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Assets/Scripts/UI/Common/ModelViewer/ModelViewRenderImage.cs
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328
Assets/Scripts/UI/Common/ModelViewer/ModelViewRenderImage.cs
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using System;
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using FairyGUI;
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using FairyGUI.Utils;
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using System.Collections;
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using UnityEngine;
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using UnityEngine.Rendering.Universal;
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using Object = UnityEngine.Object;
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namespace NBF
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{
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[Serializable]
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public class ModelViewRenderImage
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{
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public Transform modelRoot { get; private set; }
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public Camera Camera => _camera;
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public RenderTexture RT => _renderTexture;
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public ModelViewerSettings ViewerSettings { get; private set; }
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Camera _camera;
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Image _image;
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Transform _root;
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Transform _background;
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Transform _model;
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RenderTexture _renderTexture;
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int _width;
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int _height;
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bool _cacheTexture;
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// Vector3 _rotating;
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const int RENDER_LAYER = 22;
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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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_width = (int)holder.width;
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_height = (int)holder.height;
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_cacheTexture = true;
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_image = new Image();
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holder.SetNativeObject(_image);
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_root = new GameObject("RenderImage").transform;
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_root.transform.position = Vector3.zero;
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// _root.SetParent(_camera.transform, false);
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SetLayer(_root.gameObject, HIDDEN_LAYER);
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Object.DontDestroyOnLoad(_root.gameObject);
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Object prefab = Resources.Load("RenderTexture/RenderImageCamera");
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GameObject go = (GameObject)Object.Instantiate(prefab, _root, false);
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_camera = go.GetComponent<Camera>();
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_camera.transform.position = Vector3.zero;
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_camera.cullingMask = 1 << RENDER_LAYER;
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_camera.enabled = false;
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Object.DontDestroyOnLoad(_camera.gameObject);
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modelRoot = new GameObject("model_root").transform;
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modelRoot.SetParent(_root, false);
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_background = new GameObject("background").transform;
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_background.SetParent(_root, false);
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_image.onAddedToStage.Add(OnAddedToStage);
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_image.onRemovedFromStage.Add(OnRemoveFromStage);
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// _viewerSettings = new ModelViewerSettings();
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if (_image.stage != null)
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OnAddedToStage();
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else
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_camera.gameObject.SetActive(false);
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}
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public void SetModel(GameObject model, ModelViewerSettings settings)
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{
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this.UnloadModel();
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ViewerSettings = settings;
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if (model == null) return;
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var joint = model.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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_model = model.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(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 UnloadModel()
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{
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if (_model != null)
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{
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ViewerSettings = null;
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_model.gameObject.SetActive(false);
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Object.Destroy(_model.gameObject);
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_model = null;
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}
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}
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public void Review()
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{
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_model.position = ViewerSettings.objectPosition;
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_model.localScale = ViewerSettings.objectScale;
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_model.eulerAngles = ViewerSettings.objectRotation;
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_camera.clearFlags = CameraClearFlags.Nothing;
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_camera.backgroundColor = new Color(0, 0, 0, 0); // 完全透明
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_camera.transform.position = ViewerSettings.cameraPosition;
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_camera.transform.LookAt(ViewerSettings.cameraTarget);
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_camera.orthographic = ViewerSettings.cameraOrtho;
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_camera.orthographicSize = ViewerSettings.cameraSize;
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_camera.orthographicSize /= ViewerSettings.camerasScaleFactor;
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_camera.fieldOfView = ViewerSettings.cameraFov;
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float fov = 2 * Mathf.Rad2Deg * Mathf.Atan2(
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Mathf.Tan(_camera.fieldOfView * Mathf.Deg2Rad / 2), ViewerSettings.camerasScaleFactor
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);
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if (fov < 0)
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fov += 180;
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_camera.fieldOfView = fov;
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_camera.nearClipPlane = 0.001f;
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_camera.farClipPlane = 10000;
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_camera.depthTextureMode = DepthTextureMode.Depth;
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_camera.clearFlags = CameraClearFlags.Color;
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_camera.GetUniversalAdditionalCameraData().renderPostProcessing = false; //URP only
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}
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public void Dispose()
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{
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UnloadModel();
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Object.Destroy(_camera.gameObject);
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DestroyTexture();
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_image.Dispose();
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_image = null;
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}
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void CreateTexture()
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{
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if (_renderTexture != null)
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return;
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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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anisoLevel = 0,
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useMipMap = false
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};
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// _renderTexture.Create();
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_image.texture = new NTexture(_renderTexture);
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_image.shader = "Unlit/Transparent";
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}
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void DestroyTexture()
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{
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if (_renderTexture != null)
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{
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Object.Destroy(_renderTexture);
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_renderTexture = null;
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_image.texture = null;
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}
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}
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void OnAddedToStage()
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{
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if (_renderTexture == null)
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CreateTexture();
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Timers.inst.AddUpdate(Render);
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_camera.gameObject.SetActive(true);
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Render();
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}
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void OnRemoveFromStage()
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{
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if (!_cacheTexture)
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DestroyTexture();
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Timers.inst.Remove(Render);
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_camera.gameObject.SetActive(false);
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}
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void Render(object param = null)
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{
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// if (_rotating != Vector3.zero && this.modelRoot != null)
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// {
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// // 使用 Quaternion 来避免欧拉角带来的问题
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// modelRoot.Rotate(_rotating, Space.World);
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// }
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SetLayer(_root.gameObject, RENDER_LAYER);
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_camera.targetTexture = _renderTexture;
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RenderTexture old = RenderTexture.active;
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RenderTexture.active = _renderTexture;
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GL.Clear(true, true, Color.clear);
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_camera.Render();
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RenderTexture.active = old;
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SetLayer(_root.gameObject, HIDDEN_LAYER);
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UpdateDebugSave();
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}
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void SetLayer(GameObject go, int layer)
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{
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Transform[] transforms = go.GetComponentsInChildren<Transform>(true);
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foreach (Transform t in transforms)
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{
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t.gameObject.layer = layer;
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}
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}
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#region 旋转
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// 在 ModelViewRenderImage 中添加新字段
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private Vector2 _lastMousePosition;
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private bool _isDragging;
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public void StartRotate(Vector2 currentMousePosition)
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{
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_lastMousePosition = currentMousePosition;
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_isDragging = true;
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}
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public void UpdateRotation(Vector2 currentMousePosition)
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{
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if (!_isDragging || modelRoot == null || _camera == null) return;
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Vector2 delta = currentMousePosition - _lastMousePosition;
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// 使用适中的灵敏度
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float sensitivity = 0.2f;
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float rotX = -delta.y * sensitivity;
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float rotY = -delta.x * sensitivity;
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Quaternion yRotation = Quaternion.AngleAxis(rotY, _camera.transform.up);
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Quaternion xRotation = Quaternion.AngleAxis(rotX, _camera.transform.right);
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// 组合旋转并应用
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modelRoot.rotation = yRotation * xRotation * modelRoot.rotation;
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_lastMousePosition = currentMousePosition;
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}
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public void StopRotate()
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{
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_isDragging = false;
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}
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// 重置到初始状态的方法
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public void ResetToInitialRotation()
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{
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modelRoot.localRotation = Quaternion.identity;
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_isDragging = false;
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}
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#endregion
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#region MyRegion
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void UpdateDebugSave()
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{
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if (Input.GetKeyDown(KeyCode.F9))
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{
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SaveRenderTextureToPNG(_renderTexture, "RenderTextureDebug.png");
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}
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}
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void SaveRenderTextureToPNG(RenderTexture rt, string fileName)
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{
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if (rt == null)
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{
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Debug.LogWarning("RenderTexture 为 null,无法保存。");
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return;
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}
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RenderTexture current = RenderTexture.active;
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RenderTexture.active = rt;
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Texture2D tex = new Texture2D(rt.width, rt.height, TextureFormat.RGBA32, false);
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tex.ReadPixels(new Rect(0, 0, rt.width, rt.height), 0, 0);
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tex.Apply();
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byte[] bytes = tex.EncodeToPNG();
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string path = System.IO.Path.Combine(Application.dataPath, "../" + fileName);
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System.IO.File.WriteAllBytes(path, bytes);
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Debug.Log($"✅ RenderTexture 已保存到: {path}");
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UnityEngine.Object.Destroy(tex);
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RenderTexture.active = current;
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}
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#endregion
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}
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}
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