using System.Collections.Generic; using UnityEngine; [ExecuteInEditMode] public class MegaWrapRef : MonoBehaviour { public float gap; public float shrink = 1f; public Vector3[] skinnedVerts; public Mesh mesh; public Vector3 offset = Vector3.zero; public bool targetIsSkin; public bool sourceIsSkin; public int nomapcount; public Matrix4x4[] bindposes; public Transform[] bones; public float size = 0.01f; public int vertindex; public Vector3[] verts; public MegaModifyObject target; public float maxdist = 0.25f; public int maxpoints = 4; public bool WrapEnabled = true; public MegaWrap source; public MegaNormalMethod NormalMethod; [HideInInspector] public MegaNormMap[] mapping; [HideInInspector] public int[] tris; [HideInInspector] public Vector3[] facenorms; [HideInInspector] public Vector3[] norms; [ContextMenu("Help")] public void Help() { Application.OpenURL("http://www.west-racing.com/mf/?page_id=3709"); } private Vector4 Plane(Vector3 v1, Vector3 v2, Vector3 v3) { Vector3 vector = Vector4.zero; vector.x = (v2.y - v1.y) * (v3.z - v1.z) - (v2.z - v1.z) * (v3.y - v1.y); vector.y = (v2.z - v1.z) * (v3.x - v1.x) - (v2.x - v1.x) * (v3.z - v1.z); vector.z = (v2.x - v1.x) * (v3.y - v1.y) - (v2.y - v1.y) * (v3.x - v1.x); vector = vector.normalized; return new Vector4(vector.x, vector.y, vector.z, 0f - Vector3.Dot(v2, vector)); } private float PlaneDist(Vector3 p, Vector4 plane) { Vector3 lhs = plane; return Vector3.Dot(lhs, p) + plane.w; } private float GetDistance(Vector3 p, Vector3 p0, Vector3 p1, Vector3 p2) { return MegaNearestPointTest.DistPoint3Triangle3Dbl(p, p0, p1, p2); } private float GetPlaneDistance(Vector3 p, Vector3 p0, Vector3 p1, Vector3 p2) { Vector4 plane = Plane(p0, p1, p2); return PlaneDist(p, plane); } public Vector3 MyBary(Vector3 p, Vector3 p0, Vector3 p1, Vector3 p2) { Vector3 zero = Vector3.zero; Vector3 lhs = FaceNormal(p0, p1, p2); float num = Vector3.Dot(lhs, Vector3.Cross(p1 - p0, p2 - p0)); float num2 = Vector3.Dot(lhs, Vector3.Cross(p1 - p, p2 - p)); float num3 = Vector3.Dot(lhs, Vector3.Cross(p2 - p, p0 - p)); zero.x = num2 / num; zero.y = num3 / num; zero.z = 1f - zero.x - zero.y; return zero; } public Vector3 MyBary1(Vector3 p, Vector3 a, Vector3 b, Vector3 c) { Vector3 vector = b - a; Vector3 vector2 = c - a; Vector3 lhs = p - a; float num = Vector3.Dot(vector, vector); float num2 = Vector3.Dot(vector, vector2); float num3 = Vector3.Dot(vector2, vector2); float num4 = Vector3.Dot(lhs, vector); float num5 = Vector3.Dot(lhs, vector2); float num6 = num * num3 - num2 * num2; float num7 = (num3 * num4 - num2 * num5) / num6; float num8 = (num * num5 - num2 * num4) / num6; float x = 1f - num8 - num7; return new Vector3(x, num8, num7); } public Vector3 CalcBary(Vector3 p, Vector3 p0, Vector3 p1, Vector3 p2) { return MyBary(p, p0, p1, p2); } public float CalcArea(Vector3 p0, Vector3 p1, Vector3 p2) { Vector3 lhs = p1 - p0; Vector3 rhs = p2 - p0; return 0.5f * Vector3.Cross(lhs, rhs).magnitude; } public Vector3 FaceNormal(Vector3 p0, Vector3 p1, Vector3 p2) { Vector3 lhs = p1 - p0; Vector3 rhs = p2 - p0; return Vector3.Cross(lhs, rhs); } private static void CopyBlendShapes(Mesh mesh1, Mesh clonemesh) { } private Mesh CloneMesh(Mesh m) { Mesh mesh = new Mesh(); mesh.vertices = m.vertices; mesh.uv2 = m.uv2; mesh.uv2 = m.uv2; mesh.uv = m.uv; mesh.normals = m.normals; mesh.tangents = m.tangents; mesh.colors = m.colors; mesh.subMeshCount = m.subMeshCount; for (int i = 0; i < m.subMeshCount; i++) { mesh.SetTriangles(m.GetTriangles(i), i); } CopyBlendShapes(m, mesh); mesh.boneWeights = m.boneWeights; mesh.bindposes = m.bindposes; mesh.name = m.name; mesh.RecalculateBounds(); return mesh; } [ContextMenu("Reset Mesh")] public void ResetMesh() { if ((bool)mesh && (bool)source) { mesh.vertices = source.startverts; mesh.RecalculateBounds(); RecalcNormals(); } target = null; } public void Attach(MegaModifyObject modobj) { targetIsSkin = false; sourceIsSkin = false; nomapcount = 0; MeshFilter component = GetComponent(); Mesh m = null; if (component != null) { m = component.mesh; } else { SkinnedMeshRenderer skinnedMeshRenderer = (SkinnedMeshRenderer)GetComponent(typeof(SkinnedMeshRenderer)); if (skinnedMeshRenderer != null) { m = skinnedMeshRenderer.sharedMesh; sourceIsSkin = true; } } if (mesh == null) { mesh = CloneMesh(m); } if ((bool)component) { component.mesh = mesh; } else { SkinnedMeshRenderer skinnedMeshRenderer2 = (SkinnedMeshRenderer)GetComponent(typeof(SkinnedMeshRenderer)); skinnedMeshRenderer2.sharedMesh = mesh; } if (!sourceIsSkin) { SkinnedMeshRenderer skinnedMeshRenderer3 = (SkinnedMeshRenderer)modobj.GetComponent(typeof(SkinnedMeshRenderer)); if (skinnedMeshRenderer3 != null) { targetIsSkin = true; if (!sourceIsSkin) { Mesh sharedMesh = skinnedMeshRenderer3.sharedMesh; bindposes = sharedMesh.bindposes; bones = skinnedMeshRenderer3.bones; skinnedVerts = sharedMesh.vertices; } } } verts = mesh.vertices; } private void LateUpdate() { DoUpdate(); } private Vector3 GetSkinPos(MegaWrap src, int i) { Vector3 point = target.sverts[i]; Vector3 position = bindposes[src.boneweights[i].boneIndex0].MultiplyPoint(point); Vector3 vector = bones[src.boneweights[i].boneIndex0].TransformPoint(position) * src.boneweights[i].weight0; position = bindposes[src.boneweights[i].boneIndex1].MultiplyPoint(point); vector += bones[src.boneweights[i].boneIndex1].TransformPoint(position) * src.boneweights[i].weight1; position = bindposes[src.boneweights[i].boneIndex2].MultiplyPoint(point); vector += bones[src.boneweights[i].boneIndex2].TransformPoint(position) * src.boneweights[i].weight2; position = bindposes[src.boneweights[i].boneIndex3].MultiplyPoint(point); return vector + bones[src.boneweights[i].boneIndex3].TransformPoint(position) * src.boneweights[i].weight3; } public Vector3 GetCoordMine(Vector3 A, Vector3 B, Vector3 C, Vector3 bary) { Vector3 zero = Vector3.zero; zero.x = bary.x * A.x + bary.y * B.x + bary.z * C.x; zero.y = bary.x * A.y + bary.y * B.y + bary.z * C.y; zero.z = bary.x * A.z + bary.y * B.z + bary.z * C.z; return zero; } private void DoUpdate() { if (source == null || !WrapEnabled || target == null || source.bindverts == null) { return; } if (targetIsSkin && source.neededVerts != null && source.neededVerts.Count > 0) { if (source.boneweights == null) { SkinnedMeshRenderer skinnedMeshRenderer = (SkinnedMeshRenderer)target.GetComponent(typeof(SkinnedMeshRenderer)); if (skinnedMeshRenderer != null && !sourceIsSkin) { Mesh sharedMesh = skinnedMeshRenderer.sharedMesh; bindposes = sharedMesh.bindposes; source.boneweights = sharedMesh.boneWeights; } } for (int i = 0; i < source.neededVerts.Count; i++) { skinnedVerts[source.neededVerts[i]] = GetSkinPos(source, source.neededVerts[i]); } } Vector3 zero = Vector3.zero; if (targetIsSkin && !sourceIsSkin) { for (int j = 0; j < source.bindverts.Length; j++) { if (source.bindverts[j].verts.Count > 0) { zero = Vector3.zero; for (int k = 0; k < source.bindverts[j].verts.Count; k++) { MegaBindInf megaBindInf = source.bindverts[j].verts[k]; Vector3 vector = skinnedVerts[megaBindInf.i0]; Vector3 vector2 = skinnedVerts[megaBindInf.i1]; Vector3 vector3 = skinnedVerts[megaBindInf.i2]; Vector3 coordMine = GetCoordMine(vector, vector2, vector3, megaBindInf.bary); Vector3 vector4 = FaceNormal(vector, vector2, vector3); coordMine += (megaBindInf.dist * shrink + gap) * vector4.normalized; zero += coordMine * (megaBindInf.weight / source.bindverts[j].weight); } verts[j] = base.transform.InverseTransformPoint(zero) + offset; } } } else { for (int l = 0; l < source.bindverts.Length; l++) { if (source.bindverts[l].verts.Count > 0) { zero = Vector3.zero; for (int m = 0; m < source.bindverts[l].verts.Count; m++) { MegaBindInf megaBindInf2 = source.bindverts[l].verts[m]; Vector3 vector5 = target.sverts[megaBindInf2.i0]; Vector3 vector6 = target.sverts[megaBindInf2.i1]; Vector3 vector7 = target.sverts[megaBindInf2.i2]; Vector3 coordMine2 = GetCoordMine(vector5, vector6, vector7, megaBindInf2.bary); Vector3 vector8 = FaceNormal(vector5, vector6, vector7); coordMine2 += (megaBindInf2.dist * shrink + gap) * vector8.normalized; zero += coordMine2 * (megaBindInf2.weight / source.bindverts[l].weight); } } else { zero = source.freeverts[l]; } zero = target.transform.TransformPoint(zero); verts[l] = base.transform.InverseTransformPoint(zero) + offset; } } mesh.vertices = verts; RecalcNormals(); mesh.RecalculateBounds(); } private int[] FindFacesUsing(Vector3 p, Vector3 n) { List list = new List(); Vector3 zero = Vector3.zero; for (int i = 0; i < tris.Length; i += 3) { zero = verts[tris[i]]; if (zero.x == p.x && zero.y == p.y && zero.z == p.z) { if (n.Equals(norms[tris[i]])) { list.Add(i / 3); } continue; } zero = verts[tris[i + 1]]; if (zero.x == p.x && zero.y == p.y && zero.z == p.z) { if (n.Equals(norms[tris[i + 1]])) { list.Add(i / 3); } continue; } zero = verts[tris[i + 2]]; if (zero.x == p.x && zero.y == p.y && zero.z == p.z && n.Equals(norms[tris[i + 2]])) { list.Add(i / 3); } } return list.ToArray(); } public void BuildNormalMapping(Mesh mesh, bool force) { if (mapping == null || mapping.Length == 0 || force) { tris = mesh.triangles; norms = mesh.normals; facenorms = new Vector3[tris.Length / 3]; mapping = new MegaNormMap[verts.Length]; for (int i = 0; i < verts.Length; i++) { mapping[i] = new MegaNormMap(); mapping[i].faces = FindFacesUsing(verts[i], norms[i]); } } } public void RecalcNormals() { if (NormalMethod == MegaNormalMethod.Unity) { mesh.RecalculateNormals(); return; } if (mapping == null) { BuildNormalMapping(mesh, false); } RecalcNormals(mesh, verts); } public void RecalcNormals(Mesh ms, Vector3[] _verts) { int num = 0; Vector3 zero = Vector3.zero; Vector3 zero2 = Vector3.zero; Vector3 zero3 = Vector3.zero; Vector3 zero4 = Vector3.zero; Vector3 zero5 = Vector3.zero; for (int i = 0; i < tris.Length; i += 3) { zero = _verts[tris[i]]; zero2 = _verts[tris[i + 1]]; zero3 = _verts[tris[i + 2]]; zero4.x = zero2.x - zero.x; zero4.y = zero2.y - zero.y; zero4.z = zero2.z - zero.z; zero5.x = zero3.x - zero2.x; zero5.y = zero3.y - zero2.y; zero5.z = zero3.z - zero2.z; zero.x = zero4.y * zero5.z - zero4.z * zero5.y; zero.y = zero4.z * zero5.x - zero4.x * zero5.z; zero.z = zero4.x * zero5.y - zero4.y * zero5.x; facenorms[num++] = zero; } for (int j = 0; j < norms.Length; j++) { if (mapping[j].faces.Length > 0) { Vector3 vector = facenorms[mapping[j].faces[0]]; for (int k = 1; k < mapping[j].faces.Length; k++) { zero = facenorms[mapping[j].faces[k]]; vector.x += zero.x; vector.y += zero.y; vector.z += zero.z; } float f = vector.x * vector.x + vector.y * vector.y + vector.z * vector.z; f = 1f / Mathf.Sqrt(f); vector.x *= f; vector.y *= f; vector.z *= f; norms[j] = vector; } else { norms[j] = Vector3.up; } } ms.normals = norms; } }