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This commit is contained in:
@@ -6,7 +6,7 @@ public class DataBezier {
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/// <summary> 是否是a </summary>
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public bool isA;
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/// <summary> 关联的边 </summary>
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public DataSide side;
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public DataPlateSide side;
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/// <summary> 位置 </summary>
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public Vector3 position => isA ? side.aBezier : side.bBezier;
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@@ -2,21 +2,34 @@ using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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/// <summary> 2D边界数据 </summary>
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/// <summary> 边界数据 </summary>
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public class DataBorder {
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/// <summary> 网格细分 </summary>
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public readonly float smooth = 0.01f;
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/// <summary> minX </summary>
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public readonly float minX = 0;
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/// <summary> maxX </summary>
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public readonly float maxX = 0;
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/// <summary> minY </summary>
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public readonly float minY = 0;
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/// <summary> maxY </summary>
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public readonly float maxY = 0;
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/// <summary> 2D边界数据 </summary>
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public DataBorder(float minX, float maxX, float minY, float maxY) {
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/// <summary> 多边形边缘点 </summary>
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public readonly Vector3[] points;
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/// <summary> 边界数据 </summary>
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public DataBorder(float minX, float maxX, float minY, float maxY, Vector3[] points) {
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this.minX = minX; this.maxX = maxX;
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this.minY = minY; this.maxY = maxY;
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this.points = points;
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}
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/// <summary> 边界宽 </summary>
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public float Wide => maxX - minX;
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/// <summary> 边界高 </summary>
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public float High => maxY - minY;
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/// <summary> 网格宽 </summary>
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public int GridWide => Mathf.FloorToInt(Wide / smooth) + 1;
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/// <summary> 网格高 </summary>
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public int GridHigh => Mathf.FloorToInt(High / smooth) + 1;
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/// <summary> 最小点 </summary>
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public Vector3 MinPoint => new Vector3(minX, minY, 0);
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/// <summary> 最大点 </summary>
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@@ -7,18 +7,22 @@ public class DataPlate {
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/// <summary> 核心模块 </summary>
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private ModuleCore ModuleCore => ModuleCore.I;
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/// <summary> 设计可视化模块 </summary>
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private ModuleVisual<DataPlate> VisualDesign => ModuleCore.VisualDesign;
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private ModuleVisual<DataPlate> VisualDesign => ModuleCore.VisualPlateDesign;
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/// <summary> 烘焙可视化模块 </summary>
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private ModuleVisual<DataPlate> VisualBaking => ModuleCore.VisualBaking;
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private ModuleVisual<DataPlate> VisualBaking => ModuleCore.VisualPlateBaking;
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/// <summary> 简单多边形算法模块 </summary>
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private ModuleAlgorithm<DataPlate> AlgorithmSimplePolygon => ModuleCore.AlgorithmSimplePolygon;
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/// <summary> 细分多边形算法模块 </summary>
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private ModuleAlgorithm<DataPlate> AlgorithmSubdivisionPolygon => ModuleCore.AlgorithmSubdivisionPolygon;
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public DataPlate() {
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dataDesign = new DataPlateDesign(this);
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}
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public void UpdateVisual(bool recalculate = true) {
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if (recalculate) {
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//简单多边形计算
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//AlgorithmSimplePolygon.Compute(this);
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AlgorithmSimplePolygon.Compute(this);
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//细分多边形计算
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AlgorithmSubdivisionPolygon.Compute(this);
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}
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@@ -29,42 +33,55 @@ public class DataPlate {
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}
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#region 核心数据
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/// <summary> 边缘平滑度 </summary>
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public float smooth = 0.01f;
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/// <summary> 板片设计视图的位置(本地坐标系) </summary>
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public Vector3 designPosition;
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/// <summary> 板片烘焙视图的位置(本地坐标系) </summary>
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public Vector3 bakingPosition;
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/// <summary> 板片烘焙视图的旋转(本地坐标系) </summary>
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public Vector3 bakingEulerAngles;
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/// <summary> 点 </summary>
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public List<DataPoint> points = new List<DataPoint>();
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public List<DataPlatePoint> platePoints = new List<DataPlatePoint>();
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/// <summary> 边 </summary>
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public List<DataSide> sides = new List<DataSide>();
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public List<DataPlateSide> plateSides = new List<DataPlateSide>();
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#endregion
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#region 次要数据
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/// <summary> 边界数据 </summary>
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public DataBorder border;
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/// <summary> 边缘点 </summary>
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public List<Vector3> edgePoints;
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/// <summary> 设计网格 </summary>
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public Mesh designMesh;
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/// <summary> 三角形数据 </summary>
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public List<DataTriangle> triangles;
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/// <summary> 顶点网格 </summary>
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public GridTool<DataVertex> vertexGrid;
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/// <summary> 设计缓存数据 </summary>
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public DataPlateDesign dataDesign;
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/// <summary> 烘焙缓存数据 </summary>
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public DataPlateBaking dataBaking = new DataPlateBaking();
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#endregion
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#region 可视化数据
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/// <summary> 可视化对象 </summary>
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public ModulePrefab<DataPlate> design;
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public ModulePrefab<DataPlate> designPrefab;
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/// <summary> 可视化对象 </summary>
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public ModulePrefab<DataPlate> baking;
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public ModulePrefab<DataPlate> bakingPrefab;
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/// <summary> 安排点 </summary>
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public FixedArrange arrange;
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#endregion
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}
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/// <summary> 设计缓存数据 </summary>
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public class DataPlateDesign {
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/// <summary> 板片 </summary>
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public readonly DataPlate plate;
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/// <summary> 设计缓存数据 </summary>
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public DataPlateDesign(DataPlate plate) => this.plate = plate;
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/// <summary> 板片的位置 </summary>
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public Vector3 position;
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/// <summary> 网格 </summary>
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public Mesh mesh;
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/// <summary> 边缘点 </summary>
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public Vector3[] points;
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/// <summary> 三角形数据 </summary>
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public List<DataTriangle> triangles;
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}
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/// <summary> 烘焙缓存数据 </summary>
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public class DataPlateBaking {
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/// <summary> 网格 </summary>
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public Mesh mesh;
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/// <summary> 板片的位置 </summary>
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public Vector3 position;
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/// <summary> 板片的旋转 </summary>
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public Vector3 eulerAngles;
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/// <summary> 边界数据 </summary>
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public DataBorder border;
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/// <summary> 全部顶点 </summary>
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public DataPlateVertex[] vertexs;
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}
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@@ -0,0 +1,17 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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/// <summary> 线段 </summary>
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public class DataPlateLine {
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/// <summary> 线段起点a </summary>
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public Vector3 a;
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/// <summary> 线段终点b </summary>
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public Vector3 b;
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/// <summary> 原始距离 </summary>
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public float origin;
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/// <summary> 线段距离 </summary>
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public float Distance => Vector3.Distance(a, b);
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/// <summary> 线段方向 </summary>
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public Vector3 Direction => b - a;
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: c7e8d3e741e703d49b33431b75a3a001
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,21 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class DataPlatePoint {
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/// <summary> 绑定的板片 </summary>
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public readonly DataPlate plate;
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/// <summary> 初始化 </summary>
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public DataPlatePoint(DataPlate plate) => this.plate = plate;
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#region 核心数据
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/// <summary> 设计点位置(本地坐标系) </summary>
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public Vector3 position;
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#endregion
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#region 可视化数据
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/// <summary> 可视化对象 </summary>
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public ModulePrefab<DataPlatePoint> visual;
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#endregion
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 6c2af0d32eea37f408900226b81e8e8a
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,62 @@
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using System.Collections;
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using System.Collections.Generic;
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using Unity.Collections;
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using UnityEngine;
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public enum Bezier {
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一阶 = 0, 二阶 = 1, 三阶 = 2
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}
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/// <summary> 边 </summary>
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public class DataPlateSide {
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/// <summary> 绑定的板片 </summary>
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public readonly DataPlate plate;
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/// <summary> 初始化 </summary>
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public DataPlateSide(DataPlate plate) => this.plate = plate;
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#region 核心数据
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/// <summary> 贝塞尔曲线阶数 </summary>
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public Bezier bezier;
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/// <summary> 起点 </summary>
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public DataPlatePoint aPoint;
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/// <summary> 终点 </summary>
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public DataPlatePoint bPoint;
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/// <summary> 贝塞尔曲线前(-) </summary>
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public Vector3 aBezier;
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/// <summary> 贝塞尔曲线后(+) </summary>
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public Vector3 bBezier;
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#endregion
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#region 次要数据
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/// <summary> 缝合数据 </summary>
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public DataSuture suture;
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/// <summary> 设计缓存数据 </summary>
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public DataPlateSideDesign dataDesign = new DataPlateSideDesign();
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/// <summary> 烘焙缓存数据 </summary>
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public DataPlateSideBaking dataBaking = new DataPlateSideBaking();
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#endregion
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#region 可视化内容
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/// <summary> 可视化边缘线 </summary>
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public ModulePrefab<DataPlateSide> designPrefab;
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#endregion
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}
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/// <summary> 设计缓存数据 </summary>
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public class DataPlateSideDesign {
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/// <summary> 总长度 </summary>
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public float length;
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/// <summary> 点 </summary>
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public Vector3[] positions = new Vector3[0];
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/// <summary> 线 </summary>
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public DataPlateLine[] lines = new DataPlateLine[0];
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}
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/// <summary> 烘焙缓存数据 </summary>
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public class DataPlateSideBaking {
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/// <summary> 总长度 </summary>
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public float length;
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/// <summary> 点 </summary>
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public Vector3[] positions = new Vector3[0];
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/// <summary> 线 </summary>
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public DataPlateLine[] lines = new DataPlateLine[0];
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/// <summary> 关联的网格顶点 </summary>
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public DataPlateVertex[] vertexs = new DataPlateVertex[0];
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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||||
guid: d0a57f0098d07ca4da0ca6e08c25662c
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,28 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class DataPlateVertex {
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/// <summary> 是否是有效顶点 </summary>
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public bool isValid;
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/// <summary> 设计视图中位置 </summary>
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public Vector3 position;
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/// <summary> 上 </summary>
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public DataPlateVertex above;
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/// <summary> 下 </summary>
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public DataPlateVertex below;
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/// <summary> 左 </summary>
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public DataPlateVertex left;
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/// <summary> 右 </summary>
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public DataPlateVertex right;
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/// <summary> 左上 </summary>
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public DataPlateVertex leftAbove;
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/// <summary> 左下 </summary>
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public DataPlateVertex leftBelow;
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/// <summary> 右上 </summary>
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public DataPlateVertex rightAbove;
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/// <summary> 右下 </summary>
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public DataPlateVertex rightBelow;
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}
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@@ -0,0 +1,11 @@
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||||
fileFormatVersion: 2
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guid: 9842037a7f0169b4bb8a4b70047f7739
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -2,9 +2,9 @@ using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public enum Bezier {
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一阶 = 0, 二阶 = 1, 三阶 = 2
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}
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//public enum Bezier {
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// 一阶 = 0, 二阶 = 1, 三阶 = 2
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//}
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public class DataSide {
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/// <summary> 绑定的板片 </summary>
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public readonly DataPlate plate;
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@@ -5,24 +5,33 @@ using UnityEngine;
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public class DataSuture {
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/// <summary> 核心模块 </summary>
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private ModuleCore ModuleCore => ModuleCore.I;
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/// <summary> 简单多边形算法模块 </summary>
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private ModuleAlgorithm<DataSutureSide> AlgorithmSutureSide => ModuleCore.AlgorithmSutureSide;
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/// <summary> 设计可视化模块 </summary>
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private ModuleVisual<DataSuture> VisualDesign => ModuleCore.VisualSutureDesign;
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/// <summary> 烘焙可视化模块 </summary>
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private ModuleVisual<DataSuture> VisualBaking => ModuleCore.VisualSutureBaking;
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/// <summary> 缝合线算法模块 </summary>
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private ModuleAlgorithm<DataSuture> AlgorithmSuture => ModuleCore.AlgorithmSuture;
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public readonly DataSutureSide a;
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public readonly DataSutureSide b;
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public DataSuture(DataSide aSide, DataSide bSide) {
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public DataSuture(DataPlateSide aSide, DataPlateSide bSide) {
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a = new DataSutureSide(aSide, this);
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b = new DataSutureSide(bSide, this);
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Update();
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UpdateVisual();
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}
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public void Update() {
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AlgorithmSutureSide.Compute(a);
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AlgorithmSutureSide.Compute(b);
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public void UpdateVisual() {
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AlgorithmSuture.Compute(this);
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VisualDesign.UpdateVisual(this);
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VisualBaking.UpdateVisual(this);
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}
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#region 次要数据
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/// <summary> 缝合长度 </summary>
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public float length => this.SutureLength();
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public float length;
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/// <summary> 缝合点 </summary>
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public List<DataSuturePoint> points;
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#endregion
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#region 可视化内容
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/// <summary> 可视化内容 </summary>
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@@ -0,0 +1,14 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class DataSuturePoint {
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/// <summary> aAnchor到vertex的距离 </summary>
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public float distance;
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/// <summary> 绑定的顶点 </summary>
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public DataPlateVertex vertex;
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/// <summary> 锚点a </summary>
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public DataPlateVertex aAnchor;
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/// <summary> 锚点b </summary>
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public DataPlateVertex bAnchor;
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: fab08a6f4689d1c4b94d2fd7f05fedbe
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -7,12 +7,12 @@ using UnityEngine;
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/// </summary>
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public class DataSutureSide {
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/// <summary> 关联的边 </summary>
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public readonly DataSide side;
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public readonly DataPlateSide plateSide;
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/// <summary> 关联的缝合数据 </summary>
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public readonly DataSuture suture;
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||||
/// <summary> 缝合边 </summary>
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||||
public DataSutureSide(DataSide side, DataSuture suture) {
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this.side = side;
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public DataSutureSide(DataPlateSide side, DataSuture suture) {
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this.plateSide = side;
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this.suture = suture;
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}
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@@ -22,32 +22,10 @@ public class DataSutureSide {
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#endregion
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#region 次要数据
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||||
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||||
/// <summary> 边最大长度 </summary>
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||||
public float MaxLength => side.length;
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||||
/// <summary> 边缘顶点数据 </summary>
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||||
public DataVertex[] Vertices => side.vertices;
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/// <summary> 设计视图板片位置 </summary>
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||||
public Vector3 PlateDesignPosition => side.plate.designPosition;
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||||
/// <summary> 烘焙视图板片位置 </summary>
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||||
public Vector3 PlateBakingPosition => side.plate.bakingPosition;
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/// <summary> 烘焙视图板片位置 </summary>
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||||
public Vector3 PlateBakingEulerAngles => side.plate.bakingEulerAngles;
|
||||
|
||||
/// <summary> 设计视图顶点位置 </summary>
|
||||
public Vector3[] designPositions;
|
||||
/// <summary> 设计视图A点位置 </summary>
|
||||
public Vector3 DesignPosintA => designPositions[0];
|
||||
/// <summary> 设计视图B点位置 </summary>
|
||||
public Vector3 DesignPosintB => designPositions[designPositions.Length - 1];
|
||||
|
||||
/// <summary> 烘焙视图顶点位置 </summary>
|
||||
public Vector3[] bakingPositions;
|
||||
/// <summary> 烘焙视图A点位置 </summary>
|
||||
public Vector3 BakingPosintA => bakingPositions[0];
|
||||
/// <summary> 烘焙视图B点位置 </summary>
|
||||
public Vector3 BakingPosintB => bakingPositions[bakingPositions.Length - 1];
|
||||
|
||||
/// <summary> 设计缓存数据 </summary>
|
||||
public DataSutureSideDesign dataDesign = new DataSutureSideDesign();
|
||||
/// <summary> 烘焙缓存数据 </summary>
|
||||
public DataSutureSideBaking dataBaking = new DataSutureSideBaking();
|
||||
#endregion
|
||||
|
||||
#region 可视化数据
|
||||
@@ -57,3 +35,43 @@ public class DataSutureSide {
|
||||
public ModulePrefab<DataSutureSide> baking;
|
||||
#endregion
|
||||
}
|
||||
/// <summary> 设计缓存数据 </summary>
|
||||
public class DataSutureSideDesign {
|
||||
/// <summary> 位置列表 </summary>
|
||||
public Vector3[] positions;
|
||||
/// <summary> A点位置 </summary>
|
||||
public Vector3 PointA => positions[0];
|
||||
/// <summary> B点位置 </summary>
|
||||
public Vector3 PointB => positions[positions.Length - 1];
|
||||
}
|
||||
/// <summary> 烘焙缓存数据 </summary>
|
||||
public class DataSutureSideBaking {
|
||||
/// <summary> 位置列表 </summary>
|
||||
public Vector3[] positions;
|
||||
/// <summary> 全部顶点列表 </summary>
|
||||
public DataSutureSideVertex[] allVertexs;
|
||||
/// <summary> 关联的顶点列表 </summary>
|
||||
public DataSutureSideVertex[] vertexs;
|
||||
/// <summary> A点位置 </summary>
|
||||
public Vector3 PointA => positions[0];
|
||||
/// <summary> B点位置 </summary>
|
||||
public Vector3 PointB => positions[positions.Length - 1];
|
||||
}
|
||||
public class DataSutureSideVertex {
|
||||
/// <summary> 边起点到a点的距离 </summary>
|
||||
public float origin;
|
||||
/// <summary> a点 </summary>
|
||||
public DataPlateVertex a;
|
||||
/// <summary> a点的下一个点 </summary>
|
||||
public DataPlateVertex b;
|
||||
/// <summary> 缝合边顶点 </summary>
|
||||
public DataSutureSideVertex(float origin, DataPlateVertex a, DataPlateVertex b) {
|
||||
this.origin = origin;
|
||||
this.a = a;
|
||||
this.b = b;
|
||||
}
|
||||
/// <summary> 最大距离 origin + a - b </summary>
|
||||
public float MaxDistance => origin + Distance;
|
||||
/// <summary> 分段距离 a-b </summary>
|
||||
public float Distance => Vector3.Distance(a.position, b.position);
|
||||
}
|
||||
@@ -6,6 +6,7 @@ public struct DataTriangle {
|
||||
public Vector3 a;
|
||||
public Vector3 b;
|
||||
public Vector3 c;
|
||||
|
||||
public override string ToString() {
|
||||
return $"{a} , {b} , {c}";
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user