossIndices[triIndex + 1] = i2;
|
||||
crossIndices[triIndex + 2] = i1;
|
||||
}
|
||||
|
||||
vIndex += 3;
|
||||
}
|
||||
|
||||
// add triangles to the index for later generation
|
||||
if (triangles.Count <= crossIndex) {
|
||||
triangles.Add(crossIndices);
|
||||
} else {
|
||||
// otherwise, we need to merge the triangles for the provided subsection
|
||||
int[] prevTriangles = triangles[crossIndex];
|
||||
int[] merged = new int[prevTriangles.Length + crossIndices.Length];
|
||||
|
||||
System.Array.Copy(prevTriangles, merged, prevTriangles.Length);
|
||||
System.Array.Copy(crossIndices, 0, merged, prevTriangles.Length, crossIndices.Length);
|
||||
|
||||
// replace the previous array with the new merged array
|
||||
triangles[crossIndex] = merged;
|
||||
}
|
||||
}
|
||||
|
||||
int totalTriangles = triangles.Count;
|
||||
|
||||
newMesh.subMeshCount = totalTriangles;
|
||||
// fill the mesh structure
|
||||
newMesh.vertices = newVertices;
|
||||
|
||||
if (hasUV) {
|
||||
newMesh.uv = newUvs;
|
||||
}
|
||||
|
||||
if (hasNormal) {
|
||||
newMesh.normals = newNormals;
|
||||
}
|
||||
|
||||
if (hasTangent) {
|
||||
newMesh.tangents = newTangents;
|
||||
}
|
||||
|
||||
// add the submeshes
|
||||
for (int i = 0; i < totalTriangles; i++) {
|
||||
newMesh.SetTriangles(triangles[i], i, false);
|
||||
}
|
||||
|
||||
return newMesh;
|
||||
}
|
||||
|
||||
/**
|
||||
* Generate Two Meshes (an upper and lower) cross section from a set of intersection
|
||||
* points and a plane normal. Intersection Points do not have to be in order.
|
||||
*/
|
||||
private static List<Triangle> CreateFrom(List<Vector3> intPoints, Vector3 planeNormal, TextureRegion region) {
|
||||
return Triangulator.MonotoneChain(intPoints, planeNormal, out List<Triangle> tris, region) ? tris : null;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9613e2c4eb41eb4418609c52cd562e43
|
||||
@@ -0,0 +1,98 @@
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
namespace EzySlice {
|
||||
/**
|
||||
* Define Extension methods for easy access to slicer functionality
|
||||
*/
|
||||
public static class SlicerExtensions {
|
||||
|
||||
/**
|
||||
* SlicedHull Return functions and appropriate overrides!
|
||||
*/
|
||||
public static SlicedHull Slice(this GameObject obj, Plane pl, Material crossSectionMaterial = null) {
|
||||
return Slice(obj, pl, new TextureRegion(0.0f, 0.0f, 1.0f, 1.0f), crossSectionMaterial);
|
||||
}
|
||||
|
||||
public static SlicedHull Slice(this GameObject obj, Vector3 position, Vector3 direction, Material crossSectionMaterial = null) {
|
||||
return Slice(obj, position, direction, new TextureRegion(0.0f, 0.0f, 1.0f, 1.0f), crossSectionMaterial);
|
||||
}
|
||||
|
||||
public static SlicedHull Slice(this GameObject obj, Vector3 position, Vector3 direction, TextureRegion textureRegion, Material crossSectionMaterial = null) {
|
||||
Plane cuttingPlane = new Plane();
|
||||
|
||||
Matrix4x4 mat = obj.transform.worldToLocalMatrix;
|
||||
Matrix4x4 transpose = mat.transpose;
|
||||
Matrix4x4 inv = transpose.inverse;
|
||||
|
||||
Vector3 refUp = inv.MultiplyVector(direction).normalized;
|
||||
Vector3 refPt = obj.transform.InverseTransformPoint(position);
|
||||
|
||||
cuttingPlane.Compute(refPt, refUp);
|
||||
|
||||
return Slice(obj, cuttingPlane, textureRegion, crossSectionMaterial);
|
||||
}
|
||||
|
||||
public static SlicedHull Slice(this GameObject obj, Plane pl, TextureRegion textureRegion, Material crossSectionMaterial = null) {
|
||||
return Slicer.Slice(obj, pl, textureRegion, crossSectionMaterial);
|
||||
}
|
||||
|
||||
/**
|
||||
* These functions (and overrides) will return the final indtaniated GameObjects types
|
||||
*/
|
||||
public static GameObject[] SliceInstantiate(this GameObject obj, Plane pl) {
|
||||
return SliceInstantiate(obj, pl, new TextureRegion(0.0f, 0.0f, 1.0f, 1.0f));
|
||||
}
|
||||
|
||||
public static GameObject[] SliceInstantiate(this GameObject obj, Vector3 position, Vector3 direction) {
|
||||
return SliceInstantiate(obj, position, direction, null);
|
||||
}
|
||||
|
||||
public static GameObject[] SliceInstantiate(this GameObject obj, Vector3 position, Vector3 direction, Material crossSectionMat) {
|
||||
return SliceInstantiate(obj, position, direction, new TextureRegion(0.0f, 0.0f, 1.0f, 1.0f), crossSectionMat);
|
||||
}
|
||||
|
||||
public static GameObject[] SliceInstantiate(this GameObject obj, Vector3 position, Vector3 direction, TextureRegion cuttingRegion, Material crossSectionMaterial = null) {
|
||||
EzySlice.Plane cuttingPlane = new EzySlice.Plane();
|
||||
|
||||
Matrix4x4 mat = obj.transform.worldToLocalMatrix;
|
||||
Matrix4x4 transpose = mat.transpose;
|
||||
Matrix4x4 inv = transpose.inverse;
|
||||
|
||||
Vector3 refUp = inv.MultiplyVector(direction).normalized;
|
||||
Vector3 refPt = obj.transform.InverseTransformPoint(position);
|
||||
|
||||
cuttingPlane.Compute(refPt, refUp);
|
||||
|
||||
return SliceInstantiate(obj, cuttingPlane, cuttingRegion, crossSectionMaterial);
|
||||
}
|
||||
|
||||
public static GameObject[] SliceInstantiate(this GameObject obj, Plane pl, TextureRegion cuttingRegion, Material crossSectionMaterial = null) {
|
||||
SlicedHull slice = Slicer.Slice(obj, pl, cuttingRegion, crossSectionMaterial);
|
||||
|
||||
if (slice == null) {
|
||||
return null;
|
||||
}
|
||||
|
||||
GameObject upperHull = slice.CreateUpperHull(obj, crossSectionMaterial);
|
||||
GameObject lowerHull = slice.CreateLowerHull(obj, crossSectionMaterial);
|
||||
|
||||
if (upperHull != null && lowerHull != null) {
|
||||
return new GameObject[] { upperHull, lowerHull };
|
||||
}
|
||||
|
||||
// otherwise return only the upper hull
|
||||
if (upperHull != null) {
|
||||
return new GameObject[] { upperHull };
|
||||
}
|
||||
|
||||
// otherwise return only the lower hull
|
||||
if (lowerHull != null) {
|
||||
return new GameObject[] { lowerHull };
|
||||
}
|
||||
|
||||
// nothing to return, so return nothing!
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
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|
||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user