Exemplo n.º 1
0
        internal void SetChannelBaseTextureWeights(MeshChannel channel, Dictionary <int, int> baseTexToMask, Dictionary <int, List <int> > maskToIndices)
        {
            var channelWeights = weights[channelMap[channel]];

            for (int i = 0; i < channelWeights.Length; i++)
            {
                var vertexWeight = channelWeights[i];
                foreach (var pair in baseTexToMask)
                {
                    // Calculate the weight out of one already used for this mask,
                    // and set the weight of the base texture to the remainder.
                    // e.g. if all textures are on the same mask, the base texture is at
                    //      index 0 and the vector looks like: (0, 0.2, 0.3, 0.4).
                    //      Then 1 - (0.2 + 0.3 + 0.4) = 0.1, and the vector becomes: (0.1, 0.2, 0.3, 0.4).
                    float      value = 0f;
                    List <int> indices;
                    if (maskToIndices.TryGetValue(pair.Value, out indices))
                    {
                        foreach (var ind in indices)
                        {
                            value += vertexWeight[ind];
                        }
                    }
                    vertexWeight[pair.Key] = 1 - value;
                }
                channelWeights[i] = vertexWeight;
            }
            weights[channelMap[channel]] = channelWeights;
        }
 internal AttributeLayout(MeshChannel channel, ComponentIndex index, Vector2 range, int mask)
 {
     this.channel = channel;
     this.index   = index;
     this.range   = range;
     this.mask    = mask;
 }
Exemplo n.º 3
0
        internal void ApplyAttributesFromUnityMesh(Mesh mesh, MeshChannel attrib = MeshChannel.All)
        {
#pragma warning disable 0162
            if (attrib == MeshChannel.All)
            {
                vertices = mesh.vertices;
                normals  = mesh.normals;
                colors   = mesh.colors32;
                tangents = mesh.tangents;

                mesh.GetUVs(MeshChannelUtility.UVChannelToIndex(MeshChannel.UV0), uv0);
                mesh.GetUVs(MeshChannelUtility.UVChannelToIndex(MeshChannel.UV2), uv1);
                mesh.GetUVs(MeshChannelUtility.UVChannelToIndex(MeshChannel.UV3), uv2);
                mesh.GetUVs(MeshChannelUtility.UVChannelToIndex(MeshChannel.UV4), uv3);

                /// Update submeshes only if there were none set or if we are no
                /// about to change the submeshCount.
                if (subMeshCount == 0 || mesh.subMeshCount == subMeshCount)
                {
                    SetSubMeshes(mesh);
                    RefreshTriangles();
                }
            }
            else
            {
                if ((attrib & MeshChannel.Position) > 0)
                {
                    vertices = mesh.vertices;
                }
                if ((attrib & MeshChannel.Normal) > 0)
                {
                    normals = mesh.normals;
                }
                if ((attrib & MeshChannel.Color) > 0)
                {
                    colors = mesh.colors32;
                }
                if ((attrib & MeshChannel.Tangent) > 0)
                {
                    tangents = mesh.tangents;
                }
                if ((attrib & MeshChannel.UV0) > 0)
                {
                    mesh.GetUVs(MeshChannelUtility.UVChannelToIndex(MeshChannel.UV0), uv0);
                }
                if ((attrib & MeshChannel.UV2) > 0)
                {
                    mesh.GetUVs(MeshChannelUtility.UVChannelToIndex(MeshChannel.UV2), uv1);
                }
                if ((attrib & MeshChannel.UV3) > 0)
                {
                    mesh.GetUVs(MeshChannelUtility.UVChannelToIndex(MeshChannel.UV3), uv2);
                }
                if ((attrib & MeshChannel.UV4) > 0)
                {
                    mesh.GetUVs(MeshChannelUtility.UVChannelToIndex(MeshChannel.UV4), uv3);
                }
            }
#pragma warning restore 0162
        }
Exemplo n.º 4
0
 internal AttributeLayout(MeshChannel channel, ComponentIndex index, Vector2 range, int mask, bool isBaseTexture = false)
 {
     this.channel       = channel;
     this.index         = index;
     this.range         = range;
     this.mask          = mask;
     this.isBaseTexture = isBaseTexture;
 }
Exemplo n.º 5
0
        /// <summary>
        /// Apply the mesh channel attributes to the graphics mesh.
        /// </summary>
        /// <param name="channel"></param>
        internal void ApplyMeshAttributes(MeshChannel channel = MeshChannel.All)
        {
            editMesh.ApplyAttributesToUnityMesh(_graphicsMesh, channel);

            if (m_PolybrushMesh.mode == PolybrushMesh.Mode.AdditionalVertexStream)
            {
                _graphicsMesh.UploadMeshData(false);
            }
        }
Exemplo n.º 6
0
        /// <summary>
        /// Apply the mesh channel attributes to the graphics mesh.
        /// </summary>
        /// <param name="channel"></param>
        internal void ApplyMeshAttributes(MeshChannel channel = MeshChannel.All)
        {
            editMesh.ApplyAttributesToUnityMesh(_graphicsMesh, channel);

            if (usingVertexStreams)
            {
                _graphicsMesh.UploadMeshData(false);
            }
        }
Exemplo n.º 7
0
        // Called every time the brush should apply itself to a valid target.  Default is on mouse move.
        internal override void OnBrushApply(BrushTarget target, BrushSettings settings)
        {
            if (!m_LikelySupportsTextureBlending)
            {
                return;
            }

            splat_current.CopyTo(splat_cache);
            splat_cache.Apply(target.editableObject.editMesh);

            MeshChannel channelsChanged =
                MeshChannel.Color | MeshChannel.Tangent | MeshChannel.UV0 | MeshChannel.UV2 | MeshChannel.UV3 | MeshChannel.UV4;

            target.editableObject.modifiedChannels |= channelsChanged;
            base.OnBrushApply(target, settings);
        }
Exemplo n.º 8
0
        /// <summary>
        /// Scan a given mesh and create a mask mapping existing channels found.
        /// </summary>
        /// <param name="mesh">A valid mesh reference.</param>
        /// <returns>Mask defining existing information in <para name="mesh" />.</returns>
        internal static MeshChannel ToMask(Mesh mesh)
        {
            MeshChannel channels = MeshChannel.Null;

            if (mesh.vertices.Length > 0)
            {
                channels |= MeshChannel.Position;
            }

            if (mesh.normals.Length > 0)
            {
                channels |= MeshChannel.Normal;
            }

            if (mesh.colors32.Length > 0)
            {
                channels |= MeshChannel.Color;
            }

            if (mesh.tangents.Length > 0)
            {
                channels |= MeshChannel.Tangent;
            }

            if (mesh.uv.Length > 0)
            {
                channels |= MeshChannel.UV0;
            }

            if (mesh.uv2.Length > 0)
            {
                channels |= MeshChannel.UV2;
            }

            if (mesh.uv3.Length > 0)
            {
                channels |= MeshChannel.UV3;
            }

            if (mesh.uv4.Length > 0)
            {
                channels |= MeshChannel.UV4;
            }

            return(channels);
        }
Exemplo n.º 9
0
        /// <summary>
        /// Try to convert a MeshChannel value into it's corresponding UV index
        /// </summary>
        /// <param name="channel">value to be converted</param>
        /// <returns>Corresponding index if applicable, -1 otherwise</returns>
        internal static int UVChannelToIndex(MeshChannel channel)
        {
            if (channel == MeshChannel.UV0)
            {
                return(0);
            }
            else if (channel == MeshChannel.UV2)
            {
                return(1);
            }
            else if (channel == MeshChannel.UV3)
            {
                return(2);
            }
            else if (channel == MeshChannel.UV4)
            {
                return(3);
            }

            return(-1);
        }
Exemplo n.º 10
0
            internal static int ToInt(MeshChannel channel)
            {
                switch (channel)
                {
                case MeshChannel.Color:
                    return(0);

                case MeshChannel.Tangent:
                    return(1);

                case MeshChannel.UV0:
                    return(2);

                case MeshChannel.UV2:
                    return(3);

                case MeshChannel.UV3:
                    return(4);

                case MeshChannel.UV4:
                    return(5);
                }
                return(0);
            }
Exemplo n.º 11
0
        /// <summary>
        /// Applies mesh changes back to the pb_Object (if necessary).  Optionally does a
        /// mesh rebuild.
        /// </summary>
        /// <param name="rebuildMesh">Only applies to ProBuilder meshes.</param>
        /// <param name="optimize">Determines if the mesh collisions are rebuilt (if that option is enabled) or if
        /// the mehs is a probuilder object, the mesh is optimized (condensed to share verts, other
        /// otpimziations etc) </param>
        internal void Apply(bool rebuildMesh, bool optimize = false)
        {
            if (m_PolybrushMesh.mode == PolybrushMesh.Mode.AdditionalVertexStream)
            {
                if (PolyEditor.instance.tool == BrushTool.RaiseLower ||
                    PolyEditor.instance.tool == BrushTool.Smooth)
                {
                    if (s_RebuildNormals.value && (modifiedChannels & MeshChannel.Position) > 0)
                    {
                        PolyMeshUtility.RecalculateNormals(editMesh);
                    }

                    if (optimize)
                    {
                        graphicsMesh.RecalculateBounds();
                        UpdateMeshCollider();
                    }
                }

                editMesh.ApplyAttributesToUnityMesh(graphicsMesh, modifiedChannels);
                graphicsMesh.UploadMeshData(false);
                EditorUtility.SetDirty(gameObjectAttached.GetComponent <Renderer>());

                if (m_PolybrushMesh.componentsCache.MeshFilter)
                {
                    Undo.RecordObject(m_PolybrushMesh.componentsCache.MeshFilter, "Assign Polymesh to MeshFilter");
                }

                if (m_PolybrushMesh)
                {
                    m_PolybrushMesh.SynchronizeWithMeshRenderer();
                }
            }


#if PROBUILDER_4_0_OR_NEWER
            // if it's a probuilder object rebuild the mesh without optimization
            if (isProBuilderObject)
            {
                ProBuilderBridge.SetPositions(gameObjectAttached, editMesh.vertices);
                ProBuilderBridge.SetTangents(gameObjectAttached, editMesh.tangents);

                if (editMesh.colors != null && editMesh.colors.Length == editMesh.vertexCount)
                {
                    Color[] colors = System.Array.ConvertAll(editMesh.colors, x => (Color)x);
                    ProBuilderBridge.SetColors(gameObjectAttached, colors);
                }

                if (rebuildMesh)
                {
                    ProBuilderBridge.ToMesh(gameObjectAttached);
                    ProBuilderBridge.Refresh(gameObjectAttached,
                                             optimize
                            ? ProBuilderBridge.RefreshMask.All
                            : (ProBuilderBridge.RefreshMask.Colors
                               | ProBuilderBridge.RefreshMask.Normals
                               | ProBuilderBridge.RefreshMask.Tangents));
                }
            }
#endif

            if (m_PolybrushMesh.mode == PolybrushMesh.Mode.AdditionalVertexStream)
            {
                modifiedChannels = MeshChannel.Null;
                return;
            }

            if (PolyEditor.instance.tool == BrushTool.RaiseLower ||
                PolyEditor.instance.tool == BrushTool.Smooth)
            {
                if (s_RebuildNormals.value)// && (modifiedChannels & MeshChannel.Position) > 0)
                {
                    PolyMeshUtility.RecalculateNormals(editMesh);
                }

                if (optimize)
                {
                    UpdateMeshCollider();
                    graphicsMesh.RecalculateBounds();
                }
            }

            editMesh.ApplyAttributesToUnityMesh(graphicsMesh, modifiedChannels);

            if (m_PolybrushMesh.componentsCache.MeshFilter)
            {
                Undo.RecordObject(m_PolybrushMesh.componentsCache.MeshFilter, "Assign Polymesh to MeshFilter");
            }

            m_PolybrushMesh.SynchronizeWithMeshRenderer();

            modifiedChannels = MeshChannel.Null;
        }
Exemplo n.º 12
0
 internal AttributeLayout(MeshChannel channel, ComponentIndex index, Vector2 range, int mask, string targetProperty, Texture2D texture = null)
     : this(channel, index, range, mask)
 {
     this.propertyTarget = targetProperty;
     this.previewTexture = texture;
 }
Exemplo n.º 13
0
 internal AttributeLayout(MeshChannel channel, ComponentIndex index) : this(channel, index, Vector2.up, DefaultMask)
 {
 }
Exemplo n.º 14
0
 internal Vector4 this[MeshChannel channel]
 {
     get { return(GetVec4(map[channel])); }
     set { SetVec4(map[channel], value); }
 }
Exemplo n.º 15
0
        /// <summary>
        /// Lerp weights between lhs and rhs for value at the given index.
        /// </summary>
        /// <param name="lhs"></param>
        /// <param name="rhs"></param>
        /// <param name="strength"></param>
        /// <param name="index"></param>
        internal void LerpWeightOnSingleChannel(SplatSet lhs, SplatWeight rhs, float strength, MeshChannel channel, int index, int baseTexIndex)
        {
            if (!channelMap.ContainsKey(channel))
            {
                return;
            }

            var channelIndex = channelMap[channel];

            for (int i = 0; i < weightCount; i++)
            {
                float lerpedValue = Mathf.LerpUnclamped(lhs.weights[channelIndex][i][index], rhs[channel][index], strength);

                // replace the original value at index with the lerped value
                var newWeightVector = lhs.weights[channelIndex][i];
                newWeightVector[index] = lerpedValue;

                if (baseTexIndex > -1)
                {
                    newWeightVector[baseTexIndex] += (lhs.weights[channelIndex][i][index] - newWeightVector[index]);
                }

                this.weights[channelIndex][i] = newWeightVector;
            }
        }
Exemplo n.º 16
0
        /// <summary>
        /// Apply the vertex attributes to a UnityEngine mesh (does not set triangles)
        /// </summary>
        /// <param name="mesh"></param>
        /// <param name="attrib"></param>
        internal void ApplyAttributesToUnityMesh(Mesh mesh, MeshChannel attrib = MeshChannel.All)
        {
            // I guess the default value for attrib makes the compiler think that else is never
            // activated?
#pragma warning disable 0162
            if (attrib == MeshChannel.All)
            {
                mesh.vertices = vertices;
                mesh.normals  = normals;
                mesh.colors32 = colors;
                mesh.tangents = tangents;

                mesh.SetUVs(MeshChannelUtility.UVChannelToIndex(MeshChannel.UV0), uv0);
                mesh.SetUVs(MeshChannelUtility.UVChannelToIndex(MeshChannel.UV2), uv1);
                mesh.SetUVs(MeshChannelUtility.UVChannelToIndex(MeshChannel.UV3), uv2);
                mesh.SetUVs(MeshChannelUtility.UVChannelToIndex(MeshChannel.UV4), uv3);

                mesh.subMeshCount = subMeshCount;

                for (int i = 0; i < subMeshCount; ++i)
                {
                    mesh.SetIndices(m_SubMeshes[i].indexes, m_SubMeshes[i].topology, i);
                }

                RefreshTriangles();
            }
            else
            {
                if ((attrib & MeshChannel.Position) > 0)
                {
                    mesh.vertices = vertices;
                }
                if ((attrib & MeshChannel.Normal) > 0)
                {
                    mesh.normals = normals;
                }
                if ((attrib & MeshChannel.Color) > 0)
                {
                    mesh.colors32 = colors;
                }
                if ((attrib & MeshChannel.Tangent) > 0)
                {
                    mesh.tangents = tangents;
                }
                if ((attrib & MeshChannel.UV0) > 0)
                {
                    mesh.SetUVs(MeshChannelUtility.UVChannelToIndex(MeshChannel.UV0), uv0);
                }
                if ((attrib & MeshChannel.UV2) > 0)
                {
                    mesh.SetUVs(MeshChannelUtility.UVChannelToIndex(MeshChannel.UV2), uv1);
                }
                if ((attrib & MeshChannel.UV3) > 0)
                {
                    mesh.SetUVs(MeshChannelUtility.UVChannelToIndex(MeshChannel.UV3), uv2);
                }
                if ((attrib & MeshChannel.UV4) > 0)
                {
                    mesh.SetUVs(MeshChannelUtility.UVChannelToIndex(MeshChannel.UV4), uv3);
                }
            }
#pragma warning restore 0162
        }