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
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using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
/// <summary>
/// 算法:中心角度排序法
/// 依据:???
/// </summary>
public class AlgorithmEdge : ModuleAlgorithm<DataPlate> {
/// <summary> 算法:中心角度排序法 </summary>
public AlgorithmEdge() { }
public class EdgeAngle {
public float angle;
public Vector3 position;
}
public override void Compute(DataPlate data) {
//List<Vector2> edgePoints = data.edgePoints;
////计算多边形中心点
//float x = edgePoints.Average((v3) => v3.x);
//float y = edgePoints.Average((v3) => v3.y);
//Vector2 center = new Vector2(x, y);
////计算所有点的夹角
//Vector3 direction = edgePoints[0] - center;
//List<EdgeAngle> angleList = new List<EdgeAngle>();
//for (int i = 0; i < edgePoints.Count; i++) {
// Vector3 normal = edgePoints[i] - center;
// EdgeAngle edgeAngle = new EdgeAngle();
// edgeAngle.angle = Angle(direction, normal);
// edgeAngle.position = normal;
// angleList.Add(edgeAngle);
//}
//data.centerOffset = center;
////排序
//angleList.Sort((x, y) => x.angle.CompareTo(y.angle));
////把排序好的边缘点重新添加
//data.edgePoints = new List<Vector2>();
//for (int i = 0; i < angleList.Count; i++) {
// data.edgePoints.Add(angleList[i].position);
//}
}
/// <summary>
/// 计算两点夹角
/// </summary>
/// <param name="direction">0度点位置</param>
/// <param name="position">目标点</param>
/// <returns></returns>
private float Angle(Vector3 direction, Vector3 position) {
float angle = Vector2.SignedAngle(direction, position);
return angle;
}
protected override void Awake() {
throw new System.NotImplementedException();
}
}
@@ -1,45 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 计算位置到边上最近的点
/// </summary>
//public class AlgorithmSidePoint : ModuleAlgorithm<DataIntersect> {
// protected override void Awake() => ModuleCore.AlgorithmSidePoint = this;
// public override void Compute(DataIntersect data) {
// Vector3 position = data.position - data.side.plate.designPosition;
// for (int i = 0; i < data.side.lines.Length; i++) {
// DataLine line = data.side.lines[i];
// if (!Compute(line, position, out Vector3 intersectPoint)) { continue; }
// data.isIntersect = true;
// data.intersectPoint = intersectPoint + data.side.plate.designPosition;
// return;
// }
// }
// /// <summary> 查询匹配的边 </summary>
// private bool Compute(DataLine line, Vector3 position, out Vector3 intersectPoint) {
// return ProjectDistance(line.a, line.b, position, out intersectPoint);
// }
// /// <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 false</returns>
// public static bool ProjectDistance(Vector3 a, Vector3 b, Vector3 c, out Vector3 intersectPoint) {
// Vector3 ab = b - a;
// Vector3 ac = c - a;
// Vector3 p = Vector3.Project(ac, ab.normalized);
// intersectPoint = p + a;
// if (ab.normalized != p.normalized) { return false; }
// if (ab.magnitude < p.magnitude) { return false; }
// return true;
// }
//}
@@ -1,23 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 散列点生成简单多边形算法
/// </summary>
public class AlgorithmSimplePolygon : ModuleAlgorithm<DataPlate> {
private UnitAlgorithm<DataPlateDesign> AlgorithmSideSubdivision = new UnitAlgorithmJobsSideSubdivision();
private UnitAlgorithm<DataPlateDesign> AlgorithmTriangle = new UnitAlgorithmEarCutting();
private UnitAlgorithm<DataPlateDesign> AlgorithmMergeTriangle = new UnitAlgorithmMergeTriangle();
protected override void Awake() => ModuleCore.AlgorithmSimplePolygon = this;
public override void Compute(DataPlate plate) {
//遍历计算边(DataSide)上的细分点(positions)和线(lines)
AlgorithmSideSubdivision.Compute(plate.dataDesign);
//计算三角面
AlgorithmTriangle.Compute(plate.dataDesign);
//三角面列表转换网格
AlgorithmMergeTriangle.Compute(plate.dataDesign);
}
}
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@@ -1,53 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
/// <summary>
/// 缝合边算法模块
/// </summary>
public class AlgorithmSuture : ModuleAlgorithm<DataSuture> {
/// <summary> 设计的缝合线 </summary>
public UnitAlgorithm<DataSutureSide> SutureDesign = new UnitAlgorithmSutureDesign();
/// <summary> 烘焙的缝合线 </summary>
public UnitAlgorithm<DataSutureSide> SutureBaking = new UnitAlgorithmSutureBaking();
protected override void Awake() => ModuleCore.AlgorithmSuture = this;
public override void Compute(DataSuture suture) {
//缝合边长
float aLength = suture.a.plateSide.dataDesign.length;
float bLength = suture.b.plateSide.dataDesign.length;
suture.length = aLength < bLength ? aLength : bLength;
//设计缝合顶点
SutureDesign.Compute(suture.a);
SutureDesign.Compute(suture.b);
//烘焙缝合顶点
SutureBaking.Compute(suture.a);
SutureBaking.Compute(suture.b);
//缝合锚点
suture.points = new List<DataSuturePoint>();
suture.points.AddRange(Compute(suture.a, suture.b));
suture.points.AddRange(Compute(suture.b, suture.a));
}
private List<DataSuturePoint> Compute(DataSutureSide a, DataSutureSide b) {
DataSutureSideVertex[] vertexs = a.dataBaking.vertexs;
DataSutureSideVertex[] allVertexs = b.dataBaking.allVertexs;
List<DataSuturePoint> suturePoints = new List<DataSuturePoint>();
for (int i = 0; i < vertexs.Length; i++) {
DataSutureSideVertex vertex = vertexs[i];
for (int j = 0; j < allVertexs.Length; j++) {
DataSutureSideVertex anchor = allVertexs[j];
if (anchor.MaxDistance < vertex.origin) { continue; }
DataSuturePoint suturePoint = new DataSuturePoint();
suturePoint.distance = vertex.origin - anchor.origin;
suturePoint.vertex = vertex.a;
suturePoint.aAnchor = anchor.a;
suturePoint.bAnchor = anchor.b;
suturePoints.Add(suturePoint);
}
}
return suturePoints;
}
}
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@@ -1,67 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 缝合边算法模块
/// </summary>
//public class AlgorithmSutureSide : ModuleAlgorithm<DataSutureSide> {
// public class VertexPosition : IComparable<VertexPosition> {
// public Vector3 designPosition;
// public Vector3 bakingPosition;
// public float distance;
// public int CompareTo(VertexPosition other) {
// return other.distance >= distance ? 1 : -1;
// }
// }
// protected override void Awake() => ModuleCore.AlgorithmSutureSide = this;
// public override void Compute(DataSutureSide data) {
// //List<VertexPosition> vertexPositions = VertexPositions(data);
// data.designPositions = VertexToDesignPositions(data).ToArray();
// data.bakingPositions = VertexToBakingPositions(data).ToArray();
// }
// private List<VertexPosition> VertexPositions(DataSutureSide sutureSide) {
// List<VertexPosition> vertexPositions = new List<VertexPosition>();
// for (int i = 0; i < sutureSide.Vertices.Length; i++) {
// Vector3 design = sutureSide.Vertices[i].design;
// Quaternion quaternion = Quaternion.Euler(sutureSide.PlateBakingEulerAngles);
// Vector3 baking = quaternion * sutureSide.Vertices[i].design;
// VertexPosition vertexPosition = new VertexPosition();
// vertexPosition.designPosition = design + sutureSide.PlateDesignPosition;
// vertexPosition.bakingPosition = baking + sutureSide.PlateBakingPosition;
// vertexPosition.distance = Vector3.Distance(design, sutureSide.side.aPoint.position);
// vertexPositions.Add(vertexPosition);
// }
// //按距离从小到大排序
// vertexPositions.Sort();
// //是否颠倒
// if (sutureSide.isReversal) { vertexPositions.Reverse(); }
// return vertexPositions;
// }
// private List<Vector3> VertexToDesignPositions(DataSutureSide data) {
// //转换列表
// List<Vector3> positions = new List<Vector3>();
// for (int i = 0; i < data.Vertices.Length; i++) {
// Vector3 position = data.Vertices[i].design + data.PlateDesignPosition;
// positions.Add(position);
// }
// if (data.isReversal) { positions.Reverse(); }
// return positions;
// }
// private List<Vector3> VertexToBakingPositions(DataSutureSide data) {
// //转换列表
// List<Vector3> positions = new List<Vector3>();
// for (int i = 0; i < data.Vertices.Length; i++) {
// Quaternion quaternion = Quaternion.Euler(data.PlateBakingEulerAngles);
// Vector3 baking = quaternion * data.Vertices[i].design;
// Vector3 position = baking + data.PlateBakingPosition;
// positions.Add(position);
// }
// if (data.isReversal) { positions.Reverse(); }
// return positions;
// }
//}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 算法模块
/// </summary>
/// <typeparam name="Data"></typeparam>
public abstract class ModuleAlgorithm<Data> : MonoBehaviour {
/// <summary> 必须要初始化 </summary>
protected abstract void Awake();
/// <summary> 核心模块 </summary>
protected virtual ModuleCore ModuleCore => ModuleCore.I;
/// <summary> 执行算法 </summary>
public abstract void Compute(Data data);
}
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@@ -1,18 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ResetBakingPolygon : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.Rendering.Universal;
/// <summary>
/// 轮廓渲染资源模块
/// </summary>
public class AssetsOutline : ModuleAssets<Transform> {
public UniversalRendererData rendererData;
private OutlineRendererFeature rendererFeature;
public override int Count => rendererFeature.settings.RenderObjs.Count;
public override List<Transform> Datas => rendererFeature.settings.RenderObjs;
protected override void Awake() {
ModuleCore.AssetsOutline = this;
rendererFeature = rendererData.rendererFeatures.OfType<OutlineRendererFeature>().FirstOrDefault();
}
public override void Add(Transform data) {
if (Datas.Contains(data)) { return; }
Datas.Add(data);
}
public override void Remove(Transform data) {
if (!Datas.Contains(data)) { return; }
Datas.Remove(data);
}
public override Transform Find(int index) {
return Datas.LoopIndex(index);
}
public override void ForEach(Action<Transform> action) {
Datas.ForEach(action);
}
}
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@@ -1,39 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 板片管理模块
/// </summary>
public class AssetsPlate : ModuleAssets<DataPlate> {
private List<DataPlate> dataPlates = new List<DataPlate>();
/// <summary> 视图相机模块 </summary>
private ModuleViewCamera ViewCameraDesign => ModuleCore.ViewCameraDesign;
public override int Count => dataPlates.Count;
public override List<DataPlate> Datas => dataPlates;
protected override void Awake() => ModuleCore.AssetsPlate = this;
public override void Add(DataPlate plate) {
if (dataPlates.Contains(plate)) { return; }
dataPlates.Add(plate);
//初始化参数
plate.dataDesign.position = ViewCameraDesign.CameraPosition;
plate.dataBaking.position = ViewCameraDesign.CameraPosition;
//生成可视化内容
plate.UpdateVisual();
}
public override void Remove(DataPlate data) {
if (!dataPlates.Contains(data)) { return; }
dataPlates.Remove(data);
}
public override DataPlate Find(int index) {
return dataPlates.LoopIndex(index);
}
public override void ForEach(Action<DataPlate> action) {
dataPlates.ForEach(action);
}
}
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@@ -1,18 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AssetsPlatePresets : ModuleAssets<DataPlatePresets> {
[SerializeField] private List<DataPlatePresets> assets;
public override int Count => assets.Count;
public override List<DataPlatePresets> Datas => assets;
protected override void Awake() => ModuleCore.AssetsPlatePresets = this;
public override void Add(DataPlatePresets data) => assets.Add(data);
public override void Remove(DataPlatePresets data) => assets.Remove(data);
public override DataPlatePresets Find(int index) => assets.LoopIndex(index);
public override void ForEach(Action<DataPlatePresets> action) => assets.ForEach(action);
}
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@@ -1,41 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 插入点(DataInsertPoint) 转换 点(DataPoint)
/// </summary>
//public class BuilderInsertPointToPoint : ModuleBuilder<DataInsertPoint, DataPoint> {
// protected override void Awake() => ModuleCore.InsertPointToPoint = this;
// public override DataPoint To(DataInsertPoint insertPoint) {
// DataPlate plate = insertPoint.plate;
// Vector3 position = insertPoint.position;
// //创建新的点
// DataPoint point = new DataPoint(insertPoint.plate);
// point.position = position;
// //改变关联的边B点,重置贝塞尔曲线
// insertPoint.side.bPoint = point;
// insertPoint.side.OneRankBezier();
// //创建新的边
// DataSide side = CreateDataSide(plate, point, insertPoint.bPoint);
// //插入边
// int sideIndex = plate.sides.IndexOf(insertPoint.side);
// plate.sides.Insert(sideIndex + 1, side);
// //插入点
// int pointIndex = plate.points.IndexOf(insertPoint.aPoint);
// plate.points.Insert(pointIndex + 1, point);
// //更新数据
// plate.UpdateVisual();
// return point;
// }
// private DataSide CreateDataSide(DataPlate plate, DataPoint a, DataPoint b) {
// DataSide side = new DataSide(plate);
// side.aPoint = a;
// side.bPoint = b;
// side.OneRankBezier();
// return side;
// }
//}
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@@ -1,39 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 板片预设数据(DataPlatePresets) 转换 板片数据(DataPlate)
/// </summary>
public class BuilderPlatePresetsToPlate : ModuleBuilder<DataPlatePresets, DataPlate> {
protected override void Awake() => ModuleCore.PlatePresetsToPlate = this;
public override DataPlate To(DataPlatePresets origin) {
DataPlate dataPlate = new DataPlate();
dataPlate.platePoints = ToDataPoint(dataPlate, origin.designPoints);
dataPlate.plateSides = ToDataSide(dataPlate, dataPlate.platePoints);
return dataPlate;
}
private List<DataPlatePoint> ToDataPoint(DataPlate dataPlate, List<Vector3> list) {
List<DataPlatePoint> points = new List<DataPlatePoint>();
for (int i = 0; i < list.Count; i++) {
DataPlatePoint point = new DataPlatePoint(dataPlate);
point.position = list[i];
points.Add(point);
}
return points;
}
private List<DataPlateSide> ToDataSide(DataPlate dataPlate, List<DataPlatePoint> list) {
List<DataPlateSide> sides = new List<DataPlateSide>();
for (int i = 0; i < list.Count; i++) {
DataPlateSide side = new DataPlateSide(dataPlate);
side.aPoint = list.LoopIndex(i + 0);
side.bPoint = list.LoopIndex(i + 1);
side.OneRankBezier();
sides.Add(side);
}
return sides;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 构造器
/// 根据原型构造数据
/// </summary>
/// <typeparam name="Origin"></typeparam>
/// <typeparam name="Data"></typeparam>
public abstract class ModuleBuilder<Origin, Data> : MonoBehaviour {
/// <summary> 必须要初始化 </summary>
protected abstract void Awake();
/// <summary> 核心模块 </summary>
protected virtual ModuleCore ModuleCore => ModuleCore.I;
/// <summary> 根据原型构造数据 </summary>
public abstract Data To(Origin origin);
}
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@@ -3,9 +3,9 @@ using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 视图相机,把内容渲染到渲染纹理上
/// 相机模块
/// </summary>
public abstract class ModuleViewCamera : MonoBehaviour {
public abstract class ModuleCamera : MonoBehaviour {
/// <summary> 默认图层遮罩 </summary>
public static readonly LayerMask DefaultLayerMask = ~(1 << 0) | 1 << 0;
/// <summary> 必须要初始化 </summary>
@@ -13,20 +13,12 @@ public abstract class ModuleViewCamera : MonoBehaviour {
/// <summary> 核心模块 </summary>
protected virtual ModuleCore ModuleCore => ModuleCore.I;
/// <summary> 视图位置 </summary>
/// <summary> 相机位置 </summary>
public abstract Vector3 Position { get; set; }
/// <summary> 视图旋转 </summary>
/// <summary> 相机旋转 </summary>
public abstract Vector3 EulerAngles { get; set; }
/// <summary> 视图缩放 </summary>
public abstract float Scale { get; set; }
/// <summary> 视图绿轴 </summary>
public abstract Vector3 Up { get; }
/// <summary> 视图红轴 </summary>
public abstract Vector3 Right { get; }
/// <summary> 视图蓝轴 </summary>
public abstract Vector3 Forward { get; }
/// <summary> 当前相机位置 </summary>
public abstract Vector3 CameraPosition { get; }
/// <summary> 相机视野 </summary>
public abstract float VisualField { get; set; }
/// <summary> 渲染纹理 </summary>
public abstract RenderTexture RenderTexture { get; }
@@ -36,14 +28,6 @@ public abstract class ModuleViewCamera : MonoBehaviour {
public abstract Vector3 ScreenToViewPosition(Vector3 screenPosition);
/// <summary> 屏幕坐标转换世界坐标 </summary>
public abstract Vector3 ScreenToWorldPosition(Vector3 screenPosition);
/// <summary> 视图坐标(0-1)转换屏幕坐标 </summary>
//public abstract Vector3 ViewToScreenPosition(Vector3 screenPosition);
///// <summary> 视图坐标(0-1)转换世界坐标 </summary>
//public abstract Vector3 ViewToWorldPosition(Vector3 screenPosition);
///// <summary> 世界坐标转换屏幕坐标 </summary>
//public abstract Vector3 WorldToScreenPosition(Vector3 screenPosition);
///// <summary> 世界坐标转换视图坐标(0-1) </summary>
//public abstract Vector3 WorldToViewPosition(Vector3 screenPosition);
/// <summary> 屏幕坐标获取世界对象 </summary>
public abstract bool ScreenToWorldObject<T>(Vector3 screenPosition, out T value) where T : Object;
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MuHua;
/// <summary>
/// 核心模块,实现业务逻辑
/// </summary>
public class ModuleCore : Module<ModuleCore> {
#region
/// <summary> 板片资源管理模块 </summary>
public ModuleAssets<DataPlate> AssetsPlate;
/// <summary> 预设板片资产 </summary>
public ModuleAssets<DataPlatePresets> AssetsPlatePresets;
/// <summary> 轮廓渲染资源模块 </summary>
public ModuleAssets<Transform> AssetsOutline;
#endregion
#region
/// <summary> 不会被销毁的全局唯一页面模块 (UIDocument) </summary>
public ModuleUIPage GlobalPage;
/// <summary> 当前的主要页面模块 (UIDocument) </summary>
public ModuleUIPage CurrentPage;
/// <summary> 预设模板窗口 (回调Action) </summary>
public ModuleUIWindow<Action> PresetsPlateWindow;
#endregion
#region
/// <summary> 设计视图相机模块 </summary>
public ModuleViewCamera ViewCameraDesign;
/// <summary> 板片烘焙相机视图 </summary>
public ModuleViewCamera ViewCameraBaking;
#endregion
#region
/// <summary> 设计UI输入模块 </summary>
public ModuleUIInput<UnitMouseInput> UIInputDesign;
/// <summary> 烘焙UI输入模块 </summary>
public ModuleUIInput<UnitMouseInput> UIInputBaking;
#endregion
#region
/// <summary> 板片预设数据(DataPlatePresets) 转换 板片数据(DataPlate) </summary>
public ModuleBuilder<DataPlatePresets, DataPlate> PlatePresetsToPlate;
/// <summary> 板片数据(DataPlate) 转换 多边形数据(DataPolygon) </summary>
public ModuleBuilder<DataPlate, DataPolygon> PlateToPolygon;
#endregion
#region
/// <summary> 板片设计 可视化内容生成模块 </summary>
public ModuleVisual<DataPlate> VisualPlateDesign;
/// <summary> 板片烘焙 可视化内容生成模块 </summary>
public ModuleVisual<DataPlate> VisualPlateBaking;
/// <summary> 缝合设计 可视化内容生成模块 </summary>
public ModuleVisual<DataSuture> VisualSutureDesign;
/// <summary> 缝合烘焙 可视化内容生成模块 </summary>
public ModuleVisual<DataSuture> VisualSutureBaking;
/// <summary> 连接器 可视化内容生成模块 </summary>
public ModuleVisual<DataConnector> VisualConnector;
#endregion
#region
/// <summary> 查询点模块 </summary>
public ModuleFind<DataPlatePoint> FindPoint;
/// <summary> 查询边模块 </summary>
public ModuleFind<DataPlateSide> FindSide;
/// <summary> 查询贝塞尔点模块 </summary>
public ModuleFind<DataBezier> FindBezier;
#endregion
#region
/// <summary> 简单多边形算法模块 </summary>
public ModuleAlgorithm<DataPlate> AlgorithmSimplePolygon;
/// <summary> 细分多边形算法模块 </summary>
public ModuleAlgorithm<DataPlate> AlgorithmSubdivisionPolygon;
/// <summary> 缝合边算法模块 </summary>
public ModuleAlgorithm<DataSuture> AlgorithmSuture;
#endregion
#region
/// <summary> 标记数据Event </summary>
public event Action<DataMark> OnMark;
/// <summary> 移动烘焙视图的板片Event </summary>
public event Action<DataPlate> OnBakingMobilePlate;
#endregion
#region
/// <summary> 触发标记数据Event </summary>
public void Mark(DataMark data) => OnMark?.Invoke(data);
/// <summary> 触发移动烘焙视图的板片Event </summary>
public void BakingMobilePlate(DataPlate data) => OnBakingMobilePlate?.Invoke(data);
#endregion
}
+1 -1
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@@ -1,5 +1,5 @@
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guid: 831967c83916dda4a9cc48e672e4599c
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@@ -1,42 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 查询贝塞尔点
/// </summary>
public class FindBezier : ModuleFind<DataBezier> {
public readonly float FindRange = 0.02f;
/// <summary> 板片资产 </summary>
public ModuleAssets<DataPlate> AssetsPlate => ModuleCore.AssetsPlate;
protected override void Awake() => ModuleCore.FindBezier = this;
public override bool Find(Vector3 position, out DataBezier bezier) {
List<DataPlate> plates = AssetsPlate.Datas;
for (int i = 0; i < plates.Count; i++) {
Vector3 localPosition = position - plates[i].dataDesign.position;
bezier = Find(plates[i], localPosition);
if (bezier != null) { return true; }
}
bezier = null; return false;
}
/// <summary> 查询匹配的边 </summary>
private DataBezier Find(DataPlate plate, Vector3 localPosition) {
for (int i = 0; i < plate.plateSides.Count; i++) {
DataBezier bezier = Find(plate.plateSides[i], localPosition);
if (bezier != null) { return bezier; }
}
return null;
}
/// <summary> 查询匹配的边 </summary>
private DataBezier Find(DataPlateSide side, Vector3 localPosition) {
if (side.bezier == Bezier.) { return null; }
float aDis = Vector3.Distance(side.aBezier, localPosition);
if (aDis < FindRange) { return new DataBezier() { isA = true, side = side }; }
float bDis = Vector3.Distance(side.bBezier, localPosition);
if (bDis < FindRange) { return new DataBezier() { isA = false, side = side }; }
return null;
}
}
@@ -1,11 +0,0 @@
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@@ -1,35 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 查找点
/// </summary>
public class FindPoint : ModuleFind<DataPlatePoint> {
public readonly float FindRange = 0.01f;
/// <summary> 板片资产 </summary>
public ModuleAssets<DataPlate> AssetsPlate => ModuleCore.AssetsPlate;
protected override void Awake() => ModuleCore.FindPoint = this;
public override bool Find(Vector3 position, out DataPlatePoint point) {
List<DataPlate> plates = AssetsPlate.Datas;
for (int i = 0; i < plates.Count; i++) {
Vector3 localPosition = position - plates[i].dataDesign.position;
point = Find(plates[i], localPosition);
if (point != null) { return true; }
}
point = null; return false;
}
/// <summary> 查询匹配的点 </summary>
private DataPlatePoint Find(DataPlate plate, Vector3 localPosition) {
List<DataPlatePoint> points = plate.platePoints;
for (int i = 0; i < points.Count; i++) {
float distance = Vector3.Distance(points[i].position, localPosition);
if (distance > FindRange) { continue; }
return points[i];
}
return null;
}
}
@@ -1,11 +0,0 @@
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@@ -1,61 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 查找边
/// </summary>
public class FindSide : ModuleFind<DataPlateSide> {
public readonly float FindRange = 0.01f;
/// <summary> 板片资产 </summary>
public ModuleAssets<DataPlate> AssetsPlate => ModuleCore.AssetsPlate;
protected override void Awake() => ModuleCore.FindSide = this;
public override bool Find(Vector3 position, out DataPlateSide side) {
List<DataPlate> plates = AssetsPlate.Datas;
for (int i = 0; i < plates.Count; i++) {
Vector3 localPosition = position - plates[i].dataDesign.position;
side = Find(plates[i], localPosition);
if (side != null) { return true; }
}
side = null; return false;
}
/// <summary> 查询匹配的边 </summary>
private DataPlateSide Find(DataPlate plate, Vector3 localPosition) {
for (int i = 0; i < plate.plateSides.Count; i++) {
DataPlateSide side = Find(plate.plateSides[i], localPosition);
if (side != null) { return side; }
}
return null;
}
/// <summary> 查询匹配的边 </summary>
private DataPlateSide Find(DataPlateSide side, Vector3 localPosition) {
DataPlateSideDesign design = side.dataDesign;
for (int i = 0; i < design.lines.Length; i++) {
Vector3 a = design.lines[i].a;
Vector3 b = design.lines[i].b;
float distance = ProjectDistance(a, b, localPosition);
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) {
Vector3 ab = b - a;
Vector3 ac = c - a;
Vector3 p = Vector3.Project(ac, ab);
if (ab.normalized != p.normalized) { return float.MaxValue; }
if (ab.magnitude < p.magnitude) { return float.MaxValue; }
return Vector3.Distance(c, p + a);
}
}
@@ -1,11 +0,0 @@
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 查找模块
/// </summary>
public abstract class ModuleFind<Data> : MonoBehaviour {
/// <summary> 必须要初始化 </summary>
protected abstract void Awake();
/// <summary> 核心模块 </summary>
protected virtual ModuleCore ModuleCore => ModuleCore.I;
/// <summary> 查询 </summary>
public abstract bool Find(Vector3 position, out Data data);
}
@@ -1,11 +0,0 @@
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+9 -12
View File
@@ -2,17 +2,14 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ModuleInput : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
/// <summary>
/// 输入模块
/// </summary>
public abstract class ModuleInput : MonoBehaviour {
/// <summary> 必须要初始化 </summary>
protected abstract void Awake();
/// <summary> 核心模块 </summary>
protected virtual ModuleCore ModuleCore => ModuleCore.I;
}
// Update is called once per frame
void Update()
{
}
public abstract Vector2 MousePosition { get; }
}
@@ -1,5 +1,5 @@
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@@ -0,0 +1,20 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 单个独立模块
/// </summary>
public abstract class ModuleSingle<Data> : MonoBehaviour {
/// <summary> 必须要初始化 </summary>
protected abstract void Awake();
/// <summary> 核心模块 </summary>
protected virtual ModuleCore ModuleCore => ModuleCore.I;
/// <summary> 打开 </summary>
public abstract void Open(Data data);
/// <summary> 完成 </summary>
public abstract void Complete();
/// <summary> 关闭 </summary>
public abstract void Close();
}
@@ -1,5 +1,5 @@
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
/// <summary>
/// UI输入模块
/// </summary>
/// <typeparam name="T"></typeparam>
public abstract class ModuleUIInput<T> : MonoBehaviour {
/// <summary> 必须要初始化 </summary>
protected abstract void Awake();
/// <summary> 核心模块 </summary>
protected virtual ModuleCore ModuleCore => ModuleCore.I;
/// <summary> 当前输入单元 </summary>
public abstract T Current { get; }
/// <summary> 改变输入单元时触发 </summary>
public abstract event Action<T> OnChangeInput;
/// <summary> 改变输入单元 </summary>
public abstract void ChangeInput(T input);
/// <summary> 绑定UI </summary>
public abstract void Binding(VisualElement element);
}
@@ -1,11 +0,0 @@
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
/// <summary>
/// 烘焙输入模块
/// </summary>
public class UIInputBaking : ModuleUIInput<UnitMouseInput> {
private bool isDownMouseLeft;
private bool isDownMouseRight;
private UnitMouseInput leftInputUnit;
private UnitMouseInput rightInputUnit;
/// <summary> 设计视图相机模块 </summary>
protected ModuleViewCamera ViewCamera => ModuleCore.ViewCameraBaking;
public override UnitMouseInput Current => leftInputUnit;
public override event Action<UnitMouseInput> OnChangeInput;
public override void ChangeInput(UnitMouseInput input) {
leftInputUnit = input;
OnChangeInput?.Invoke(input);
}
protected override void Awake() {
ModuleCore.UIInputBaking = this;
rightInputUnit = new BakingRotate();
}
public override void Binding(VisualElement element) {
element.RegisterCallback<MouseDownEvent>(MouseDown);
element.RegisterCallback<MouseMoveEvent>(MouseMove);
element.RegisterCallback<MouseUpEvent>(MouseRelease);
element.RegisterCallback<MouseOutEvent>(MouseRelease);
element.RegisterCallback<WheelEvent>(ScrollWheel);
}
private void MouseDown(MouseDownEvent evt) {
DataMouseInput data = CreateData(evt.localMousePosition, 0);
if (evt.button == 0) { leftInputUnit.MouseDown(data); isDownMouseLeft = true; }
if (evt.button == 1) { rightInputUnit.MouseDown(data); isDownMouseRight = true; }
}
private void MouseMove(MouseMoveEvent evt) {
DataMouseInput data = CreateData(evt.localMousePosition, 0);
if (isDownMouseLeft) { leftInputUnit.MouseDrag(data); }
if (isDownMouseRight) { rightInputUnit.MouseDrag(data); }
if (evt.button == 0) { leftInputUnit.MouseMove(data); }
if (evt.button == 1) { rightInputUnit.MouseMove(data); }
}
private void MouseRelease(MouseUpEvent evt) {
DataMouseInput data = CreateData(evt.localMousePosition, 0);
leftInputUnit.MouseRelease(data); isDownMouseLeft = false;
rightInputUnit.MouseRelease(data); isDownMouseRight = false;
}
private void MouseRelease(MouseOutEvent evt) {
DataMouseInput data = CreateData(evt.localMousePosition, 0);
leftInputUnit.MouseRelease(data); isDownMouseLeft = false;
rightInputUnit.MouseRelease(data); isDownMouseRight = false;
}
private void ScrollWheel(WheelEvent evt) {
DataMouseInput data = CreateData(evt.localMousePosition, evt.delta.y);
float size = ViewCamera.Scale + data.ScrollWheel;
size = Mathf.Clamp(size, -10f, -1f);
ViewCamera.Scale = Mathf.Lerp(ViewCamera.Scale, size, Time.deltaTime * 50);
}
private DataMouseInput CreateData(Vector2 localMousePosition, float scrollWheel) {
DataMouseInput data = new DataMouseInput();
data.ScrollWheel = scrollWheel;
data.ViewPosition = ViewCamera.ScreenToViewPosition(localMousePosition);
data.WorldPosition = ViewCamera.ScreenToWorldPosition(localMousePosition);
data.ScreenPosition = localMousePosition;
return data;
}
}
@@ -1,11 +0,0 @@
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
/// <summary>
/// 设计输入模块
/// </summary>
public class UIInputDesign : ModuleUIInput<UnitMouseInput> {
private bool isDownMouseLeft;
private bool isDownMouseRight;
private UnitMouseInput leftInputUnit;
private UnitMouseInput rightInputUnit;
/// <summary> 设计视图相机模块 </summary>
protected ModuleViewCamera ViewCamera => ModuleCore.ViewCameraDesign;
public override UnitMouseInput Current => leftInputUnit;
public override event Action<UnitMouseInput> OnChangeInput;
public override void ChangeInput(UnitMouseInput input) {
leftInputUnit = input;
OnChangeInput?.Invoke(input);
}
protected override void Awake() {
ModuleCore.UIInputDesign = this;
rightInputUnit = new DesignMobile();
}
public override void Binding(VisualElement element) {
element.RegisterCallback<MouseDownEvent>(MouseDown);
element.RegisterCallback<MouseMoveEvent>(MouseMove);
element.RegisterCallback<MouseUpEvent>(MouseRelease);
element.RegisterCallback<MouseOutEvent>(MouseRelease);
element.RegisterCallback<WheelEvent>(ScrollWheel);
}
private void MouseDown(MouseDownEvent evt) {
DataMouseInput data = CreateData(evt.localMousePosition, 0);
if (evt.button == 0) { leftInputUnit.MouseDown(data); isDownMouseLeft = true; }
if (evt.button == 1) { rightInputUnit.MouseDown(data); isDownMouseRight = true; }
}
private void MouseMove(MouseMoveEvent evt) {
DataMouseInput data = CreateData(evt.localMousePosition, 0);
if (isDownMouseLeft) { leftInputUnit.MouseDrag(data); }
if (isDownMouseRight) { rightInputUnit.MouseDrag(data); }
leftInputUnit.MouseMove(data);
rightInputUnit.MouseMove(data);
}
private void MouseRelease(MouseUpEvent evt) {
DataMouseInput data = CreateData(evt.localMousePosition, 0);
leftInputUnit.MouseRelease(data); isDownMouseLeft = false;
rightInputUnit.MouseRelease(data); isDownMouseRight = false;
}
private void MouseRelease(MouseOutEvent evt) {
DataMouseInput data = CreateData(evt.localMousePosition, 0);
leftInputUnit.MouseRelease(data); isDownMouseLeft = false;
rightInputUnit.MouseRelease(data); isDownMouseRight = false;
}
private void ScrollWheel(WheelEvent evt) {
DataMouseInput data = CreateData(evt.localMousePosition, evt.delta.y);
float size = ViewCamera.Scale + data.ScrollWheel;
size = Mathf.Clamp(size, 0.1f, 4);
ViewCamera.Scale = Mathf.Lerp(ViewCamera.Scale, size, Time.deltaTime * 20);
}
private DataMouseInput CreateData(Vector2 localMousePosition, float scrollWheel) {
DataMouseInput data = new DataMouseInput();
data.ScrollWheel = scrollWheel;
data.ViewPosition = ViewCamera.ScreenToViewPosition(localMousePosition);
data.WorldPosition = ViewCamera.ScreenToWorldPosition(localMousePosition);
data.ScreenPosition = localMousePosition;
return data;
}
}
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@@ -1,16 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
public class UIPageGarmentSewing : ModuleUIPage {
private TopMenu topMenu;
private VisualElement TopMenuElement => Q<VisualElement>("TopMenu");
protected override void Awake() => ModuleCore.CurrentPage = this;
private void Start() {
topMenu = new TopMenu(TopMenuElement);
topMenu.ClickTopMenu1 = () => { };
topMenu.ClickTopMenu2 = () => { ModuleCore.PresetsPlateWindow.Open(null); };
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class UIPageGlobal : ModuleUIPage {
protected override void Awake() => ModuleCore.GlobalPage = this;
}
@@ -1,11 +0,0 @@
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// UI窗口
/// </summary>
/// <typeparam name="Data">窗口需要的数据类型</typeparam>
public abstract class ModuleUIWindow<Data> : MonoBehaviour {
/// <summary> 绑定的页面 </summary>
public ModuleUIPage ModuleUIPage;
/// <summary> 必须初始化 </summary>
public abstract void Awake();
/// <summary> 核心模块 </summary>
protected virtual ModuleCore ModuleCore => ModuleCore.I;
/// <summary> 打开模块,并且传进参数 </summary>
public abstract void Open(Data data);
/// <summary> 关闭模块 </summary>
public abstract void Close();
}
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@@ -1,45 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
public class UIWindowPresetsPlate : ModuleUIWindow<Action> {
public VisualTreeAsset PresetsPlateUnitAsset;
private UIPresetsPlate presetsPlate;
private VisualElement element => ModuleUIPage.Q<VisualElement>("PresetsPlate");
/// <summary> 资源模块 </summary>
private ModuleAssets<DataPlate> AssetsPlate => ModuleCore.AssetsPlate;
/// <summary> 预设资源模块 </summary>
private ModuleAssets<DataPlatePresets> AssetsPlatePresets => ModuleCore.AssetsPlatePresets;
/// <summary> 转换模块 </summary>
private ModuleBuilder<DataPlatePresets, DataPlate> PlatePresetsToPlate => ModuleCore.PlatePresetsToPlate;
public override void Awake() {
ModuleCore.PresetsPlateWindow = this;
presetsPlate = new UIPresetsPlate(element);
presetsPlate.ClickClose = Close;
}
public override void Open(Action data) {
element.style.display = DisplayStyle.Flex;
presetsPlate.Clear();
AssetsPlatePresets.ForEach(Create);
}
public override void Close() {
presetsPlate.Clear();
element.style.display = DisplayStyle.None;
}
private void Create(DataPlatePresets data) {
VisualElement temp = PresetsPlateUnitAsset.Instantiate();
UIPresetsPlateUnit unit = new UIPresetsPlateUnit(temp, data);
unit.Click = () => { CreateTemplate(data); };
presetsPlate.Add(unit);
}
private void CreateTemplate(DataPlatePresets data) {
DataPlate dataPlate = PlatePresetsToPlate.To(data);
AssetsPlate.Add(dataPlate);
Close();
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ViewCameraBaking : ModuleViewCamera {
public readonly Vector3 CameraOffset = new Vector3(0, 0, -1.5f);
public Camera viewCamera;
public Transform viewOrigin;
public Transform viewSpace;
private RaycastHit hitInfo;
private RenderTexture renderTexture;
protected override void Awake() => ModuleCore.ViewCameraBaking = this;
public override Vector3 Position {
get => viewOrigin.localPosition;
set => viewOrigin.localPosition = value;
}
public override Vector3 EulerAngles {
get => viewOrigin.eulerAngles;
set => viewOrigin.eulerAngles = value;
}
public override float Scale {
get => viewCamera.transform.localPosition.z;
set => viewCamera.transform.localPosition = new Vector3(0, 0, value);
}
public override Vector3 Up {
get => viewOrigin.up;
}
public override Vector3 Right {
get => viewOrigin.right;
}
public override Vector3 Forward {
get => viewOrigin.forward;
}
public override Vector3 CameraPosition {
get => viewOrigin.localPosition;
}
public override RenderTexture RenderTexture {
get => renderTexture;
}
public override void UpdateRenderTexture(int x, int y) {
renderTexture = new RenderTexture(x, y, 0);
viewCamera.targetTexture = renderTexture;
}
public override Vector3 ScreenToViewPosition(Vector3 screenPosition) {
float x = screenPosition.x / viewCamera.pixelWidth;
float y = 1 - screenPosition.y / viewCamera.pixelHeight;
Vector3 viewPosition = new Vector3(x, y);
return viewPosition;
}
public override Vector3 ScreenToWorldPosition(Vector3 screenPosition) {
Vector3 viewPosition = ScreenToViewPosition(screenPosition);
float aspectRatio = (float)viewCamera.pixelWidth / viewCamera.pixelHeight;
Vector3 ratio = viewPosition - new Vector3(0.5f, 0.5f);
return new Vector3(ratio.x * aspectRatio, ratio.y) * Scale + viewOrigin.position;
}
//public override Vector3 ViewToScreenPosition(Vector3 screenPosition) {
// throw new System.NotImplementedException();
//}
//public override Vector3 ViewToWorldPosition(Vector3 screenPosition) {
// throw new System.NotImplementedException();
//}
//public override Vector3 WorldToScreenPosition(Vector3 screenPosition) {
// throw new System.NotImplementedException();
//}
//public override Vector3 WorldToViewPosition(Vector3 screenPosition) {
// throw new System.NotImplementedException();
//}
public override bool ScreenToWorldObject<T>(Vector3 screenPosition, out T value) {
return ScreenToWorldObject(screenPosition, out value, DefaultLayerMask);
}
public override bool ScreenToWorldObject<T>(Vector3 screenPosition, out T value, LayerMask planeLayerMask) {
Vector3 viewPosition = ScreenToViewPosition(screenPosition);
Ray ray = viewCamera.ViewportPointToRay(viewPosition);
Physics.Raycast(ray, out hitInfo, 200, planeLayerMask);
value = hitInfo.transform?.GetComponent<T>();
return value != null;
}
public override bool ScreenToWorldObjectParent<T>(Vector3 screenPosition, out T value) {
return ScreenToWorldObjectParent(screenPosition, out value, DefaultLayerMask);
}
public override bool ScreenToWorldObjectParent<T>(Vector3 screenPosition, out T value, LayerMask planeLayerMask) {
Vector3 viewPosition = ScreenToViewPosition(screenPosition);
Ray ray = viewCamera.ViewportPointToRay(viewPosition);
Physics.Raycast(ray, out hitInfo, 200, planeLayerMask);
value = hitInfo.transform?.GetComponentInParent<T>();
return value != null;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ViewCameraDesign : ModuleViewCamera {
public Camera viewCamera;
public Transform viewSpace;
private RaycastHit hitInfo;
private RenderTexture renderTexture;
private readonly Vector3 CameraOffset = new Vector3(0, 0, -1.5f);
protected override void Awake() => ModuleCore.ViewCameraDesign = this;
public override Vector3 Position {
get => viewCamera.transform.localPosition - CameraOffset;
set => viewCamera.transform.localPosition = value + CameraOffset;
}
public override Vector3 EulerAngles {
get => viewCamera.transform.eulerAngles;
set => viewCamera.transform.eulerAngles = value;
}
public override float Scale {
get => viewCamera.orthographicSize;
set => viewCamera.orthographicSize = value;
}
public override Vector3 Up {
get => viewCamera.transform.up;
}
public override Vector3 Right {
get => viewCamera.transform.right;
}
public override Vector3 Forward {
get => viewCamera.transform.forward;
}
public override Vector3 CameraPosition {
get => viewCamera.transform.localPosition - CameraOffset;
}
public override RenderTexture RenderTexture {
get => renderTexture;
}
public override void UpdateRenderTexture(int x, int y) {
renderTexture = new RenderTexture(x, y, 0);
viewCamera.targetTexture = renderTexture;
}
public override Vector3 ScreenToViewPosition(Vector3 screenPosition) {
float x = screenPosition.x / viewCamera.pixelWidth;
float y = 1 - screenPosition.y / viewCamera.pixelHeight;
Vector3 mouseRatio = new Vector3(x - 0.5f, y - 0.5f);
float aspectRatio = (float)viewCamera.pixelWidth / viewCamera.pixelHeight;
return new Vector3(mouseRatio.x * aspectRatio, mouseRatio.y) * 2;
}
public override Vector3 ScreenToWorldPosition(Vector3 screenPosition) {
return ScreenToViewPosition(screenPosition) * Scale + Position;
}
public override bool ScreenToWorldObject<T>(Vector3 screenPosition, out T value) {
return ScreenToWorldObject(screenPosition, out value, DefaultLayerMask);
}
public override bool ScreenToWorldObject<T>(Vector3 screenPosition, out T value, LayerMask planeLayerMask) {
Vector3 viewPosition = ScreenToViewPosition(screenPosition);
Vector3 worldPosition = viewPosition * Scale + viewCamera.transform.position;
Ray ray = new Ray(worldPosition, viewCamera.transform.forward);
Physics.Raycast(ray, out hitInfo, 200, planeLayerMask);
value = hitInfo.transform?.GetComponent<T>();
return value != null;
}
public override bool ScreenToWorldObjectParent<T>(Vector3 screenPosition, out T value) {
return ScreenToWorldObjectParent(screenPosition, out value, DefaultLayerMask);
}
public override bool ScreenToWorldObjectParent<T>(Vector3 screenPosition, out T value, LayerMask planeLayerMask) {
Vector3 viewPosition = ScreenToViewPosition(screenPosition);
Vector3 worldPosition = viewPosition * Scale + viewCamera.transform.position;
Ray ray = new Ray(worldPosition, viewCamera.transform.forward);
Physics.Raycast(ray, out hitInfo, 200, planeLayerMask);
value = hitInfo.transform?.GetComponentInParent<T>();
return value != null;
}
//public override Vector3 ViewToScreenPosition(Vector3 screenPosition) {
// throw new System.NotImplementedException();
//}
//public override Vector3 ViewToWorldPosition(Vector3 screenPosition) {
// throw new System.NotImplementedException();
//}
//public override Vector3 WorldToScreenPosition(Vector3 screenPosition) {
// throw new System.NotImplementedException();
//}
//public override Vector3 WorldToViewPosition(Vector3 screenPosition) {
// throw new System.NotImplementedException();
//}
}
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@@ -3,7 +3,7 @@ using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 生成可视化内容模块
/// 可视化内容生成模块
/// </summary>
public abstract class ModuleVisual<Data> : MonoBehaviour {
/// <summary> 必须要初始化 </summary>
@@ -11,7 +11,7 @@ public abstract class ModuleVisual<Data> : MonoBehaviour {
/// <summary> 核心模块 </summary>
protected virtual ModuleCore ModuleCore => ModuleCore.I;
/// <summary> 更新可视化内容 </summary>
/// <summary> 更新可视化 </summary>
public abstract void UpdateVisual(Data data);
/// <summary> 释放可视化内容 </summary>
public abstract void ReleaseVisual(Data data);
@@ -1,5 +1,5 @@
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@@ -1,46 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//public class VisualBaking : ModuleVisual<DataPlate> {
// public Transform viewSpace;
// public Transform platePrefab;//板片
// public Transform suturePrefab;//缝合
// public Transform sutureSidePrefab;//缝合边
// protected override void Awake() => ModuleCore.VisualBaking = this;
// public override void UpdateVisual(DataPlate plate) {
// //更新板片
// Create(ref plate.baking, platePrefab, viewSpace);
// plate.baking.UpdateVisual(plate);
// //子数据父对象
// Transform parent = plate.design.transform;
// //更新线段
// plate.sides.ForEach(obj => UpdateVisual(obj, parent));
// }
// public override void ReleaseVisual(DataPlate data) {
// throw new System.NotImplementedException();
// }
// private void UpdateVisual(DataSide side, Transform parent) {
// //Create(ref side.design, sidePrefab, parent);
// //side.design.UpdateVisual(side);
// //更新缝合线
// if (side.suture == null) { return; }
// //side.suture.Update();
// UpdateVisual(side.suture, viewSpace);
// }
// /// <summary> 更新缝合数据 </summary>
// private void UpdateVisual(DataSuture suture, Transform parent) {
// Create(ref suture.baking, suturePrefab, parent);
// UpdateVisual(suture.a, suture.baking.transform);
// UpdateVisual(suture.b, suture.baking.transform);
// suture.baking.UpdateVisual(suture);
// }
// /// <summary> 更新缝合边 </summary>
// private void UpdateVisual(DataSutureSide sutureSide, Transform parent) {
// Create(ref sutureSide.baking, sutureSidePrefab, parent);
// sutureSide.baking.UpdateVisual(sutureSide);
// }
//}
@@ -1,11 +0,0 @@
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 连接可视化模块
/// </summary>
public class VisualConnector : ModuleVisual<DataConnector> {
public Transform viewSpace;
public Transform connectorPrefab;//板片
protected override void Awake() => ModuleCore.VisualConnector = this;
public override void UpdateVisual(DataConnector data) {
//更新板片
Create(ref data.visual, connectorPrefab, viewSpace);
data.visual.UpdateVisual(data);
}
public override void ReleaseVisual(DataConnector data) {
if (data.visual != null) {
Destroy(data.visual.gameObject);
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 版片可视化模块
/// </summary>
//public class VisualDesign : ModuleVisual<DataPlate> {
// public Transform viewSpace;
// public Transform platePrefab;//板片
// public Transform pointPrefab;//点
// public Transform sidePrefab;//边
// public Transform suturePrefab;//缝合
// public Transform sutureSidePrefab;//缝合边
// protected override void Awake() => ModuleCore.VisualDesign = this;
// public override void UpdateVisual(DataPlate plate) {
// //更新板片
// Create(ref plate.design, platePrefab, viewSpace);
// plate.design.UpdateVisual(plate);
// //子数据父对象
// Transform parent = plate.design.transform;
// //更新点
// plate.points.ForEach(obj => UpdateVisual(obj, parent));
// //更新线段
// plate.sides.ForEach(obj => UpdateVisual(obj, parent));
// }
// public override void ReleaseVisual(DataPlate data) {
// throw new System.NotImplementedException();
// }
// private void UpdateVisual(DataPoint point, Transform parent) {
// Create(ref point.visual, pointPrefab, parent);
// point.visual.UpdateVisual(point);
// }
// private void UpdateVisual(DataSide side, Transform parent) {
// Create(ref side.design, sidePrefab, parent);
// side.design.UpdateVisual(side);
// //更新缝合线
// if (side.suture == null) { return; }
// side.suture.Update();
// UpdateVisual(side.suture, viewSpace);
// }
// /// <summary> 更新缝合数据 </summary>
// private void UpdateVisual(DataSuture suture, Transform parent) {
// Create(ref suture.design, suturePrefab, parent);
// UpdateVisual(suture.a, suture.design.transform);
// UpdateVisual(suture.b, suture.design.transform);
// suture.design.UpdateVisual(suture);
// }
// /// <summary> 更新缝合边 </summary>
// private void UpdateVisual(DataSutureSide sutureSide, Transform parent) {
// Create(ref sutureSide.design, sutureSidePrefab, parent);
// sutureSide.design.UpdateVisual(sutureSide);
// }
//}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class VisualPlateBaking : ModuleVisual<DataPlate> {
public Transform viewSpace;
public Transform platePrefab;//板片
public Transform suturePrefab;//缝合
public Transform sutureSidePrefab;//缝合边
protected override void Awake() => ModuleCore.VisualPlateBaking = this;
public override void UpdateVisual(DataPlate plate) {
//更新板片
Create(ref plate.bakingPrefab, platePrefab, viewSpace);
plate.bakingPrefab.UpdateVisual(plate);
//子数据父对象
Transform parent = plate.designPrefab.transform;
//更新线段
plate.plateSides.ForEach(obj => UpdateVisual(obj, parent));
}
public override void ReleaseVisual(DataPlate data) {
throw new System.NotImplementedException();
}
private void UpdateVisual(DataPlateSide side, Transform parent) {
//Create(ref side.design, sidePrefab, parent);
//side.design.UpdateVisual(side);
//更新缝合线
//if (side.suture == null) { return; }
//side.suture.Update();
//UpdateVisual(side.suture, viewSpace);
}
/// <summary> 更新缝合数据 </summary>
private void UpdateVisual(DataSuture suture, Transform parent) {
Create(ref suture.baking, suturePrefab, parent);
UpdateVisual(suture.a, suture.baking.transform);
UpdateVisual(suture.b, suture.baking.transform);
suture.baking.UpdateVisual(suture);
}
/// <summary> 更新缝合边 </summary>
private void UpdateVisual(DataSutureSide sutureSide, Transform parent) {
Create(ref sutureSide.baking, sutureSidePrefab, parent);
sutureSide.baking.UpdateVisual(sutureSide);
}
}
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@@ -1,41 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 版片可视化模块
/// </summary>
public class VisualPlateDesign : ModuleVisual<DataPlate> {
public Transform viewSpace;
public Transform platePrefab;//板片
public Transform pointPrefab;//点
public Transform sidePrefab;//边
protected override void Awake() => ModuleCore.VisualPlateDesign = this;
public override void UpdateVisual(DataPlate plate) {
//更新板片
Create(ref plate.designPrefab, platePrefab, viewSpace);
plate.designPrefab.UpdateVisual(plate);
//子数据父对象
Transform parent = plate.designPrefab.transform;
//更新点
plate.platePoints.ForEach(obj => UpdateVisual(obj, parent));
//更新线段
plate.plateSides.ForEach(obj => UpdateVisual(obj, parent));
}
public override void ReleaseVisual(DataPlate data) {
throw new System.NotImplementedException();
}
private void UpdateVisual(DataPlatePoint point, Transform parent) {
Create(ref point.visual, pointPrefab, parent);
point.visual.UpdateVisual(point);
}
private void UpdateVisual(DataPlateSide side, Transform parent) {
Create(ref side.designPrefab, sidePrefab, parent);
side.designPrefab.UpdateVisual(side);
//更新缝合线
if (side.suture != null) { side.suture.UpdateVisual(); }
}
}
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@@ -1,31 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 缝合烘焙可视化模块
/// </summary>
public class VisualSutureBaking : ModuleVisual<DataSuture> {
public Transform viewSpace;
public Transform suturePrefab;//缝合
public Transform sutureSidePrefab;//缝合边
protected override void Awake() => ModuleCore.VisualSutureBaking = this;
public override void UpdateVisual(DataSuture suture) {
Create(ref suture.baking, suturePrefab, viewSpace);
suture.baking.UpdateVisual(suture);
UpdateVisual(suture.a, suture.baking.transform);
UpdateVisual(suture.b, suture.baking.transform);
}
public override void ReleaseVisual(DataSuture data) {
throw new System.NotImplementedException();
}
/// <summary> 更新缝合边 </summary>
private void UpdateVisual(DataSutureSide sutureSide, Transform parent) {
Create(ref sutureSide.baking, sutureSidePrefab, parent);
sutureSide.baking.UpdateVisual(sutureSide);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 缝合设计可视化模块
/// </summary>
public class VisualSutureDesign : ModuleVisual<DataSuture> {
public Transform viewSpace;
public Transform suturePrefab;//缝合
public Transform sutureSidePrefab;//缝合边
protected override void Awake() => ModuleCore.VisualSutureDesign = this;
public override void UpdateVisual(DataSuture suture) {
Create(ref suture.design, suturePrefab, viewSpace);
suture.design.UpdateVisual(suture);
UpdateVisual(suture.a, suture.design.transform);
UpdateVisual(suture.b, suture.design.transform);
}
public override void ReleaseVisual(DataSuture data) {
throw new System.NotImplementedException();
}
/// <summary> 更新缝合边 </summary>
private void UpdateVisual(DataSutureSide sutureSide, Transform parent) {
Create(ref sutureSide.design, sutureSidePrefab, parent);
sutureSide.design.UpdateVisual(sutureSide);
}
}
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@@ -1,18 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DataBezier {
/// <summary> 是否是a </summary>
public bool isA;
/// <summary> 关联的边 </summary>
public DataPlateSide side;
/// <summary> 位置 </summary>
public Vector3 position => isA ? side.aBezier : side.bBezier;
public void SetBezierPosition(Vector3 value) {
if (isA) { side.SetBezierPositionA(value); }
else { side.SetBezierPositionB(value); }
side.plate.UpdateVisual();
}
}
-11
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@@ -1,37 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary> 边界数据 </summary>
public class DataBorder {
/// <summary> 网格细分 </summary>
public readonly float smooth = 0.01f;
/// <summary> minX </summary>
public readonly float minX = 0;
/// <summary> maxX </summary>
public readonly float maxX = 0;
/// <summary> minY </summary>
public readonly float minY = 0;
/// <summary> maxY </summary>
public readonly float maxY = 0;
/// <summary> 多边形边缘点 </summary>
public readonly Vector3[] points;
/// <summary> 边界数据 </summary>
public DataBorder(float minX, float maxX, float minY, float maxY, Vector3[] points) {
this.minX = minX; this.maxX = maxX;
this.minY = minY; this.maxY = maxY;
this.points = points;
}
/// <summary> 边界宽 </summary>
public float Wide => maxX - minX;
/// <summary> 边界高 </summary>
public float High => maxY - minY;
/// <summary> 网格宽 </summary>
public int GridWide => Mathf.FloorToInt(Wide / smooth) + 1;
/// <summary> 网格高 </summary>
public int GridHigh => Mathf.FloorToInt(High / smooth) + 1;
/// <summary> 最小点 </summary>
public Vector3 MinPoint => new Vector3(minX, minY, 0);
/// <summary> 最大点 </summary>
public Vector3 MaxPoint => new Vector3(maxX, maxY, 0);
}
-11
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@@ -1,16 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DataConnector {
#region
public Vector3 aPoint;
public Vector3 bPoint;
#endregion
#region
/// <summary> 可视化对象 </summary>
public PrefabConnector visual;
#endregion
}
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@@ -1,16 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DataInsertPoint {
/// <summary> 位置 (需要和点同一个坐标系) </summary>
public Vector3 position;
/// <summary> 执行操作的板片 </summary>
public DataPlate plate;
/// <summary> A点 </summary>
public DataPoint aPoint;
/// <summary> B点 </summary>
public DataPoint bPoint;
/// <summary> 关联的线段 </summary>
public DataSide side;
}
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@@ -1,18 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary> 交点信息 </summary>
public class DataIntersect {
public readonly DataSide side;
public readonly Vector3 position;
/// <summary> 交点信息 </summary>
public DataIntersect(DataSide side, Vector3 position) {
this.side = side;
this.position = position;
}
/// <summary> 是否相交 </summary>
public bool isIntersect;
/// <summary> 交点 </summary>
public Vector3 intersectPoint;
}
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-10
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 标记数据
/// </summary>
public class DataMark {
}
-11
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