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Author SHA1 Message Date
jongjae0305 0cd6d17672 Merge branch 'main' of https://whdwo798.synology.me/whdwo798/BeatSaber 2026-05-20 16:50:13 +09:00
jongjae0305 2cd1be88d4 비트 찍기 완료 및 클로드를 통한 api작업 2026-05-20 16:44:28 +09:00
1596 changed files with 444234 additions and 0 deletions
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#if UNITY_EDITOR
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
{
private static GameObject s_cardPrefab;
[MenuItem("Tools/VRBeatSaber/전체 자동 설정 (한 번만 실행)")]
public static void SetupAll()
{
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;
if (!EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo()) return;
EnsureFolder("Assets/Scenes");
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();
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");
}
// ══════════════════════════════════════════════════════════
// 1. SongCard 프리팹
// ══════════════════════════════════════════════════════════
private static GameObject CreateSongCardPrefab()
{
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);
// 다운로드 뱃지 (우측 녹색 원)
var badge = new GameObject("DownloadedBadge");
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);
iCkRt.sizeDelta = new Vector2(18, 18); iCkRt.anchoredPosition = new Vector2(12, 0);
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");
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);
faRt.sizeDelta = new Vector2(-20, 0);
var fill = new GameObject("Fill");
fill.transform.SetParent(fa.transform, false);
fill.AddComponent<Image>().color = new Color(0.2f, 0.7f, 1f);
var fRt = fill.GetComponent<RectTransform>();
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)
{
var go = new GameObject(name);
go.transform.SetParent(parent, false);
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>();
vp.AddComponent<Mask>().showMaskGraphic = false;
FullStretch(vp.GetComponent<RectTransform>());
var content = new GameObject("CardContainer");
content.transform.SetParent(vp.transform, false);
var vlg = content.AddComponent<VerticalLayoutGroup>();
vlg.spacing = 8; vlg.childForceExpandWidth = true; vlg.childForceExpandHeight = false;
vlg.padding = new RectOffset(8, 8, 8, 8);
content.AddComponent<ContentSizeFitter>().verticalFit = ContentSizeFitter.FitMode.PreferredSize;
var cRt = content.GetComponent<RectTransform>();
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);
}
private static void FullStretch(RectTransform rt)
{
rt.anchorMin = Vector2.zero; rt.anchorMax = Vector2.one;
rt.anchoredPosition = Vector2.zero; rt.sizeDelta = Vector2.zero;
}
private static void Bind(SerializedObject so, string field, Object value)
{
var prop = so.FindProperty(field);
if (prop != null) prop.objectReferenceValue = value;
else Debug.LogWarning($"[SceneBuilder] 필드 없음: {field}");
}
private static void EnsureFolder(string path)
{
if (!Directory.Exists(path))
{
var parts = path.Split('/');
AssetDatabase.CreateFolder(string.Join("/", parts[..^1]), parts[^1]);
}
}
}
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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
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
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
+31
View File
@@ -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
+141
View File
@@ -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
}
}
}
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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;
}
}
}
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fileFormatVersion: 2
guid: c5405063d0e3ca84381aa2d7bfb70a29
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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;
}
}
}
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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;
}
}
}
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fileFormatVersion: 2
guid: 9613e2c4eb41eb4418609c52cd562e43
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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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