Files
UltimateFishing/Assets/Scripts/Assembly-CSharp/OVROverlayMeshGenerator.cs
2026-02-21 16:45:37 +08:00

349 lines
11 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(OVROverlay))]
[ExecuteInEditMode]
public class OVROverlayMeshGenerator : MonoBehaviour
{
private enum CubeFace
{
Right = 0,
Left = 1,
Top = 2,
Bottom = 3,
Front = 4,
Back = 5,
COUNT = 6
}
private Mesh _Mesh;
private List<Vector3> _Verts = new List<Vector3>();
private List<Vector2> _UV = new List<Vector2>();
private List<int> _Tris = new List<int>();
private OVROverlay _Overlay;
private MeshFilter _MeshFilter;
private MeshCollider _MeshCollider;
private Transform _CameraRoot;
private Transform _Transform;
private OVROverlay.OverlayShape _LastShape;
private Vector3 _LastPosition;
private Quaternion _LastRotation;
private Vector3 _LastScale;
private Rect _LastRectLeft;
private Rect _LastRectRight;
private bool _Awake;
private static readonly Vector3[] BottomLeft = new Vector3[6]
{
new Vector3(-0.5f, -0.5f, -0.5f),
new Vector3(0.5f, -0.5f, 0.5f),
new Vector3(0.5f, 0.5f, -0.5f),
new Vector3(0.5f, -0.5f, 0.5f),
new Vector3(0.5f, -0.5f, -0.5f),
new Vector3(-0.5f, -0.5f, 0.5f)
};
private static readonly Vector3[] RightVector = new Vector3[6]
{
Vector3.forward,
Vector3.back,
Vector3.left,
Vector3.left,
Vector3.left,
Vector3.right
};
private static readonly Vector3[] UpVector = new Vector3[6]
{
Vector3.up,
Vector3.up,
Vector3.forward,
Vector3.back,
Vector3.up,
Vector3.up
};
protected void Awake()
{
_Overlay = GetComponent<OVROverlay>();
_MeshFilter = GetComponent<MeshFilter>();
_MeshCollider = GetComponent<MeshCollider>();
_Transform = base.transform;
if ((bool)Camera.main && (bool)Camera.main.transform.parent)
{
_CameraRoot = Camera.main.transform.parent;
}
_Awake = true;
}
private Rect GetBoundingRect(Rect a, Rect b)
{
float num = Mathf.Min(a.x, b.x);
float num2 = Mathf.Max(a.x + a.width, b.x + b.width);
float num3 = Mathf.Min(a.y, b.y);
float num4 = Mathf.Max(a.y + a.height, b.y + b.height);
return new Rect(num, num3, num2 - num, num4 - num3);
}
private void Update()
{
if (!_Awake)
{
Awake();
}
if ((bool)_Overlay)
{
OVROverlay.OverlayShape currentOverlayShape = _Overlay.currentOverlayShape;
Vector3 vector = ((!_CameraRoot) ? _Transform.position : (_Transform.position - _CameraRoot.position));
Quaternion rotation = _Transform.rotation;
Vector3 lossyScale = _Transform.lossyScale;
Rect rect = ((!_Overlay.overrideTextureRectMatrix) ? new Rect(0f, 0f, 1f, 1f) : _Overlay.destRectLeft);
Rect rect2 = ((!_Overlay.overrideTextureRectMatrix) ? new Rect(0f, 0f, 1f, 1f) : _Overlay.destRectRight);
if (_Mesh == null || _LastShape != currentOverlayShape || _LastPosition != vector || _LastRotation != rotation || _LastScale != lossyScale || _LastRectLeft != rect || _LastRectRight != rect2)
{
UpdateMesh(currentOverlayShape, vector, rotation, lossyScale, GetBoundingRect(rect, rect2));
_LastShape = currentOverlayShape;
_LastPosition = vector;
_LastRotation = rotation;
_LastScale = lossyScale;
_LastRectLeft = rect;
_LastRectRight = rect2;
}
}
}
private void UpdateMesh(OVROverlay.OverlayShape shape, Vector3 position, Quaternion rotation, Vector3 scale, Rect rect)
{
if ((bool)_MeshFilter)
{
if (_Mesh == null)
{
_Mesh = new Mesh
{
name = "Overlay"
};
_Mesh.hideFlags = HideFlags.DontSaveInEditor | HideFlags.DontSaveInBuild;
}
_Mesh.Clear();
_Verts.Clear();
_UV.Clear();
_Tris.Clear();
GenerateMesh(_Verts, _UV, _Tris, shape, position, rotation, scale, rect);
_Mesh.SetVertices(_Verts);
_Mesh.SetUVs(0, _UV);
_Mesh.SetTriangles(_Tris, 0);
_Mesh.UploadMeshData(false);
_MeshFilter.sharedMesh = _Mesh;
if ((bool)_MeshCollider)
{
_MeshCollider.sharedMesh = _Mesh;
}
}
}
public static void GenerateMesh(List<Vector3> verts, List<Vector2> uvs, List<int> tris, OVROverlay.OverlayShape shape, Vector3 position, Quaternion rotation, Vector3 scale, Rect rect)
{
switch (shape)
{
case OVROverlay.OverlayShape.Equirect:
BuildSphere(verts, uvs, tris, position, rotation, scale, rect);
break;
case OVROverlay.OverlayShape.Cubemap:
case OVROverlay.OverlayShape.OffcenterCubemap:
BuildCube(verts, uvs, tris, position, rotation, scale);
break;
case OVROverlay.OverlayShape.Quad:
BuildQuad(verts, uvs, tris, rect);
break;
case OVROverlay.OverlayShape.Cylinder:
BuildHemicylinder(verts, uvs, tris, scale, rect);
break;
case (OVROverlay.OverlayShape)3:
break;
}
}
private static Vector2 GetSphereUV(float theta, float phi, float expand_coef)
{
float x = (theta / ((float)Math.PI * 2f) - 0.5f) / expand_coef + 0.5f;
float y = phi / (float)Math.PI / expand_coef + 0.5f;
return new Vector2(x, y);
}
private static Vector3 GetSphereVert(float theta, float phi)
{
return new Vector3((0f - Mathf.Sin(theta)) * Mathf.Cos(phi), Mathf.Sin(phi), (0f - Mathf.Cos(theta)) * Mathf.Cos(phi));
}
public static void BuildSphere(List<Vector3> verts, List<Vector2> uv, List<int> triangles, Vector3 position, Quaternion rotation, Vector3 scale, Rect rect, float worldScale = 800f, int latitudes = 128, int longitudes = 128, float expand_coef = 1f)
{
position = Quaternion.Inverse(rotation) * position;
latitudes = Mathf.CeilToInt((float)latitudes * rect.height);
longitudes = Mathf.CeilToInt((float)longitudes * rect.width);
float num = (float)Math.PI * 2f * rect.x;
float num2 = (float)Math.PI * (0.5f - rect.y - rect.height);
float num3 = (float)Math.PI * 2f * rect.width / (float)longitudes;
float num4 = (float)Math.PI * rect.height / (float)latitudes;
for (int i = 0; i < latitudes + 1; i++)
{
for (int j = 0; j < longitudes + 1; j++)
{
float theta = num + (float)j * num3;
float phi = num2 + (float)i * num4;
Vector2 sphereUV = GetSphereUV(theta, phi, expand_coef);
uv.Add(new Vector2((sphereUV.x - rect.x) / rect.width, (sphereUV.y - rect.y) / rect.height));
Vector3 sphereVert = GetSphereVert(theta, phi);
sphereVert.x = (worldScale * sphereVert.x - position.x) / scale.x;
sphereVert.y = (worldScale * sphereVert.y - position.y) / scale.y;
sphereVert.z = (worldScale * sphereVert.z - position.z) / scale.z;
verts.Add(sphereVert);
}
}
for (int k = 0; k < latitudes; k++)
{
for (int l = 0; l < longitudes; l++)
{
triangles.Add(k * (longitudes + 1) + l);
triangles.Add((k + 1) * (longitudes + 1) + l);
triangles.Add((k + 1) * (longitudes + 1) + l + 1);
triangles.Add((k + 1) * (longitudes + 1) + l + 1);
triangles.Add(k * (longitudes + 1) + l + 1);
triangles.Add(k * (longitudes + 1) + l);
}
}
}
private static Vector2 GetCubeUV(CubeFace face, Vector2 sideUV, float expand_coef)
{
sideUV = (sideUV - 0.5f * Vector2.one) / expand_coef + 0.5f * Vector2.one;
switch (face)
{
case CubeFace.Bottom:
return new Vector2(sideUV.x / 3f, sideUV.y / 2f);
case CubeFace.Front:
return new Vector2((1f + sideUV.x) / 3f, sideUV.y / 2f);
case CubeFace.Back:
return new Vector2((2f + sideUV.x) / 3f, sideUV.y / 2f);
case CubeFace.Right:
return new Vector2(sideUV.x / 3f, (1f + sideUV.y) / 2f);
case CubeFace.Left:
return new Vector2((1f + sideUV.x) / 3f, (1f + sideUV.y) / 2f);
case CubeFace.Top:
return new Vector2((2f + sideUV.x) / 3f, (1f + sideUV.y) / 2f);
default:
return Vector2.zero;
}
}
private static Vector3 GetCubeVert(CubeFace face, Vector2 sideUV, float expand_coef)
{
return BottomLeft[(int)face] + sideUV.x * RightVector[(int)face] + sideUV.y * UpVector[(int)face];
}
public static void BuildCube(List<Vector3> verts, List<Vector2> uv, List<int> triangles, Vector3 position, Quaternion rotation, Vector3 scale, float worldScale = 800f, int subQuads = 1, float expand_coef = 1.01f)
{
position = Quaternion.Inverse(rotation) * position;
int num = (subQuads + 1) * (subQuads + 1);
for (int i = 0; i < 6; i++)
{
for (int j = 0; j < subQuads + 1; j++)
{
for (int k = 0; k < subQuads + 1; k++)
{
float x = (float)j / (float)subQuads;
float y = (float)k / (float)subQuads;
uv.Add(GetCubeUV((CubeFace)i, new Vector2(x, y), expand_coef));
Vector3 cubeVert = GetCubeVert((CubeFace)i, new Vector2(x, y), expand_coef);
cubeVert.x = (worldScale * cubeVert.x - position.x) / scale.x;
cubeVert.y = (worldScale * cubeVert.y - position.y) / scale.y;
cubeVert.z = (worldScale * cubeVert.z - position.z) / scale.z;
verts.Add(cubeVert);
}
}
for (int l = 0; l < subQuads; l++)
{
for (int m = 0; m < subQuads; m++)
{
triangles.Add(num * i + (l + 1) * (subQuads + 1) + m);
triangles.Add(num * i + l * (subQuads + 1) + m);
triangles.Add(num * i + (l + 1) * (subQuads + 1) + m + 1);
triangles.Add(num * i + (l + 1) * (subQuads + 1) + m + 1);
triangles.Add(num * i + l * (subQuads + 1) + m);
triangles.Add(num * i + l * (subQuads + 1) + m + 1);
}
}
}
}
public static void BuildQuad(List<Vector3> verts, List<Vector2> uv, List<int> triangles, Rect rect)
{
verts.Add(new Vector3(rect.x - 0.5f, 1f - rect.y - rect.height - 0.5f, 0f));
verts.Add(new Vector3(rect.x - 0.5f, 1f - rect.y - 0.5f, 0f));
verts.Add(new Vector3(rect.x + rect.width - 0.5f, 1f - rect.y - 0.5f, 0f));
verts.Add(new Vector3(rect.x + rect.width - 0.5f, 1f - rect.y - rect.height - 0.5f, 0f));
uv.Add(new Vector2(0f, 0f));
uv.Add(new Vector2(0f, 1f));
uv.Add(new Vector2(1f, 1f));
uv.Add(new Vector2(1f, 0f));
triangles.Add(0);
triangles.Add(1);
triangles.Add(2);
triangles.Add(2);
triangles.Add(3);
triangles.Add(0);
}
public static void BuildHemicylinder(List<Vector3> verts, List<Vector2> uv, List<int> triangles, Vector3 scale, Rect rect, int longitudes = 128)
{
float num = Mathf.Abs(scale.y) * rect.height;
float z = scale.z;
float num2 = scale.x * rect.width;
float num3 = num2 / z;
float num4 = scale.x * (-0.5f + rect.x) / z;
int num5 = Mathf.CeilToInt((float)longitudes * num3 / ((float)Math.PI * 2f));
float num6 = num2 / (float)num5;
float num7 = num / num6;
int num8 = Mathf.CeilToInt(num7 / 2f);
for (int i = 0; i < num8 + 1; i++)
{
for (int j = 0; j < num5 + 1; j++)
{
uv.Add(new Vector2((float)j / (float)num5, 1f - (float)i / (float)num8));
Vector3 zero = Vector3.zero;
zero.x = Mathf.Sin(num4 + (float)j * num3 / (float)num5) * z / scale.x;
zero.y = 0.5f - rect.y - rect.height + rect.height * (1f - (float)i / (float)num8);
zero.z = Mathf.Cos(num4 + (float)j * num3 / (float)num5) * z / scale.z;
verts.Add(zero);
}
}
for (int k = 0; k < num8; k++)
{
for (int l = 0; l < num5; l++)
{
triangles.Add(k * (num5 + 1) + l);
triangles.Add((k + 1) * (num5 + 1) + l + 1);
triangles.Add((k + 1) * (num5 + 1) + l);
triangles.Add((k + 1) * (num5 + 1) + l + 1);
triangles.Add(k * (num5 + 1) + l);
triangles.Add(k * (num5 + 1) + l + 1);
}
}
}
}