_xiaofang/xiaofang/Assets/Obi/Scripts/Common/Collisions/ObiDistanceField.cs
杨号敬 bcc74f0465 add
2024-12-18 02:18:45 +08:00

130 lines
3.3 KiB
C#

using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
namespace Obi{
[CreateAssetMenu(fileName = "distance field", menuName = "Obi/Distance Field", order = 181)]
[ExecuteInEditMode]
public class ObiDistanceField : ScriptableObject
{
[SerializeProperty("InputMesh")]
[SerializeField] private Mesh input = null;
[HideInInspector][SerializeField] private float minNodeSize = 0;
[HideInInspector][SerializeField] private Bounds bounds = new Bounds();
[HideInInspector] public List<DFNode> nodes; /**< list of distance field nodes*/
[Range(0.0000001f,0.1f)]
public float maxError = 0.01f;
[Range(1, 8)]
public int maxDepth = 5;
public bool Initialized{
get{return nodes != null;}
}
public Bounds FieldBounds {
get{return bounds;}
}
public float EffectiveSampleSize {
get{return minNodeSize;}
}
public Mesh InputMesh{
set{
if (value != input){
Reset();
input = value;
}
}
get{return input;}
}
public void Reset(){
nodes = null;
if (input != null)
bounds = input.bounds;
}
public IEnumerator Generate(){
Reset();
if (input == null)
yield break;
int[] tris = input.triangles;
Vector3[] verts = input.vertices;
nodes = new List<DFNode>();
var buildingCoroutine = ASDF.Build(maxError, maxDepth, verts, tris, nodes);
while (buildingCoroutine.MoveNext())
yield return new CoroutineJob.ProgressInfo("Processed nodes: " + nodes.Count, 1);
// calculate min node size;
minNodeSize = float.PositiveInfinity;
for (int j = 0; j < nodes.Count; ++j)
minNodeSize = Mathf.Min(minNodeSize, nodes[j].center[3] * 2);
// get bounds:
float max = Mathf.Max(bounds.size[0], Mathf.Max(bounds.size[1], bounds.size[2])) + 0.2f;
bounds.size = new Vector3(max, max, max);
}
/**
* Return a volume texture containing a representation of this distance field.
*/
public Texture3D GetVolumeTexture(int size){
if (!Initialized)
return null;
// upper bound of the distance from any point inside the bounds to the surface.
float maxDist = Mathf.Max(bounds.size.x,bounds.size.y,bounds.size.z);
float spacingX = bounds.size.x / (float)size;
float spacingY = bounds.size.y / (float)size;
float spacingZ = bounds.size.z / (float)size;
Texture3D tex = new Texture3D (size, size, size, TextureFormat.Alpha8, false);
var cols = new Color[size*size*size];
int idx = 0;
Color c = Color.black;
for (int z = 0; z < size; ++z)
{
for (int y = 0; y < size; ++y)
{
for (int x = 0; x < size; ++x, ++idx)
{
Vector3 samplePoint = bounds.min + new Vector3(spacingX * x + spacingX*0.5f,
spacingY * y + spacingY*0.5f,
spacingZ * z + spacingZ*0.5f);
float distance = ASDF.Sample(nodes,samplePoint);
if (distance >= 0)
c.a = distance.Remap(0,maxDist*0.1f,0.5f,1);
else
c.a = distance.Remap(-maxDist*0.1f,0,0,0.5f);
cols[idx] = c;
}
}
}
tex.SetPixels (cols);
tex.Apply ();
return tex;
}
}
}