Esempio n. 1
0
    private void CreateChild(BrickMesh brickMesh, Transform parent, bool invertNext, short parentBrickColor)
    {
        UnityEngine.Object prefab = AssetDatabase.LoadAssetAtPath("Assets/Prefabs/Brick.prefab", typeof(GameObject));
        GameObject         go     = Instantiate(prefab, Vector3.zero, Quaternion.identity) as GameObject;

        bool isMeshExist = go.GetComponent <Brick>().CreateMesh(brickMesh, invertNext, parentBrickColor);

        go.name = brickMesh.Name;
        go.GetComponent <Brick>().SetParent(parent);

        if (needExport && isMeshExist && brickMesh.Children.Count == 0)
        {
            if (!export.DoesAssetExist(go.name))
            {
                export.SaveAsset(go.name, go);
            }
        }

        bool  accInvert = invertNext ^ brickMesh.InvertNext;
        short accuColor = LdConstant.GetEffectiveColorIndex(brickMesh.BrickColor, parentBrickColor);

        for (int i = 0; i < brickMesh.Children.Count; ++i)
        {
            CreateChild(brickMesh.Children[i], go.transform, accInvert, accuColor);
        }
    }
Esempio n. 2
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    public void MergeChildBrick(bool accInvertNext, short color, Matrix4x4 trMatrix, BrickMeshInfo childMesh)
    {
        int vtCnt = Vertices.Count;

        for (int i = 0; i < childMesh.Vertices.Count; ++i)
        {
            Vertices.Add(trMatrix.MultiplyPoint3x4(childMesh.Vertices[i]));
        }

        for (int i = 0; i < childMesh.ColorIndices.Count; ++i)
        {
            ColorIndices.Add(LdConstant.GetEffectiveColorIndex(childMesh.ColorIndices[i], color));
        }

        bool inverted = accInvertNext ^ (trMatrix.determinant < 0);

        for (int i = 0; i < childMesh.Triangles.Count; i += 3)
        {
            if (inverted)
            {
                Triangles.Add(vtCnt + childMesh.Triangles[i]);
                Triangles.Add(vtCnt + childMesh.Triangles[i + 2]);
                Triangles.Add(vtCnt + childMesh.Triangles[i + 1]);
            }
            else
            {
                Triangles.Add(vtCnt + childMesh.Triangles[i]);
                Triangles.Add(vtCnt + childMesh.Triangles[i + 1]);
                Triangles.Add(vtCnt + childMesh.Triangles[i + 2]);
            }
        }
    }
Esempio n. 3
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    public void GetRenderMeshReconstructInfo(bool invert, short parentBrickColor, Mesh mesh,
                                             out Color32[] colors, out int[] tris, out BrickMaterial.MatType matType, out bool isColorModified, out bool isMeshModified, out bool isMatModified)
    {
        short effectiveParentColor = LdConstant.GetEffectiveColorIndex(BrickColor, parentBrickColor);

        isColorModified = GetTobeChangeColors(effectiveParentColor, mesh, out colors);
        isMeshModified  = GetTobeChangedTriangles(invert, mesh, ref colors, out tris);
        isMatModified   = GetTobeChangedMatInfo(mesh, ref colors, out matType);
    }
Esempio n. 4
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    private void GetColors(short parentColor, out Color32[] colList)
    {
        colList = new Color32[ColorIndices.Count];

        for (int i = 0; i < ColorIndices.Count; ++i)
        {
            short colorIndex = LdConstant.GetEffectiveColorIndex(ColorIndices[i], parentColor);
            colList[i] = LdColorTable.Instance.GetColor(colorIndex);
        }
    }
Esempio n. 5
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    public bool GetTobeChangeColors(short parentColor, Mesh mesh, out Color32[] colList)
    {
        bool isModified = false;

        colList = new Color32[mesh.colors.Length];

        for (int i = 0; i < mesh.colors.Length; ++i)
        {
            short restoreIndex = (short)LdColorTable.Instance.GetColorIndex(mesh.colors[i]);
            short colorIndex   = LdConstant.GetEffectiveColorIndex(restoreIndex, parentColor);
            colList[i] = LdColorTable.Instance.GetColor(colorIndex);

            isModified |= (mesh.colors[i] != colList[i]);
        }

        return(isModified);
    }
Esempio n. 6
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    public void GetRenderMeshInfo(bool invert, short parentBrickColor,
                                  out Vector3[] vts, out Color32[] colors, out int[] opaqueTris, out int[] transparentTris)
    {
        short effectiveParentColor = LdConstant.GetEffectiveColorIndex(BrickColor, parentBrickColor);

        if (meshInfo != null)
        {
            bool inverted = invert ^ InvertNext;
            meshInfo.GetRenderMeshInfo(effectiveParentColor, inverted, out vts, out colors, out opaqueTris, out transparentTris);
        }
        else
        {
            vts             = null;
            colors          = null;
            opaqueTris      = null;
            transparentTris = null;
        }
    }