合并代码

This commit is contained in:
MuHua-123
2024-11-15 18:28:21 +08:00
parent 497b43a446
commit 72d1f89b54
274 changed files with 4939 additions and 1968 deletions
@@ -1,31 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class VIUBezierMobile : ModuleViewInputUnit {
private Vector3 mousePosition;
private Vector3 originalPosition;
private readonly ModuleViewCamera viewCamera;
private ModulePlateDesign PlateDesign => ModuleCore.I.PlateDesign;
public VIUBezierMobile(ModuleViewCamera viewCamera) {
this.viewCamera = viewCamera;
}
public override void DownMouse(DataMouseInput data) {
PlateDesign.SelectBezierPoint(data.ScreenPosition);
if (!PlateDesign.IsValidBezierPoint) { return; }
mousePosition = viewCamera.ScreenToWorldPosition(data.ScreenPosition);
originalPosition = PlateDesign.BezierPointPosition;
}
public override void DragMouse(DataMouseInput data) {
if (!PlateDesign.IsValidBezierPoint) { return; }
Vector3 current = viewCamera.ScreenToWorldPosition(data.ScreenPosition);
Vector3 offset = current - mousePosition;
PlateDesign.ChangeBezierPoint(originalPosition + offset);
}
public override void ReleaseMouse(DataMouseInput data) {
PlateDesign.ReleaseBezierPoint();
}
public override void ScrollWheel(DataMouseInput data) {
PlateDesign.ReleaseBezierPoint();
}
}
@@ -1,27 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class VIUCameraMobile : ModuleViewInputUnit {
private Vector3 mousePosition;
private Vector3 originalPosition;
private readonly ModuleViewCamera viewCamera;
public VIUCameraMobile(ModuleViewCamera viewCamera) {
this.viewCamera = viewCamera;
}
public override void DownMouse(DataMouseInput data) {
mousePosition = viewCamera.ScreenToWorldPosition(data.ScreenPosition);
originalPosition = viewCamera.Position;
}
public override void DragMouse(DataMouseInput data) {
Vector3 current = viewCamera.ScreenToWorldPosition(data.ScreenPosition);
Vector3 offset = current - mousePosition;
viewCamera.Position = originalPosition + offset;
}
public override void ReleaseMouse(DataMouseInput data) {
}
public override void ScrollWheel(DataMouseInput data) {
}
}
@@ -1,21 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class VIUCameraRotate : ModuleViewInputUnit {
private float mouseRotate;
private float originalRotate;
private readonly ModuleViewCamera viewCamera;
public VIUCameraRotate(ModuleViewCamera viewCamera) {
this.viewCamera = viewCamera;
}
public override void DownMouse(DataMouseInput data) {
mouseRotate = viewCamera.ScreenToViewPosition(data.ScreenPosition).x;
originalRotate = viewCamera.EulerAngles.y;
}
public override void DragMouse(DataMouseInput data) {
float current = viewCamera.ScreenToViewPosition(data.ScreenPosition).x;
float offset = (current - mouseRotate) * 360;
viewCamera.EulerAngles = new Vector3(0, originalRotate - offset, 0);
}
}
@@ -1,35 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class VIUCameraScale : ModuleViewInputUnit {
public enum ScaleType { Scale, Orthographic }
private readonly ScaleType scaleType;
private readonly ModuleViewCamera viewCamera;
public VIUCameraScale(ModuleViewCamera viewCamera, ScaleType scaleType = ScaleType.Scale) {
this.viewCamera = viewCamera;
this.scaleType = scaleType;
}
public override void DownMouse(DataMouseInput data) {
}
public override void DragMouse(DataMouseInput data) {
}
public override void ReleaseMouse(DataMouseInput data) {
}
public override void ScrollWheel(DataMouseInput data) {
if (scaleType == ScaleType.Scale) {
float size = viewCamera.LocalScale.x + data.ScrollWheel;
size = Mathf.Clamp(size, 0.5f, 4);
Vector3 localScale = new Vector3(size, size, size);
viewCamera.LocalScale = Vector3.Lerp(viewCamera.LocalScale, localScale, Time.deltaTime * 20);
}
if (scaleType == ScaleType.Orthographic) {
float size = viewCamera.OrthographicSize + data.ScrollWheel;
size = Mathf.Clamp(size, 0.1f, 4);
viewCamera.OrthographicSize = Mathf.Lerp(viewCamera.OrthographicSize, size, Time.deltaTime * 20);
}
}
}
@@ -1,14 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class VIUDesignPointInsert : ModuleViewInputUnit {
private readonly ModuleViewCamera viewCamera;
private ModulePlateDesign PlateDesign => ModuleCore.I.PlateDesign;
public VIUDesignPointInsert(ModuleViewCamera viewCamera) {
this.viewCamera = viewCamera;
}
public override void DownMouse(DataMouseInput data) {
PlateDesign.InsertDesignPoint(data.ScreenPosition);
}
}
@@ -1,11 +0,0 @@
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@@ -1,31 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class VIUDesignPointMobile : ModuleViewInputUnit {
private Vector3 mousePosition;
private Vector3 originalPosition;
private readonly ModuleViewCamera viewCamera;
private ModulePlateDesign PlateDesign => ModuleCore.I.PlateDesign;
public VIUDesignPointMobile(ModuleViewCamera viewCamera) {
this.viewCamera = viewCamera;
}
public override void DownMouse(DataMouseInput data) {
PlateDesign.SelectDesignPoint(data.ScreenPosition);
if (!PlateDesign.IsValidDesignPoint) { return; }
mousePosition = viewCamera.ScreenToWorldPosition(data.ScreenPosition);
originalPosition = PlateDesign.DesignPointPosition;
}
public override void DragMouse(DataMouseInput data) {
if (!PlateDesign.IsValidDesignPoint) { return; }
Vector3 current = viewCamera.ScreenToWorldPosition(data.ScreenPosition);
Vector3 offset = current - mousePosition;
PlateDesign.ChangeDesignPoint(originalPosition + offset);
}
public override void ReleaseMouse(DataMouseInput data) {
PlateDesign.ReleaseDesignPoint();
}
public override void ScrollWheel(DataMouseInput data) {
PlateDesign.ReleaseDesignPoint();
}
}
@@ -1,11 +0,0 @@
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@@ -1,22 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class VIUEdgePointAdd : ModuleViewInputUnit {
private readonly ModuleViewCamera viewCamera;
private ModulePlateDesign PlateDesign => ModuleCore.I.PlateDesign;
public VIUEdgePointAdd(ModuleViewCamera viewCamera) {
this.viewCamera = viewCamera;
}
public override void DownMouse(DataMouseInput data) {
PlateDesign.InsertEdgePoint(data.ScreenPosition);
}
public override void MoveMouse(DataMouseInput data) {
//Vector3 position = viewCamera.ScreenToWorldPosition(data.ScreenPosition);
//Vector3 worldPosition = position + viewCamera.CameraWorldPosition;
//worldPosition.z = 0;
//Collider2D[] colliders = Physics2D.OverlapCircleAll(worldPosition, range, DefaultLayerMask);
//if (colliders.Length == 0) { return; }
//edgePoint = colliders[0].GetComponentInParent<PrefabEdgePoint>();
}
}
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@@ -1,31 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class VIUEdgePointMobile : ModuleViewInputUnit {
private Vector3 mousePosition;
private Vector3 originalPosition;
private readonly ModuleViewCamera viewCamera;
private ModulePlateDesign PlateDesign => ModuleCore.I.PlateDesign;
public VIUEdgePointMobile(ModuleViewCamera viewCamera) {
this.viewCamera = viewCamera;
}
public override void DownMouse(DataMouseInput data) {
PlateDesign.SelectEdgePoint(data.ScreenPosition);
if (!PlateDesign.IsValidEdgePoint) { return; }
mousePosition = viewCamera.ScreenToWorldPosition(data.ScreenPosition);
originalPosition = PlateDesign.EdgePointPosition;
}
public override void DragMouse(DataMouseInput data) {
if (!PlateDesign.IsValidEdgePoint) { return; }
Vector3 current = viewCamera.ScreenToWorldPosition(data.ScreenPosition);
Vector3 offset = current - mousePosition;
PlateDesign.ChangeEdgePoint(originalPosition + offset);
}
public override void ReleaseMouse(DataMouseInput data) {
PlateDesign.ReleaseEdgePoint();
}
public override void ScrollWheel(DataMouseInput data) {
PlateDesign.ReleaseEdgePoint();
}
}
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@@ -1,18 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public abstract class ModuleViewInputUnit {
/// <summary> 核心模块 </summary>
protected virtual ModuleCore ModuleCore => ModuleCore.I;
/// <summary> 按下鼠标左键 </summary>
public virtual void DownMouse(DataMouseInput data) { }
/// <summary> 拖拽鼠标左键 </summary>
public virtual void DragMouse(DataMouseInput data) { }
/// <summary> 释放鼠标左键 </summary>
public virtual void ReleaseMouse(DataMouseInput data) { }
/// <summary> 移动鼠标 </summary>
public virtual void MoveMouse(DataMouseInput data) { }
/// <summary> 鼠标滚轮 </summary>
public virtual void ScrollWheel(DataMouseInput data) { }
}
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+16 -1
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@@ -2,9 +2,24 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public abstract class ModuleAlgorithm<Data> {
/// <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);
}
/// <summary>
/// 单个算法函数
/// </summary>
/// <typeparam name="Data"></typeparam>
public abstract class ModuleAlgorithmFunction<Data> {
/// <summary> 执行算法 </summary>
public abstract void Compute(Data data);
}
+16 -3
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@@ -3,14 +3,27 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 资源模块
/// </summary>
/// <typeparam name="Data">绑定的资源类型</typeparam>
public abstract class ModuleAssets<Data> : MonoBehaviour {
[SerializeField] protected List<Data> assets;
/// <summary> 资产列表 </summary>
public virtual List<Data> Assets => assets;
/// <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> 数据计数 </summary>
public abstract int Count { get; }
/// <summary> 数据列表 </summary>
public abstract List<Data> Datas { get; }
/// <summary> 添加数据 </summary>
public abstract void Add(Data data);
/// <summary> 删除数据 </summary>
public abstract void Remove(Data data);
/// <summary> 查询数据 </summary>
public abstract Data Find(int index);
/// <summary> 循环列表 </summary>
public abstract void ForEach(Action<Data> action);
}
+19
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@@ -0,0 +1,19 @@
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);
}
@@ -1,5 +1,5 @@
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+56 -21
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@@ -4,11 +4,16 @@ 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> 预设模板资产 </summary>
public ModuleAssets<DataPresetsPlate> PresetsPlateAssets;
/// <summary> 板资产 </summary>
public ModuleAssets<DataPlate> AssetsPlate;
/// <summary> 预设板片资产 </summary>
public ModuleAssets<DataPlatePresets> AssetsPlatePresets;
#endregion
#region
@@ -20,27 +25,57 @@ public class ModuleCore : Module<ModuleCore> {
public ModuleUIWindow<Action> PresetsPlateWindow;
#endregion
#region
/// <summary> 代理模块 </summary>
public ModuleAgent ModuleAgent;
/// <summary> 根据设计点生成边缘算法模块 </summary>
public ModuleAlgorithm<DataPlate> GenerateEdge = new AlgorithmGenerateEdge();
/// <summary> 边缘排序算法模块 </summary>
public ModuleAlgorithm<DataPlate> EdgeSort = new AlgorithmEdge();
/// <summary> 多边形算法模块 </summary>
public ModuleAlgorithm<DataPlate> Polygon = new AlgorithmPolygon();
/// <summary> 板片设计模块 </summary>
public ModulePlateDesign PlateDesign;
/// <summary> 板片设计相机视图 </summary>
public ModuleViewCamera PlateDesignViewCamera;
#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 PlateBakingViewCamera;
public ModuleViewCamera ViewCameraBaking;
#endregion
#region
/// <summary> 板片设计输入模块 </summary>
public ModuleViewInput PlateDesignViewInput;
/// <summary> 板片烘焙输入模块 </summary>
public ModuleViewInput PlateBakingViewInput;
#region 广
/// <summary> 广播板片数据模块 </summary>
public ModuleSending<DataPlate> SendingPlate;
/// <summary> 广播板片数据点模块 </summary>
public ModuleSending<DataPoint> SendingPoint;
/// <summary> 广播查询数据模块 </summary>
public ModuleSending<DataFindPoint> SendingFindPoint;
#endregion
#region
/// <summary> 设计UI输入模块 </summary>
public ModuleUIInput<UIInputDesignUnit> UIInputDesign;
#endregion
#region
/// <summary> 预设板片转换板片 </summary>
public ModuleBuilder<DataPlatePresets, DataPlate> PlatePresetsToPlate;
/// <summary> 插入点数据转换板片上的点 </summary>
public ModuleBuilder<DataInsertPoint, DataPoint> InsertPointToPoint;
#endregion
#region
/// <summary> 板片可视化内容生成模块 </summary>
public ModuleVisual<DataPlate> VisualPlate;
/// <summary> 点可视化内容生成模块 </summary>
public ModuleVisual<DataPoint> VisualPoint;
/// <summary> 多边形可视化内容生成模块 </summary>
public ModuleVisual<DataPolygon> VisualPolygon;
#endregion
#region
/// <summary> 查询点算法模块 </summary>
public ModuleAlgorithm<DataFindPoint> AlgorithmFindPoint;
/// <summary> 查询贝塞尔点算法模块 </summary>
public ModuleAlgorithm<DataFindBezier> AlgorithmFindBezier;
/// <summary> 插入点算法模块 </summary>
public ModuleAlgorithm<DataInsertPoint> AlgorithmInsertPoint;
/// <summary> 多边形算法模块 </summary>
public ModuleAlgorithm<DataPlate> AlgorithmPolygon;
///// <summary> 边缘排序算法模块 </summary>
//public ModuleAlgorithm<DataPlate> EdgeSort = new AlgorithmEdge();
#endregion
}
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@@ -0,0 +1,18 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ModuleInput : 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 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);
}
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@@ -1,61 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public abstract class ModulePlateDesign : MonoBehaviour {
/// <summary> 必须初始化 </summary>
protected virtual void Awake() {
ModuleCore.PlateDesign = this;
}
/// <summary> 核心模块 </summary>
protected virtual ModuleCore ModuleCore => ModuleCore.I;
/// <summary> 视图相机模块 </summary>
protected virtual ModuleViewCamera ViewCamera => ModuleCore.PlateDesignViewCamera;
/// <summary> 添加一个板片数据 </summary>
public abstract void AddData(DataPlate data);
#region
/// <summary> 是否有效的边缘点 </summary>
public abstract bool IsValidEdgePoint { get; }
/// <summary> 返回当前边缘点位置 </summary>
public abstract Vector3 EdgePointPosition { get; }
/// <summary> 选中一个边缘点 </summary>
public abstract void SelectEdgePoint(Vector3 screenPosition);
/// <summary> 改变边缘点位置 </summary>
public abstract void ChangeEdgePoint(Vector3 localPosition);
/// <summary> 插入一个边缘点 </summary>
public abstract void InsertEdgePoint(Vector3 screenPosition);
/// <summary> 释放边缘点 </summary>
public abstract void ReleaseEdgePoint();
#endregion
#region
/// <summary> 是否有效的设计点 </summary>
public abstract bool IsValidDesignPoint { get; }
/// <summary> 返回当前设计点位置 </summary>
public abstract Vector3 DesignPointPosition { get; }
/// <summary> 选中一个设计点 </summary>
public abstract void SelectDesignPoint(Vector3 screenPosition);
/// <summary> 改变设计点位置 </summary>
public abstract void ChangeDesignPoint(Vector3 localPosition);
/// <summary> 插入一个设计点 </summary>
public abstract void InsertDesignPoint(Vector3 screenPosition);
/// <summary> 释放设计点 </summary>
public abstract void ReleaseDesignPoint();
#endregion
#region 线
/// <summary> 是否有效的贝塞尔点 </summary>
public abstract bool IsValidBezierPoint { get; }
/// <summary> 返回当前贝塞尔点位置 </summary>
public abstract Vector3 BezierPointPosition { get; }
/// <summary> 选中一个贝塞尔点 </summary>
public abstract void SelectBezierPoint(Vector3 screenPosition);
/// <summary> 改变贝塞尔点位置 </summary>
public abstract void ChangeBezierPoint(Vector3 localPosition);
/// <summary> 释放贝塞尔点 </summary>
public abstract void ReleaseBezierPoint();
#endregion
}
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@@ -0,0 +1,21 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 发送模块 广播数据
/// </summary>
public abstract class ModuleSending<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> OnChange;
/// <summary> 改变输入单元 </summary>
public abstract void Change(T obj);
}
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@@ -0,0 +1,15 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
public abstract class ModuleUIPanel : 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;
public abstract VisualElement Element { get; }
}
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@@ -3,6 +3,9 @@ using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
/// <summary>
/// UI页面
/// </summary>
public abstract class ModuleUIPage : MonoBehaviour {
public UIDocument document;
/// <summary> 根目录文档 </summary>
+4
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@@ -2,6 +2,10 @@ 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;
+25 -21
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@@ -2,32 +2,36 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 视图相机,把内容渲染到渲染纹理上
/// </summary>
public abstract class ModuleViewCamera : MonoBehaviour {
/// <summary> 视图空间位置 </summary>
public abstract Vector3 Position { get; set; }
/// <summary> 视图空间旋转 </summary>
public abstract Vector3 EulerAngles { get; set; }
/// <summary> 视图空间缩放 </summary>
public abstract Vector3 LocalScale { get; set; }
/// <summary> 相机正交大小 </summary>
public abstract float OrthographicSize { get; set; }
/// <summary> 当前视图空间的中心点 </summary>
public abstract Vector3 CurrentViewSpaceCenter { get; }
/// <summary> 相机的世界位置 </summary>
public abstract Vector3 CameraWorldPosition { get; }
/// <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> 视图位置 </summary>
public abstract Vector3 position { get; set; }
/// <summary> 视图旋转 </summary>
public abstract Vector3 eulerAngles { get; set; }
/// <summary> 视图缩放 </summary>
public abstract float scale { get; set; }
/// <summary> 渲染纹理 </summary>
public abstract RenderTexture RenderTexture { get; }
protected abstract void Awake();
protected virtual ModuleCore ModuleCore => ModuleCore.I;
/// <summary> 更新渲染纹理 </summary>
public abstract void UpdateRenderTexture(int x, int y);
/// <summary> 屏幕坐标转换视图坐标(0-1) </summary>
public abstract Vector3 ScreenToViewPosition(Vector3 screenPosition);
/// <summary> 屏幕坐标转换世界坐标 </summary>
public abstract Vector2 ScreenToWorldPosition(Vector2 screenPosition);
/// <summary> 屏幕坐标转换世界坐标 (0-1) </summary>
public abstract Vector2 ScreenToViewPosition(Vector2 screenPosition);
/// <summary> 从屏幕坐标发射一条射线 </summary>
public abstract Ray ScreenPointToRay(Vector2 screenPosition);
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);
}
-45
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@@ -1,45 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public abstract class ModuleViewInput : MonoBehaviour {
/// <summary> 主键输入模块类型 </summary>
public abstract event Action<Type> OnInputType;
/// <summary> 必须要初始化 </summary>
protected abstract void Awake();
/// <summary> 核心模块 </summary>
protected virtual ModuleCore ModuleCore => ModuleCore.I;
public abstract void SetPrimaryKeyInput<T>(T inputUnit) where T : ModuleViewInputUnit;
/// <summary> 按下鼠标左键 </summary>
public abstract void DownLeftMouse(DataMouseInput data);
/// <summary> 拖拽鼠标左键 </summary>
public abstract void DragLeftMouse(DataMouseInput data);
/// <summary> 移动鼠标左键 </summary>
public abstract void MoveLeftMouse(DataMouseInput data);
/// <summary> 释放鼠标左键 </summary>
public abstract void ReleaseLeftMouse(DataMouseInput data);
/// <summary> 按下鼠标右键 </summary>
public abstract void DownRightMouse(DataMouseInput data);
/// <summary> 拖拽鼠标右键 </summary>
public abstract void DragRightMouse(DataMouseInput data);
/// <summary> 移动鼠标右键 </summary>
public abstract void MoveRightMouse(DataMouseInput data);
/// <summary> 释放鼠标右键 </summary>
public abstract void ReleaseRightMouse(DataMouseInput data);
/// <summary> 按下鼠标中键 </summary>
public abstract void DownMiddleMouse(DataMouseInput data);
/// <summary> 拖拽鼠标中键 </summary>
public abstract void DragMiddleMouse(DataMouseInput data);
/// <summary> 移动鼠标中键 </summary>
public abstract void MoveMiddleMouse(DataMouseInput data);
/// <summary> 释放鼠标中键 </summary>
public abstract void ReleaseMiddleMouse(DataMouseInput data);
/// <summary> 鼠标滚轮 </summary>
public abstract void ScrollWheel(DataMouseInput data);
}
-11
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@@ -1,11 +0,0 @@
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+16
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@@ -0,0 +1,16 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 生成可视化内容模块
/// </summary>
public abstract class ModuleVisual<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> 更新可视化 </summary>
public abstract void UpdateVisual(Data data);
}
+11
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@@ -0,0 +1,11 @@
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DataDesignPoint {
public readonly DataPlate dataPlate;
public DataDesignPoint(DataPlate dataPlate) { this.dataPlate = dataPlate; }
public int index;
public Vector2 postiton;
public Vector2 leftBezier;//贝塞尔曲线左(逆时针+)
public Vector2 rightBezier;//贝塞尔曲线右(顺时针-)
public List<Vector2> edgePoints = new List<Vector2>();
}
@@ -1,11 +0,0 @@
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@@ -1,29 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PrefabBezierPoint : MonoBehaviour {
public LineRenderer bezierLine;
private Vector2 position;
private DataDesignPoint value;
private Action<Vector2> callback;
public DataPlate DataPlate => value.dataPlate;
public Vector2 Position => position + value.postiton;
public void SetValue(DataDesignPoint value, Action<Vector2> callback) {
this.value = value;
this.callback = callback;
}
public void SetPosition(Vector2 position) {
this.position = position;
float lx = position.x * 50;
float ly = position.y * 50;
transform.localPosition = new Vector3(lx, ly, transform.localPosition.z);
bezierLine.SetPosition(1, position);
}
public void Change(Vector2 localPosition) {
Vector2 position = localPosition - value.postiton;
SetPosition(position);
callback?.Invoke(position);
}
}
@@ -1,11 +0,0 @@
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MuHua;
public class PrefabDesignPoint : MonoBehaviour, ITemplate<DataDesignPoint> {
public LineRenderer lineRenderer;
public EdgeCollider2D edgeCollider;
public PrefabBezierPoint bezierPoint1;
public PrefabBezierPoint bezierPoint2;
private DataDesignPoint value;
public int Index => value.index;
public Vector2 Position => value.postiton;
public List<Vector2> EdgePoints => value.edgePoints;
public DataPlate DataPlate => value.dataPlate;
public int MaxIndex => DataPlate.designPoints.Count;
public int NextIndex => DataPlateTool.NormalIndex(Index + 1, MaxIndex);
public void SetValue(DataDesignPoint value) {
this.value = value;
bezierPoint1.SetValue(value, (obj) => { value.leftBezier = obj; });
bezierPoint2.SetValue(value, (obj) => { value.rightBezier = obj; });
DataPlate.OnChangeDesignPoint += DataPlate_OnChangeDesignPoint;
DataPlate_OnChangeDesignPoint(Index);
}
private void OnDestroy() {
DataPlate.OnChangeDesignPoint -= DataPlate_OnChangeDesignPoint;
}
private void DataPlate_OnChangeDesignPoint(int index) {
if (index != Index) { return; }
transform.localPosition = Position;
//添加全部点
int maxIndex = EdgePoints.Count + 1;
lineRenderer.positionCount = maxIndex;
Vector2[] vectors = new Vector2[maxIndex];
for (int i = 0; i < EdgePoints.Count; i++) {
Vector2 position = EdgePoints[i] - Position;
lineRenderer.SetPosition(i, position);
vectors[i] = position;
}
//添加最后一个点
int last = maxIndex - 1;
DataDesignPoint nextDesignPoint = DataPlate.FindDesignPoint(NextIndex);
Vector2 position2 = nextDesignPoint.postiton - Position;
lineRenderer.SetPosition(last, position2);
vectors[last] = position2;
//更新2D线段碰撞器
edgeCollider.points = vectors;
//更新贝塞尔曲线
bezierPoint1.SetPosition(value.leftBezier);
bezierPoint2.SetPosition(value.rightBezier);
}
}
@@ -1,11 +0,0 @@
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@@ -0,0 +1,25 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DataFindBezier {
/// <summary> 有效的点 </summary>
public bool IsValid => plate != null && point != null;
#region
/// <summary> 位置 (需要和点同一个坐标系) </summary>
public Vector3 position;
/// <summary> 板片数据 </summary>
public List<DataPlate> datas;
#endregion
#region
/// <summary> 是前点(-) </summary>
public bool isFront;
/// <summary> 查询到的板片 </summary>
public DataPlate plate;
/// <summary> 查询到的点 </summary>
public DataPoint point;
#endregion
}
@@ -0,0 +1,11 @@
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DataFindPoint {
/// <summary> 有效的板片 </summary>
public bool IsValidPlate => plate != null;
/// <summary> 有效的点 </summary>
public bool IsValidPoint => point != null;
#region
/// <summary> 位置 (需要和点同一个坐标系) </summary>
public Vector3 position;
/// <summary> 板片数据 </summary>
public List<DataPlate> datas;
#endregion
#region
/// <summary> 查询到的板片 </summary>
public DataPlate plate;
/// <summary> 查询到的点 </summary>
public DataPoint point;
#endregion
}
@@ -0,0 +1,11 @@
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+26
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@@ -0,0 +1,26 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DataInsertPoint {
/// <summary> 有效的</summary>
public bool IsValid => plate != null && aPoint != null && bPoint != null;
#region
/// <summary> 位置 (需要和点同一个坐标系) </summary>
public Vector3 position;
/// <summary> 板片数据 </summary>
public List<DataPlate> datas;
#endregion
#region
/// <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;
#endregion
}
+11
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@@ -0,0 +1,11 @@
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+19 -14
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@@ -4,25 +4,30 @@ using System.Collections.Generic;
using UnityEngine;
public class DataPlate {
public Action OnChange;
public Action<int> OnChangeDesignPoint;
public Action<int> OnChangeEdgePoint;
#region
/// <summary> 边缘平滑度 </summary>
public float edgeSmooth = 0.01f;
/// <summary> 板片位置(本地坐标系) </summary>
public Vector3 position;
/// <summary> 设计点 </summary>
public List<DataDesignPoint> designPoints = new List<DataDesignPoint>();
public List<DataPoint> points = new List<DataPoint>();
#endregion
/// <summary> 模型中心点偏移 </summary>
public Vector3 centerOffset;
#region
/// <summary> 平面网格 </summary>
public Mesh polygon;
/// <summary> 边缘点 </summary>
public List<Vector2> edgePoints = new List<Vector2>();
public List<Vector3> edgePoints = new List<Vector3>();
#endregion
#region
/// <summary> 可视化对象 </summary>
public Transform transform;
/// <summary> 可视化多边形网格 </summary>
public MeshFilter polygonMeshFilter;
/// <summary> 可视化边缘线 </summary>
public LineRenderer edgeLineRenderer;
#endregion
//平面网格数据
/// <summary> 顶点 </summary>
public List<Vector3> vertices = new List<Vector3>();
/// <summary> UV </summary>
public List<Vector2> uv = new List<Vector2>();
/// <summary> 三角形 </summary>
public List<int> triangles = new List<int>();
}
+37
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@@ -0,0 +1,37 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DataPoint {
/// <summary> 绑定的板片 </summary>
public readonly DataPlate plate;
/// <summary> 初始化 </summary>
public DataPoint(DataPlate plate) => this.plate = plate;
#region
/// <summary> 点前(-) 是否是曲线 </summary>
public bool isCurveFront;
/// <summary> 点后(+) 是否是曲线 </summary>
public bool isCurveAfter;
/// <summary> 设计点位置(本地坐标系) </summary>
public Vector3 position;
/// <summary> 贝塞尔曲线前(-) </summary>
public Vector3 frontBezier;
/// <summary> 贝塞尔曲线后(+) </summary>
public Vector3 afterBezier;
#endregion
#region
/// <summary> 可视化对象 </summary>
public Transform transform;
/// <summary> 可视化贝塞尔点前(-) </summary>
public Transform frontBezierTransform;
/// <summary> 可视化贝塞尔点后(+) </summary>
public Transform afterBezierTransform;
/// <summary> 可视化贝塞尔线前(-) </summary>
public LineRenderer frontBezierLineRenderer;
/// <summary> 可视化贝塞尔线后(+) </summary>
public LineRenderer afterBezierLineRenderer;
#endregion
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DataTriangle {
public Vector3 a;
public Vector3 b;
public Vector3 c;
public override string ToString() {
return $"{a} , {b} , {c}";
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MuHua;
public class PrefabPlate : MonoBehaviour, ITemplate<DataPlate> {
public Transform DesignPointParent;
public Transform DesignPointTemplate;
public Transform PlateEdgeParent;
public Transform PlateEdgeTemplate;
private DataPlate value;
private Vector3 localPosition;
public MeshFilter MeshFilter => GetComponent<MeshFilter>();
public MeshCollider MeshCollider => GetComponent<MeshCollider>();
public ModuleViewCamera viewCamera => ModuleCore.I.PlateDesignViewCamera;
public void SetValue(DataPlate value) {
this.value = value;
localPosition = viewCamera.CurrentViewSpaceCenter;
value.OnChange += DataPlate_OnChange;
value.Compute();
}
private void OnDestroy() {
value.OnChange -= DataPlate_OnChange;
}
public void DataPlate_OnChange() {
CreateDesignPoint();
//CreatePrefabEdgePoint();
CreatePolygonMesh();
//重置坐标
transform.localPosition = localPosition + value.centerOffset;
localPosition = transform.localPosition;
}
/// <summary> 生成设计点 </summary>
private void CreateDesignPoint() {
DesignPointParent.Instantiate(DesignPointTemplate, value.designPoints);
}
/// <summary> 生成边缘点 </summary>
private void CreatePrefabEdgePoint() {
PlateEdgeParent.DestroySon(PlateEdgeTemplate);
for (int i = 0; i < value.edgePoints.Count; i++) {
Transform temp = Instantiate(PlateEdgeTemplate, PlateEdgeParent);
temp.gameObject.SetActive(true);
PrefabPlateEdge plateEdge = temp.GetComponent<PrefabPlateEdge>();
plateEdge.SetValue(i, value);
}
}
/// <summary> 生成网格 </summary>
private void CreatePolygonMesh() {
Mesh mesh = new Mesh();
mesh.vertices = value.vertices.ToArray();
mesh.uv = value.uv.ToArray();
mesh.triangles = value.triangles.ToArray();
mesh.RecalculateBounds();
mesh.RecalculateNormals();
mesh.RecalculateTangents();
MeshFilter.mesh = mesh;
MeshCollider.sharedMesh = mesh;
}
}
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@@ -1,34 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MuHua;
public class PrefabPlateEdge : MonoBehaviour {
public LineRenderer lineRenderer;
public EdgeCollider2D edgeCollider;
[HideInInspector] public int index;
[HideInInspector] public DataPlate value;
public int MaxIndex => value.edgePoints.Count;
public int NextIndex => DataPlateTool.NormalIndex(index + 1, MaxIndex);
public Vector3 CurrentPosition => value.FindEdgePoint(index);
public Vector3 NextPosition => value.FindEdgePoint(NextIndex);
public void SetValue(int index, DataPlate value) {
this.index = index;
this.value = value;
value.OnChangeEdgePoint += UpdateLineRenderer;
UpdateLineRenderer(index);
}
private void OnDestroy() {
value.OnChangeEdgePoint -= UpdateLineRenderer;
}
public void UpdateLineRenderer(int index) {
if (index != this.index && index != NextIndex) { return; }
transform.localPosition = CurrentPosition;
Vector3 direction = NextPosition - CurrentPosition;
lineRenderer.SetPosition(1, direction);
edgeCollider.points = new Vector2[] { Vector2.zero, direction };
}
}
@@ -1,11 +0,0 @@
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@@ -0,0 +1,8 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "PresetsPlate", menuName = "数据模块/预设模板")]
public class DataPlatePresets : ScriptableObject {
public List<Vector3> designPoints;
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,33 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DataPolygon {
private readonly DataPlate dataPlate;
public DataPolygon(DataPlate dataPlate) => this.dataPlate = dataPlate;
/// <summary> 边缘平滑度 </summary>
public float edgeSmooth => dataPlate.edgeSmooth;
/// <summary> 设计点 </summary>
public List<DataPoint> points => dataPlate.points;
/// <summary> 边缘点 </summary>
public List<Vector3> edgePoints {
get => dataPlate.edgePoints;
set => dataPlate.edgePoints = value;
}
/// <summary> 平面网格 </summary>
public Mesh polygon {
get => dataPlate.polygon;
set => dataPlate.polygon = value;
}
#region
#endregion
#region
/// <summary> 三角形 </summary>
public List<DataTriangle> triangles = new List<DataTriangle>();
#endregion
}
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-31
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@@ -1,31 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "PresetsPlate", menuName = "数据模块/预设模板")]
public class DataPresetsPlate : ScriptableObject {
public List<Vector2> designPoints;
public DataPlate ToPlate() {
DataPlate data = new DataPlate();
data.designPoints = new List<DataDesignPoint>();
int maxIndex = designPoints.Count;
for (int i = 0; i < designPoints.Count; i++) {
Vector2 position = designPoints[i];
int left = DataPlateTool.NormalIndex(i + 1, maxIndex);
int right = DataPlateTool.NormalIndex(i - 1, maxIndex);
Vector2 leftBezier = (designPoints[left] - position) * 0.5f;
Vector2 rightBezier = (designPoints[right] - position) * 0.5f;
DataDesignPoint designPoint = CreateDataDesignPoint(i, position, data);
designPoint.leftBezier = leftBezier;
designPoint.rightBezier = rightBezier;
data.designPoints.Add(designPoint);
}
return data;
}
private DataDesignPoint CreateDataDesignPoint(int index, Vector2 position, DataPlate data) {
DataDesignPoint designPoint = new DataDesignPoint(data);
designPoint.index = index;
designPoint.postiton = position;
return designPoint;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DataUIMouseInput {
public float ScrollWheel;
public Vector3 ViewPosition;
public Vector3 WorldPosition;
public Vector3 ScreenPosition;
}
@@ -0,0 +1,11 @@
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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;
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 算法:根据设计点来生成边缘点
/// 依据:???
/// </summary>
public class AlgorithmGenerateEdge : ModuleAlgorithm<DataPlate> {
/// <summary> 算法:根据设计点来生成边缘点 </summary>
public AlgorithmGenerateEdge() { }
public override void Compute(DataPlate data) {
data.edgePoints = new List<Vector2>();
int maxIndex = data.designPoints.Count;
for (int i = 0; i < maxIndex; i++) {
DataDesignPoint designPoint = data.FindDesignPoint(i);
DataDesignPoint nextDesignPoint = data.FindDesignPoint(i + 1);
CreateStraightLine(data, designPoint, nextDesignPoint);
}
}
public void CreateStraightLine(DataPlate data, DataDesignPoint designPoint, DataDesignPoint nextDesignPoint) {
designPoint.edgePoints = new List<Vector2>();
//方向,距离
Vector2 direction = (nextDesignPoint.postiton - designPoint.postiton).normalized;
float distance = Vector2.Distance(nextDesignPoint.postiton, designPoint.postiton);
//求余,得商数
int a = (int)(distance * 1000);
int b = (int)(data.edgeSmooth * 1000);
int quotient = Math.DivRem(a, b, out int remainder);
//点位间距
float segment = distance / quotient;
Vector3 ap = designPoint.postiton;
Vector3 bp = designPoint.leftBezier + designPoint.postiton;
Vector3 cp = nextDesignPoint.rightBezier + nextDesignPoint.postiton;
Vector3 dp = nextDesignPoint.postiton;
for (int i = 0; i < quotient; i++) {
float t = segment * i / distance;
Vector2 position = ComputeBezier(ap, bp, cp, dp, t);
designPoint.edgePoints.Add(position);
}
data.edgePoints.AddRange(designPoint.edgePoints);
}
/// <summary>
///
/// </summary>
/// <param name="a">起点</param>
/// <param name="b">起点的贝塞尔点</param>
/// <param name="c">终点的贝塞尔点</param>
/// <param name="d">终点</param>
/// <param name="t">进度</param>
/// <returns></returns>
public Vector3 ComputeBezier(Vector3 a, Vector3 b, Vector3 c, Vector3 d, float t) {
Vector3 aa = a + (b - a) * t;
Vector3 bb = b + (c - b) * t;
Vector3 cc = c + (d - c) * t;
Vector3 aaa = aa + (bb - aa) * t;
Vector3 bbb = bb + (cc - bb) * t;
return aaa + (bbb - aaa) * t;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 算法:耳切法
/// 依据:简单多边形的双耳定理
/// </summary>
public class AlgorithmPolygon : ModuleAlgorithm<DataPlate> {
/// <summary> 算法:耳切法 </summary>
public AlgorithmPolygon() { }
public enum AngleType {
/// <summary> 平角 = 180 </summary>
StraightAngle = 0,
/// <summary> 优角 >180 </summary>
ReflexAngle = 1,
/// <summary> 劣角 <180 </summary>
InferiorAngle = 2
}
public class PointNode {
public int index;
public Vector2 Position;
public Vector2 PreviousPosition;
public Vector2 NextPosition;
}
public class Triangle {
public Vector2 a;
public Vector2 b;
public Vector2 c;
}
public override void Compute(DataPlate data) {
List<Vector2> edgePoints = new List<Vector2>(data.edgePoints);
List<Triangle> polygons = new List<Triangle>();
Vector2[] allArray = edgePoints.ToArray();
bool isClockWise = IsClockWise(allArray);
//耳切法生成三角形
ComputeEarTriangle(polygons, edgePoints, allArray, isClockWise);
MergeTriangles(data, polygons);
}
/// <summary> 循环计算耳点 </summary>
public void ComputeEarTriangle(List<Triangle> polygons, List<Vector2> edgePoints, Vector2[] allArray, bool isClockWise) {
List<Triangle> temp = ComputeEarTriangle(edgePoints, allArray, isClockWise);
if (temp.Count == 0) { return; }
polygons.AddRange(temp);
ComputeEarTriangle(polygons, edgePoints, allArray, isClockWise);
}
/// <summary> 计算一个耳点 </summary>
public List<Triangle> ComputeEarTriangle(List<Vector2> edgePoints, Vector2[] allArray, bool isClockWise) {
Vector2[] array = edgePoints.ToArray();
List<Triangle> polygons = new List<Triangle>();
for (int i = 0; i < array.Length; i++) {
PointNode pointNode = CreatePointNode(i, array);
AngleType angleType = GetAngleType(pointNode, isClockWise);
// 等于180,不可能为耳点
if (angleType == AngleType.StraightAngle) { continue; }
// 大于180,不可能为耳点
if (angleType == AngleType.ReflexAngle) { continue; }
// 包含其他点,不可能为耳点
if (IsInsideTriangle(pointNode, allArray)) { continue; }
// 包含其他耳点,不可能成为耳点
if (!IsInsideEarTriangle(pointNode, edgePoints)) { continue; }
edgePoints.Remove(pointNode.Position);
polygons.Add(CreateTriangle(pointNode));
}
return polygons;
}
/// <summary> 创建节点 </summary>
public PointNode CreatePointNode(int index, Vector2[] array) {
int maxIndex = array.Length;
PointNode pointNode = new PointNode();
pointNode.index = index;
pointNode.PreviousPosition = array[NormalIndex(index - 1, maxIndex)];
pointNode.Position = array[NormalIndex(index + 0, maxIndex)];
pointNode.NextPosition = array[NormalIndex(index + 1, maxIndex)];
return pointNode;
}
/// <summary> 计算三角形内是否包含其他点 </summary>
public bool IsInsideTriangle(PointNode node, Vector2[] array) {
for (int i = 0; i < array.Length; i++) {
if (array[i] == node.Position) { continue; }
if (array[i] == node.PreviousPosition) { continue; }
if (array[i] == node.NextPosition) { continue; }
if (IsInsideTriangle(node, array[i])) { return true; }
}
return false;
}
/// <summary> 计算三角形内是否包含其他点 </summary>
public bool IsInsideEarTriangle(PointNode node, List<Vector2> edgePoints) {
if (!edgePoints.Contains(node.Position)) { return false; }
if (!edgePoints.Contains(node.PreviousPosition)) { return false; }
if (!edgePoints.Contains(node.NextPosition)) { return false; }
return true;
}
/// <summary> 从节点创建三角形 </summary>
public Triangle CreateTriangle(PointNode node) {
Triangle triangle = new Triangle();
triangle.a = node.Position;
triangle.b = node.PreviousPosition;
triangle.c = node.NextPosition;
return triangle;
}
/// <summary> 合并三角形 </summary>
public void MergeTriangles(DataPlate data, List<Triangle> polygons) {
//创建数据容器
List<Vector3> vertices = new List<Vector3>();
List<Vector2> uv = new List<Vector2>();
List<int> triangles = new List<int>();
//三角形合并
for (int i = 0; i < polygons.Count; i++) {
Vector3 a = polygons[i].a;
int aIndex = vertices.Count - 1;
if (!vertices.Contains(a)) { vertices.Add(a); aIndex = vertices.Count - 1; }
else { aIndex = vertices.IndexOf(a); }
Vector3 b = polygons[i].b;
int bIndex = vertices.Count - 1;
if (!vertices.Contains(b)) { vertices.Add(b); bIndex = vertices.Count - 1; }
else { bIndex = vertices.IndexOf(b); }
Vector3 c = polygons[i].c;
int cIndex = vertices.Count - 1;
if (!vertices.Contains(c)) { vertices.Add(c); cIndex = vertices.Count - 1; }
else { cIndex = vertices.IndexOf(c); }
triangles.Add(aIndex);
triangles.Add(bIndex);
triangles.Add(cIndex);
}
//展开uv (顶点去掉z坐标就是未缩放的平面UV)
for (int i = 0; i < vertices.Count; i++) { uv.Add(vertices[i]); }
//附加数据
data.vertices = vertices;
data.uv = uv;
data.triangles = triangles;
}
/// <summary> 头尾循环标准化索引 </summary>
public static int NormalIndex(int index, int maxIndex) {
if (maxIndex == 0) { Debug.LogError("错误索引:maxIndex = 0"); return 0; }
if (index < 0) { return NormalIndex(index + maxIndex, maxIndex); }
if (index >= maxIndex) { return NormalIndex(index - maxIndex, maxIndex); }
return index;
}
/// <summary> 当前的点方向是否为顺时针 </summary>
public static bool IsClockWise(Vector2[] array) {
// 通过计算叉乘来确定方向
float sum = 0f;
double count = array.Length;
Vector3 va, vb;
for (int i = 0; i < array.Length; i++) {
va = array[i];
vb = (i == count - 1) ? array[0] : array[i + 1];
sum += va.x * vb.y - va.y * vb.x;
}
return sum < 0;
}
/// <summary> 判断角的类型 </summary>
public static AngleType GetAngleType(PointNode node, bool isClockWise) {
// 角度是否小于180
// oa & ob 之间的夹角,(右手法则)
// 逆时针顺序是相反的
Vector2 o = node.Position;
Vector2 a = node.PreviousPosition;
Vector2 b = node.NextPosition;
float f = (a.x - o.x) * (b.y - o.y) - (a.y - o.y) * (b.x - o.x);
bool flag = isClockWise ? f > 0 : f < 0;
if (f == 0) { return AngleType.StraightAngle; }
else if (flag) { return AngleType.InferiorAngle; }
else { return AngleType.ReflexAngle; }
}
/// <summary> p点是否在点和其左右两个点组成的三角形内,或ca,cb边上 </summary>
public static bool IsInsideTriangle(PointNode node, Vector2 p) {
// p点是否在abc三角形内
Vector2 a = node.PreviousPosition;
Vector2 b = node.NextPosition;
Vector2 c = node.Position;
float c1 = (b.x - a.x) * (p.y - b.y) - (b.y - a.y) * (p.x - b.x);
float c2 = (c.x - b.x) * (p.y - c.y) - (c.y - b.y) * (p.x - c.x);
float c3 = (a.x - c.x) * (p.y - a.y) - (a.y - c.y) * (p.x - a.x);
return (c1 > 0f && c2 >= 0f && c3 >= 0f) || (c1 < 0f && c2 <= 0f && c3 <= 0f);
}
}
@@ -1,13 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AssetsPresetsPlate : ModuleAssets<DataPresetsPlate> {
protected override void Awake() {
ModuleCore.PresetsPlateAssets = this;
}
public override void ForEach(Action<DataPresetsPlate> action) {
assets.ForEach(action);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnumeratorAgent : ModuleAgent {
protected override void Awake() {
ModuleCore.ModuleAgent = this;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 查询贝塞尔点算法
/// </summary>
public class AlgorithmFindBezier : ModuleAlgorithm<DataFindBezier> {
public readonly float FindRange = 0.01f;
protected override void Awake() => ModuleCore.AlgorithmFindBezier = this;
public override void Compute(DataFindBezier findBezier) {
List<DataPlate> datas = findBezier.datas;
for (int i = 0; i < datas.Count; i++) {
if (FindPlatePoint(datas[i], findBezier)) { return; }
}
}
/// <summary> 查询匹配的点 </summary>
private bool FindPlatePoint(DataPlate plate, DataFindBezier findBezier) {
List<DataPoint> points = plate.points;
Vector3 position = findBezier.position - plate.position;
for (int i = 0; i < points.Count; i++) {
float f = Vector3.Distance(points[i].frontBezier, position);
if (f <= FindRange && points[i].isCurveFront) {
findBezier.isFront = true;
findBezier.plate = plate;
findBezier.point = points[i];
return true;
}
float a = Vector3.Distance(points[i].afterBezier, position);
if (a <= FindRange && points[i].isCurveAfter) {
findBezier.plate = plate;
findBezier.point = points[i];
return true;
}
}
return false;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 查询点算法
/// 转角法判断点是否在多边形内
/// </summary>
public class AlgorithmFindPoint : ModuleAlgorithm<DataFindPoint> {
public readonly float FindRange = 0.01f;
protected override void Awake() => ModuleCore.AlgorithmFindPoint = this;
public override void Compute(DataFindPoint findPoint) {
List<DataPlate> datas = findPoint.datas;
for (int i = 0; i < datas.Count; i++) {
if (FindPlatePoint(datas[i], findPoint)) { return; }
if (FindPlateInside(datas[i], findPoint)) { findPoint.plate = datas[i]; }
}
}
/// <summary> 查询匹配的点 </summary>
private bool FindPlatePoint(DataPlate plate, DataFindPoint findPoint) {
List<DataPoint> points = plate.points;
Vector3 position = findPoint.position - plate.position;
for (int i = 0; i < points.Count; i++) {
float distance = Vector3.Distance(points[i].position, position);
if (distance > FindRange) { continue; }
findPoint.plate = plate;
findPoint.point = points[i];
return true;
}
return false;
}
/// <summary> 转角法查询位置是否在板片内 </summary>
private bool FindPlateInside(DataPlate plate, DataFindPoint findPoint) {
DataPoint[] points = plate.points.ToArray();
double angles = 0;
Vector3 position = findPoint.position - plate.position;
for (int i = 0; i < points.Length; i++) {
Vector3 a = points.LoopIndex(i + 0).position - position;
Vector3 b = points.LoopIndex(i + 1).position - position;
float angle = Vector2.SignedAngle(a, b);
angles += angle;
}
int normal = (int)(angles * 1000);
return normal > 0;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 插入点算法
/// </summary>
public class AlgorithmInsertPoint : ModuleAlgorithm<DataInsertPoint> {
public class Segment {
public DataPlate plate;
public DataPoint aPoint;
public DataPoint bPoint;
public float distance = float.MaxValue;
}
protected override void Awake() => ModuleCore.AlgorithmInsertPoint = this;
public override void Compute(DataInsertPoint insertPoint) {
List<DataPlate> datas = insertPoint.datas;
List<Segment> segments = new List<Segment>();
Vector3 position = insertPoint.position;
for (int i = 0; i < datas.Count; i++) {
if (!FindSegment(datas[i], position, out Segment temp)) { continue; }
segments.Add(temp);
}
if (segments.Count <= 0) { return; }
Segment segment = segments[0];
for (int i = 0; i < segments.Count; i++) {
if (segment.distance < segments[i].distance) { continue; }
segment = segments[i];
}
insertPoint.plate = segment.plate;
insertPoint.aPoint = segment.aPoint;
insertPoint.bPoint = segment.bPoint;
}
/// <summary> 查询匹配的线 </summary>
private bool FindSegment(DataPlate plate, Vector3 position, out Segment segment) {
List<DataPoint> points = plate.points;
Vector3 c = position - plate.position;
segment = new Segment();
segment.plate = plate;
for (int i = 0; i < points.Count; i++) {
Vector3 a = points.LoopIndex(i + 0).position;
Vector3 b = points.LoopIndex(i + 1).position;
float distance = ProjectDistance(a, b, c);
if (segment.distance < distance) { continue; }
segment.aPoint = points.LoopIndex(i + 0);
segment.bPoint = points.LoopIndex(i + 1);
segment.distance = distance;
}
return segment.distance != float.MaxValue;
}
/// <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>
private float ProjectDistance(Vector3 a, Vector3 b, Vector3 c) {
Vector3 ab = b - a;
Vector3 ac = c - a;
Vector3 p = Vector3.Project(ac, ab);
//Debug.Log($"{a} , {b} , {c} , {p} , {ab.normalized} , {p.normalized} , {ab.normalized != p.normalized} , {ab.magnitude < p.magnitude}");
if (ab.normalized != p.normalized) { return float.MaxValue; }
if (ab.magnitude < p.magnitude) { return float.MaxValue; }
//Debug.Log($"{a} , {b} , {c} , {Vector3.Distance(c, p)}");
return Vector3.Distance(c, p + a);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 多边形耳切法
/// </summary>
public class AFAuriculareCutting : ModuleAlgorithmFunction<DataPolygon> {
public class Auriculare {
public int index;
public Vector3 aPoint;//+0
public Vector3 bPoint;//-1
public Vector3 cPoint;//+1
}
/// <summary> 多边形耳切法 </summary>
public AFAuriculareCutting() { }
public override void Compute(DataPolygon data) {
List<Vector3> edgePoints = new List<Vector3>(data.edgePoints);
List<DataTriangle> triangles = new List<DataTriangle>();
Vector3[] allArray = edgePoints.ToArray();
bool isClockWise = IsClockWise(allArray);
//耳切法生成三角形
ComputeAuriculare(triangles, edgePoints, allArray, isClockWise);
data.triangles = triangles;
}
#region
/// <summary> 循环计算有效的耳点 </summary>
public static void ComputeAuriculare(List<DataTriangle> triangles, List<Vector3> edgePoints, Vector3[] allArray, bool isClockWise) {
List<DataTriangle> temp = ComputeAuriculare(edgePoints, allArray, isClockWise);
if (temp.Count == 0) { return; }
triangles.AddRange(temp);
ComputeAuriculare(triangles, edgePoints, allArray, isClockWise);
}
/// <summary> 计算一个有效的耳点 </summary>
public static List<DataTriangle> ComputeAuriculare(List<Vector3> edgePoints, Vector3[] allArray, bool isClockWise) {
Vector3[] array = edgePoints.ToArray();
List<DataTriangle> polygons = new List<DataTriangle>();
for (int i = 0; i < array.Length; i++) {
Auriculare auriculare = CreateAuriculare(i, array);
// 等于180,大于180,不可能为耳点
if (!GetAngleType(auriculare, isClockWise)) { continue; }
// 包含其他点,不可能为耳点
if (IsInsideTriangle(auriculare, allArray)) { continue; }
// 包含其他耳点,不可能成为耳点
if (!IsInsideAuriculare(auriculare, edgePoints)) { continue; }
edgePoints.Remove(auriculare.aPoint);
polygons.Add(CreateAuriculareToTriangle(auriculare));
}
return polygons;
}
/// <summary> 创建点 </summary>
public static Auriculare CreateAuriculare(int index, Vector3[] array) {
Auriculare auriculare = new Auriculare();
auriculare.index = index;
auriculare.bPoint = array.LoopIndex(index - 1);
auriculare.aPoint = array.LoopIndex(index);
auriculare.cPoint = array.LoopIndex(index + 1);
return auriculare;
}
/// <summary> 计算三角形内是否包含其他点 </summary>
public static bool IsInsideTriangle(Auriculare auriculare, Vector3[] array) {
for (int i = 0; i < array.Length; i++) {
if (array[i] == auriculare.aPoint) { continue; }
if (array[i] == auriculare.bPoint) { continue; }
if (array[i] == auriculare.cPoint) { continue; }
if (IsInsideTriangle(auriculare, array[i])) { return true; }
}
return false;
}
/// <summary> 计算三角形内是否包含其他点 </summary>
public static bool IsInsideAuriculare(Auriculare auriculare, List<Vector3> edgePoints) {
if (!edgePoints.Contains(auriculare.aPoint)) { return false; }
if (!edgePoints.Contains(auriculare.bPoint)) { return false; }
if (!edgePoints.Contains(auriculare.cPoint)) { return false; }
return true;
}
/// <summary> 从节点创建三角形 </summary>
public static DataTriangle CreateAuriculareToTriangle(Auriculare auriculare) {
DataTriangle triangle = new DataTriangle();
triangle.a = auriculare.aPoint;
triangle.b = auriculare.bPoint;
triangle.c = auriculare.cPoint;
return triangle;
}
#endregion
#region
/// <summary> 当前的点方向是否为顺时针 </summary>
public static bool IsClockWise(Vector3[] array) {
// 通过计算叉乘来确定方向
float sum = 0f;
double count = array.Length;
Vector3 va, vb;
for (int i = 0; i < array.Length; i++) {
va = array[i];
vb = (i == count - 1) ? array[0] : array[i + 1];
sum += va.x * vb.y - va.y * vb.x;
}
return sum < 0;
}
/// <summary> 判断角的类型 </summary>
public static bool GetAngleType(Auriculare auriculare, bool isClockWise) {
// 角度是否小于180
// oa & ob 之间的夹角,(右手法则)
// 逆时针顺序是相反的
Vector2 a = auriculare.aPoint;
Vector2 b = auriculare.bPoint;
Vector2 c = auriculare.cPoint;
float f = (b.x - a.x) * (c.y - a.y) - (b.y - a.y) * (c.x - a.x);
bool flag = isClockWise ? f > 0 : f < 0;
if (f == 0) { return false;/*平角*/ }
else if (flag) { return true;/*劣角*/ }
else { return false;/*优角*/ }
}
/// <summary> p点是否在点a,b,c组成的三角形内,或边上 </summary>
public static bool IsInsideTriangle(Auriculare auriculare, Vector2 p) {
// p点是否在abc三角形内
Vector2 a = auriculare.aPoint;
Vector2 b = auriculare.bPoint;
Vector2 c = auriculare.cPoint;
float c1 = (b.x - a.x) * (p.y - b.y) - (b.y - a.y) * (p.x - b.x);
float c2 = (c.x - b.x) * (p.y - c.y) - (c.y - b.y) * (p.x - c.x);
float c3 = (a.x - c.x) * (p.y - a.y) - (a.y - c.y) * (p.x - a.x);
return (c1 > 0f && c2 >= 0f && c3 >= 0f) || (c1 < 0f && c2 <= 0f && c3 <= 0f);
}
#endregion
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 三阶贝塞尔曲线计算边缘点
/// </summary>
public class AFEdgePoint : ModuleAlgorithmFunction<DataPolygon> {
/// <summary> 三阶贝塞尔曲线计算边缘点 </summary>
public AFEdgePoint() { }
public override void Compute(DataPolygon data) {
List<DataPoint> points = new List<DataPoint>(data.points);
List<Vector3> edgePoints = new List<Vector3>();
for (int i = 0; i < points.Count; i++) {
DataPoint current = points.LoopIndex(i);
DataPoint next = points.LoopIndex(i + 1);
edgePoints.AddRange(CreateLine(current, next, data.edgeSmooth));
}
data.edgePoints = edgePoints;
}
#region
public List<Vector3> CreateLine(DataPoint current, DataPoint next, float edgeSmooth) {
List<Vector3> edgePoints = new List<Vector3>();
//方向,距离
Vector2 direction = (next.position - current.position).normalized;
float distance = Vector2.Distance(next.position, current.position);
//求余,得商数
int quotient = Quotient(distance, edgeSmooth);
//点位间距
float segment = distance / quotient;
//贝塞尔曲线点
Vector3 ap = current.position;
Vector3 bp = current.isCurveAfter ? current.afterBezier : current.position;
Vector3 cp = next.isCurveFront ? next.frontBezier : next.position;
Vector3 dp = next.position;
for (int i = 0; i < quotient; i++) {
float t = segment * i / distance;
Vector2 position = ComputeBezier(ap, bp, cp, dp, t);
edgePoints.Add(position);
}
return edgePoints;
}
#endregion
#region
/// <summary> 商数 </summary>
public static int Quotient(float distance, float edgeSmooth) {
int a = (int)(distance * 1000);
int b = (int)(edgeSmooth * 1000);
return Math.DivRem(a, b, out int remainder);
}
/// <summary>
/// 三阶贝塞尔算法
/// </summary>
/// <param name="a">起点</param>
/// <param name="b">起点的贝塞尔点</param>
/// <param name="c">终点的贝塞尔点</param>
/// <param name="d">终点</param>
/// <param name="t">进度</param>
/// <returns>当前进度的曲线点</returns>
public static Vector3 ComputeBezier(Vector3 a, Vector3 b, Vector3 c, Vector3 d, float t) {
Vector3 aa = a + (b - a) * t;
Vector3 bb = b + (c - b) * t;
Vector3 cc = c + (d - c) * t;
Vector3 aaa = aa + (bb - aa) * t;
Vector3 bbb = bb + (cc - bb) * t;
return aaa + (bbb - aaa) * t;
}
#endregion
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 合并三角形
/// </summary>
public class AFMergeTriangles : ModuleAlgorithmFunction<DataPolygon> {
public override void Compute(DataPolygon data) {
List<DataTriangle> triangles = new List<DataTriangle>(data.triangles);
index = 0;
MergeTriangles(triangles);
data.triangles = triangles;
ModuleCore.I.VisualPolygon.UpdateVisual(data);
}
private int index;
private int maxIndex;
/// <summary> 取一个三角形出来 匹配剩下的三角形 符合条件则合并 </summary>
private void MergeTriangles(List<DataTriangle> triangles) {
if (index > triangles.Count) { return; }
DataTriangle aT = triangles[0];
triangles.Remove(aT);
maxIndex = triangles.Count;
for (int i = 0; i < triangles.Count; i++) {
DataTriangle bT = triangles[i];
//ab同边
if (MergeConditions(bT.a, bT.b, bT, ref aT)) { triangles.Remove(bT); continue; }
//bc同边
if (MergeConditions(bT.b, bT.c, bT, ref aT)) { triangles.Remove(bT); continue; }
//ca同边
if (MergeConditions(bT.c, bT.a, bT, ref aT)) { triangles.Remove(bT); continue; }
}
index = maxIndex == triangles.Count ? index + 1 : 0;
Debug.Log($"{index} , {maxIndex} , {triangles.Count}");
triangles.Add(aT);
MergeTriangles(triangles);
}
/// <summary> 匹配三角形 符合条件则合并 无法合并则返回 true </summary>
private bool MergeTriangles(List<DataTriangle> triangles, DataTriangle aT) {
for (int i = 0; i < triangles.Count; i++) {
DataTriangle bT = triangles[i];
//ab同边
if (MergeConditions(bT.a, bT.b, bT, ref aT)) { triangles.Remove(bT); }
//bc同边
if (MergeConditions(bT.b, bT.c, bT, ref aT)) { triangles.Remove(bT); }
//ca同边
if (MergeConditions(bT.c, bT.a, bT, ref aT)) { triangles.Remove(bT); }
}
return true;
}
/// <summary> 计算三角形内是否包含其他点 </summary>
private bool IsInsideTriangle(DataTriangle triangle, Vector3 point) {
if (triangle.a == point) { return true; }
if (triangle.b == point) { return true; }
if (triangle.c == point) { return true; }
return false;
}
//检测合并条件是否满足
private bool MergeConditions(Vector3 a, Vector3 b, DataTriangle bT, ref DataTriangle aT) {
if (!IsInsideTriangle(aT, a, b, out Vector3 o)) { return false; }
if (!IsInsideTriangle(bT, a, b, out Vector3 c)) { return false; }
if (IsInsideTriangle(aT, c)) { return true; }
Vector3 oa = (o - a).normalized;
Vector3 ob = (o - b).normalized;
Vector3 oc = (o - c).normalized;
if (oc == oa) { aT.a = o; aT.b = b; aT.c = c; return true; }
if (oc == ob) { aT.a = o; aT.b = a; aT.c = c; return true; }
return false;
}
/// <summary> 计算三角形内是否包含其他点 </summary>
private bool IsInsideTriangle(DataTriangle triangle, Vector3 a, Vector3 b, out Vector3 o) {
if (triangle.a == a && triangle.b == b) { o = triangle.c; return true; }
if (triangle.a == b && triangle.b == a) { o = triangle.c; return true; }
if (triangle.a == a && triangle.c == b) { o = triangle.b; return true; }
if (triangle.a == b && triangle.c == a) { o = triangle.b; return true; }
if (triangle.b == a && triangle.c == b) { o = triangle.a; return true; }
if (triangle.b == b && triangle.c == a) { o = triangle.a; return true; }
o = a; return false;
}
/// <summary> p点是否在点a,b,c组成的三角形内,或边上 </summary>
public static bool IsInsideTriangle(DataTriangle auriculare, Vector2 p) {
// p点是否在abc三角形内
Vector2 a = auriculare.a;
Vector2 b = auriculare.b;
Vector2 c = auriculare.c;
float c1 = (b.x - a.x) * (p.y - b.y) - (b.y - a.y) * (p.x - b.x);
float c2 = (c.x - b.x) * (p.y - c.y) - (c.y - b.y) * (p.x - c.x);
float c3 = (a.x - c.x) * (p.y - a.y) - (a.y - c.y) * (p.x - a.x);
return (c1 > 0f && c2 >= 0f && c3 >= 0f) || (c1 < 0f && c2 <= 0f && c3 <= 0f);
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AFSubdivision : ModuleAlgorithmFunction<DataPolygon> {
public override void Compute(DataPolygon data) {
List<DataTriangle> triangles = new List<DataTriangle>(data.triangles);
List<DataTriangle> subdivision = new List<DataTriangle>();
for (int i = 0; i < triangles.Count; i++) {
subdivision.AddRange(Subdivision(triangles[i]));
}
//subdivision.AddRange(Subdivision(triangles[121], data.edgeSmooth));
data.triangles = subdivision;
}
private List<DataTriangle> Subdivision(DataTriangle triangle) {
float ab = Vector3.Distance(triangle.a, triangle.b);
float bc = Vector3.Distance(triangle.b, triangle.c);
float ca = Vector3.Distance(triangle.c, triangle.a);
if (ab > bc && ab > ca && ab > 0.02f) { return Subdivision(triangle.c, triangle.a, triangle.b); }
if (bc > ab && bc > ca && bc > 0.02f) { return Subdivision(triangle.a, triangle.b, triangle.c); }
if (ca > bc && ca > ab && ca > 0.02f) { return Subdivision(triangle.b, triangle.c, triangle.a); }
return new List<DataTriangle> { triangle };
}
private List<DataTriangle> Subdivision(Vector3 a, Vector3 b, Vector3 c) {
Vector3 direction = b - c;
Vector3 d = c + direction * 0.5f;
DataTriangle aT = new DataTriangle { a = a, b = d, c = c };
DataTriangle bT = new DataTriangle { a = a, b = b, c = d };
return new List<DataTriangle> { aT, bT, };
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 三角形转换网格
/// </summary>
public class AFTriangleMesh : ModuleAlgorithmFunction<DataPolygon> {
public override void Compute(DataPolygon data) {
List<DataTriangle> polygons = new List<DataTriangle>(data.triangles);
//创建数据容器
List<Vector3> vertices = new List<Vector3>();
List<Vector2> uv = new List<Vector2>();
List<int> triangles = new List<int>();
//三角形合并
for (int i = 0; i < polygons.Count; i++) {
triangles.Add(AddIndexOf(vertices, polygons[i].a));
triangles.Add(AddIndexOf(vertices, polygons[i].b));
triangles.Add(AddIndexOf(vertices, polygons[i].c));
}
Debug.Log(vertices.Count);
//展开uv (顶点去掉z坐标就是未缩放的平面UV)
for (int i = 0; i < vertices.Count; i++) { uv.Add(vertices[i]); }
//附加数据
data.polygon = new Mesh();
data.polygon.vertices = vertices.ToArray();
data.polygon.uv = uv.ToArray();
data.polygon.triangles = triangles.ToArray();
data.polygon.RecalculateBounds();
data.polygon.RecalculateNormals();
}
//顶点列表不包含则添加点,获得索引
private int AddIndexOf(List<Vector3> vertices, Vector3 a) {
if (!vertices.Contains(a)) { vertices.Add(a); }
return vertices.IndexOf(a);
}
}
@@ -0,0 +1,11 @@
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 散列点生成多边形算法
/// </summary>
public class AlgorithmPolygon : ModuleAlgorithm<DataPlate> {
private ModuleAlgorithmFunction<DataPolygon> EdgePoint = new AFEdgePoint();
private ModuleAlgorithmFunction<DataPolygon> Cutting = new AFAuriculareCutting();
private ModuleAlgorithmFunction<DataPolygon> Subdivision = new AFSubdivision();
private ModuleAlgorithmFunction<DataPolygon> TriangleMesh = new AFTriangleMesh();
protected override void Awake() => ModuleCore.AlgorithmPolygon = this;
public override void Compute(DataPlate data) {
DataPolygon polygon = new DataPolygon(data);
//计算边缘点
EdgePoint.Compute(polygon);
//切割三角形
Cutting.Compute(polygon);
//合并三角形
Subdivision.Compute(polygon);
Subdivision.Compute(polygon);
Subdivision.Compute(polygon);
Subdivision.Compute(polygon);
Subdivision.Compute(polygon);
Subdivision.Compute(polygon);
Subdivision.Compute(polygon);
Subdivision.Compute(polygon);
Subdivision.Compute(polygon);
//三角形转换网格
TriangleMesh.Compute(polygon);
}
}
@@ -1,5 +1,5 @@
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