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
+44 -27
View File
@@ -7,18 +7,22 @@ public class DataPlate {
/// <summary> 核心模块 </summary>
private ModuleCore ModuleCore => ModuleCore.I;
/// <summary> 设计可视化模块 </summary>
private ModuleVisual<DataPlate> VisualDesign => ModuleCore.VisualDesign;
private ModuleVisual<DataPlate> VisualDesign => ModuleCore.VisualPlateDesign;
/// <summary> 烘焙可视化模块 </summary>
private ModuleVisual<DataPlate> VisualBaking => ModuleCore.VisualBaking;
private ModuleVisual<DataPlate> VisualBaking => ModuleCore.VisualPlateBaking;
/// <summary> 简单多边形算法模块 </summary>
private ModuleAlgorithm<DataPlate> AlgorithmSimplePolygon => ModuleCore.AlgorithmSimplePolygon;
/// <summary> 细分多边形算法模块 </summary>
private ModuleAlgorithm<DataPlate> AlgorithmSubdivisionPolygon => ModuleCore.AlgorithmSubdivisionPolygon;
public DataPlate() {
dataDesign = new DataPlateDesign(this);
}
public void UpdateVisual(bool recalculate = true) {
if (recalculate) {
//简单多边形计算
//AlgorithmSimplePolygon.Compute(this);
AlgorithmSimplePolygon.Compute(this);
//细分多边形计算
AlgorithmSubdivisionPolygon.Compute(this);
}
@@ -29,42 +33,55 @@ public class DataPlate {
}
#region
/// <summary> 边缘平滑度 </summary>
public float smooth = 0.01f;
/// <summary> 板片设计视图的位置(本地坐标系) </summary>
public Vector3 designPosition;
/// <summary> 板片烘焙视图的位置(本地坐标系) </summary>
public Vector3 bakingPosition;
/// <summary> 板片烘焙视图的旋转(本地坐标系) </summary>
public Vector3 bakingEulerAngles;
/// <summary> 点 </summary>
public List<DataPoint> points = new List<DataPoint>();
public List<DataPlatePoint> platePoints = new List<DataPlatePoint>();
/// <summary> 边 </summary>
public List<DataSide> sides = new List<DataSide>();
public List<DataPlateSide> plateSides = new List<DataPlateSide>();
#endregion
#region
/// <summary> 边界数据 </summary>
public DataBorder border;
/// <summary> 边缘点 </summary>
public List<Vector3> edgePoints;
/// <summary> 设计网格 </summary>
public Mesh designMesh;
/// <summary> 三角形数据 </summary>
public List<DataTriangle> triangles;
/// <summary> 顶点网格 </summary>
public GridTool<DataVertex> vertexGrid;
/// <summary> 设计缓存数据 </summary>
public DataPlateDesign dataDesign;
/// <summary> 烘焙缓存数据 </summary>
public DataPlateBaking dataBaking = new DataPlateBaking();
#endregion
#region
/// <summary> 可视化对象 </summary>
public ModulePrefab<DataPlate> design;
public ModulePrefab<DataPlate> designPrefab;
/// <summary> 可视化对象 </summary>
public ModulePrefab<DataPlate> baking;
public ModulePrefab<DataPlate> bakingPrefab;
/// <summary> 安排点 </summary>
public FixedArrange arrange;
#endregion
}
/// <summary> 设计缓存数据 </summary>
public class DataPlateDesign {
/// <summary> 板片 </summary>
public readonly DataPlate plate;
/// <summary> 设计缓存数据 </summary>
public DataPlateDesign(DataPlate plate) => this.plate = plate;
/// <summary> 板片的位置 </summary>
public Vector3 position;
/// <summary> 网格 </summary>
public Mesh mesh;
/// <summary> 边缘点 </summary>
public Vector3[] points;
/// <summary> 三角形数据 </summary>
public List<DataTriangle> triangles;
}
/// <summary> 烘焙缓存数据 </summary>
public class DataPlateBaking {
/// <summary> 网格 </summary>
public Mesh mesh;
/// <summary> 板片的位置 </summary>
public Vector3 position;
/// <summary> 板片的旋转 </summary>
public Vector3 eulerAngles;
/// <summary> 边界数据 </summary>
public DataBorder border;
/// <summary> 全部顶点 </summary>
public DataPlateVertex[] vertexs;
}
@@ -0,0 +1,17 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary> 线段 </summary>
public class DataPlateLine {
/// <summary> 线段起点a </summary>
public Vector3 a;
/// <summary> 线段终点b </summary>
public Vector3 b;
/// <summary> 原始距离 </summary>
public float origin;
/// <summary> 线段距离 </summary>
public float Distance => Vector3.Distance(a, b);
/// <summary> 线段方向 </summary>
public Vector3 Direction => b - a;
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: c7e8d3e741e703d49b33431b75a3a001
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,21 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DataPlatePoint {
/// <summary> 绑定的板片 </summary>
public readonly DataPlate plate;
/// <summary> 初始化 </summary>
public DataPlatePoint(DataPlate plate) => this.plate = plate;
#region
/// <summary> 设计点位置(本地坐标系) </summary>
public Vector3 position;
#endregion
#region
/// <summary> 可视化对象 </summary>
public ModulePrefab<DataPlatePoint> visual;
#endregion
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 6c2af0d32eea37f408900226b81e8e8a
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,62 @@
using System.Collections;
using System.Collections.Generic;
using Unity.Collections;
using UnityEngine;
public enum Bezier {
= 0, = 1, = 2
}
/// <summary> 边 </summary>
public class DataPlateSide {
/// <summary> 绑定的板片 </summary>
public readonly DataPlate plate;
/// <summary> 初始化 </summary>
public DataPlateSide(DataPlate plate) => this.plate = plate;
#region
/// <summary> 贝塞尔曲线阶数 </summary>
public Bezier bezier;
/// <summary> 起点 </summary>
public DataPlatePoint aPoint;
/// <summary> 终点 </summary>
public DataPlatePoint bPoint;
/// <summary> 贝塞尔曲线前(-) </summary>
public Vector3 aBezier;
/// <summary> 贝塞尔曲线后(+) </summary>
public Vector3 bBezier;
#endregion
#region
/// <summary> 缝合数据 </summary>
public DataSuture suture;
/// <summary> 设计缓存数据 </summary>
public DataPlateSideDesign dataDesign = new DataPlateSideDesign();
/// <summary> 烘焙缓存数据 </summary>
public DataPlateSideBaking dataBaking = new DataPlateSideBaking();
#endregion
#region
/// <summary> 可视化边缘线 </summary>
public ModulePrefab<DataPlateSide> designPrefab;
#endregion
}
/// <summary> 设计缓存数据 </summary>
public class DataPlateSideDesign {
/// <summary> 总长度 </summary>
public float length;
/// <summary> 点 </summary>
public Vector3[] positions = new Vector3[0];
/// <summary> 线 </summary>
public DataPlateLine[] lines = new DataPlateLine[0];
}
/// <summary> 烘焙缓存数据 </summary>
public class DataPlateSideBaking {
/// <summary> 总长度 </summary>
public float length;
/// <summary> 点 </summary>
public Vector3[] positions = new Vector3[0];
/// <summary> 线 </summary>
public DataPlateLine[] lines = new DataPlateLine[0];
/// <summary> 关联的网格顶点 </summary>
public DataPlateVertex[] vertexs = new DataPlateVertex[0];
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: d0a57f0098d07ca4da0ca6e08c25662c
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,28 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DataPlateVertex {
/// <summary> 是否是有效顶点 </summary>
public bool isValid;
/// <summary> 设计视图中位置 </summary>
public Vector3 position;
/// <summary> 上 </summary>
public DataPlateVertex above;
/// <summary> 下 </summary>
public DataPlateVertex below;
/// <summary> 左 </summary>
public DataPlateVertex left;
/// <summary> 右 </summary>
public DataPlateVertex right;
/// <summary> 左上 </summary>
public DataPlateVertex leftAbove;
/// <summary> 左下 </summary>
public DataPlateVertex leftBelow;
/// <summary> 右上 </summary>
public DataPlateVertex rightAbove;
/// <summary> 右下 </summary>
public DataPlateVertex rightBelow;
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 9842037a7f0169b4bb8a4b70047f7739
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
+3 -3
View File
@@ -2,9 +2,9 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public enum Bezier {
= 0, = 1, = 2
}
//public enum Bezier {
// 一阶 = 0, 二阶 = 1, 三阶 = 2
//}
public class DataSide {
/// <summary> 绑定的板片 </summary>
public readonly DataPlate plate;