This commit is contained in:
MuHua-123
2024-11-29 18:10:02 +08:00
parent 84243e75a8
commit 698464b9d7
81 changed files with 3073 additions and 671 deletions
@@ -5,41 +5,41 @@ using UnityEngine;
/// <summary>
/// 计算位置到边上最近的点
/// </summary>
public class AlgorithmSidePoint : ModuleAlgorithm<DataIntersect> {
//public class AlgorithmSidePoint : ModuleAlgorithm<DataIntersect> {
protected override void Awake() => ModuleCore.AlgorithmSidePoint = this;
// 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;
}
}
// 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> 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;
}
}
// /// <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;
// }
//}
@@ -6,18 +6,18 @@ using UnityEngine;
/// 散列点生成简单多边形算法
/// </summary>
public class AlgorithmSimplePolygon : ModuleAlgorithm<DataPlate> {
private UnitAlgorithm<DataPlate> AlgorithmSideSubdivision = new UnitAlgorithmBezier();
private UnitAlgorithm<DataPlate> AlgorithmTriangle = new UnitAlgorithmEarCutting();
private UnitAlgorithm<DataPlate> AlgorithmMergeTriangle = new UnitAlgorithmMergeTriangle();
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 data) {
public override void Compute(DataPlate plate) {
//遍历计算边(DataSide)上的细分点(positions)和线(lines)
AlgorithmSideSubdivision.Compute(data);
AlgorithmSideSubdivision.Compute(plate.dataDesign);
//计算三角面
AlgorithmTriangle.Compute(data);
AlgorithmTriangle.Compute(plate.dataDesign);
//三角面列表转换网格
AlgorithmMergeTriangle.Compute(data);
AlgorithmMergeTriangle.Compute(plate.dataDesign);
}
}
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,53 @@
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;
}
}
@@ -0,0 +1,11 @@
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@@ -6,62 +6,62 @@ 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;
}
}
//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;
// 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();
}
// 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;
}
}
// 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;
// }
//}
@@ -0,0 +1,18 @@
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()
{
}
}
@@ -0,0 +1,11 @@
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defaultReferences: []
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@@ -17,14 +17,14 @@ public class AssetsPlate : ModuleAssets<DataPlate> {
protected override void Awake() => ModuleCore.AssetsPlate = this;
public override void Add(DataPlate data) {
if (dataPlates.Contains(data)) { return; }
dataPlates.Add(data);
public override void Add(DataPlate plate) {
if (dataPlates.Contains(plate)) { return; }
dataPlates.Add(plate);
//初始化参数
data.designPosition = ViewCameraDesign.CameraPosition;
data.bakingPosition = ViewCameraDesign.CameraPosition;
plate.dataDesign.position = ViewCameraDesign.CameraPosition;
plate.dataBaking.position = ViewCameraDesign.CameraPosition;
//生成可视化内容
data.UpdateVisual();
plate.UpdateVisual();
}
public override void Remove(DataPlate data) {
if (!dataPlates.Contains(data)) { return; }
@@ -5,37 +5,37 @@ using UnityEngine;
/// <summary>
/// 插入点(DataInsertPoint) 转换 点(DataPoint)
/// </summary>
public class BuilderInsertPointToPoint : ModuleBuilder<DataInsertPoint, DataPoint> {
//public class BuilderInsertPointToPoint : ModuleBuilder<DataInsertPoint, DataPoint> {
protected override void Awake() => ModuleCore.InsertPointToPoint = this;
// 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;
}
// 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;
}
}
// private DataSide CreateDataSide(DataPlate plate, DataPoint a, DataPoint b) {
// DataSide side = new DataSide(plate);
// side.aPoint = a;
// side.bPoint = b;
// side.OneRankBezier();
// return side;
// }
//}
@@ -11,24 +11,24 @@ public class BuilderPlatePresetsToPlate : ModuleBuilder<DataPlatePresets, DataPl
public override DataPlate To(DataPlatePresets origin) {
DataPlate dataPlate = new DataPlate();
dataPlate.points = ToDataPoint(dataPlate, origin.designPoints);
dataPlate.sides = ToDataSide(dataPlate, dataPlate.points);
dataPlate.platePoints = ToDataPoint(dataPlate, origin.designPoints);
dataPlate.plateSides = ToDataSide(dataPlate, dataPlate.platePoints);
return dataPlate;
}
private List<DataPoint> ToDataPoint(DataPlate dataPlate, List<Vector3> list) {
List<DataPoint> points = new List<DataPoint>();
private List<DataPlatePoint> ToDataPoint(DataPlate dataPlate, List<Vector3> list) {
List<DataPlatePoint> points = new List<DataPlatePoint>();
for (int i = 0; i < list.Count; i++) {
DataPoint point = new DataPoint(dataPlate);
DataPlatePoint point = new DataPlatePoint(dataPlate);
point.position = list[i];
points.Add(point);
}
return points;
}
private List<DataSide> ToDataSide(DataPlate dataPlate, List<DataPoint> list) {
List<DataSide> sides = new List<DataSide>();
private List<DataPlateSide> ToDataSide(DataPlate dataPlate, List<DataPlatePoint> list) {
List<DataPlateSide> sides = new List<DataPlateSide>();
for (int i = 0; i < list.Count; i++) {
DataSide side = new DataSide(dataPlate);
DataPlateSide side = new DataPlateSide(dataPlate);
side.aPoint = list.LoopIndex(i + 0);
side.bPoint = list.LoopIndex(i + 1);
side.OneRankBezier();
+12 -12
View File
@@ -46,37 +46,37 @@ public class ModuleCore : Module<ModuleCore> {
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;
/// <summary> 插入点(DataInsertPoint) 转换 点(DataPoint) </summary>
public ModuleBuilder<DataInsertPoint, DataPoint> InsertPointToPoint;
#endregion
#region
/// <summary> 设计可视化内容生成模块 </summary>
public ModuleVisual<DataPlate> VisualDesign;
/// <summary> 烘焙可视化内容生成模块 </summary>
public ModuleVisual<DataPlate> VisualBaking;
/// <summary> 连接可视化内容生成模块 </summary>
/// <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<DataPoint> FindPoint;
public ModuleFind<DataPlatePoint> FindPoint;
/// <summary> 查询边模块 </summary>
public ModuleFind<DataSide> FindSide;
public ModuleFind<DataPlateSide> FindSide;
/// <summary> 查询贝塞尔点模块 </summary>
public ModuleFind<DataBezier> FindBezier;
#endregion
#region
/// <summary> 计算位置到边上最近的点 </summary>
public ModuleAlgorithm<DataIntersect> AlgorithmSidePoint;
/// <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<DataSutureSide> AlgorithmSutureSide;
public ModuleAlgorithm<DataSuture> AlgorithmSuture;
#endregion
#region
+4 -4
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@@ -15,7 +15,7 @@ public class FindBezier : ModuleFind<DataBezier> {
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].designPosition;
Vector3 localPosition = position - plates[i].dataDesign.position;
bezier = Find(plates[i], localPosition);
if (bezier != null) { return true; }
}
@@ -24,14 +24,14 @@ public class FindBezier : ModuleFind<DataBezier> {
/// <summary> 查询匹配的边 </summary>
private DataBezier Find(DataPlate plate, Vector3 localPosition) {
for (int i = 0; i < plate.sides.Count; i++) {
DataBezier bezier = Find(plate.sides[i], 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(DataSide side, Vector3 localPosition) {
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 }; }
+5 -5
View File
@@ -5,17 +5,17 @@ using UnityEngine;
/// <summary>
/// 查找点
/// </summary>
public class FindPoint : ModuleFind<DataPoint> {
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 DataPoint point) {
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].designPosition;
Vector3 localPosition = position - plates[i].dataDesign.position;
point = Find(plates[i], localPosition);
if (point != null) { return true; }
}
@@ -23,8 +23,8 @@ public class FindPoint : ModuleFind<DataPoint> {
}
/// <summary> 查询匹配的点 </summary>
private DataPoint Find(DataPlate plate, Vector3 localPosition) {
List<DataPoint> points = plate.points;
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; }
+12 -12
View File
@@ -5,17 +5,17 @@ using UnityEngine;
/// <summary>
/// 查找边
/// </summary>
public class FindSide : ModuleFind<DataSide> {
public readonly float FindRange = 0.01f;
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 DataSide side) {
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].designPosition;
Vector3 localPosition = position - plates[i].dataDesign.position;
side = Find(plates[i], localPosition);
if (side != null) { return true; }
}
@@ -23,20 +23,20 @@ public class FindSide : ModuleFind<DataSide> {
}
/// <summary> 查询匹配的边 </summary>
private DataSide Find(DataPlate plate, Vector3 localPosition) {
for (int i = 0; i < plate.sides.Count; i++) {
DataSide side = Find(plate.sides[i], localPosition);
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 DataSide Find(DataSide side, Vector3 localPosition) {
for (int i = 0; i < side.lines.Length; i++) {
Vector3 a = side.lines[i].a;
Vector3 b = side.lines[i].b;
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);
//Debug.Log($"{a} , {b} , {localPosition}");
if (distance < FindRange) { return side; }
}
return null;
+39 -39
View File
@@ -2,45 +2,45 @@ 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
//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;
// 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();
}
// 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);
}
}
// 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);
// }
//}
+47 -47
View File
@@ -5,53 +5,53 @@ 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
//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;
// 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();
}
// 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);
}
}
// 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);
// }
//}
@@ -0,0 +1,46 @@
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);
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,41 @@
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(); }
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,31 @@
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);
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,31 @@
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);
}
}
@@ -0,0 +1,11 @@
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