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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 DataLine {
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public Vector3 a;
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public Vector3 b;
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/// <summary> 曲线起点的距离 </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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+1
-1
@@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: 0119f0f1ae644424b8ed9bd212d86ec1
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guid: cb5a40cc1c1a0ed478a2b46bec653c2c
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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@@ -4,30 +4,67 @@ using System.Collections.Generic;
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using UnityEngine;
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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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/// <summary> 烘焙可视化模块 </summary>
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private ModuleVisual<DataPlate> VisualBaking => ModuleCore.VisualBaking;
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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 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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//细分多边形计算
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AlgorithmSubdivisionPolygon.Compute(this);
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}
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//生成可视化内容
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VisualDesign.UpdateVisual(this);
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//生成烘焙内容
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VisualBaking.UpdateVisual(this);
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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 edgeSmooth = 0.01f;
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/// <summary> 板片位置(本地坐标系) </summary>
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public Vector3 position;
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/// <summary> 设计点 </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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/// <summary> 边 </summary>
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public List<DataSide> sides = new List<DataSide>();
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#endregion
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#region 次要数据
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/// <summary> 平面网格 </summary>
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public Mesh polygon;
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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 = new List<Vector3>();
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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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#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 Transform transform;
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/// <summary> 可视化多边形网格 </summary>
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public MeshFilter polygonMeshFilter;
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/// <summary> 可视化边缘线 </summary>
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public LineRenderer edgeLineRenderer;
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public ModulePrefab<DataPlate> design;
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/// <summary> 可视化对象 </summary>
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public ModulePrefab<DataPlate> baking;
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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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@@ -10,28 +10,12 @@ public class DataPoint {
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public DataPoint(DataPlate plate) => this.plate = plate;
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#region 核心数据
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/// <summary> 点前(-) 是否是曲线 </summary>
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public bool isCurveFront;
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/// <summary> 点后(+) 是否是曲线 </summary>
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public bool isCurveAfter;
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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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/// <summary> 贝塞尔曲线前(-) </summary>
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public Vector3 frontBezier;
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/// <summary> 贝塞尔曲线后(+) </summary>
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public Vector3 afterBezier;
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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 Transform transform;
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/// <summary> 可视化贝塞尔点前(-) </summary>
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public Transform frontBezierTransform;
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/// <summary> 可视化贝塞尔点后(+) </summary>
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public Transform afterBezierTransform;
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/// <summary> 可视化贝塞尔线前(-) </summary>
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public LineRenderer frontBezierLineRenderer;
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/// <summary> 可视化贝塞尔线后(+) </summary>
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public LineRenderer afterBezierLineRenderer;
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public ModulePrefab<DataPoint> visual;
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#endregion
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}
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@@ -0,0 +1,44 @@
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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 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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/// <summary> 初始化 </summary>
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public DataSide(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 DataPoint aPoint;
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/// <summary> 终点 </summary>
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public DataPoint 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> 边长度 </summary>
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public float length;
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/// <summary> 缝合数据 </summary>
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public DataSuture suture;
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/// <summary> 边缘点 </summary>
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public Vector3[] positions = new Vector3[0];
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/// <summary> 边缘线 </summary>
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public DataLine[] lines = new DataLine[0];
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/// <summary> 边缘顶点数据 </summary>
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public DataVertex[] vertices = new DataVertex[0];
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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<DataSide> design;
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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: d40ac12110b85ce4daf740db4dd0a5ef
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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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@@ -1,12 +0,0 @@
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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 DataTriangle {
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public Vector3 a;
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public Vector3 b;
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public Vector3 c;
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public override string ToString() {
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return $"{a} , {b} , {c}";
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}
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}
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@@ -0,0 +1,30 @@
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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 DataVertex {
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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 design;
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/// <summary> 烘焙视图中位置 </summary>
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public Vector3 baking;
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/// <summary> 上 </summary>
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public DataVertex above;
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/// <summary> 下 </summary>
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public DataVertex below;
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/// <summary> 左 </summary>
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public DataVertex left;
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/// <summary> 右 </summary>
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public DataVertex right;
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/// <summary> 左上 </summary>
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public DataVertex leftAbove;
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/// <summary> 左下 </summary>
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public DataVertex leftBelow;
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/// <summary> 右上 </summary>
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public DataVertex rightAbove;
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/// <summary> 右下 </summary>
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public DataVertex rightBelow;
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}
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@@ -0,0 +1,11 @@
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||||
fileFormatVersion: 2
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||||
guid: de6bdf5f7fa27c4409fa7179f281284d
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||||
MonoImporter:
|
||||
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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