修改UI
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@@ -28,7 +28,8 @@ namespace NBF
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// Vector3 _rotating;
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const int RENDER_LAYER = 22;
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const int HIDDEN_LAYER = 10;
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const int HIDDEN_LAYER = 22;
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public ModelViewRenderImage(GGraph holder)
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{
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@@ -96,37 +97,17 @@ namespace NBF
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ModelViewerUtils.InitSetting(model, ViewerSettings);
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}
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var meshArr = _model.GetComponentsInChildren<MeshRenderer>();
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foreach (var meshRenderer in meshArr)
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{
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// 设置物体仅接受 Layer 2 的光照
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meshRenderer.renderingLayerMask = 1 << 2;
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}
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Review();
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}
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// public void LoadModel(string model, ModelViewerSettings settings)
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// {
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// this.UnloadModel();
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// ViewerSettings = settings;
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//
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// Object prefab = Resources.Load(model);
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// if (prefab == null) return;
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// GameObject go = ((GameObject)Object.Instantiate(prefab));
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// var joint = go.GetComponent<Joint>();
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// if (joint != null)
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// {
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// Object.Destroy(joint);
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// }
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//
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// _model = go.transform;
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// _model.SetParent(this.modelRoot, false);
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// _model.localPosition = Vector3.zero;
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// _model.localScale = Vector3.one;
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// _model.localEulerAngles = Vector3.zero;
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// if (ViewerSettings == null)
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// {
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// ViewerSettings = new ModelViewerSettings();
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// ModelViewerUtils.InitSetting(go, ViewerSettings);
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// }
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//
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// Review();
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// }
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public void UnloadModel()
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{
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if (_model != null)
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@@ -185,7 +166,9 @@ namespace NBF
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if (_renderTexture != null)
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return;
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_renderTexture = new RenderTexture(1024, 1024, 24, RenderTextureFormat.ARGB32)
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//1920
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_renderTexture = new RenderTexture(_width, _height, 24, RenderTextureFormat.ARGB32)
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{
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antiAliasing = 8,
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filterMode = FilterMode.Bilinear,
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