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Bob.Song
2026-03-05 18:07:55 +08:00
commit e125bb869e
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using System;
using FairyGUI;
using FairyGUI.Utils;
using System.Collections;
using UnityEngine;
using UnityEngine.Rendering.Universal;
using Object = UnityEngine.Object;
namespace NBF
{
[Serializable]
public class ModelViewRenderImage
{
public Transform modelRoot { get; private set; }
public Camera Camera => _camera;
public RenderTexture RT => _renderTexture;
public ModelViewerSettings ViewerSettings { get; private set; }
Camera _camera;
Image _image;
Transform _root;
Transform _background;
Transform _model;
RenderTexture _renderTexture;
int _width;
int _height;
bool _cacheTexture;
// Vector3 _rotating;
const int RENDER_LAYER = 22;
const int HIDDEN_LAYER = 22;
public ModelViewRenderImage(GGraph holder)
{
_width = (int)holder.width;
_height = (int)holder.height;
_cacheTexture = true;
_image = new Image();
holder.SetNativeObject(_image);
_root = new GameObject("RenderImage").transform;
_root.transform.position = Vector3.zero;
// _root.SetParent(_camera.transform, false);
SetLayer(_root.gameObject, HIDDEN_LAYER);
Object.DontDestroyOnLoad(_root.gameObject);
Object prefab = Resources.Load("RenderTexture/RenderImageCamera");
GameObject go = (GameObject)Object.Instantiate(prefab, _root, false);
_camera = go.GetComponent<Camera>();
_camera.transform.position = Vector3.zero;
_camera.cullingMask = 1 << RENDER_LAYER;
_camera.enabled = false;
Object.DontDestroyOnLoad(_camera.gameObject);
modelRoot = new GameObject("model_root").transform;
modelRoot.SetParent(_root, false);
_background = new GameObject("background").transform;
_background.SetParent(_root, false);
_image.onAddedToStage.Add(OnAddedToStage);
_image.onRemovedFromStage.Add(OnRemoveFromStage);
// _viewerSettings = new ModelViewerSettings();
if (_image.stage != null)
OnAddedToStage();
else
_camera.gameObject.SetActive(false);
}
public void SetModel(GameObject model, ModelViewerSettings settings)
{
this.UnloadModel();
ViewerSettings = settings;
if (model == null) return;
var joint = model.GetComponent<Joint>();
if (joint != null)
{
Object.Destroy(joint);
}
_model = model.transform;
_model.SetParent(this.modelRoot, false);
_model.localPosition = Vector3.zero;
_model.localScale = Vector3.one;
_model.localEulerAngles = Vector3.zero;
if (ViewerSettings == null)
{
ViewerSettings = new ModelViewerSettings();
ModelViewerUtils.InitSetting(model, ViewerSettings);
}
var meshArr = _model.GetComponentsInChildren<MeshRenderer>();
foreach (var meshRenderer in meshArr)
{
// 设置物体仅接受 Layer 2 的光照
meshRenderer.renderingLayerMask = 1 << 2;
}
Review();
}
public void UnloadModel()
{
if (_model != null)
{
ViewerSettings = null;
_model.gameObject.SetActive(false);
Object.Destroy(_model.gameObject);
_model = null;
}
}
public void Review()
{
_model.position = ViewerSettings.objectPosition;
_model.localScale = ViewerSettings.objectScale;
_model.eulerAngles = ViewerSettings.objectRotation;
_camera.clearFlags = CameraClearFlags.Nothing;
_camera.backgroundColor = new Color(0, 0, 0, 0); // 完全透明
_camera.transform.position = ViewerSettings.cameraPosition;
_camera.transform.LookAt(ViewerSettings.cameraTarget);
_camera.orthographic = ViewerSettings.cameraOrtho;
_camera.orthographicSize = ViewerSettings.cameraSize;
_camera.orthographicSize /= ViewerSettings.camerasScaleFactor;
_camera.fieldOfView = ViewerSettings.cameraFov;
float fov = 2 * Mathf.Rad2Deg * Mathf.Atan2(
Mathf.Tan(_camera.fieldOfView * Mathf.Deg2Rad / 2), ViewerSettings.camerasScaleFactor
);
if (fov < 0)
fov += 180;
_camera.fieldOfView = fov;
_camera.nearClipPlane = 0.001f;
_camera.farClipPlane = 10000;
_camera.depthTextureMode = DepthTextureMode.Depth;
_camera.clearFlags = CameraClearFlags.Color;
_camera.GetUniversalAdditionalCameraData().renderPostProcessing = false; //URP only
}
public void Dispose()
{
UnloadModel();
Object.Destroy(_camera.gameObject);
DestroyTexture();
_image.Dispose();
_image = null;
}
void CreateTexture()
{
if (_renderTexture != null)
return;
//1920
_renderTexture = new RenderTexture(_width, _height, 24, RenderTextureFormat.ARGB32)
{
antiAliasing = 8,
filterMode = FilterMode.Bilinear,
anisoLevel = 0,
useMipMap = false
};
// _renderTexture.Create();
_image.texture = new NTexture(_renderTexture);
_image.shader = "Unlit/Transparent";
}
void DestroyTexture()
{
if (_renderTexture != null)
{
Object.Destroy(_renderTexture);
_renderTexture = null;
_image.texture = null;
}
}
void OnAddedToStage()
{
if (_renderTexture == null)
CreateTexture();
Timers.inst.AddUpdate(Render);
_camera.gameObject.SetActive(true);
Render();
}
void OnRemoveFromStage()
{
if (!_cacheTexture)
DestroyTexture();
Timers.inst.Remove(Render);
_camera.gameObject.SetActive(false);
}
void Render(object param = null)
{
// if (_rotating != Vector3.zero && this.modelRoot != null)
// {
// // 使用 Quaternion 来避免欧拉角带来的问题
// modelRoot.Rotate(_rotating, Space.World);
// }
SetLayer(_root.gameObject, RENDER_LAYER);
_camera.targetTexture = _renderTexture;
RenderTexture old = RenderTexture.active;
RenderTexture.active = _renderTexture;
GL.Clear(true, true, Color.clear);
_camera.Render();
RenderTexture.active = old;
SetLayer(_root.gameObject, HIDDEN_LAYER);
UpdateDebugSave();
}
void SetLayer(GameObject go, int layer)
{
Transform[] transforms = go.GetComponentsInChildren<Transform>(true);
foreach (Transform t in transforms)
{
t.gameObject.layer = layer;
}
}
#region
// 在 ModelViewRenderImage 中添加新字段
private Vector2 _lastMousePosition;
private bool _isDragging;
public void StartRotate(Vector2 currentMousePosition)
{
_lastMousePosition = currentMousePosition;
_isDragging = true;
}
public void UpdateRotation(Vector2 currentMousePosition)
{
if (!_isDragging || modelRoot == null || _camera == null) return;
Vector2 delta = currentMousePosition - _lastMousePosition;
// 使用适中的灵敏度
float sensitivity = 0.2f;
float rotX = -delta.y * sensitivity;
float rotY = -delta.x * sensitivity;
Quaternion yRotation = Quaternion.AngleAxis(rotY, _camera.transform.up);
Quaternion xRotation = Quaternion.AngleAxis(rotX, _camera.transform.right);
// 组合旋转并应用
modelRoot.rotation = yRotation * xRotation * modelRoot.rotation;
_lastMousePosition = currentMousePosition;
}
public void StopRotate()
{
_isDragging = false;
}
// 重置到初始状态的方法
public void ResetToInitialRotation()
{
modelRoot.localRotation = Quaternion.identity;
_isDragging = false;
}
#endregion
#region MyRegion
void UpdateDebugSave()
{
if (Input.GetKeyDown(KeyCode.F9))
{
SaveRenderTextureToPNG(_renderTexture, "RenderTextureDebug.png");
}
}
void SaveRenderTextureToPNG(RenderTexture rt, string fileName)
{
if (rt == null)
{
Debug.LogWarning("RenderTexture 为 null无法保存。");
return;
}
RenderTexture current = RenderTexture.active;
RenderTexture.active = rt;
Texture2D tex = new Texture2D(rt.width, rt.height, TextureFormat.RGBA32, false);
tex.ReadPixels(new Rect(0, 0, rt.width, rt.height), 0, 0);
tex.Apply();
byte[] bytes = tex.EncodeToPNG();
string path = System.IO.Path.Combine(Application.dataPath, "../" + fileName);
System.IO.File.WriteAllBytes(path, bytes);
Debug.Log($"✅ RenderTexture 已保存到: {path}");
UnityEngine.Object.Destroy(tex);
RenderTexture.active = current;
}
#endregion
}
}

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fileFormatVersion: 2
guid: 14ecd9c69c8a4eb28e8f102cca593c0b
timeCreated: 1761412504

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/**本脚本为自动生成每次生成会覆盖请勿手动修改生成插件文档及项目地址https://git.whoot.com/whoot-games/whoot.fguieditorplugin**/
using FairyGUI;
using FairyGUI.Utils;
using NBC;
namespace NBF
{
public partial class ModelViewer
{
public const string URL = "ui://6hgkvlauxd2fml";
public GGraph ModelHolder;
public GGraph TouchHolder;
public override void ConstructFromXML(XML xml)
{
base.ConstructFromXML(xml);
ModelHolder = (GGraph)GetChild("ModelHolder");
TouchHolder = (GGraph)GetChild("TouchHolder");
OnInited();
UILanguage.TrySetComponentLanguage(this);
}
}
}

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fileFormatVersion: 2
guid: d1f6b336c0f70ab428b9ab14c0f1bd6f

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// 本脚本只在不存在时会生成一次。组件逻辑写在当前脚本内。已存在不会再次生成覆盖
using System.IO;
using UnityEngine;
using FairyGUI;
using Fantasy;
using NBF.Fishing2;
using Log = NBC.Log;
namespace NBF
{
public partial class ModelViewer : GComponent
{
ModelViewRenderImage _renderImage;
public ModelViewRenderImage RenderImage => _renderImage;
private Transform ModelRoot => _renderImage?.modelRoot;
private Camera ViewCamera => _renderImage.Camera;
public ModelViewerSettings ViewerSettings => _renderImage.ViewerSettings;
private void OnInited()
{
TouchHolder.onRollOver.Set(OnFocusIn);
TouchHolder.onRollOut.Set(OnFocusOut);
Stage.inst.onMouseWheel.Add(OnMouseWheel);
onAddedToStage.Add(OnAddedToStage);
SetRotateListening();
}
void OnAddedToStage()
{
_renderImage = new ModelViewRenderImage(ModelHolder.asGraph);
}
public override void Dispose()
{
Stage.inst.onMouseWheel.Remove(OnMouseWheel);
_renderImage.Dispose();
base.Dispose();
}
public void SetData(ItemInfo itemInfo)
{
_renderImage.SetModel(PrefabsHelper.CreateItem(itemInfo.Config), ModelViewerSettings.Load((int)itemInfo.ConfigId));
}
public void SetData(cfg.Item itemConfig)
{
_renderImage.SetModel(PrefabsHelper.CreateItem(itemConfig), ModelViewerSettings.Load(itemConfig.Id));
}
public void UnloadModel()
{
_renderImage.UnloadModel();
}
#region ()
private bool _focus;
private float _minFOV = 10f;
private float _maxFOV = 120f;
private void SetRotateListening()
{
var dragObj = TouchHolder;
var gesture1 = new SwipeGesture(dragObj);
gesture1.onBegin.Set(OnSwipeBegin);
gesture1.onMove.Set(OnSwipeMove);
gesture1.onEnd.Set(OnSwipeEnd);
}
private void OnSwipeBegin(EventContext context)
{
var gesture = context.sender as SwipeGesture;
if (gesture == null) return;
if (context.inputEvent.button == 0)
{
_renderImage.StartRotate(gesture.position);
}
}
private void OnSwipeMove(EventContext context)
{
var gesture = context.sender as SwipeGesture;
if (gesture == null) return;
if (context.inputEvent.button == 0)
{
_renderImage.UpdateRotation(gesture.position);
}
}
private void OnSwipeEnd(EventContext context)
{
_renderImage.StopRotate();
}
private void OnFocusIn()
{
_focus = true;
Log.Info("focus true");
}
private void OnFocusOut()
{
_focus = false;
Log.Info("focus false");
}
private void OnMouseWheel(EventContext context)
{
if (!_focus) return;
float delta = context.inputEvent.mouseWheelDelta / Stage.devicePixelRatio;
SetZoom(delta);
}
private void SetZoom(float delta)
{
ViewCamera.fieldOfView = Mathf.Clamp(ViewCamera.fieldOfView + delta, _minFOV, _maxFOV);
}
#endregion
public void SaveRenderTextureToPNG(int id)
{
#if UNITY_EDITOR
RenderTexture rt = RenderImage.RT;
if (rt == null)
{
Debug.LogWarning("RenderTexture 为 null无法保存。");
return;
}
RenderTexture current = RenderTexture.active;
RenderTexture.active = rt;
Texture2D tex = new Texture2D(rt.width, rt.height, TextureFormat.RGBA32, false);
tex.ReadPixels(new Rect(0, 0, rt.width, rt.height), 0, 0);
tex.Apply();
Texture2D resizedTex = new Texture2D(256, 256, TextureFormat.RGBA32, false);
// 使用双线性滤波进行缩放
for (int y = 0; y < 256; y++)
{
for (int x = 0; x < 256; x++)
{
// 计算在原始纹理中的对应坐标
float u = (float)x / 255f;
float v = (float)y / 255f;
// 获取插值后的颜色
Color color = tex.GetPixelBilinear(u, v);
resizedTex.SetPixel(x, y, color);
}
}
resizedTex.Apply();
byte[] bytes = resizedTex.EncodeToPNG();
var path = Path.Combine(Application.dataPath, $"Resources/Icons/{id}.png");
File.WriteAllBytes(path, bytes);
Debug.Log($"✅ RenderTexture 已保存到: {path}");
Notices.Info($"生成:{id}");
Object.Destroy(tex);
RenderTexture.active = current;
#endif
}
}
}

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fileFormatVersion: 2
guid: c4925b571afa6b84382089b71d8603f2

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using System;
using System.Collections.Generic;
using System.Drawing;
using NBC.Asset;
using Newtonsoft.Json;
using UnityEngine;
using Color = UnityEngine.Color;
namespace NBF
{
[Serializable]
public class ModelViewerSettings
{
//物体设置
public Vector3 objectPosition;
public Vector3 objectRotation;
public Vector3 objectScale;
//摄像机设置
public Vector3 cameraPosition;
public Vector3 cameraTarget;
public bool autoPosition;
public bool autoScale;
public bool cameraOrtho;
public float cameraFov;
public float cameraSize;
public float camerasScaleFactor;
public float perspLastScale;
//灯光设置
public Color lightColour;
public Vector3 lightDir;
public float lightIntensity;
public Color ambientLightColour;
public static ModelViewerSettings Load(int id)
{
var configAsset = Assets.Load<TextAsset>($"Assets/ResRaw/config/Viewer/{id}");
if (configAsset != null)
{
return JsonConvert.DeserializeObject<ModelViewerSettings>(configAsset.text);
}
return null;
}
public ModelViewerSettings()
{
SetDefValues();
}
public ModelViewerSettings(Shader objRenderShader, string rapidIconRootFolder, GameObject rootObject)
{
SetDefValues();
}
private void SetDefValues()
{
objectPosition = Vector3.zero;
objectRotation = Vector3.zero;
objectScale = Vector3.one;
autoPosition = true;
cameraPosition = new Vector3(1, Mathf.Sqrt(2), 1);
perspLastScale = 1;
cameraOrtho = false;
cameraFov = 60;
cameraSize = 5;
camerasScaleFactor = 1;
cameraTarget = Vector3.zero;
autoScale = true;
ambientLightColour = Color.gray;
lightColour = Color.white;
lightDir = new Vector3(50, -30, 0);
lightIntensity = 1;
}
}
}

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fileFormatVersion: 2
guid: 7ff80ea34f5f43069392dc52c7b49831
timeCreated: 1761415395

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using UnityEngine;
namespace NBF
{
public class ModelViewerUtils
{
public static ModelViewerSettings InitSetting(GameObject go, ModelViewerSettings settings)
{
if (settings.objectPosition.magnitude < 0.0001f)
settings.objectPosition = Vector3.zero;
//---Zero the GameObject euler angles if they're very small in magnitude---//
settings.objectRotation = go.transform.eulerAngles;
if (settings.objectRotation.magnitude < 0.0001f)
settings.objectRotation = Vector3.zero;
//---Set the object scale variable---//
settings.objectScale = go.transform.localScale;
//将默认对象位置设为使其位于图标中心的位置
Bounds bounds = GetObjectBounds(go);
settings.objectPosition = GetObjectAutoOffset(bounds);
// 将默认的相机设置调整为适合图标渲染中对象的呈现效果
float camAuto = GetCameraAuto(bounds);
settings.cameraSize = camAuto;
settings.cameraPosition = Vector3.one * camAuto;
return settings;
}
public static Bounds GetObjectBounds(GameObject go)
{
// 在将其位置归零之前先保存其位置信息
Vector3 prefabPos = go.transform.position;
go.transform.position = Vector3.zero;
// 创建一个边界对象,并将对象网格的边界进行封装。
MeshRenderer mr = go.GetComponent<MeshRenderer>();
Bounds bounds = new Bounds(Vector3.zero, 0.000001f * Vector3.one);
if (mr != null)
bounds.Encapsulate(mr.bounds);
else
{
SkinnedMeshRenderer smr = go.GetComponent<SkinnedMeshRenderer>();
if (smr != null)
bounds.Encapsulate(smr.bounds);
}
//同时将对象的子对象的范围也进行封装起来
EncapsulateChildBounds(go.transform, ref bounds);
//将预制物的位置重置为存储的值
go.transform.position = prefabPos;
return bounds;
}
public static Vector3 GetObjectAutoOffset(Bounds bounds)
{
//将偏移量应用到图标对象的位置上
return -bounds.center;
}
public static float GetCameraAuto(Bounds bounds)
{
//---Scale camera size and position so that the object fits in the render---//
Matrix4x4 trs = Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(0, 45, 0), 1.05f * Vector3.one);
Vector3 corner = new Vector3(bounds.extents.x, bounds.extents.y, bounds.extents.z);
corner = trs * corner;
Vector2 refB2 = new Vector2(0.74f, 0.53f);
Vector2 b2 = refB2 * corner.magnitude;
return b2.magnitude;
}
public static void EncapsulateChildBounds(Transform t, ref Bounds bounds)
{
// 遍历所有子对象,封装边界
MeshRenderer mr;
for (int i = 0; i < t.childCount; i++)
{
mr = t.GetChild(i).GetComponent<MeshRenderer>();
if (mr != null)
bounds.Encapsulate(mr.bounds);
else
{
SkinnedMeshRenderer smr = t.GetChild(i).GetComponent<SkinnedMeshRenderer>();
if (smr != null)
bounds.Encapsulate(smr.bounds);
}
EncapsulateChildBounds(t.GetChild(i), ref bounds);
}
}
}
}

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fileFormatVersion: 2
guid: 61157ac2e9594f58ae919731a4a5028c
timeCreated: 1761487911