// Update is called once per frame void Update() { if (lastText == Text) { return; } lastText = Text; GameObjectUtil.DestroyAllChildren(this.transform); char[] chars = Text.ToCharArray(); Vector3 currentPos = transform.position; for (int i = 0; i < Text.Length; i++) { char c = chars[i]; NPVoxFont.Character character = Font.GetCharacter(c); if (!character.mesh || !character.material) { Debug.LogWarning("Character " + (int)c + " Not found in Font: " + c); continue; } NPVoxToUnity n2u = new NPVoxToUnity(character.Size, character.VoxelSize); GameObject go = GameObject.Instantiate(Font.CharacterPrefab, this.transform); go.transform.position = currentPos + n2u.ToUnityDirection(new Vector3(((float)character.Size.X) * 0.5f, 0.0f, 0.0f)); currentPos += n2u.ToUnityDirection(new NPVoxCoord(character.Size.X, 0, 0)); go.name = (int)c + ""; go.GetComponent <MeshFilter>().sharedMesh = character.mesh; go.GetComponent <MeshRenderer>().sharedMaterial = character.material; } }
private void DrawSockets(bool isEditing) { NPVoxIModelFactory modelFactory = viewModel.EditorModelFactory; if (!viewModel.DrawSockets) { return; } if (modelFactory != null) { NPVoxModel model = modelFactory.GetProduct(); NPVoxToUnity npVoxToUnity = new NPVoxToUnity(model, viewModel.Animation.MeshFactory.VoxelSize); if (model) { foreach (NPVoxSocket socket in model.Sockets) { Vector3 anchorPos = npVoxToUnity.ToUnityPosition(socket.Anchor); Quaternion rotation = Quaternion.Euler(socket.EulerAngles); Vector3 anchorRight = npVoxToUnity.ToUnityDirection(rotation * Vector3.right); Vector3 anchorUp = npVoxToUnity.ToUnityDirection(rotation * Vector3.up); Vector3 anchorForward = npVoxToUnity.ToUnityDirection(rotation * Vector3.forward); Vector3 position = Vector3.zero; float size = 2.5f; if (!isEditing) { Handles.color = new Color(0.5f, 1.0f, 0.1f, 0.5f); Handles.CubeCap(0, position + anchorPos, rotation, 0.125f); size = 10.0f; } Handles.color = Color.red; Handles.DrawLine(position + anchorPos, position + anchorPos + anchorRight * size); Handles.color = Color.green; Handles.DrawLine(position + anchorPos, position + anchorPos + anchorUp * size); Handles.color = Color.blue; Handles.DrawLine(position + anchorPos, position + anchorPos + anchorForward * size); } } } }
void OnDrawGizmos() { // if (Selection.activeGameObject != this.gameObject) // { // return; // } NPVoxMeshOutput MeshOutput = MeshFactory as NPVoxMeshOutput; if (MeshOutput) { NPVoxToUnity npVoxToUnity = MeshOutput.GetNPVoxToUnity(); NPVoxModel model = MeshOutput.GetVoxModel(); if (model) { foreach (NPVoxSocket socket in model.Sockets) { Vector3 anchorPos = npVoxToUnity.ToUnityPosition(socket.Anchor); Quaternion rotation = Quaternion.Euler(socket.EulerAngles); Vector3 anchorRight = npVoxToUnity.ToUnityDirection(rotation * Vector3.right); Vector3 anchorUp = npVoxToUnity.ToUnityDirection(rotation * Vector3.up); Vector3 anchorForward = npVoxToUnity.ToUnityDirection(rotation * Vector3.forward); Gizmos.color = new Color(0.5f, 1.0f, 0.1f, 0.75f); Gizmos.DrawCube(transform.position + anchorPos, Vector3.one * 0.4f); Gizmos.color = Color.red; Gizmos.DrawLine(transform.position + anchorPos, transform.position + anchorPos + anchorRight * 10.0f); Gizmos.color = Color.green; Gizmos.DrawLine(transform.position + anchorPos, transform.position + anchorPos + anchorUp * 10.0f); Gizmos.color = Color.blue; Gizmos.DrawLine(transform.position + anchorPos, transform.position + anchorPos + anchorForward * 10.0f); } } } }
public System.Func <NPVoxISceneEditable, bool> DrawSceneTool(NPVoxToUnity npVoxToUnity, UnityEngine.Transform transform, int tool) { // offset if (CurrentEditedBone == null) { return(null); } NPVoxBoneModel boneModel = GetProduct() as NPVoxBoneModel; if (boneModel == null) { return(null); } if (lastMask != 1u << (CurrentEditedBone.ID - 1)) { lastMask = 1u << (CurrentEditedBone.ID - 1); currentPivot = npVoxToUnity.ToUnityPosition(boneModel.GetAffectedArea(lastMask).SaveCenter); } Vector3 offset = npVoxToUnity.ToUnityDirection(CurrentEditedBone.Anchor); if (tool == 0) { offset = npVoxToUnity.ToSaveVoxDirection(Handles.PositionHandle(currentPivot + offset, Quaternion.identity) - currentPivot); if (offset != CurrentEditedBone.Anchor) { return((NPVoxISceneEditable t) => { NPVoxBone.GetBoneByID(ref ((NPVoxSkeletonBuilder)t).AllBones, CurrentEditedBone.ID).Anchor = offset; return true; }); } } return(null); }
override protected Mesh CreateProduct(Mesh mesh = null) { // Debug.Log("create product"); NPVoxMeshOutput meshOutput = (Input as NPVoxMeshOutput); if (meshOutput && meshOutput.GetProduct() && TextureAtlas) { TextureAtlas.GetMaterial(SourceMaterial); NPVoxFaces includedFaces = GetIncludedFaces(); NPVoxToUnity npVoxToUnity = InputMeshFactory.GetNPVoxToUnity(); int faceCount = GetFaceCount(); NPVoxBox originalBox = InputMeshFactory.GetVoxModel().BoundingBox; NPVoxBox cutoutBox = originalBox.Clone(); NPVoxFaces cutout = InputMeshFactory.Cutout; Vector3 cutoutOffset = Vector3.zero; if (cutout != null) { Vector3 originalCenter = cutoutBox.SaveCenter; cutoutBox.Left = (sbyte)Mathf.Abs(cutout.Left); cutoutBox.Down = (sbyte)Mathf.Abs(cutout.Down); cutoutBox.Back = (sbyte)Mathf.Abs(cutout.Back); cutoutBox.Right = (sbyte)(cutoutBox.Right - (sbyte)Mathf.Abs(cutout.Right)); cutoutBox.Up = (sbyte)(cutoutBox.Up - (sbyte)Mathf.Abs(cutout.Up)); cutoutBox.Forward = (sbyte)(cutoutBox.Forward - (sbyte)Mathf.Abs(cutout.Forward)); cutoutOffset = Vector3.Scale(originalCenter - cutoutBox.SaveCenter, InputMeshFactory.VoxelSize); } // we have to be careful. Unlike cutout, which is already removed from the mesh we want to render, the inset is not yet applied and // also won't result in a "move" of the object. So it's important that we calculate a correct offset for our final mesh. NPVoxBox insetBox = cutoutBox.Clone(); Vector3 insetOffset = Vector3.zero; if (inset != null) { Vector3 cutoutCenter = cutoutBox.SaveCenter; insetBox.Left += (sbyte)Mathf.Abs(inset.Left); insetBox.Right -= (sbyte)Mathf.Abs(inset.Right); insetBox.Down += (sbyte)Mathf.Abs(inset.Down); insetBox.Up -= (sbyte)Mathf.Abs(inset.Up); insetBox.Back += (sbyte)Mathf.Abs(inset.Back); insetBox.Forward -= (sbyte)Mathf.Abs(inset.Forward); insetOffset = Vector3.Scale(cutoutCenter - insetBox.SaveCenter, InputMeshFactory.VoxelSize); } Vector3 insetCenter = insetBox.SaveCenter; if (Baked45Angle) { backSlot = CreateTexture(backSlot, includedFaces.Back != 0, insetBox.Size.X, insetBox.Size.Y, Quaternion.Euler(-45, 0, 0), npVoxToUnity.ToUnityPosition(new Vector3(insetCenter.x, insetCenter.y, insetBox.Back)), npVoxToUnity.ToUnityDirection(new Vector2(insetBox.Size.X, ((float)insetBox.Size.Y) / Mathf.Sqrt(2))) * 0.5f, Quaternion.Euler(+45, 0, 0) ); downSlot = CreateTexture(downSlot, includedFaces.Down != 0, insetBox.Size.X, insetBox.Size.Z * 3, Quaternion.Euler(-45, 0, 0), npVoxToUnity.ToUnityPosition(new Vector3(insetCenter.x, insetBox.Down, insetCenter.z)), npVoxToUnity.ToUnityDirection(new Vector2(insetBox.Size.X, ((float)insetBox.Size.Z) / Mathf.Sqrt(2))) * 0.5f, Quaternion.Euler(-45, 0, 0) ); leftSlot = CreateTexture(leftSlot, false, 0, 0, Quaternion.identity, Vector3.zero, Vector2.zero, Quaternion.identity); rightSlot = CreateTexture(rightSlot, false, 0, 0, Quaternion.identity, Vector3.zero, Vector2.zero, Quaternion.identity); upSlot = CreateTexture(upSlot, false, 0, 0, Quaternion.identity, Vector3.zero, Vector2.zero, Quaternion.identity); forwardSlot = CreateTexture(forwardSlot, false, 0, 0, Quaternion.identity, Vector3.zero, Vector2.zero, Quaternion.identity); } else { leftSlot = CreateTexture(leftSlot, includedFaces.Left != 0, insetBox.Size.Z, insetBox.Size.Y, Quaternion.Euler(0, 90, 0), npVoxToUnity.ToUnityPosition(new Vector3(insetBox.Left, insetCenter.y, insetCenter.z)), npVoxToUnity.ToUnityDirection(new Vector2(insetBox.Size.Z, insetBox.Size.Y)) * 0.5f, Quaternion.identity ); rightSlot = CreateTexture(rightSlot, includedFaces.Right != 0, insetBox.Size.Z, insetBox.Size.Y, Quaternion.Euler(0, -90, 0), npVoxToUnity.ToUnityPosition(new Vector3(insetBox.Right, insetCenter.y, insetCenter.z)), npVoxToUnity.ToUnityDirection(new Vector2(insetBox.Size.Z, insetBox.Size.Y)) * 0.5f, Quaternion.identity ); downSlot = CreateTexture(downSlot, includedFaces.Down != 0, insetBox.Size.X, insetBox.Size.Z, Quaternion.Euler(-90, 0, 0), npVoxToUnity.ToUnityPosition(new Vector3(insetCenter.x, insetBox.Down, insetCenter.z)), npVoxToUnity.ToUnityDirection(new Vector2(insetBox.Size.X, insetBox.Size.Z)) * 0.5f, Quaternion.identity ); upSlot = CreateTexture(upSlot, includedFaces.Up != 0, insetBox.Size.X, insetBox.Size.Z, Quaternion.Euler(90, 0, 180), npVoxToUnity.ToUnityPosition(new Vector3(insetCenter.x, insetBox.Up, insetCenter.z)), npVoxToUnity.ToUnityDirection(new Vector2(insetBox.Size.X, insetBox.Size.Z)) * 0.5f, Quaternion.identity ); backSlot = CreateTexture(backSlot, includedFaces.Back != 0, insetBox.Size.X, insetBox.Size.Y, Quaternion.Euler(0, 0, 0), npVoxToUnity.ToUnityPosition(new Vector3(insetCenter.x, insetCenter.y, insetBox.Back)), npVoxToUnity.ToUnityDirection(new Vector2(insetBox.Size.X, insetBox.Size.Y)) * 0.5f, Quaternion.identity ); forwardSlot = CreateTexture(forwardSlot, includedFaces.Forward != 0, insetBox.Size.X, insetBox.Size.Y, Quaternion.Euler(-180, 0, 0), npVoxToUnity.ToUnityPosition(new Vector3(insetCenter.x, insetCenter.y, insetBox.Forward)), npVoxToUnity.ToUnityDirection(new Vector2(insetBox.Size.X, insetBox.Size.Y)) * 0.5f, Quaternion.identity ); } slotsAllocatedAtTA = TextureAtlas; if (mesh == null) { mesh = new Mesh(); } else { mesh.Clear(); } mesh.name = "zzz Cube Simplifier Mesh"; int border = 1; var vertices = new Vector3[faceCount * 4]; var uvs = new Vector2[faceCount * 4]; var tris = new int[faceCount * 3 * 2]; var normals = new Vector3[faceCount * 4]; int v = 0; int t = 0; int v0 = 0; System.Action <Vector3, NPVoxTextureAtlas.Slot> addQuad = (Vector3 dir, NPVoxTextureAtlas.Slot theSlot) => { normals[v0] = dir; normals[v0 + 1] = dir; normals[v0 + 2] = dir; normals[v0 + 3] = dir; tris[t++] = v0; tris[t++] = v0 + 1; tris[t++] = v0 + 2; tris[t++] = v0; tris[t++] = v0 + 2; tris[t++] = v0 + 3; Vector2 uvMax = theSlot.GetUVmax(border); Vector2 uvMin = theSlot.GetUVmin(border); uvs[v0].x = uvMin.x; uvs[v0].y = uvMax.y; uvs[v0 + 1].x = uvMax.x; uvs[v0 + 1].y = uvMax.y; uvs[v0 + 2].x = uvMax.x; uvs[v0 + 2].y = uvMin.y; uvs[v0 + 3].x = uvMin.x; uvs[v0 + 3].y = uvMin.y; }; NPVoxBox bounds = insetBox; Vector3 LDB = cutoutOffset + npVoxToUnity.ToUnityPosition(bounds.LeftDownBack) + (Vector3.left * npVoxToUnity.VoxeSize.x + Vector3.down * npVoxToUnity.VoxeSize.y + Vector3.back * npVoxToUnity.VoxeSize.z) * 0.5f; Vector3 RDB = cutoutOffset + npVoxToUnity.ToUnityPosition(bounds.RightDownBack) + (Vector3.right * npVoxToUnity.VoxeSize.x + Vector3.down * npVoxToUnity.VoxeSize.y + Vector3.back * npVoxToUnity.VoxeSize.z) * 0.5f; Vector3 LUB = cutoutOffset + npVoxToUnity.ToUnityPosition(bounds.LeftUpBack) + (Vector3.left * npVoxToUnity.VoxeSize.x + Vector3.up * npVoxToUnity.VoxeSize.y + Vector3.back * npVoxToUnity.VoxeSize.z) * 0.5f; Vector3 RUB = cutoutOffset + npVoxToUnity.ToUnityPosition(bounds.RightUpBack) + (Vector3.right * npVoxToUnity.VoxeSize.x + Vector3.up * npVoxToUnity.VoxeSize.y + Vector3.back * npVoxToUnity.VoxeSize.z) * 0.5f; Vector3 LDF = cutoutOffset + npVoxToUnity.ToUnityPosition(bounds.LeftDownForward) + (Vector3.left * npVoxToUnity.VoxeSize.x + Vector3.down * npVoxToUnity.VoxeSize.y + Vector3.forward * npVoxToUnity.VoxeSize.z) * 0.5f; Vector3 RDF = cutoutOffset + npVoxToUnity.ToUnityPosition(bounds.RightDownForward) + (Vector3.right * npVoxToUnity.VoxeSize.x + Vector3.down * npVoxToUnity.VoxeSize.y + Vector3.forward * npVoxToUnity.VoxeSize.z) * 0.5f; Vector3 LUF = cutoutOffset + npVoxToUnity.ToUnityPosition(bounds.LeftUpForward) + (Vector3.left * npVoxToUnity.VoxeSize.x + Vector3.up * npVoxToUnity.VoxeSize.y + Vector3.forward * npVoxToUnity.VoxeSize.z) * 0.5f; Vector3 RUF = cutoutOffset + npVoxToUnity.ToUnityPosition(bounds.RightUpForward) + (Vector3.right * npVoxToUnity.VoxeSize.x + Vector3.up * npVoxToUnity.VoxeSize.y + Vector3.forward * npVoxToUnity.VoxeSize.z) * 0.5f; if (downSlot != null) { v0 = v; vertices[v++] = LDB; vertices[v++] = RDB; vertices[v++] = RDF; vertices[v++] = LDF; addQuad(Vector3.down, downSlot); } if (upSlot != null) { v0 = v; vertices[v++] = RUB; vertices[v++] = LUB; vertices[v++] = LUF; vertices[v++] = RUF; addQuad(Vector3.up, upSlot); } if (forwardSlot != null) { v0 = v; vertices[v++] = LDF; vertices[v++] = RDF; vertices[v++] = RUF; vertices[v++] = LUF; addQuad(Vector3.forward, forwardSlot); } if (backSlot != null) { v0 = v; vertices[v++] = LUB; vertices[v++] = RUB; vertices[v++] = RDB; vertices[v++] = LDB; addQuad(Vector3.back, backSlot); } if (leftSlot != null) { v0 = v; vertices[v++] = LUF; vertices[v++] = LUB; vertices[v++] = LDB; vertices[v++] = LDF; addQuad(Vector3.left, leftSlot); } if (rightSlot != null) { v0 = v; vertices[v++] = RUB; vertices[v++] = RUF; vertices[v++] = RDF; vertices[v++] = RDB; addQuad(Vector3.right, rightSlot); } mesh.vertices = vertices; mesh.triangles = tris; mesh.uv = uvs; mesh.RecalculateBounds(); mesh.normals = normals; TangentSolver.Solve(mesh); // mesh.bounds = new Bounds( // insetOffset, // new Vector3( // bounds.Size.X * npVoxToUnity.VoxeSize.x, // bounds.Size.Y * npVoxToUnity.VoxeSize.y, // bounds.Size.Z * npVoxToUnity.VoxeSize.z // ) // ); Mesh sourceMesh = meshOutput.GetProduct(); mesh.bounds = sourceMesh.bounds; mesh.name = "zzz Cube Mesh "; return(mesh); } else { Debug.LogWarning("No Input set up"); if (mesh == null) { mesh = new Mesh(); } else { mesh.Clear(); } return(mesh); } }
override protected NPVoxModel CreateProduct(NPVoxModel reuse = null) { if (Input == null) { return(NPVoxModel.NewInvalidInstance(reuse, "No Input Setup")); } NPVoxModel model = ((NPVoxIModelFactory)Input).GetProduct() as NPVoxModel; NPVoxModel targetModel = model; if (TargetFrame is NPVoxIModelFactory) { targetModel = ((NPVoxIModelFactory)TargetFrame).GetProduct() as NPVoxModel; } if (!(PreviousFrame is NPVoxIModelFactory)) { Debug.LogWarning("previous frame is not a model factory"); return(NPVoxModel.NewInstance(NPVoxCoord.ZERO, reuse)); } #if UNITY_EDITOR if (SocketOffsets.Length < 4 || ControlPointOffsets.Length < 4) { ResetSceneTools(); } #endif NPVoxModel sourceModel = ((NPVoxIModelFactory)PreviousFrame).GetProduct(); NPVoxSocket sourceSocket1 = sourceModel.GetSocketByName(SocketName1); NPVoxSocket sourceSocket2 = sourceModel.GetSocketByName(SocketName2); NPVoxSocket targetSocket1 = targetModel.GetSocketByName(SocketName1); NPVoxSocket targetSocket2 = targetModel.GetSocketByName(SocketName2); if (sourceSocket1.IsInvalid()) { Debug.LogWarning("SocketName1 not found in sourceModel"); return(NPVoxModel.NewInstance(NPVoxCoord.ZERO, reuse)); } if (sourceSocket2.IsInvalid()) { Debug.LogWarning("SocketName2 not found in sourceModel"); return(NPVoxModel.NewInstance(NPVoxCoord.ZERO, reuse)); } if (targetSocket1.IsInvalid()) { Debug.LogWarning("SocketName1 not found in newModel"); return(NPVoxModel.NewInstance(NPVoxCoord.ZERO, reuse)); } if (targetSocket2.IsInvalid()) { Debug.LogWarning("SocketName2 not found in oldModel"); return(NPVoxModel.NewInstance(NPVoxCoord.ZERO, reuse)); } if (TheStepSize < 0.01f) { Debug.LogWarning("Stepsize too small"); return(NPVoxModel.NewInstance(NPVoxCoord.ZERO, reuse)); } NPVoxToUnity sourceN2U = new NPVoxToUnity(sourceModel, Vector3.one); NPVoxToUnity targetN2U = new NPVoxToUnity(targetModel, Vector3.one); NPVoxToUnity modelN2U = new NPVoxToUnity(model, Vector3.one); // calculate size for our new model NPVoxBox requiredBounds = model.BoundingBox; requiredBounds.EnlargeToInclude(modelN2U.ToVoxCoord(sourceN2U.ToUnityPosition(sourceSocket1.Anchor) + SocketOffsets[INDEX_SOURCE_1])); requiredBounds.EnlargeToInclude(modelN2U.ToVoxCoord(sourceN2U.ToUnityPosition(sourceSocket2.Anchor) + SocketOffsets[INDEX_SOURCE_2])); requiredBounds.EnlargeToInclude(modelN2U.ToVoxCoord(targetN2U.ToUnityPosition(targetSocket1.Anchor) + SocketOffsets[INDEX_TARGET_1])); requiredBounds.EnlargeToInclude(modelN2U.ToVoxCoord(targetN2U.ToUnityPosition(targetSocket2.Anchor) + SocketOffsets[INDEX_TARGET_2])); requiredBounds.EnlargeToInclude(modelN2U.ToVoxCoord(sourceN2U.ToUnityPosition(sourceSocket1.Anchor) + SocketOffsets[INDEX_SOURCE_1] + ControlPointOffsets[INDEX_SOURCE_1])); requiredBounds.EnlargeToInclude(modelN2U.ToVoxCoord(sourceN2U.ToUnityPosition(sourceSocket2.Anchor) + SocketOffsets[INDEX_SOURCE_2] + ControlPointOffsets[INDEX_SOURCE_2])); requiredBounds.EnlargeToInclude(modelN2U.ToVoxCoord(targetN2U.ToUnityPosition(targetSocket1.Anchor) + SocketOffsets[INDEX_TARGET_1] + ControlPointOffsets[INDEX_TARGET_1])); requiredBounds.EnlargeToInclude(modelN2U.ToVoxCoord(targetN2U.ToUnityPosition(targetSocket2.Anchor) + SocketOffsets[INDEX_TARGET_2] + ControlPointOffsets[INDEX_TARGET_2])); // create our product model NPVoxModel productModel = NPVoxModelTransformationUtil.CreateWithNewSize(model, requiredBounds, reuse); // prepare voxel groups bool addVoxelGroups = SetVoxelGroup > 0 || productModel.HasVoxelGroups() || SetBaseVoxelGroup > 0; byte theVoxelGroup = (byte)SetVoxelGroup; if (addVoxelGroups) { if (!productModel.HasVoxelGroups()) { productModel.InitVoxelGroups(); foreach (NPVoxCoord coord in productModel.EnumerateVoxels()) { productModel.SetVoxelGroup(coord, SetBaseVoxelGroup); } } if (theVoxelGroup > productModel.NumVoxelGroups - 1) { productModel.NumVoxelGroups = (byte)(theVoxelGroup + 1); } if (SetBaseVoxelGroup > productModel.NumVoxelGroups - 1) { productModel.NumVoxelGroups = (byte)(SetBaseVoxelGroup + 1); } } // check if we have a circularloop #if UNITY_EDITOR if (NPipelineUtils.IsPrevious(PreviousFrame as NPipeIImportable, this, true)) { Debug.LogWarning("cycular pipeline detected"); return(productModel); } #endif NPVoxToUnity productN2U = new NPVoxToUnity(productModel, Vector3.one); // build our colortable bool[] usedColors = NPVoxModelUtils.GetUsedColors(productModel); Color32[] colorTable = productModel.Colortable; byte[] Colors = new byte[NumColorSteps]; Color32 startColor = Color1; Color32 endColor = Color2; bool takeColorFromModel = ColorNumFromModel > -1; if (takeColorFromModel) { byte color1 = NPVoxModelUtils.FindUsedColor(ref usedColors, ColorNumFromModel); startColor = colorTable[color1]; endColor = colorTable[color1]; endColor.a = 15; } // Debug.Log("Me: " + NPipelineUtils.GetPipelineDebugString(this)); for (int i = 0; i < NumColorSteps; i++) { byte color = NPVoxModelUtils.FindUnusedColor(ref usedColors); // Debug.Log("Color: " + color); colorTable[color] = Color32.Lerp(startColor, endColor, ((float)i / (float)NumColorSteps)); Colors[i] = color; } // calculate mathetmatical constants Vector3 unityStartPoint1 = targetN2U.ToUnityPosition(targetSocket1.Anchor) + targetN2U.ToUnityDirection(SocketOffsets[INDEX_TARGET_1]); Vector3 bezierStartPoint1 = unityStartPoint1 + targetN2U.ToUnityDirection(ControlPointOffsets[INDEX_TARGET_1]); Vector3 unityEndPoint1 = sourceN2U.ToUnityPosition(sourceSocket1.Anchor) + sourceN2U.ToUnityDirection(SocketOffsets[INDEX_SOURCE_1]); Vector3 bezierEndPoint1 = unityEndPoint1 + sourceN2U.ToUnityDirection(ControlPointOffsets[INDEX_SOURCE_1]); Vector3 direction1 = unityEndPoint1 - unityStartPoint1; float dir1len = direction1.magnitude; Vector3 unityStartPoint2 = targetN2U.ToUnityPosition(targetSocket2.Anchor) + targetN2U.ToUnityDirection(SocketOffsets[INDEX_TARGET_2]); Vector3 bezierStartPoint2 = unityStartPoint2 + targetN2U.ToUnityDirection(ControlPointOffsets[INDEX_TARGET_2]); Vector3 unityEndPoint2 = sourceN2U.ToUnityPosition(sourceSocket2.Anchor) + sourceN2U.ToUnityDirection(SocketOffsets[INDEX_SOURCE_2]); Vector3 bezierEndPoint2 = unityEndPoint2 + sourceN2U.ToUnityDirection(ControlPointOffsets[INDEX_SOURCE_2]); Vector3 direction2 = unityEndPoint2 - unityStartPoint2; float dir2len = direction2.magnitude; float travelled = 0.0f; float distance = dir1len > dir2len ? dir1len : dir2len; if (distance > MaxDistance) { distance = MaxDistance; } float StepSize = TheStepSize / distance; // draw the trail while (travelled < distance) { float alpha = (travelled / distance); float idx = alpha * (float)(NumColorSteps - 1); byte color = Colors[(int)Mathf.Round(idx)]; Vector3 currentP1 = NPVoxGeomUtil.GetBezierPoint(unityStartPoint1, bezierStartPoint1, bezierEndPoint1, unityEndPoint1, alpha); Vector3 currentP2 = NPVoxGeomUtil.GetBezierPoint(unityStartPoint2, bezierStartPoint2, bezierEndPoint2, unityEndPoint2, alpha); Vector3 currentP1vox = productN2U.ToSaveVoxCoord(currentP1); Vector3 currentP2vox = productN2U.ToSaveVoxCoord(currentP2); NPVoxGeomUtil.DrawLine(productModel, currentP1vox, currentP2vox, color, theVoxelGroup, false); // currentP1 += direction1 * stepSize1; // currentP2 += direction2 * stepSize2; travelled += StepSize; } productModel.Colortable = colorTable; productModel.RecalculateNumVoxels(); return(productModel); }
public System.Func <NPVoxISceneEditable, bool> DrawSceneTool(NPVoxToUnity npVoxToUnity, Transform transform, int tool) { if (Input == null) { return(null); } NPVoxModel model = ((NPVoxIModelFactory)Input).GetProduct() as NPVoxModel; if (!model) { return(null); } if (!(PreviousFrame is NPVoxIModelFactory)) { return(null); } if (SocketOffsets.Length < 4 || ControlPointOffsets.Length < 4) { ResetSceneTools(); } NPVoxToUnity sourceN2U = new NPVoxToUnity(((NPVoxIModelFactory)PreviousFrame).GetProduct(), npVoxToUnity.VoxeSize); NPVoxSocket sourceSocket1 = ((NPVoxIModelFactory)PreviousFrame).GetProduct().GetSocketByName(SocketName1); NPVoxSocket sourceSocket2 = ((NPVoxIModelFactory)PreviousFrame).GetProduct().GetSocketByName(SocketName2); NPVoxModel targetModel = model; if (TargetFrame is NPVoxIModelFactory) { targetModel = ((NPVoxIModelFactory)TargetFrame).GetProduct() as NPVoxModel; } NPVoxToUnity targetN2U = new NPVoxToUnity(targetModel, npVoxToUnity.VoxeSize); NPVoxSocket targetSocket1 = targetModel.GetSocketByName(SocketName1); NPVoxSocket targetSocket2 = targetModel.GetSocketByName(SocketName2); if (targetSocket1.IsInvalid()) { Debug.LogWarning("SocketName1 not found in targetModel"); return(null); } if (targetSocket2.IsInvalid()) { Debug.LogWarning("SocketName2 not found in targetModel"); return(null); } NPVoxSocket[] sockets = new NPVoxSocket[4]; sockets[INDEX_SOURCE_1] = sourceSocket1; sockets[INDEX_SOURCE_2] = sourceSocket2; sockets[INDEX_TARGET_1] = targetSocket1; sockets[INDEX_TARGET_2] = targetSocket2; NPVoxToUnity[] n2u = new NPVoxToUnity[4]; n2u[INDEX_SOURCE_1] = sourceN2U; n2u[INDEX_SOURCE_2] = sourceN2U; n2u[INDEX_TARGET_1] = targetN2U; n2u[INDEX_TARGET_2] = targetN2U; NPVoxToUnity n = n2u[currentEditedSocket]; Vector3 pos = n.ToUnityPosition(sockets[currentEditedSocket].Anchor); if (tool == 0) { if (Event.current.type == EventType.MouseDown) { currentEditedSocket = (currentEditedSocket + 1) % 4; } switch (currentEditedSocket) { case INDEX_TARGET_1: Handles.color = Color.green; break; case INDEX_TARGET_2: Handles.color = Color.green; break; case INDEX_SOURCE_1: Handles.color = Color.yellow; break; case INDEX_SOURCE_2: Handles.color = Color.yellow; break; } Handles.CubeCap(0, pos, Quaternion.identity, 0.5f); } // offset Vector3 offset = n.ToUnityDirection(SocketOffsets[currentEditedSocket]); if (tool == 1) { offset = n.ToSaveVoxDirection(Handles.PositionHandle(pos + offset, Quaternion.identity) - pos); if (offset != SocketOffsets[currentEditedSocket]) { return((NPVoxISceneEditable t) => { (t as NPVoxTrailGenerator).SocketOffsets[currentEditedSocket] = offset; return true; }); } } Vector3 controlOffset = n.ToUnityDirection(ControlPointOffsets[currentEditedSocket]); // Control Point if (tool == 2) { controlOffset = n.ToSaveVoxDirection(Handles.PositionHandle(pos + offset + controlOffset, Quaternion.identity) - pos - offset); if (controlOffset != ControlPointOffsets[currentEditedSocket]) { return((NPVoxISceneEditable t) => { (t as NPVoxTrailGenerator).ControlPointOffsets[currentEditedSocket] = controlOffset; return true; }); } } return(null); }
public System.Func <NPVoxISceneEditable, bool> DrawSceneTool(NPVoxToUnity npVoxToUnity, Transform transform, int tool) { if (Input == null) { return(null); } NPVoxModel model = ((NPVoxIModelFactory)Input).GetProduct() as NPVoxModel; if (!model) { return(null); } Vector3 pivot = npVoxToUnity.ToUnityPosition(GetPivot()); // Position handle if (tool == 0) { Vector3 oldTranslation = GetTranslation(); Vector3 newTranslation = npVoxToUnity.ToSaveVoxDirection( Handles.PositionHandle(npVoxToUnity.ToUnityDirection(oldTranslation) + pivot, Quaternion.identity) - pivot ); if (!newTranslation.Equals(oldTranslation)) { return((NPVoxISceneEditable t) => { (t as NPVoxModelTransformerBase).SetTranslation(newTranslation); return true; }); } } // Quaternion Handle if (tool == 1) { Quaternion oldQuaternion = GetRotation(); Quaternion newQuaternion = Handles.RotationHandle(oldQuaternion, pivot); if (!newQuaternion.Equals(oldQuaternion)) { return((NPVoxISceneEditable t) => { (t as NPVoxModelTransformerBase).SetRotation(newQuaternion); return true; }); } } // Scale Handle if (tool == 2) { Vector3 oldScale = GetScale(); Vector3 newScale = Handles.ScaleHandle(oldScale, pivot, GetRotation(), 1.0f); if (!newScale.Equals(oldScale)) { return((NPVoxISceneEditable t) => { (t as NPVoxModelTransformerBase).SetScale(newScale); return true; }); } } // Pivot Handle if (tool == 3) { Vector3 newPivot = Handles.PositionHandle(pivot, Quaternion.identity); if (!newPivot.Equals(pivot)) { return((NPVoxISceneEditable t) => { (t as NPVoxModelTransformerBase).SetPivot(newPivot); return true; }); } } return(null); }