去掉obi,使用自写绳索
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@@ -1,178 +0,0 @@
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using UnityEngine;
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using UnityEditor;
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using System.IO;
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using System.Collections;
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namespace Obi{
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[CustomEditor(typeof(ObiDistanceField))]
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public class ObiDistanceFieldEditor : Editor
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{
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ObiDistanceField distanceField;
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PreviewHelpers previewHelper;
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Vector2 previewDir;
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Material previewMaterial;
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Mesh previewMesh;
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Texture3D volumeTexture;
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protected IEnumerator routine;
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private void UpdatePreview(){
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CleanupPreview();
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if (distanceField.InputMesh != null){
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previewMesh = CreateMeshForBounds(distanceField.FieldBounds);
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previewMesh.hideFlags = HideFlags.HideAndDontSave;
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volumeTexture = distanceField.GetVolumeTexture(64);
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volumeTexture.hideFlags = HideFlags.HideAndDontSave;
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previewMaterial = Resources.Load<Material>("DistanceFieldPreview");
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previewMaterial.SetTexture("_Volume",volumeTexture);
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previewMaterial.SetVector("_AABBMin",-distanceField.FieldBounds.extents);
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previewMaterial.SetVector("_AABBMax",distanceField.FieldBounds.extents);
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}
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}
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private void CleanupPreview(){
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GameObject.DestroyImmediate(previewMesh);
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GameObject.DestroyImmediate(volumeTexture);
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}
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public void OnEnable(){
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distanceField = (ObiDistanceField) target;
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previewHelper = new PreviewHelpers();
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UpdatePreview();
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}
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public void OnDisable(){
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EditorUtility.ClearProgressBar();
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previewHelper.Cleanup();
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CleanupPreview();
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}
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public override void OnInspectorGUI() {
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serializedObject.UpdateIfRequiredOrScript();
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Editor.DrawPropertiesExcluding(serializedObject,"m_Script");
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GUI.enabled = (distanceField.InputMesh != null);
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if (GUILayout.Button("Generate")){
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// Start a coroutine job in the editor.
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EditorUtility.SetDirty(target);
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CoroutineJob job = new CoroutineJob();
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routine = job.Start( distanceField.Generate());
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EditorCoroutine.ShowCoroutineProgressBar("Generating distance field", routine);
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UpdatePreview();
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EditorGUIUtility.ExitGUI();
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}
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GUI.enabled = true;
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int nodeCount = (distanceField.nodes != null ? distanceField.nodes.Count : 0);
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float resolution = distanceField.FieldBounds.size.x / distanceField.EffectiveSampleSize;
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EditorGUILayout.HelpBox("Nodes: "+ nodeCount+"\n"+
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"Size in memory: "+ (nodeCount * 0.062f).ToString("0.#") +" kB\n"+
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"Compressed to: " + (nodeCount / Mathf.Pow(resolution,3) * 100).ToString("0.##") + "%",MessageType.Info);
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if (GUI.changed)
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serializedObject.ApplyModifiedProperties();
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}
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public override bool HasPreviewGUI(){
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return true;
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}
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public override void OnInteractivePreviewGUI(Rect region, GUIStyle background)
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{
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previewDir = PreviewHelpers.Drag2D(previewDir, region);
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if (Event.current.type != EventType.Repaint || previewMesh == null)
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{
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return;
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}
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Quaternion quaternion = Quaternion.Euler(this.previewDir.y, 0f, 0f) * Quaternion.Euler(0f, this.previewDir.x, 0f) * Quaternion.Euler(0, 120, -20f);
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previewHelper.BeginPreview(region, background);
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Bounds bounds = previewMesh.bounds;
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float magnitude = Mathf.Sqrt(bounds.extents.sqrMagnitude);
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float num = 4f * magnitude;
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previewHelper.m_Camera.transform.position = -Vector3.forward * num;
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previewHelper.m_Camera.transform.rotation = Quaternion.identity;
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previewHelper.m_Camera.nearClipPlane = num - magnitude * 1.1f;
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previewHelper.m_Camera.farClipPlane = num + magnitude * 1.1f;
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// Compute matrix to rotate the mesh around the center of its bounds:
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Matrix4x4 matrix = Matrix4x4.TRS(Vector3.zero,quaternion,Vector3.one) * Matrix4x4.TRS(-bounds.center,Quaternion.identity,Vector3.one);
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Graphics.DrawMesh(previewMesh, matrix, previewMaterial,1, previewHelper.m_Camera, 0);
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Texture texture = previewHelper.EndPreview();
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GUI.DrawTexture(region, texture, ScaleMode.StretchToFill, true);
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}
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/**
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* Creates a solid mesh from some Bounds. This is used to display the distance field volumetric preview.
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*/
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private Mesh CreateMeshForBounds(Bounds b){
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Mesh m = new Mesh();
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/** Indices of bounds corners:
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Y
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2 6
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+------+
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3 .'| 7 .'|
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+---+--+' |
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| | | |
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| +--+---+ X
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| .' 0 | .' 4
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+------+'
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Z 1 5
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*/
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Vector3[] vertices = new Vector3[8]{
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b.center + new Vector3(-b.extents.x,-b.extents.y,-b.extents.z), //0
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b.center + new Vector3(-b.extents.x,-b.extents.y,b.extents.z), //1
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b.center + new Vector3(-b.extents.x,b.extents.y,-b.extents.z), //2
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b.center + new Vector3(-b.extents.x,b.extents.y,b.extents.z), //3
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b.center + new Vector3(b.extents.x,-b.extents.y,-b.extents.z), //4
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b.center + new Vector3(b.extents.x,-b.extents.y,b.extents.z), //5
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b.center + new Vector3(b.extents.x,b.extents.y,-b.extents.z), //6
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b.center + new Vector3(b.extents.x,b.extents.y,b.extents.z) //7
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};
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int[] triangles = new int[36]{
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2,3,7,
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6,2,7,
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7,5,4,
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6,7,4,
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3,1,5,
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7,3,5,
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2,0,3,
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3,0,1,
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6,4,2,
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2,4,0,
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4,5,0,
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5,1,0
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};
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m.vertices = vertices;
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m.triangles = triangles;
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return m;
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}
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}
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}
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