初始化项目

This commit is contained in:
MuHua-123
2024-12-02 17:16:44 +08:00
parent 698464b9d7
commit 0ff284b795
327 changed files with 87 additions and 21751 deletions
@@ -1,12 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 单个算法函数
/// </summary>
/// <typeparam name="Data"></typeparam>
public interface UnitAlgorithm<Data> {
/// <summary> 执行算法 </summary>
public void Compute(Data data);
}
@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 60c99317b7676b6408025f3f6fed9f1a
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -1,151 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 烘焙顶点计算
/// </summary>
public class UnitAlgorithmBakingVertex : UnitAlgorithm<DataPlateBaking> {
/// <summary> 烘焙顶点计算 </summary>
public UnitAlgorithmBakingVertex() { }
public void Compute(DataPlateBaking plateBaking) {
DataBorder border = plateBaking.border;
Vector3[] points = border.points;
//计算内部顶点
//plateBaking.grid = new GridTool<DataPlateVertex>(border.GridWide, border.GridHigh, (x, y) => {
// Vector3 position = border.MinPoint + new Vector3(x * border.smooth, y * border.smooth);
// DataPlateVertex vertex = new DataPlateVertex();
// vertex.isValid = FindPlateInside(points, position);
// vertex.position = position;
// return vertex;
//});
//List<DataPlateSide> plateSides = plateBaking.plate.plateSides;
//边缘所有的线段
//for (int i = 0; i < plateSides.Count; i++) {
//Compute(plateSides[i], border.GridWide, border.GridHigh, border, border.smooth, plateBaking.grid);
//}
}
/// <summary> 向网格和边缘写入顶点数据 </summary>
private void Compute(DataPlateSide side, int wide, int high, DataBorder border, float smooth, GridTool<DataPlateVertex> grid) {
DataPlateLine[] lines = side.dataBaking.lines;
List<SideVertex> sideVertices = new List<SideVertex>();
//计算水平线段顶点
for (int x = 0; x < wide; x++) {
Vector3 a = new Vector3(border.minX + x * smooth, border.minY - 1);
Vector3 b = new Vector3(border.minX + x * smooth, border.maxY + 1);
for (int i = 0; i < lines.Length; i++) {
DataPlateVertex vertex = Compute(a, b, lines[i], smooth, border, grid);
if (vertex == null) { continue; }
float distance = Vector3.Distance(lines[i].a, vertex.position) + lines[i].origin;
SideVertex sideVertex = new SideVertex();
sideVertex.distance = distance;
sideVertex.vertex = vertex;
sideVertices.Add(sideVertex);
}
}
//计算垂直线段顶点
for (int y = 0; y < high; y++) {
Vector3 a = new Vector3(border.minX - 1, border.minY + y * smooth);
Vector3 b = new Vector3(border.maxX + 1, border.minY + y * smooth);
for (int i = 0; i < lines.Length; i++) {
DataPlateVertex vertex = Compute(a, b, lines[i], smooth, border, grid);
if (vertex == null) { continue; }
float distance = Vector3.Distance(lines[i].a, vertex.position) + lines[i].origin;
SideVertex sideVertex = new SideVertex();
sideVertex.distance = distance;
sideVertex.vertex = vertex;
sideVertices.Add(sideVertex);
}
}
sideVertices.Sort();
List<DataPlateVertex> vertices = new List<DataPlateVertex>();
for (int i = 0; i < sideVertices.Count; i++) {
vertices.Add(sideVertices[i].vertex);
}
//side.vertices = vertices.ToArray();
}
/// <summary> 向网格写入边缘顶点数据 </summary>
private DataPlateVertex Compute(Vector3 a, Vector3 b, DataPlateLine line, float smooth, DataBorder border, GridTool<DataPlateVertex> grid) {
//计算交点
if (!TryGetIntersectPoint(a, b, line.a, line.b, out Vector3 IntersectPoint)) { return null; }
//计算顶点xy
Vector3 offset = new Vector3(smooth, smooth, 0) * 0.3f;
Vector3 position = IntersectPoint - border.MinPoint + offset;
int vertexX = Mathf.FloorToInt(position.x / smooth);
int vertexY = Mathf.FloorToInt(position.y / smooth);
//填充数据
DataPlateVertex vertex = grid.Get(vertexX, vertexY);
vertex.isValid = true;
vertex.position = IntersectPoint;
return vertex;
}
public class SideVertex : IComparable<SideVertex> {
public float distance;
public DataPlateVertex vertex;
public int CompareTo(SideVertex other) {
return other.distance >= distance ? 1 : -1;
}
}
/// <summary> 转角法查询位置是否在板片内 </summary>
public static bool FindPlateInside(Vector3[] points, Vector3 position) {
double angles = 0;
for (int i = 0; i < points.Length; i++) {
Vector3 a = points.LoopIndex(i + 0) - position;
Vector3 b = points.LoopIndex(i + 1) - position;
float angle = Vector2.SignedAngle(a, b);
angles += angle;
}
int normal = (int)(angles * 1000);
return normal > 1000;
}
/// <summary>
/// 计算AB与CD两条线段的交点.
/// </summary>
/// <param name="a">A点</param>
/// <param name="b">B点</param>
/// <param name="c">C点</param>
/// <param name="d">D点</param>
/// <param name="intersectPos">AB与CD的交点</param>
/// <returns>是否相交 true:相交 false:未相交</returns>
private bool TryGetIntersectPoint(Vector3 a, Vector3 b, Vector3 c, Vector3 d, out Vector3 intersectPos) {
intersectPos = Vector3.zero;
Vector3 ab = b - a;
Vector3 ca = a - c;
Vector3 cd = d - c;
Vector3 v1 = Vector3.Cross(ca, cd);
// 不共面
if (Mathf.Abs(Vector3.Dot(v1, ab)) > 1e-6) { return false; }
// 平行
if (Vector3.Cross(ab, cd).sqrMagnitude <= 1e-6) { return false; }
Vector3 ad = d - a;
Vector3 cb = b - c;
// 快速排斥
if (Mathf.Min(a.x, b.x) > Mathf.Max(c.x, d.x) || Mathf.Max(a.x, b.x) < Mathf.Min(c.x, d.x)
|| Mathf.Min(a.y, b.y) > Mathf.Max(c.y, d.y) || Mathf.Max(a.y, b.y) < Mathf.Min(c.y, d.y)
|| Mathf.Min(a.z, b.z) > Mathf.Max(c.z, d.z) || Mathf.Max(a.z, b.z) < Mathf.Min(c.z, d.z)) {
return false;
}
// 跨立试验
if (Vector3.Dot(Vector3.Cross(-ca, ab), Vector3.Cross(ab, ad)) > 0
&& Vector3.Dot(Vector3.Cross(ca, cd), Vector3.Cross(cd, cb)) > 0) {
Vector3 v2 = Vector3.Cross(cd, ab);
float ratio = Vector3.Dot(v1, v2) / v2.sqrMagnitude;
intersectPos = a + ab * ratio;
return true;
}
return false;
}
}
@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: e8b300a54238da848b5628cef749aeb2
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -1,151 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
/// <summary>
/// 贝塞尔算法
/// </summary>
public class UnitAlgorithmBezier : UnitAlgorithm<DataPlate> {
/// <summary> 贝塞尔算法 </summary>
public UnitAlgorithmBezier() { }
public void Compute(DataPlate data) {
List<Vector3> points = new List<Vector3>();
for (int i = 0; i < data.plateSides.Count; i++) {
Compute(data.plateSides[i]);
//points.AddRange(data.plateSides[i].positions);
}
//去除重复边缘点
points = points.Distinct().ToList();
//data.edgePoints = points;
}
public void Compute(DataPlateSide data) {
DataBezier dataBezier = new DataBezier();
dataBezier.bezier = data.bezier;
//dataBezier.smooth = data.plate.smooth;
dataBezier.aPoint = data.aPoint.position;
dataBezier.bPoint = data.bPoint.position;
dataBezier.aBezier = data.aBezier;
dataBezier.bBezier = data.bBezier;
dataBezier.Compute();
//data.length = dataBezier.length;
//data.positions = dataBezier.positions.ToArray();
//data.lines = dataBezier.lines.ToArray();
}
public class DataBezier {
//输入
public float smooth;
public Bezier bezier;
public Vector3 aPoint;
public Vector3 bPoint;
public Vector3 aBezier;
public Vector3 bBezier;
//输出
public float length;
public List<Vector3> positions = new List<Vector3>();
public List<DataPlateLine> lines = new List<DataPlateLine>();
/// <summary> 计算曲线细分点 </summary>
public void Compute() {
//细分点
if (bezier == Bezier.) { positions = new List<Vector3> { aPoint, bPoint }; }
if (bezier == Bezier.) { positions = Compute(aPoint, aBezier, bPoint); }
if (bezier == Bezier.) { positions = Compute(aPoint, aBezier, bBezier, bPoint); }
//线段
lines = new List<DataPlateLine>();
for (int i = 0; i < positions.Count - 1; i++) {
DataPlateLine line = new DataPlateLine();
line.a = positions.LoopIndex(i + 0);
line.b = positions.LoopIndex(i + 1);
line.origin = length;
lines.Add(line);
length += line.Distance;
}
}
/// <summary> 二阶贝塞尔线段 </summary>
private List<Vector3> Compute(Vector3 a, Vector3 b, Vector3 c) {
List<Vector3> points = new List<Vector3>();
//方向,距离
float distance = Vector2.Distance(c, a);
//求余,得商数
int quotient = Quotient(distance, smooth);
//贝塞尔曲线点
for (int i = 0; i < quotient; i++) {
float t = i * (distance / quotient) / distance;
Vector2 position = ComputeBezier(a, b, c, t);
points.Add(position);
}
points.Add(c);
return points;
}
/// <summary> 三阶贝塞尔线段 </summary>
private List<Vector3> Compute(Vector3 a, Vector3 b, Vector3 c, Vector3 d) {
List<Vector3> points = new List<Vector3>();
//方向,距离
Vector2 direction = (d - a).normalized;
float distance = Vector2.Distance(d, a);
//求余,得商数
int quotient = Quotient(distance, smooth);
//贝塞尔曲线点
for (int i = 0; i < quotient; i++) {
float t = i * (distance / quotient) / distance;
Vector2 position = ComputeBezier(a, b, c, d, t);
points.Add(position);
}
points.Add(d);
return points;
}
}
/// <summary> 商数 </summary>
public static int Quotient(float distance, float smooth) {
int a = (int)(distance * 1000);
int b = (int)(smooth * 1000);
return Math.DivRem(a, b, out int remainder);
}
/// <summary>
/// 一阶贝塞尔算法
/// </summary>
/// <param name="a">起点</param>
/// <param name="b">终点</param>
/// <param name="t">进度</param>
/// <returns></returns>
public static Vector3 ComputeBezier(Vector3 a, Vector3 b, float t) {
return a + (b - a) * t;
}
/// <summary>
/// 二阶贝塞尔算法
/// </summary>
/// <param name="a">起点</param>
/// <param name="b">贝塞尔点</param>
/// <param name="c">终点</param>
/// <param name="t">进度</param>
/// <returns>当前进度的曲线点</returns>
public static Vector3 ComputeBezier(Vector3 a, Vector3 b, Vector3 c, float t) {
Vector3 aa = a + (b - a) * t;
Vector3 bb = b + (c - b) * t;
return aa + (bb - aa) * t;
}
/// <summary>
/// 三阶贝塞尔算法
/// </summary>
/// <param name="a">起点</param>
/// <param name="b">起点的贝塞尔点</param>
/// <param name="c">终点的贝塞尔点</param>
/// <param name="d">终点</param>
/// <param name="t">进度</param>
/// <returns>当前进度的曲线点</returns>
public static Vector3 ComputeBezier(Vector3 a, Vector3 b, Vector3 c, Vector3 d, float t) {
Vector3 aa = a + (b - a) * t;
Vector3 bb = b + (c - b) * t;
Vector3 cc = c + (d - c) * t;
Vector3 aaa = aa + (bb - aa) * t;
Vector3 bbb = bb + (cc - bb) * t;
return aaa + (bbb - aaa) * t;
}
}
@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: c59160eac8bcdec48a6b5584c7c91192
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -1,35 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
/// <summary>
/// 散点边界算法
/// </summary>
public class UnitAlgorithmBorder : UnitAlgorithm<DataPlateBaking> {
/// <summary> 散点边界算法 </summary>
public UnitAlgorithmBorder() { }
public void Compute(DataPlateBaking plateBaking) {
//List<DataPlateSide> plateSides = plateBaking.plate.plateSides;
//List<Vector3> points = new List<Vector3>();
//for (int i = 0; i < plateSides.Count; i++) {
// points.AddRange(plateSides[i].dataBaking.positions);
//}
//plateBaking.border = Border(points.Distinct().ToArray());
}
public static DataBorder Border(Vector3[] points) {
float minX = 0; float minY = 0;
float maxX = 0; float maxY = 0;
for (int i = 0; i < points.Length; i++) {
if (points[i].x < minX) { minX = points[i].x; }
if (points[i].x > maxX) { maxX = points[i].x; }
if (points[i].y < minY) { minY = points[i].y; }
if (points[i].y > maxY) { maxY = points[i].y; }
}
return new DataBorder(minX, maxX, minY, maxY, points);
}
}
@@ -1,133 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
/// <summary>
/// 多边形耳切法
/// </summary>
public class UnitAlgorithmEarCutting : UnitAlgorithm<DataPlateDesign> {
/// <summary> 多边形耳切法 </summary>
public UnitAlgorithmEarCutting() { }
public class Auriculare {
public int index;
public Vector3 aPoint;//+0
public Vector3 bPoint;//-1
public Vector3 cPoint;//+1
}
public void Compute(DataPlateDesign plateDesign) {
List<Vector3> points = new List<Vector3>(plateDesign.points);
//判断散列点排序方向
Vector3[] allPoints = plateDesign.points;
bool isClockWise = IsClockWise(allPoints);
//耳切法生成三角形
List<DataTriangle> triangles = new List<DataTriangle>();
ComputeAuriculare(triangles, points, allPoints, isClockWise);
plateDesign.triangles = triangles;
}
#region
/// <summary> 循环计算有效的耳点 </summary>
public static void ComputeAuriculare(List<DataTriangle> triangles, List<Vector3> edgePoints, Vector3[] allPoints, bool isClockWise) {
List<DataTriangle> temp = ComputeAuriculare(edgePoints, allPoints, isClockWise);
if (temp.Count == 0) { return; }
triangles.AddRange(temp);
ComputeAuriculare(triangles, edgePoints, allPoints, isClockWise);
}
/// <summary> 计算一个有效的耳点 </summary>
public static List<DataTriangle> ComputeAuriculare(List<Vector3> edgePoints, Vector3[] allPoints, bool isClockWise) {
Vector3[] array = edgePoints.ToArray();
List<DataTriangle> polygons = new List<DataTriangle>();
for (int i = 0; i < array.Length; i++) {
Auriculare auriculare = CreateAuriculare(i, array);
// 等于180,大于180,不可能为耳点
if (!GetAngleType(auriculare, isClockWise)) { continue; }
// 包含其他点,不可能为耳点
if (IsInsideTriangle(auriculare, allPoints)) { continue; }
// 包含其他耳点,不可能成为耳点
if (!IsInsideAuriculare(auriculare, edgePoints)) { continue; }
edgePoints.Remove(auriculare.aPoint);
polygons.Add(CreateAuriculareToTriangle(auriculare));
}
return polygons;
}
/// <summary> 创建耳点 </summary>
public static Auriculare CreateAuriculare(int index, Vector3[] array) {
Auriculare auriculare = new Auriculare();
auriculare.index = index;
auriculare.bPoint = array.LoopIndex(index - 1);
auriculare.aPoint = array.LoopIndex(index);
auriculare.cPoint = array.LoopIndex(index + 1);
return auriculare;
}
/// <summary> 计算三角形内是否包含其他点 </summary>
public static bool IsInsideTriangle(Auriculare auriculare, Vector3[] array) {
for (int i = 0; i < array.Length; i++) {
if (array[i] == auriculare.aPoint) { continue; }
if (array[i] == auriculare.bPoint) { continue; }
if (array[i] == auriculare.cPoint) { continue; }
if (IsInsideTriangle(auriculare, array[i])) { return true; }
}
return false;
}
/// <summary> 计算三角形内是否包含其他点 </summary>
public static bool IsInsideAuriculare(Auriculare auriculare, List<Vector3> edgePoints) {
if (!edgePoints.Contains(auriculare.aPoint)) { return false; }
if (!edgePoints.Contains(auriculare.bPoint)) { return false; }
if (!edgePoints.Contains(auriculare.cPoint)) { return false; }
return true;
}
/// <summary> 从节点创建三角形 </summary>
public static DataTriangle CreateAuriculareToTriangle(Auriculare auriculare) {
DataTriangle triangle = new DataTriangle();
triangle.a = auriculare.aPoint;
triangle.b = auriculare.bPoint;
triangle.c = auriculare.cPoint;
return triangle;
}
#endregion
#region
/// <summary> 当前的点方向是否为顺时针 </summary>
public static bool IsClockWise(Vector3[] array) {
// 通过计算叉乘来确定方向
float sum = 0f;
double count = array.Length;
Vector3 va, vb;
for (int i = 0; i < array.Length; i++) {
va = array[i];
vb = (i == count - 1) ? array[0] : array[i + 1];
sum += va.x * vb.y - va.y * vb.x;
}
return sum < 0;
}
/// <summary> 判断角的类型 </summary>
public static bool GetAngleType(Auriculare auriculare, bool isClockWise) {
// 角度是否小于180
// oa & ob 之间的夹角,(右手法则)
// 逆时针顺序是相反的
Vector2 a = auriculare.aPoint;
Vector2 b = auriculare.bPoint;
Vector2 c = auriculare.cPoint;
float f = (b.x - a.x) * (c.y - a.y) - (b.y - a.y) * (c.x - a.x);
bool flag = isClockWise ? f > 0 : f < 0;
if (f == 0) { return false;/*平角*/ }
else if (flag) { return true;/*劣角*/ }
else { return false;/*优角*/ }
}
/// <summary> p点是否在点a,b,c组成的三角形内,或边上 </summary>
public static bool IsInsideTriangle(Auriculare auriculare, Vector2 p) {
// p点是否在abc三角形内
Vector2 a = auriculare.aPoint;
Vector2 b = auriculare.bPoint;
Vector2 c = auriculare.cPoint;
float c1 = (b.x - a.x) * (p.y - b.y) - (b.y - a.y) * (p.x - b.x);
float c2 = (c.x - b.x) * (p.y - c.y) - (c.y - b.y) * (p.x - c.x);
float c3 = (a.x - c.x) * (p.y - a.y) - (a.y - c.y) * (p.x - a.x);
return (c1 > 0f && c2 >= 0f && c3 >= 0f) || (c1 < 0f && c2 <= 0f && c3 <= 0f);
}
#endregion
}
@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 4372bf8b5aa864f47bc02eec462942d7
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -1,127 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 贝塞尔曲线计算边缘点
/// </summary>
public class UnitAlgorithmEdgePoint : UnitAlgorithm<DataPolygon> {
/// <summary> 三阶贝塞尔曲线计算边缘点 </summary>
public UnitAlgorithmEdgePoint() { }
public void Compute(DataPolygon data) {
//List<DataPoint> points = new List<DataPoint>(data.points);
//List<Vector3> edgePoints = new List<Vector3>();
//for (int i = 0; i < points.Count; i++) {
// DataPoint aPoint = points.LoopIndex(i);
// DataPoint bPoint = points.LoopIndex(i + 1);
// if (!aPoint.isCurveAfter && !bPoint.isCurveFront) {
// edgePoints.Add(aPoint.position);
// }
// if (!aPoint.isCurveAfter && bPoint.isCurveFront) {
// edgePoints.AddRange(CreateLine(aPoint, bPoint, bPoint.frontBezier, data.edgeSmooth));
// }
// if (aPoint.isCurveAfter && !bPoint.isCurveFront) {
// edgePoints.AddRange(CreateLine(aPoint, bPoint, aPoint.afterBezier, data.edgeSmooth));
// }
// if (aPoint.isCurveAfter && bPoint.isCurveFront) {
// edgePoints.AddRange(CreateLine(aPoint, bPoint, data.edgeSmooth));
// }
//}
//data.edgePoints = edgePoints;
}
#region
/// <summary> 二阶贝塞尔线段 </summary>
public List<Vector3> CreateLine(DataPlatePoint aPoint, DataPlatePoint bPoint, Vector3 b, float smooth) {
List<Vector3> points = new List<Vector3>();
//方向,距离
Vector2 direction = (bPoint.position - aPoint.position).normalized;
float distance = Vector2.Distance(bPoint.position, aPoint.position);
//求余,得商数
int quotient = Quotient(distance, smooth);
//贝塞尔曲线点
Vector3 a = aPoint.position;
Vector3 c = bPoint.position;
for (int i = 0; i < quotient; i++) {
float t = i * (distance / quotient) / distance;
Vector2 position = ComputeBezier(a, b, c, t);
points.Add(position);
}
return points;
}
/// <summary> 三阶贝塞尔线段 </summary>
public List<Vector3> CreateLine(DataPlatePoint aPoint, DataPlatePoint bPoint, float smooth) {
List<Vector3> points = new List<Vector3>();
//方向,距离
Vector2 direction = (bPoint.position - aPoint.position).normalized;
float distance = Vector2.Distance(bPoint.position, aPoint.position);
//求余,得商数
int quotient = Quotient(distance, smooth);
//贝塞尔曲线点
//Vector3 a = aPoint.position;
//Vector3 b = aPoint.afterBezier;
//Vector3 c = bPoint.frontBezier;
//Vector3 d = bPoint.position;
//for (int i = 0; i < quotient; i++) {
// float t = i * (distance / quotient) / distance;
// Vector2 position = ComputeBezier(a, b, c, d, t);
// points.Add(position);
//}
return points;
}
#endregion
#region
/// <summary> 商数 </summary>
public static int Quotient(float distance, float smooth) {
int a = (int)(distance * 1000);
int b = (int)(smooth * 1000);
return Math.DivRem(a, b, out int remainder);
}
/// <summary>
/// 一阶贝塞尔算法
/// </summary>
/// <param name="a">起点</param>
/// <param name="b">终点</param>
/// <param name="t">进度</param>
/// <returns></returns>
public static Vector3 ComputeBezier(Vector3 a, Vector3 b, float t) {
return a + (b - a) * t;
}
/// <summary>
/// 二阶贝塞尔算法
/// </summary>
/// <param name="a">起点</param>
/// <param name="b">贝塞尔点</param>
/// <param name="c">终点</param>
/// <param name="t">进度</param>
/// <returns>当前进度的曲线点</returns>
public static Vector3 ComputeBezier(Vector3 a, Vector3 b, Vector3 c, float t) {
Vector3 aa = a + (b - a) * t;
Vector3 bb = b + (c - b) * t;
return aa + (bb - aa) * t;
}
/// <summary>
/// 三阶贝塞尔算法
/// </summary>
/// <param name="a">起点</param>
/// <param name="b">起点的贝塞尔点</param>
/// <param name="c">终点的贝塞尔点</param>
/// <param name="d">终点</param>
/// <param name="t">进度</param>
/// <returns>当前进度的曲线点</returns>
public static Vector3 ComputeBezier(Vector3 a, Vector3 b, Vector3 c, Vector3 d, float t) {
Vector3 aa = a + (b - a) * t;
Vector3 bb = b + (c - b) * t;
Vector3 cc = c + (d - c) * t;
Vector3 aaa = aa + (bb - aa) * t;
Vector3 bbb = bb + (cc - bb) * t;
return aaa + (bbb - aaa) * t;
}
#endregion
}
@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: c1c3f376c874a464db8a962d4a2f4730
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -1,239 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Unity.Burst;
using Unity.Collections;
using Unity.Jobs;
using UnityEngine;
/// <summary>
/// 贝塞尔算法 边缘细分 Jobs
/// </summary>
public class UnitAlgorithmJobsSideSubdivision : UnitAlgorithm<DataPlateDesign>, UnitAlgorithm<DataPlateBaking> {
/// <summary> 贝塞尔算法 边缘细分 Jobs </summary>
public UnitAlgorithmJobsSideSubdivision() { }
public void Compute(DataPlateDesign plateDesign) {
int count = plateDesign.plate.plateSides.Count;
List<DataPlateSide> plateSides = plateDesign.plate.plateSides;
NativeArray<JobSubdivision> jobSubdivisions = new NativeArray<JobSubdivision>(count, Allocator.TempJob);
NativeArray<JobHandle> jobHandles = new NativeArray<JobHandle>(count, Allocator.TempJob);
//创建作业任务
for (int i = 0; i < count; i++) {
jobSubdivisions[i] = ToJob(plateSides[i]);
jobHandles[i] = jobSubdivisions[i].Schedule();
}
//执行作业
JobHandle.CompleteAll(jobHandles);
//作业结果转换
List<Vector3> points = new List<Vector3>();
for (int i = 0; i < count; i++) {
DataPlateSideDesign design = plateSides[i].dataDesign;
JobToDesign(design, jobSubdivisions[i]);
points.AddRange(design.positions);
}
plateDesign.points = points.Distinct().ToArray();
//释放作业
jobSubdivisions.Dispose();
jobHandles.Dispose();
}
public void Compute(DataPlateBaking plateBaking) {
//int count = plateBaking.plate.plateSides.Count;
//List<DataPlateSide> plateSides = plateBaking.plate.plateSides;
//NativeArray<JobSubdivision> jobSubdivisions = new NativeArray<JobSubdivision>(count, Allocator.Temp);
//NativeArray<JobHandle> jobHandles = new NativeArray<JobHandle>(count, Allocator.Temp);
////创建作业任务
//for (int i = 0; i < count; i++) {
// jobSubdivisions[i] = ToJob(plateSides[i]);
// jobHandles[i] = jobSubdivisions[i].Schedule();
//}
////执行作业
//JobHandle.CompleteAll(jobHandles);
////作业结果转换
////List<Vector3> points = new List<Vector3>();
//for (int i = 0; i < count; i++) {
// DataPlateSideBaking sideBaking = plateSides[i].dataBaking;
// JobToBaking(sideBaking, jobSubdivisions[i]);
// //points.AddRange(sideBaking.positions);
//}
////plateBaking.points = points.Distinct().ToArray();
}
/// <summary> 转换作业系统数据 </summary>
public JobSubdivision ToJob(DataPlateSide side) {
JobSubdivision jobSubdivision = new JobSubdivision();
jobSubdivision.bezier = side.bezier;
jobSubdivision.aPoint = side.aPoint.position;
jobSubdivision.bPoint = side.bPoint.position;
jobSubdivision.aBezier = side.aBezier;
jobSubdivision.bBezier = side.bBezier;
//距离
float distance = Vector2.Distance(jobSubdivision.aPoint, jobSubdivision.bPoint);
jobSubdivision.distance = distance;
//求余,得商数
jobSubdivision.quotient = side.bezier == Bezier. ? 2 : 10;
jobSubdivision.length = new NativeArray<float>(1, Allocator.TempJob);
jobSubdivision.positions = new NativeArray<Vector3>(jobSubdivision.quotient, Allocator.TempJob);
jobSubdivision.lines = new NativeArray<JobDataLine>(jobSubdivision.quotient - 1, Allocator.TempJob);
return jobSubdivision;
}
/// <summary> 作业系统数据转换设计数据 </summary>
public void JobToDesign(DataPlateSideDesign design, JobSubdivision job) {
design.length = job.length[0];
design.positions = job.positions.ToArray();
DataPlateLine[] lines = new DataPlateLine[job.lines.Length];
for (int i = 0; i < job.lines.Length; i++) {
lines[i] = ToData(job.lines[i]);
}
design.lines = lines;
job.length.Dispose();
job.positions.Dispose();
job.lines.Dispose();
}
/// <summary> 作业系统数据转换烘焙数据 </summary>
public void JobToBaking(DataPlateSideBaking baking, JobSubdivision job) {
baking.length = job.length[0];
baking.positions = job.positions.ToArray();
DataPlateLine[] lines = new DataPlateLine[job.lines.Length];
for (int i = 0; i < job.lines.Length; i++) {
lines[i] = ToData(job.lines[i]);
}
baking.lines = lines;
job.length.Dispose();
job.positions.Dispose();
job.lines.Dispose();
}
/// <summary> 转换托管数据 </summary>
public DataPlateLine ToData(JobDataLine jobDataLine) {
DataPlateLine line = new DataPlateLine();
line.a = jobDataLine.a;
line.b = jobDataLine.b;
line.origin = jobDataLine.origin;
return line;
}
/// <summary> 作业系统数据 </summary>
public struct JobDataLine {
/// <summary> 线段起点a </summary>
public Vector3 a;
/// <summary> 线段终点b </summary>
public Vector3 b;
/// <summary> 原始距离 </summary>
public float origin;
}
[BurstCompile]
public struct JobSubdivision : IJob {
#region
/// <summary> 贝塞尔类型 </summary>
public Bezier bezier;
/// <summary> a点 </summary>
public Vector3 aPoint;
/// <summary> b点 </summary>
public Vector3 bPoint;
/// <summary> a点贝塞尔点 </summary>
public Vector3 aBezier;
/// <summary> b点贝塞尔点 </summary>
public Vector3 bBezier;
/// <summary> a-b距离 </summary>
public float distance;
/// <summary> 细分数 </summary>
public int quotient;
#endregion
#region
/// <summary> 总长度 </summary>
public NativeArray<float> length;
/// <summary> 点 </summary>
public NativeArray<Vector3> positions;
/// <summary> 线 </summary>
public NativeArray<JobDataLine> lines;
#endregion
public void Execute() {
//细分点
if (bezier == Bezier.) { ComputeBezierA(); }
if (bezier == Bezier.) { ComputeBezierB(); }
if (bezier == Bezier.) { ComputeBezierC(); }
//线段
for (int i = 0; i < quotient - 1; i++) {
JobDataLine line = new JobDataLine();
line.a = positions[i];
line.b = positions[i + 1];
line.origin = length[0];
lines[i] = line;
length[0] += Vector3.Distance(line.a, line.b);
}
}
public void ComputeBezierA() {
positions[0] = aPoint;
positions[1] = bPoint;
}
public void ComputeBezierB() {
for (int i = 0; i < quotient; i++) {
float t = i * (distance / quotient) / distance;
Vector2 position = ComputeBezier(aPoint, aBezier, bPoint, t);
positions[i] = position;
}
}
public void ComputeBezierC() {
for (int i = 0; i < quotient; i++) {
float t = i * (distance / quotient) / distance;
Vector2 position = ComputeBezier(aPoint, aBezier, bBezier, bPoint, t);
positions[i] = position;
}
}
}
/// <summary> 商数 </summary>
public static int Quotient(float distance, float smooth) {
int a = (int)(distance * 1000);
int b = (int)(smooth * 1000);
return Math.DivRem(a, b, out int remainder);
}
/// <summary>
/// 一阶贝塞尔算法
/// </summary>
/// <param name="a">起点</param>
/// <param name="b">终点</param>
/// <param name="t">进度</param>
/// <returns></returns>
public static Vector3 ComputeBezier(Vector3 a, Vector3 b, float t) {
return a + (b - a) * t;
}
/// <summary>
/// 二阶贝塞尔算法
/// </summary>
/// <param name="a">起点</param>
/// <param name="b">贝塞尔点</param>
/// <param name="c">终点</param>
/// <param name="t">进度</param>
/// <returns>当前进度的曲线点</returns>
public static Vector3 ComputeBezier(Vector3 a, Vector3 b, Vector3 c, float t) {
Vector3 aa = a + (b - a) * t;
Vector3 bb = b + (c - b) * t;
return aa + (bb - aa) * t;
}
/// <summary>
/// 三阶贝塞尔算法
/// </summary>
/// <param name="a">起点</param>
/// <param name="b">起点的贝塞尔点</param>
/// <param name="c">终点的贝塞尔点</param>
/// <param name="d">终点</param>
/// <param name="t">进度</param>
/// <returns>当前进度的曲线点</returns>
public static Vector3 ComputeBezier(Vector3 a, Vector3 b, Vector3 c, Vector3 d, float t) {
Vector3 aa = a + (b - a) * t;
Vector3 bb = b + (c - b) * t;
Vector3 cc = c + (d - c) * t;
Vector3 aaa = aa + (bb - aa) * t;
Vector3 bbb = bb + (cc - bb) * t;
return aaa + (bbb - aaa) * t;
}
}
@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 39a35ef3408d163469eb7c66d1df96ac
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -1,123 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Unity.Burst;
using Unity.Collections;
using Unity.Jobs;
using UnityEngine;
/// <summary>
/// 三角形合并网格
/// </summary>
public class UnitAlgorithmMergeTriangle : UnitAlgorithm<DataPlateDesign>, UnitAlgorithm<DataPlateBaking> {
/// <summary> 三角形合并网格 </summary>
public UnitAlgorithmMergeTriangle() { }
public void Compute(DataPlateDesign plateDesign) {
List<DataTriangle> polygons = plateDesign.triangles;
//三角形合并
List<Vector3> vertices = vertices = MergeVertices(polygons);
List<int> triangles = JobFindTriangleIndex(polygons, vertices);
//展开uv (顶点去掉z坐标就是未缩放的平面UV)
List<Vector2> uv = new List<Vector2>();
for (int i = 0; i < vertices.Count; i++) { uv.Add(vertices[i]); }
//附加数据
plateDesign.mesh = new Mesh();
plateDesign.mesh.vertices = vertices.ToArray();
plateDesign.mesh.uv = uv.ToArray();
plateDesign.mesh.triangles = triangles.ToArray();
plateDesign.mesh.RecalculateBounds();
plateDesign.mesh.RecalculateNormals();
}
public void Compute(DataPlateBaking plateBaking) {
//List<DataTriangle> polygons = plateBaking.triangles;
////三角形合并
//List<Vector3> vertices = vertices = MergeVertices(polygons);
//List<int> triangles = JobFindTriangleIndex(polygons, vertices);
////展开uv (顶点去掉z坐标就是未缩放的平面UV)
//List<Vector2> uv = new List<Vector2>();
//for (int i = 0; i < vertices.Count; i++) { uv.Add(vertices[i]); }
////附加数据
//plateBaking.mesh = new Mesh();
//plateBaking.mesh.vertices = vertices.ToArray();
//plateBaking.mesh.uv = uv.ToArray();
//plateBaking.mesh.triangles = triangles.ToArray();
//plateBaking.mesh.RecalculateBounds();
//plateBaking.mesh.RecalculateNormals();
}
/// <summary> 合并顶点 </summary>
private List<Vector3> MergeVertices(List<DataTriangle> polygons) {
List<Vector3> vertices = new List<Vector3>();
for (int i = 0; i < polygons.Count; i++) {
vertices.Add(polygons[i].a);
vertices.Add(polygons[i].b);
vertices.Add(polygons[i].c);
}
return vertices.Distinct().ToList();
}
#region Jobs
/// <summary> 三角形顶点索引查找作业 </summary>
private List<int> JobFindTriangleIndex(List<DataTriangle> polygons, List<Vector3> vertices) {
NativeArray<DataTriangle> dataArray = new NativeArray<DataTriangle>(polygons.ToArray(), Allocator.TempJob);
NativeArray<Vector3> verticeArray = new NativeArray<Vector3>(vertices.ToArray(), Allocator.TempJob);
NativeArray<Triangle> trianglesArray = new NativeArray<Triangle>(polygons.Count, Allocator.TempJob);
TriangleIndex triangleIndex = new TriangleIndex();
triangleIndex.dataArray = dataArray;
triangleIndex.vertices = verticeArray;
triangleIndex.triangles = trianglesArray;
JobHandle dependency = new JobHandle();
JobHandle handle = triangleIndex.ScheduleParallel(polygons.Count, 32, dependency);
handle.Complete();
List<int> triangles = new List<int>();
for (int i = 0; i < trianglesArray.Length; i++) {
triangles.Add(trianglesArray[i].a);
triangles.Add(trianglesArray[i].b);
triangles.Add(trianglesArray[i].c);
}
dataArray.Dispose();
verticeArray.Dispose();
trianglesArray.Dispose();
return triangles;
}
/// <summary> 三角形顶点索引查找作业 </summary>
[BurstCompile]
public struct TriangleIndex : IJobFor {
[ReadOnly] public NativeArray<DataTriangle> dataArray;
[ReadOnly] public NativeArray<Vector3> vertices;
public NativeArray<Triangle> triangles;
public void Execute(int index) {
DataTriangle dataTriangle = dataArray[index];
Triangle triangle = new Triangle();
bool a = false, b = false, c = false;
for (int i = 0; i < vertices.Length; i++) {
Vector3 vector = vertices[i];
if (dataTriangle.a == vector) { triangle.a = i; a = true; }
if (dataTriangle.b == vector) { triangle.b = i; b = true; }
if (dataTriangle.c == vector) { triangle.c = i; c = true; }
if (a && b && c) { break; }
}
triangles[index] = triangle;
}
}
/// <summary> 三角形顶点索引 </summary>
public struct Triangle { public int a, b, c; }
#endregion
/// <summary> 是否启用计时器 </summary>
private readonly bool isEnableTimer = true;
/// <summary> 计时器 </summary>
private void Chronoscope(string content, Action action) {
if (!isEnableTimer) { action?.Invoke(); return; }
float time = Time.realtimeSinceStartup;
action?.Invoke();
float consumed = Time.realtimeSinceStartup - time;
Debug.Log($"{content}{consumed * 1000}");
}
}
@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: e4f1e7f586419604093e6609268f27b8
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -1,95 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 合并三角形
/// </summary>
public class UnitAlgorithmMergeTriangles : UnitAlgorithm<DataPolygon> {
public void Compute(DataPolygon data) {
//List<DataTriangle> triangles = new List<DataTriangle>(data.triangles);
//index = 0;
//Merge(triangles);
//data.triangles = triangles;
//ModuleCore.I.VisualPolygon.UpdateVisual(data);
}
private int index;
private int maxIndex;
/// <summary> 取一个三角形出来 匹配剩下的三角形 符合条件则合并 </summary>
private void Merge(List<DataTriangle> triangles) {
if (index > triangles.Count) { return; }
DataTriangle aT = triangles[0];
triangles.Remove(aT);
maxIndex = triangles.Count;
for (int i = 0; i < triangles.Count; i++) {
DataTriangle bT = triangles[i];
//ab同边
if (MergeConditions(bT.a, bT.b, bT, ref aT)) { triangles.Remove(bT); continue; }
//bc同边
if (MergeConditions(bT.b, bT.c, bT, ref aT)) { triangles.Remove(bT); continue; }
//ca同边
if (MergeConditions(bT.c, bT.a, bT, ref aT)) { triangles.Remove(bT); continue; }
}
index = maxIndex == triangles.Count ? index + 1 : 0;
Debug.Log($"{index} , {maxIndex} , {triangles.Count}");
triangles.Add(aT);
Merge(triangles);
}
/// <summary> 匹配三角形 符合条件则合并 无法合并则返回 true </summary>
private bool Merge(List<DataTriangle> triangles, DataTriangle aT) {
for (int i = 0; i < triangles.Count; i++) {
DataTriangle bT = triangles[i];
//ab同边
if (MergeConditions(bT.a, bT.b, bT, ref aT)) { triangles.Remove(bT); }
//bc同边
if (MergeConditions(bT.b, bT.c, bT, ref aT)) { triangles.Remove(bT); }
//ca同边
if (MergeConditions(bT.c, bT.a, bT, ref aT)) { triangles.Remove(bT); }
}
return true;
}
/// <summary> 计算三角形内是否包含其他点 </summary>
private bool IsInsideTriangle(DataTriangle triangle, Vector3 point) {
if (triangle.a == point) { return true; }
if (triangle.b == point) { return true; }
if (triangle.c == point) { return true; }
return false;
}
//检测合并条件是否满足
private bool MergeConditions(Vector3 a, Vector3 b, DataTriangle bT, ref DataTriangle aT) {
if (!IsInsideTriangle(aT, a, b, out Vector3 o)) { return false; }
if (!IsInsideTriangle(bT, a, b, out Vector3 c)) { return false; }
if (IsInsideTriangle(aT, c)) { return true; }
Vector3 oa = (o - a).normalized;
Vector3 ob = (o - b).normalized;
Vector3 oc = (o - c).normalized;
if (oc == oa) { aT.a = o; aT.b = b; aT.c = c; return true; }
if (oc == ob) { aT.a = o; aT.b = a; aT.c = c; return true; }
return false;
}
/// <summary> 计算三角形内是否包含其他点 </summary>
private bool IsInsideTriangle(DataTriangle triangle, Vector3 a, Vector3 b, out Vector3 o) {
if (triangle.a == a && triangle.b == b) { o = triangle.c; return true; }
if (triangle.a == b && triangle.b == a) { o = triangle.c; return true; }
if (triangle.a == a && triangle.c == b) { o = triangle.b; return true; }
if (triangle.a == b && triangle.c == a) { o = triangle.b; return true; }
if (triangle.b == a && triangle.c == b) { o = triangle.a; return true; }
if (triangle.b == b && triangle.c == a) { o = triangle.a; return true; }
o = a; return false;
}
/// <summary> p点是否在点a,b,c组成的三角形内,或边上 </summary>
public static bool IsInsideTriangle(DataTriangle auriculare, Vector2 p) {
// p点是否在abc三角形内
Vector2 a = auriculare.a;
Vector2 b = auriculare.b;
Vector2 c = auriculare.c;
float c1 = (b.x - a.x) * (p.y - b.y) - (b.y - a.y) * (p.x - b.x);
float c2 = (c.x - b.x) * (p.y - c.y) - (c.y - b.y) * (p.x - c.x);
float c3 = (a.x - c.x) * (p.y - a.y) - (a.y - c.y) * (p.x - a.x);
return (c1 > 0f && c2 >= 0f && c3 >= 0f) || (c1 < 0f && c2 <= 0f && c3 <= 0f);
}
}
@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 45d3c753563f5be468680173acf8b1e8
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -1,149 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class UnitAlgorithmMeshVertex : UnitAlgorithm<DataPolygon> {
public class Line {
public Vector3 aPoint;
public Vector3 bPoint;
}
public class VertexUnit {
public Vector3 position;
}
public VertexUnit[,] unitArray;
public void Compute(DataPolygon data) {
//List<Vector3> edgePoints = new List<Vector3>(data.edgePoints);
////计算边界
//float minX = 0; float minY = 0;
//float maxX = 0; float maxY = 0;
//for (int i = 0; i < edgePoints.Count; i++) {
// if (edgePoints[i].x < minX) { minX = edgePoints[i].x; }
// if (edgePoints[i].x > maxX) { maxX = edgePoints[i].x; }
// if (edgePoints[i].y < minY) { minY = edgePoints[i].y; }
// if (edgePoints[i].y > maxY) { maxY = edgePoints[i].y; }
//}
//float wide = maxX - minX;
//float high = maxY - minY;
////求余,得商数
//int wideQuotient = Quotient(wide, 0.01f) + 1;
//int highQuotient = Quotient(high, 0.01f) + 1;
////平均间隔
//float wideAverage = wide / wideQuotient;
//float highAverage = high / highQuotient;
////计算内部网格点
//List<Vector3> vertices = new List<Vector3>();
//Vector3 origin = new Vector3(minX, minY);
//for (int i = 0; i < highQuotient; i++) {
// for (int j = 0; j < wideQuotient; j++) {
// Vector3 position = origin + new Vector3(j * wideAverage, i * highAverage);
// if (FindPlateInside(edgePoints, position)) { vertices.Add(position); }
// }
//}
////创建边缘线段,区分方向
//List<Line> horizontal = new List<Line>();
//List<Line> vertical = new List<Line>();
//for (int i = 0; i < edgePoints.Count; i++) {
// Line line = new Line();
// line.aPoint = edgePoints.LoopIndex(i + 0);
// line.bPoint = edgePoints.LoopIndex(i + 1);
// Vector3 direction = (line.bPoint - line.aPoint).normalized;
// if (Mathf.Abs(direction.x) >= 0.9) { horizontal.Add(line); }
// else { vertical.Add(line); }
//}
////计算水平线段顶点
//for (int i = 0; i < wideQuotient; i++) {
// Vector3 a = new Vector3(minX + i * wideAverage, minY - 1);
// Vector3 b = new Vector3(minX + i * wideAverage, maxY + 1);
// //Debug.Log($"线段:{a} , {b}");
// for (int j = 0; j < horizontal.Count; j++) {
// Line line = horizontal[j];
// //Debug.Log($"线段:{a} , {b} , {line.aPoint} , {line.bPoint}");
// if (!TryGetIntersectPoint(a, b, line.aPoint, line.bPoint, out Vector3 intersectPos)) { continue; }
// //Debug.Log($"交点:{intersectPos}");
// vertices.Add(intersectPos);
// }
//}
////计算垂直线段顶点
//for (int i = 0; i < highQuotient; i++) {
// Vector3 a = new Vector3(minX - 1, minY + i * highAverage);
// Vector3 b = new Vector3(maxX + 1, minY + i * highAverage);
// //Debug.Log($"线段:{a} , {b}");
// for (int j = 0; j < vertical.Count; j++) {
// Line line = vertical[j];
// //Debug.Log($"线段:{a} , {b} , {line.aPoint} , {line.bPoint}");
// if (!TryGetIntersectPoint(a, b, line.aPoint, line.bPoint, out Vector3 intersectPos)) { continue; }
// //Debug.Log($"交点:{intersectPos}");
// vertices.Add(intersectPos);
// }
//}
//Debug.Log(vertices.Count);
//data.vertices = vertices;
}
/// <summary> 商数 </summary>
public static int Quotient(float distance, float smooth) {
int a = (int)(distance * 1000);
int b = (int)(smooth * 1000);
return Math.DivRem(a, b, out int remainder);
}
/// <summary> 转角法查询位置是否在板片内 </summary>
public static bool FindPlateInside(List<Vector3> points, Vector3 position) {
double angles = 0;
for (int i = 0; i < points.Count; i++) {
Vector3 a = points.LoopIndex(i + 0) - position;
Vector3 b = points.LoopIndex(i + 1) - position;
float angle = Vector2.SignedAngle(a, b);
angles += angle;
}
int normal = (int)(angles * 1000);
return normal > 1000;
}
/// <summary>
/// 计算AB与CD两条线段的交点.
/// </summary>
/// <param name="a">A点</param>
/// <param name="b">B点</param>
/// <param name="c">C点</param>
/// <param name="d">D点</param>
/// <param name="intersectPos">AB与CD的交点</param>
/// <returns>是否相交 true:相交 false:未相交</returns>
private bool TryGetIntersectPoint(Vector3 a, Vector3 b, Vector3 c, Vector3 d, out Vector3 intersectPos) {
intersectPos = Vector3.zero;
Vector3 ab = b - a;
Vector3 ca = a - c;
Vector3 cd = d - c;
Vector3 v1 = Vector3.Cross(ca, cd);
// 不共面
if (Mathf.Abs(Vector3.Dot(v1, ab)) > 1e-6) { return false; }
// 平行
if (Vector3.Cross(ab, cd).sqrMagnitude <= 1e-6) { return false; }
Vector3 ad = d - a;
Vector3 cb = b - c;
// 快速排斥
if (Mathf.Min(a.x, b.x) > Mathf.Max(c.x, d.x) || Mathf.Max(a.x, b.x) < Mathf.Min(c.x, d.x)
|| Mathf.Min(a.y, b.y) > Mathf.Max(c.y, d.y) || Mathf.Max(a.y, b.y) < Mathf.Min(c.y, d.y)
|| Mathf.Min(a.z, b.z) > Mathf.Max(c.z, d.z) || Mathf.Max(a.z, b.z) < Mathf.Min(c.z, d.z)) {
return false;
}
// 跨立试验
if (Vector3.Dot(Vector3.Cross(-ca, ab), Vector3.Cross(ab, ad)) > 0
&& Vector3.Dot(Vector3.Cross(ca, cd), Vector3.Cross(cd, cb)) > 0) {
Vector3 v2 = Vector3.Cross(cd, ab);
float ratio = Vector3.Dot(v1, v2) / v2.sqrMagnitude;
intersectPos = a + ab * ratio;
return true;
}
return false;
}
}
@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 9b4b2ff6807f9704cb50f12b41e2a0a5
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -1,62 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 菱形绘制三角形算法
/// </summary>
public class UnitAlgorithmRhombus : UnitAlgorithm<DataPlateBaking> {
public void Compute(DataPlateBaking plateBaking) {
List<DataTriangle> triangles = new List<DataTriangle>();
List<DataPlateVertex> vertexs = new List<DataPlateVertex>();
//plateBaking.grid.Loop((x, y) => {
// DataPlateVertex vertex = plateBaking.grid.Get(x, y);
// if (!vertex.isValid) { return; }
// TryGet(plateBaking.grid, x, y + 1, ref vertex.above);
// TryGet(plateBaking.grid, x, y - 1, ref vertex.below);
// TryGet(plateBaking.grid, x - 1, y, ref vertex.left);
// TryGet(plateBaking.grid, x + 1, y, ref vertex.right);
// TryGet(plateBaking.grid, x - 1, y + 1, ref vertex.leftAbove);
// TryGet(plateBaking.grid, x - 1, y - 1, ref vertex.leftBelow);
// TryGet(plateBaking.grid, x + 1, y + 1, ref vertex.rightAbove);
// TryGet(plateBaking.grid, x + 1, y - 1, ref vertex.rightBelow);
// //默认绘制左上角
// if (vertex.above != null && vertex.left != null) {
// triangles.Add(CreateDataTriangle(vertex, vertex.left, vertex.above));
// }
// //默认绘制右下角
// if (vertex.below != null && vertex.right != null) {
// triangles.Add(CreateDataTriangle(vertex, vertex.right, vertex.below));
// }
// //如果右上角点不存在,则尝试绘制右上角
// if (vertex.rightAbove == null && vertex.above != null && vertex.right != null) {
// triangles.Add(CreateDataTriangle(vertex, vertex.above, vertex.right));
// }
// //如果左下角点不存在,则尝试绘制左下角
// if (vertex.leftBelow == null && vertex.below != null && vertex.left != null) {
// triangles.Add(CreateDataTriangle(vertex, vertex.below, vertex.left));
// }
// vertexs.Add(vertex);
//});
//plateBaking.triangles = triangles;
//plateBaking.vertexs = vertexs.ToArray();
}
/// <summary> 校验性获取网格上的点 </summary>
private void TryGet(GridTool<DataPlateVertex> grid, int x, int y, ref DataPlateVertex vertex) {
vertex = null;
if (!grid.TryGet(x, y, out DataPlateVertex data)) { return; }
if (data.isValid) { vertex = data; }
}
/// <summary> 创建三角形 </summary>
private DataTriangle CreateDataTriangle(DataPlateVertex a, DataPlateVertex b, DataPlateVertex c) {
DataTriangle triangle = new DataTriangle();
triangle.b = a.position;
triangle.c = b.position;
triangle.a = c.position;
return triangle;
}
}
@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: e45b841993dc7c04584b87f7794cf2fb
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -1,35 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class UnitAlgorithmSubdivision : UnitAlgorithm<DataPolygon> {
public void Compute(DataPolygon data) {
//List<DataTriangle> triangles = new List<DataTriangle>(data.triangles);
//List<DataTriangle> subdivision = new List<DataTriangle>();
//for (int i = 0; i < triangles.Count; i++) {
// subdivision.AddRange(Compute(triangles[i]));
//}
//subdivision.AddRange(Subdivision(triangles[121], data.edgeSmooth));
//data.triangles = subdivision;
}
private List<DataTriangle> Compute(DataTriangle triangle) {
float ab = Vector3.Distance(triangle.a, triangle.b);
float bc = Vector3.Distance(triangle.b, triangle.c);
float ca = Vector3.Distance(triangle.c, triangle.a);
if (ab > bc && ab > ca && ab > 0.02f) { return Compute(triangle.c, triangle.a, triangle.b); }
if (bc > ab && bc > ca && bc > 0.02f) { return Compute(triangle.a, triangle.b, triangle.c); }
if (ca > bc && ca > ab && ca > 0.02f) { return Compute(triangle.b, triangle.c, triangle.a); }
return new List<DataTriangle> { triangle };
}
private List<DataTriangle> Compute(Vector3 a, Vector3 b, Vector3 c) {
Vector3 direction = b - c;
Vector3 d = c + direction * 0.5f;
DataTriangle aT = new DataTriangle { a = a, b = d, c = c };
DataTriangle bT = new DataTriangle { a = a, b = b, c = d };
return new List<DataTriangle> { aT, bT, };
}
}
@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: bb4aa74668cf2134eb322b3a40d74c29
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -1,64 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 烘焙的缝合线
/// </summary>
public class UnitAlgorithmSutureBaking : UnitAlgorithm<DataSutureSide> {
/// <summary> 烘焙的缝合线 </summary>
public UnitAlgorithmSutureBaking() { }
public void Compute(DataSutureSide sutureSide) {
AllVertexs(sutureSide);
//缝合范围内的顶点
SetVertex(sutureSide);
//顶点转换位置
SetPositions(sutureSide);
}
/// <summary> 顶点距离数据 </summary>
private List<DataSutureSideVertex> GetVertex(DataPlateVertex[] vertexsArray, bool isReversal) {
float length = 0;
List<DataSutureSideVertex> vertexs = new List<DataSutureSideVertex>();
List<DataPlateVertex> sideVertexs = new List<DataPlateVertex>(vertexsArray);
if (isReversal) { sideVertexs.Reverse(); }
for (int i = 0; i < sideVertexs.Count - 1; i++) {
DataSutureSideVertex vertex = new DataSutureSideVertex(length, sideVertexs[i], sideVertexs[i + 1]);
vertexs.Add(vertex); length += vertex.Distance;
}
return vertexs;
}
/// <summary> 全部顶点 </summary>
private void AllVertexs(DataSutureSide sutureSide) {
DataPlateVertex[] vertexsArray = sutureSide.plateSide.dataBaking.vertexs;
List<DataSutureSideVertex> allVertexs = GetVertex(vertexsArray, false);
sutureSide.dataBaking.allVertexs = allVertexs.ToArray();
}
/// <summary> 缝合范围内的顶点 </summary>
private void SetVertex(DataSutureSide sutureSide) {
//全部顶点
List<DataSutureSideVertex> allVertexs = GetVertex(sutureSide.plateSide.dataBaking.vertexs, sutureSide.isReversal);
//缝合范围内的顶点
float maxLength = sutureSide.suture.length;
List<DataSutureSideVertex> vertexs = new List<DataSutureSideVertex>();
for (int i = 0; i < allVertexs.Count; i++) {
if (allVertexs[i].origin <= maxLength) { vertexs.Add(allVertexs[i]); }
}
sutureSide.dataBaking.vertexs = vertexs.ToArray();
}
/// <summary> 顶点转换位置 </summary>
private void SetPositions(DataSutureSide sutureSide) {
Vector3 platePosition = sutureSide.plateSide.plate.dataBaking.position;
Vector3 plateEulerAngles = sutureSide.plateSide.plate.dataBaking.eulerAngles;
List<Vector3> positions = new List<Vector3>();
DataSutureSideVertex[] vertexs = sutureSide.dataBaking.vertexs;
for (int i = 0; i < vertexs.Length; i++) {
Quaternion quaternion = Quaternion.Euler(plateEulerAngles);
Vector3 baking = quaternion * vertexs[i].a.position;
Vector3 position = baking + platePosition;
positions.Add(position);
}
sutureSide.dataBaking.positions = positions.ToArray();
}
}
@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 9735cc247f76e0b42b50f8b7956d3c8a
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -1,52 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 设计的缝合线
/// </summary>
public class UnitAlgorithmSutureDesign : UnitAlgorithm<DataSutureSide> {
/// <summary> 设计的缝合线 </summary>
public UnitAlgorithmSutureDesign() { }
public class Line {
public float origin;
public Vector3 a;
public Vector3 b;
public Line(float origin, Vector3 a, Vector3 b) {
this.origin = origin;
this.a = a;
this.b = b;
}
public float Distance => Vector3.Distance(a, b);
}
public void Compute(DataSutureSide sutureSide) {
float maxLength = sutureSide.suture.length;
Vector3 platePosition = sutureSide.plateSide.plate.dataDesign.position;
List<Vector3> sidePositions = new List<Vector3>(sutureSide.plateSide.dataDesign.positions);
float length = 0;
List<Line> lines = new List<Line>();
if (sutureSide.isReversal) { sidePositions.Reverse(); }
for (int i = 0; i < sidePositions.Count - 1; i++) {
Line line = new Line(length, sidePositions[i], sidePositions[i + 1]);
lines.Add(line);
length += line.Distance;
}
List<Vector3> positions = new List<Vector3>();
for (int i = 0; i < lines.Count; i++) {
Line line = lines[i];
if (line.origin < maxLength) { positions.Add(line.a + platePosition); }
float nextDistance = line.origin + line.Distance;
if (nextDistance < maxLength) { continue; }
if (nextDistance == maxLength) { positions.Add(line.b + platePosition); break; }
float distance = maxLength - line.origin;
Vector3 direction = (line.b - line.a).normalized;
Vector3 position = line.a + direction * distance;
positions.Add(position + platePosition);
break;
}
sutureSide.dataDesign.positions = positions.ToArray();
}
}
@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: b98adb17aebd36b4ab5dfe90020fb902
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -1,148 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 顶点算法
/// </summary>
public class UnitAlgorithmVertex : UnitAlgorithm<DataPlateBaking> {
public class SideVertex : IComparable<SideVertex> {
public float distance;
public Vector3 position;
public int CompareTo(SideVertex other) {
if (other == null || this == null) { return 0; }
if (other == this) { return 0; }
if (other.distance > distance) { return -1; }
if (other.distance < distance) { return 1; }
return 0;
}
}
public void Compute(DataPlateBaking plateBaking) {
DataBorder border = plateBaking.border;
Vector3[] points = border.points;
//计算内部顶点
//plateBaking.grid = new GridTool<DataPlateVertex>(border.GridWide, border.GridHigh, (x, y) => {
// Vector3 position = new Vector3(x, y) * border.smooth + border.MinPoint;
// DataPlateVertex vertex = new DataPlateVertex();
// vertex.isValid = FindPlateInside(points, position);
// vertex.position = position;
// return vertex;
//});
//边缘所有的线段
//List<DataPlateSide> plateSides = plateBaking.plate.plateSides;
//for (int i = 0; i < plateSides.Count; i++) {
// SubdivideSideVertex(plateBaking, plateSides[i]);
//}
}
private void SubdivideSideVertex(DataPlateBaking plateBaking, DataPlateSide plateSides) {
DataBorder border = plateBaking.border;
DataPlateLine[] lines = plateSides.dataBaking.lines;
//计算水平线段顶点
List<SideVertex> sideVertexs = new List<SideVertex>();
for (int x = 0; x < border.GridWide; x++) {
Vector3 a = new Vector3(border.minX + x * border.smooth, border.minY - 1);
Vector3 b = new Vector3(border.minX + x * border.smooth, border.maxY + 1);
for (int i = 0; i < lines.Length; i++) {
if (!TryGetIntersectPoint(a, b, lines[i].a, lines[i].b, out Vector3 IntersectPoint)) { continue; }
float distance = Vector3.Distance(lines[i].a, IntersectPoint) + lines[i].origin;
SideVertex sideVertex = new SideVertex();
sideVertex.distance = distance;
sideVertex.position = IntersectPoint;
sideVertexs.Add(sideVertex);
}
}
//计算垂直线段顶点
for (int y = 0; y < border.GridHigh; y++) {
Vector3 a = new Vector3(border.minX - 1, border.minY + y * border.smooth);
Vector3 b = new Vector3(border.maxX + 1, border.minY + y * border.smooth);
for (int i = 0; i < lines.Length; i++) {
if (!TryGetIntersectPoint(a, b, lines[i].a, lines[i].b, out Vector3 IntersectPoint)) { continue; }
float distance = Vector3.Distance(lines[i].a, IntersectPoint) + lines[i].origin;
SideVertex sideVertex = new SideVertex();
sideVertex.distance = distance;
sideVertex.position = IntersectPoint;
sideVertexs.Add(sideVertex);
}
}
//排序
sideVertexs.Sort();
//写入网格,写入顶点
Vector3 offset = border.MinPoint - new Vector3(border.smooth, border.smooth, 0) * 0.3f;
List<DataPlateVertex> vertexs = new List<DataPlateVertex>();
for (int i = 0; i < sideVertexs.Count; i++) {
Vector3 position = sideVertexs[i].position;
Vector3 gridPosition = position - offset;
int vertexX = Mathf.FloorToInt(gridPosition.x / border.smooth);
int vertexY = Mathf.FloorToInt(gridPosition.y / border.smooth);
//填充数据
//DataPlateVertex vertex = plateBaking.grid.Get(vertexX, vertexY);
//vertex.isValid = true;
//vertex.position = position;
////写入顶点
//vertexs.Add(vertex);
}
plateSides.dataBaking.vertexs = vertexs.ToArray();
}
/// <summary> 转角法查询位置是否在板片内 </summary>
public static bool FindPlateInside(Vector3[] points, Vector3 position) {
double angles = 0;
for (int i = 0; i < points.Length; i++) {
Vector3 a = points.LoopIndex(i + 0) - position;
Vector3 b = points.LoopIndex(i + 1) - position;
float angle = Vector2.SignedAngle(a, b);
angles += angle;
}
int normal = (int)(angles * 1000);
return normal > 1000;
}
/// <summary>
/// 计算AB与CD两条线段的交点.
/// </summary>
/// <param name="a">A点</param>
/// <param name="b">B点</param>
/// <param name="c">C点</param>
/// <param name="d">D点</param>
/// <param name="intersectPos">AB与CD的交点</param>
/// <returns>是否相交 true:相交 false:未相交</returns>
private bool TryGetIntersectPoint(Vector3 a, Vector3 b, Vector3 c, Vector3 d, out Vector3 intersectPos) {
intersectPos = Vector3.zero;
Vector3 ab = b - a;
Vector3 ca = a - c;
Vector3 cd = d - c;
Vector3 v1 = Vector3.Cross(ca, cd);
// 不共面
if (Mathf.Abs(Vector3.Dot(v1, ab)) > 1e-6) { return false; }
// 平行
if (Vector3.Cross(ab, cd).sqrMagnitude <= 1e-6) { return false; }
Vector3 ad = d - a;
Vector3 cb = b - c;
// 快速排斥
if (Mathf.Min(a.x, b.x) > Mathf.Max(c.x, d.x) || Mathf.Max(a.x, b.x) < Mathf.Min(c.x, d.x)
|| Mathf.Min(a.y, b.y) > Mathf.Max(c.y, d.y) || Mathf.Max(a.y, b.y) < Mathf.Min(c.y, d.y)
|| Mathf.Min(a.z, b.z) > Mathf.Max(c.z, d.z) || Mathf.Max(a.z, b.z) < Mathf.Min(c.z, d.z)) {
return false;
}
// 跨立试验
if (Vector3.Dot(Vector3.Cross(-ca, ab), Vector3.Cross(ab, ad)) > 0
&& Vector3.Dot(Vector3.Cross(ca, cd), Vector3.Cross(cd, cb)) > 0) {
Vector3 v2 = Vector3.Cross(cd, ab);
float ratio = Vector3.Dot(v1, v2) / v2.sqrMagnitude;
intersectPos = a + ab * ratio;
return true;
}
return false;
}
}
@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 4a24da15970a3654386664f8d6503d04
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
-8
View File
@@ -1,8 +0,0 @@
fileFormatVersion: 2
guid: 3105cf897e8dcb6408a9d5b207fa348e
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -1,74 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 查询边交点
/// </summary>
public class FindSideIntersectPoint : UnitFind<SideIntersectPoint> {
public readonly float FindRange = 0.01f;
/// <summary> 板片资产 </summary>
public ModuleAssets<DataPlate> AssetsPlate => ModuleCore.I.AssetsPlate;
/// <summary> 查询边交点 </summary>
public FindSideIntersectPoint() { }
public bool Find(Vector3 position, out SideIntersectPoint sip) {
sip = new SideIntersectPoint();
List<DataPlate> plates = AssetsPlate.Datas;
for (int i = 0; i < plates.Count; i++) {
Vector3 localPosition = position - plates[i].dataDesign.position;
sip.side = Find(plates[i], localPosition, out sip.intersectPoint);
sip.intersectPoint += plates[i].dataDesign.position;
if (sip.side != null) { return true; }
}
return false;
}
/// <summary> 查询匹配的边 </summary>
private DataPlateSide Find(DataPlate plate, Vector3 localPosition, out Vector3 intersectPoint) {
intersectPoint = Vector3.zero;
for (int i = 0; i < plate.plateSides.Count; i++) {
DataPlateSide side = Find(plate.plateSides[i], localPosition, out intersectPoint);
if (side != null) { return side; }
}
return null;
}
/// <summary> 查询匹配的边 </summary>
private DataPlateSide Find(DataPlateSide side, Vector3 localPosition, out Vector3 intersectPoint) {
intersectPoint = Vector3.zero;
for (int i = 0; i < side.dataDesign.lines.Length; i++) {
Vector3 a = side.dataDesign.lines[i].a;
Vector3 b = side.dataDesign.lines[i].b;
float distance = ProjectDistance(a, b, localPosition, out intersectPoint);
if (distance < FindRange) { return side; }
}
return null;
}
/// <summary>
/// 向量投影法
/// 计算点c到线段ab最近的点
/// </summary>
/// <param name="a"></param>
/// <param name="b"></param>
/// <param name="c"></param>
/// <returns>如果不在线段上返回 float.MaxValue</returns>
public static float ProjectDistance(Vector3 a, Vector3 b, Vector3 c, out Vector3 intersectPoint) {
Vector3 ab = b - a;
Vector3 ac = c - a;
Vector3 p = Vector3.Project(ac, ab);
intersectPoint = p + a;
if (ab.normalized != p.normalized) { return float.MaxValue; }
if (ab.magnitude < p.magnitude) { return float.MaxValue; }
return Vector3.Distance(c, p + a);
}
}
/// <summary>
/// 边交点
/// </summary>
public class SideIntersectPoint {
/// <summary> 匹配的边 </summary>
public DataPlateSide side;
/// <summary> 交点 </summary>
public Vector3 intersectPoint;
}
@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 368e1bf20f25d424f8ed16d00323b8b8
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
-8
View File
@@ -1,8 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public interface UnitFind<Data> {
/// <summary> 查询 </summary>
public bool Find(Vector3 position, out Data data);
}
@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 77073523d35e8fb4bb758404278690c5
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
+1 -1
View File
@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 4ef3354979b38474ab3efdbe7d603f9c
guid: e6ffff57450000c409c511daef71ed5a
folderAsset: yes
DefaultImporter:
externalObjects: {}
@@ -1,24 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BakingMobile : UnitMouseInput {
/// <summary> 设计视图相机模块 </summary>
public ModuleViewCamera ViewCamera => ModuleCore.ViewCameraBaking;
private Vector3 mousePosition;
private Vector3 originalPosition;
public override void MouseDown(DataMouseInput data) {
mousePosition = data.ScreenPosition;
originalPosition = ViewCamera.Position;
}
public override void MouseDrag(DataMouseInput data) {
Vector3 original = ViewCamera.ScreenToWorldPosition(mousePosition);
Vector3 current = data.WorldPosition;
Vector3 offset = current - original;
Vector3 up = ViewCamera.Up * offset.y;
Vector3 right = ViewCamera.Right * offset.x;
ViewCamera.Position = originalPosition + up + right;
}
}
@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 2e91048b6b41fcd488c55503ebfc3723
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -1,46 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BakingMobilePlate : UnitMouseInput {
/// <summary> 安排点图层遮罩 </summary>
private readonly LayerMask Arrange = LayerMaskTool.Arrange;
/// <summary> 烘焙视图相机模块 </summary>
public ModuleViewCamera ViewCamera => ModuleCore.ViewCameraBaking;
private Vector3 mousePosition;
private Vector3 originalPosition;
private FixedArrange arrange;
private ModulePrefab<DataPlate> platePrefab;
public override void MouseDown(DataMouseInput data) {
if (!ViewCamera.ScreenToWorldObject(data.ScreenPosition, out platePrefab)) { return; }
mousePosition = data.ScreenPosition;
originalPosition = platePrefab.transform.localPosition;
platePrefab.Value.dataBaking.position = originalPosition;
ModuleCore.BakingMobilePlate(platePrefab.Value);
}
public override void MouseDrag(DataMouseInput data) {
if (platePrefab == null) { return; }
if (ViewCamera.ScreenToWorldObjectParent(data.ScreenPosition, out arrange, Arrange)) {
platePrefab.Value.arrange = arrange;
platePrefab.Value.dataBaking.position = arrange.transform.localPosition;
platePrefab.Value.dataBaking.eulerAngles = arrange.transform.localEulerAngles;
}
else { Mobile(data.WorldPosition); }
platePrefab.Value.UpdateVisual(false);
}
public override void MouseRelease(DataMouseInput data) {
ModuleCore.BakingMobilePlate(null);
}
private void Mobile(Vector3 worldPosition) {
platePrefab.Value.arrange = null;
Vector3 original = ViewCamera.ScreenToWorldPosition(mousePosition);
Vector3 current = worldPosition;
Vector3 offset = current - original;
Vector3 up = ViewCamera.Up * offset.y;
Vector3 right = ViewCamera.Right * offset.x;
platePrefab.Value.dataBaking.position = originalPosition - up - right;
}
}
@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 00b6b3cc18640204a8ad48985d53db48
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -1,21 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BakingRotate : UnitMouseInput {
/// <summary> 设计视图相机模块 </summary>
public ModuleViewCamera ViewCamera => ModuleCore.ViewCameraBaking;
private Vector3 mousePosition;
private Vector3 originalEulerAngles;
public override void MouseDown(DataMouseInput data) {
mousePosition = data.ViewPosition;
originalEulerAngles = ViewCamera.EulerAngles;
}
public override void MouseDrag(DataMouseInput data) {
float offsetX = data.ViewPosition.x - mousePosition.x;
float offsetY = data.ViewPosition.y - mousePosition.y;
ViewCamera.EulerAngles = originalEulerAngles + new Vector3(-offsetY, offsetX , 0) * 360;
}
}
@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 49bda1134b4639f4cb22ffd3bb0499ce
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -1,7 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BakingSelect : UnitMouseInput {
}
@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: c1b9618a80c54534ca23a5e71c9d9de0
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -1,17 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DesignBezier : UnitMouseInput {
/// <summary> 设计视图相机模块 </summary>
public ModuleViewCamera ViewCamera => ModuleCore.ViewCameraDesign;
/// <summary> 查询点算法模块 </summary>
public ModuleFind<DataPlateSide> FindSide => ModuleCore.FindSide;
public override void MouseDown(DataMouseInput data) {
if (!FindSide.Find(data.WorldPosition, out DataPlateSide side)) { return; }
if (side.bezier == Bezier.) { side.TwoRankBezier(); side.plate.UpdateVisual(); return; }
if (side.bezier == Bezier.) { side.ThreeRankBezier(); side.plate.UpdateVisual(); return; }
if (side.bezier == Bezier.) { side.OneRankBezier(); side.plate.UpdateVisual(); return; }
}
}
@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: c4c272ae3cc78a54c819d6b6194a75a8
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -1,35 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DesignInsert : UnitMouseInput {
/// <summary> 查询边交点 </summary>
public UnitFind<SideIntersectPoint> find = new FindSideIntersectPoint();
public override void MouseDown(DataMouseInput data) {
if (!find.Find(data.WorldPosition, out SideIntersectPoint sip)) { return; }
Insert(sip.side, sip.side.plate, sip.side.aPoint, sip.side.bPoint, sip.intersectPoint);
}
private void Insert(DataPlateSide side, DataPlate plate, DataPlatePoint aPoint, DataPlatePoint bPoint, Vector3 position) {
//创建新的点
DataPlatePoint newPoint = new DataPlatePoint(plate);
newPoint.position = position - plate.dataDesign.position;
//改变关联的边B点,重置贝塞尔曲线
side.bPoint = newPoint;
side.OneRankBezier();
//创建新的边
DataPlateSide newSide = new DataPlateSide(plate);
newSide.aPoint = newPoint;
newSide.bPoint = bPoint;
newSide.OneRankBezier();
//插入边
int sideIndex = plate.plateSides.IndexOf(side);
plate.plateSides.Insert(sideIndex + 1, newSide);
//插入点
int pointIndex = plate.platePoints.IndexOf(aPoint);
plate.platePoints.Insert(pointIndex + 1, newPoint);
//更新数据
plate.UpdateVisual();
}
}
@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 6572c7ebab448a94d880fca85c728132
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -1,78 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DesignMobile : UnitMouseInput {
/// <summary> 设计视图相机模块 </summary>
public ModuleViewCamera ViewCamera => ModuleCore.ViewCameraDesign;
/// <summary> 查询贝塞尔点算法模块 </summary>
public ModuleFind<DataBezier> FindBezier => ModuleCore.FindBezier;
private DataBezier bezier;
private Vector3 mousePosition;
private Vector3 originalPosition;
private ModulePrefab<DataPlatePoint> prefabPoint;
private ModulePrefab<DataPlate> prefabPlate;
public override void MouseDown(DataMouseInput data) {
//判断是否选中贝塞尔点
if (FindBezier.Find(data.WorldPosition, out bezier)) {
RecordBezier(data.ScreenPosition); return;
}
//判断是否选中点
if (ViewCamera.ScreenToWorldObjectParent(data.ScreenPosition, out prefabPoint)) {
RecordPoint(data.ScreenPosition); return;
}
//判断是否选中板片
if (ViewCamera.ScreenToWorldObjectParent(data.ScreenPosition,out prefabPlate)) {
RecordPlate(data.ScreenPosition); return;
}
RecordCamera(data.ScreenPosition);
}
public override void MouseDrag(DataMouseInput data) {
Vector3 original = ViewCamera.ScreenToWorldPosition(mousePosition);
Vector3 current = data.WorldPosition;
Vector3 offset = current - original;
if (bezier != null) { MobileBezier(offset); return; }
if (prefabPoint != null) { MobilePoint(offset); return; }
if (prefabPlate != null) { MobilePlate(offset); return; }
MobileCamera(offset);
}
//贝塞尔
private void RecordBezier(Vector3 screenPosition) {
mousePosition = screenPosition;
originalPosition = bezier.position;
}
private void MobileBezier(Vector3 offset) {
Vector3 position = originalPosition + offset;
bezier.SetBezierPosition(position);
}
//点
private void RecordPoint(Vector3 screenPosition) {
mousePosition = screenPosition;
originalPosition = prefabPoint.Value.position;
}
private void MobilePoint(Vector3 offset) {
prefabPoint.Value.position = originalPosition + offset;
prefabPoint.Value.plate.UpdateVisual();
}
//板片
private void RecordPlate(Vector3 screenPosition) {
mousePosition = screenPosition;
originalPosition = prefabPlate.Value.dataDesign.position;
}
private void MobilePlate(Vector3 offset) {
prefabPlate.Value.dataDesign.position = originalPosition + offset;
prefabPlate.Value.UpdateVisual(false);
}
//相机
private void RecordCamera(Vector3 screenPosition) {
mousePosition = screenPosition;
originalPosition = ViewCamera.Position;
}
private void MobileCamera(Vector3 offset) {
ViewCamera.Position = originalPosition - offset;
}
}
@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 1d9fbc3106b97d147ac9164dc314865a
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -1,57 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DesignSuture : UnitMouseInput {
/// <summary> 查询边交点 </summary>
public UnitFind<SideIntersectPoint> find = new FindSideIntersectPoint();
/// <summary> 连接可视化内容生成模块 </summary>
public ModuleVisual<DataConnector> VisualConnector => ModuleCore.VisualConnector;
private DataPlateSide aSide;
private DataPlateSide bSide;
private DataConnector connector;
public override void MouseDown(DataMouseInput data) {
connector = new DataConnector();
connector.aPoint = data.WorldPosition;
if (!find.Find(data.WorldPosition, out SideIntersectPoint sip)) { return; }
connector.aPoint = sip.intersectPoint;
aSide = sip.side;
}
public override void MouseDrag(DataMouseInput data) {
if (connector == null) { return; }
connector.bPoint = data.WorldPosition;
if (find.Find(data.WorldPosition, out SideIntersectPoint sip)) {
connector.bPoint = sip.intersectPoint;
bSide = sip.side;
}
else { connector.bPoint = data.WorldPosition; }
VisualConnector.UpdateVisual(connector);
}
public override void MouseRelease(DataMouseInput data) {
if (connector == null) { return; }
VisualConnector.ReleaseVisual(connector);
connector = null;
if (aSide == null || bSide == null || aSide == bSide) { return; }
if (aSide.suture != null || bSide.suture != null) { return; }
DataSuture suture = new DataSuture(aSide, bSide);
aSide.suture = suture;
bSide.suture = suture;
aSide.plate.UpdateVisual();
}
//private Vector3 GetPosition(DataMouseInput data) {
// if (!FindSide.Find(data.WorldPosition, out bSide)) { return data.WorldPosition; }
// if (aSide == bSide) { return data.WorldPosition; }
// if (Intersect(bSide, data.WorldPosition, out Vector3 intersectPoint)) { return intersectPoint; }
// else { return data.WorldPosition; }
//}
//private bool Intersect(DataSide side, Vector3 position, out Vector3 intersectPoint) {
//DataIntersect intersect = new DataIntersect(side, position);
//AlgorithmSidePoint.Compute(intersect);
//intersectPoint = intersect.intersectPoint;
//return intersect.isIntersect;
//}
}
@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: f4da355235e26524388688f6bd6d5f43
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -1,21 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DesignSutureReversal : UnitMouseInput {
/// <summary> 设计视图相机模块 </summary>
public ModuleViewCamera ViewCamera => ModuleCore.ViewCameraDesign;
/// <summary> 查询点算法模块 </summary>
public ModuleFind<DataPlateSide> FindSide => ModuleCore.FindSide;
public override void MouseDown(DataMouseInput data) {
if (!FindSide.Find(data.WorldPosition, out DataPlateSide side)) { return; }
if (side.suture.a.plateSide == side) {
side.suture.a.isReversal = !side.suture.a.isReversal;
}
if (side.suture.b.plateSide == side) {
side.suture.b.isReversal = !side.suture.b.isReversal;
}
side.plate.UpdateVisual();
}
}
@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 4360e81518739f24c842afc64b8e81b3
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -2,9 +2,6 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 鼠标输入单元
/// </summary>
public abstract class UnitMouseInput {
/// <summary> 核心模块 </summary>
protected virtual ModuleCore ModuleCore => ModuleCore.I;
@@ -17,4 +14,6 @@ public abstract class UnitMouseInput {
public virtual void MouseMove(DataMouseInput data) { }
/// <summary> 释放鼠标 </summary>
public virtual void MouseRelease(DataMouseInput data) { }
/// <summary> 鼠标滚轮 </summary>
public virtual void MouseScroll(DataMouseInput data) { }
}
@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: e54a1981f15dce04b95e1b917c13cccd
guid: d6cbde8dad4ff3f44bd5cc80c96fc3b9
MonoImporter:
externalObjects: {}
serializedVersion: 2
-8
View File
@@ -1,8 +0,0 @@
fileFormatVersion: 2
guid: 003c25d4c480b204eb86572109652c5d
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -1,68 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
public class UIControlBaking : UnitUIControl {
#region UI元素
public override VisualElement Element => ModuleUIPage.Q<VisualElement>("PlateBaking");
public VisualElement Rendering => Element.Q<VisualElement>("Rendering");
public Button Button1 => Element.Q<Button>("Button1");
public Button Button2 => Element.Q<Button>("Button2");
public Button Button3 => Element.Q<Button>("Button3");
public Button Button4 => Element.Q<Button>("Button4");
public Button Button5 => Element.Q<Button>("Button5");
#endregion
#region
/// <summary> 视图相机模块 </summary>
public ModuleViewCamera ViewCamera => ModuleCore.ViewCameraBaking;
/// <summary> UI输入模块 </summary>
public ModuleUIInput<UnitMouseInput> UIInput => ModuleCore.UIInputBaking;
#endregion
public override void Awake() {
Element.generateVisualContent += Element_GenerateVisualContent;
Button1.clicked += () => { UIInput.ChangeInput(new BakingMobile()); };
Button2.clicked += () => { UIInput.ChangeInput(new BakingMobilePlate()); };
//Button3.clicked += () => { UIInput.ChangeInput(new DesignBezier()); };
//Button4.clicked += () => { UIInputDesign.ChangeInput(new IDesignSelect()); };
//Button5.clicked += () => { UIInputDesign.ChangeInput(new IDesignSelect()); };
}
private void Start() {
UIInput.Binding(Rendering);
UIInput.OnChangeInput += UIInputDesign_OnChangeInput;
UIInput.ChangeInput(new BakingMobile());
}
#region
private void Element_GenerateVisualContent(MeshGenerationContext context) {
StartCoroutine(UpdateRenderTexture());
}
private IEnumerator UpdateRenderTexture() {
yield return null;
int width = (int)Element.resolvedStyle.width;
int height = (int)Element.resolvedStyle.height;
ViewCamera.UpdateRenderTexture(width, height);
Background background = Background.FromRenderTexture(ViewCamera.RenderTexture);
StyleBackground style = new StyleBackground(background);
Rendering.style.backgroundImage = style;
}
#endregion
#region
private void UIInputDesign_OnChangeInput(UnitMouseInput obj) {
Type type = obj.GetType();
ButtonStyleChange(type, typeof(BakingMobile), Button1);
ButtonStyleChange(type, typeof(BakingMobilePlate), Button2);
//ButtonStyleChange(type, typeof(DesignBezier), Button3);
}
private void ButtonStyleChange(Type obj, Type compare, Button button) {
if (obj == compare) { button.AddToClassList("pb-button-s"); }
else { button.RemoveFromClassList("pb-button-s"); }
}
#endregion
}
@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 64a73ef8100a7184c8668f3a50cb50d4
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -1,73 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
public class UIControlDesign : UnitUIControl {
#region UI元素
public override VisualElement Element => ModuleUIPage.Q<VisualElement>("PlateDesign");
public VisualElement Rendering => Element.Q<VisualElement>("Rendering");
public Button Button1 => Element.Q<Button>("Button1");
public Button Button2 => Element.Q<Button>("Button2");
public Button Button3 => Element.Q<Button>("Button3");
public Button Button4 => Element.Q<Button>("Button4");
public Button Button5 => Element.Q<Button>("Button5");
public Button Button6 => Element.Q<Button>("Button6");
public Button Button7 => Element.Q<Button>("Button7");
#endregion
#region
/// <summary> 设计视图相机模块 </summary>
public ModuleViewCamera ViewCamera => ModuleCore.ViewCameraDesign;
/// <summary> 设计UI输入模块 </summary>
public ModuleUIInput<UnitMouseInput> UIInputDesign => ModuleCore.UIInputDesign;
#endregion
public override void Awake() {
Element.generateVisualContent += Element_GenerateVisualContent;
Button1.clicked += () => { UIInputDesign.ChangeInput(new DesignMobile()); };
Button2.clicked += () => { UIInputDesign.ChangeInput(new DesignInsert()); };
Button3.clicked += () => { UIInputDesign.ChangeInput(new DesignBezier()); };
Button4.clicked += () => { UIInputDesign.ChangeInput(new DesignSuture()); };
Button5.clicked += () => { UIInputDesign.ChangeInput(new DesignSutureReversal()); };
}
private void Start() {
UIInputDesign.Binding(Rendering);
UIInputDesign.OnChangeInput += UIInputDesign_OnChangeInput;
UIInputDesign.ChangeInput(new DesignMobile());
}
private void OnDestroy() {
if (UIInputDesign == null) { return; }
UIInputDesign.OnChangeInput -= UIInputDesign_OnChangeInput;
}
#region
private void Element_GenerateVisualContent(MeshGenerationContext context) {
StartCoroutine(UpdateRenderTexture());
}
private IEnumerator UpdateRenderTexture() {
yield return null;
int width = (int)Element.resolvedStyle.width;
int height = (int)Element.resolvedStyle.height;
ViewCamera.UpdateRenderTexture(width, height);
Background background = Background.FromRenderTexture(ViewCamera.RenderTexture);
StyleBackground style = new StyleBackground(background);
Rendering.style.backgroundImage = style;
}
#endregion
private void UIInputDesign_OnChangeInput(UnitMouseInput obj) {
Type type = obj.GetType();
ButtonStyleChange(type, typeof(DesignMobile), Button1);
ButtonStyleChange(type, typeof(DesignInsert), Button2);
ButtonStyleChange(type, typeof(DesignBezier), Button3);
ButtonStyleChange(type, typeof(DesignSuture), Button4);
ButtonStyleChange(type, typeof(DesignSutureReversal), Button5);
}
private void ButtonStyleChange(Type obj, Type compare, Button button) {
if (obj == compare) { button.AddToClassList("pd-button-s"); }
else { button.RemoveFromClassList("pd-button-s"); }
}
}
@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 141e3035b49c87441bdd757f6d978c1e
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -1,63 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using MuHua;
public class UIControlInspect : UnitUIControl {
#region UI元素
public override VisualElement Element => ModuleUIPage.Q<VisualElement>("Inspect");
public VisualElement PlateSettings => Element.Q<VisualElement>("PlateSettings");
public VisualElement PointSettings => Element.Q<VisualElement>("PointSettings");
#endregion
#region
/// <summary> 广播查询数据模块 </summary>
//public ModuleSending<DataFind> SendingFind => ModuleCore.SendingFind;
#endregion
//private DataPlate Plate => SendingFind.Current.plate;
//private DataPoint Point => SendingFind.Current.point;
private UIPlateSettings uiPlateSettings;
private UIPointSettings uiPointSettings;
public override void Awake() {
uiPlateSettings = new UIPlateSettings(PlateSettings);
uiPointSettings = new UIPointSettings(PointSettings);
//uiPointSettings.Toggle1.OnChange += (value) => { Point.isCurveFront = value; Plate.UpdateVisual(); };
//uiPointSettings.Toggle2.OnChange += (value) => { Point.isCurveAfter = value; Plate.UpdateVisual(); };
}
private void Start() {
//SendingFind.OnChange += SendingFind_OnChange;
}
//private void SendingFind_OnChange(DataFind obj) {
// PointSettings.style.display = DisplayStyle.None;
// PlateSettings.style.display = DisplayStyle.None;
// if (obj.IsValidPoint) { UpdateUIPointSettings(); return; }
// if (obj.IsValidPlate) { UpdateUIPlateSettings(); return; }
//}
private void UpdateUIPlateSettings() {
PlateSettings.style.display = DisplayStyle.Flex;
}
private void UpdateUIPointSettings() {
PointSettings.style.display = DisplayStyle.Flex;
//uiPointSettings.Toggle1.SetValue(Point.isCurveFront);
//uiPointSettings.Toggle2.SetValue(Point.isCurveAfter);
}
public class UIPlateSettings {
public readonly VisualElement element;
public UIPlateSettings(VisualElement element) => this.element = element;
}
public class UIPointSettings {
public readonly VisualElement element;
public VisualElement Bezier => element.Q<VisualElement>("Bezier");
public MUToggle Toggle1 => element.Q<MUToggle>("Toggle1");
public MUToggle Toggle2 => element.Q<MUToggle>("Toggle2");
public UIPointSettings(VisualElement element) => this.element = element;
}
}
@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: e19ef8edf7b1d7844838898350516ef8
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 78a3f28d3b5c8334f8dcfa20b5e73d29
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: e32e80c5be1d97347ba09f54d8962952
guid: bd3360ba80b4e6f45b980c09ca91b77f
folderAsset: yes
DefaultImporter:
externalObjects: {}
@@ -3,11 +3,14 @@ using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
public abstract class UnitUIControl : MonoBehaviour {
/// <summary>
/// UI面板单元
/// </summary>
public abstract class UnitUIPanel : MonoBehaviour {
/// <summary> 绑定的页面 </summary>
public ModuleUIPage ModuleUIPage;
/// <summary> 必须初始化 </summary>
public abstract void Awake();
protected abstract void Awake();
/// <summary> 核心模块 </summary>
protected virtual ModuleCore ModuleCore => ModuleCore.I;
@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 794f9553060acb04e88211793e35c810
guid: ff06370808b1ecd46b161a402c6c171e
MonoImporter:
externalObjects: {}
serializedVersion: 2