372 lines
14 KiB
C#
372 lines
14 KiB
C#
//using System.Collections;
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//using System.Collections.Generic;
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//using UnityEngine;
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//using MeshCombineStudio;
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//using System;
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//namespace MeshCombineStudio
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//{
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// static public class Voxelize
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// {
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// static readonly byte[] bits = new byte[] { 1, 2, 4, 8, 16, 32, 64, 128 };
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// static Dictionary<Mesh, VoxelizedMesh> voxelizedLookup = new Dictionary<Mesh, VoxelizedMesh>();
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// static List<float> intersectList = new List<float>();
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// const byte insideVoxel = 1;
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// const byte outsideVoxel = 2;
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// public class VoxelizedMesh
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// {
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// public byte[,,] volume;
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// public Bounds bounds;
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// public Int3 voxels;
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// }
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// static VoxelizedMesh VoxelizeMesh(Transform t, float voxelResolution, int voxelizeLayer)
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// {
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// // TODO ray cast from right/left and top/down
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// MeshRenderer mr = t.GetComponent<MeshRenderer>();
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// if (mr == null) return null;
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// MeshFilter mf = t.GetComponent<MeshFilter>();
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// if (mf == null) return null;
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// Mesh mesh = mf.sharedMesh;
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// if (mesh == null) return null;
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// VoxelizedMesh vm = new VoxelizedMesh();
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// voxelizedLookup.Add(mesh, vm);
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// Transform oldParent = t.parent;
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// Vector3 oldPos = t.position;
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// Quaternion oldRot = t.rotation;
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// Vector3 oldScale = t.localScale;
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// t.parent = null;
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// t.position = Vector3.zero;
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// t.rotation = Quaternion.identity;
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// t.localScale = Vector3.one;
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// int oldLayer = t.gameObject.layer;
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// t.gameObject.layer = voxelizeLayer;
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// LayerMask voxelizeLayerMask = 1 << voxelizeLayer;
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// Bounds bounds = mr.bounds;
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// Vector3 size = bounds.size;
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// Int3 voxels = new Int3(Mathf.CeilToInt(size.x / voxelResolution), Mathf.CeilToInt(size.y / voxelResolution), Mathf.CeilToInt(size.z / voxelResolution));
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// voxels += new Int3(2, 2, 2);
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// int voxelsX = Mathf.CeilToInt(voxels.x / 8f);
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// vm.voxels = voxels;
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// size = new Vector3(voxels.x * voxelResolution, voxels.y * voxelResolution, voxels.z * voxelResolution);
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// bounds.size = size;
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// vm.bounds = bounds;
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// byte[,,] volume = new byte[voxelsX, voxels.y, voxels.z];
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// Ray ray = new Ray();
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// Ray ray2 = new Ray();
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// ray.direction = Vector3.forward;
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// ray2.direction = Vector3.back;
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// Vector3 pos = bounds.min;
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// Vector3 pos2 = pos;
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// pos2.z = bounds.max.z;
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// // Debug.Log(PrintVector3(mr.bounds.size) + " new size " + PrintVector3(size) + " voxels " + voxels);
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// int voxelCount = 0;
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// Vector3 halfVoxel = Vector3.one * voxelResolution * 0.5f;
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// Vector3 minBoundsVoxel = pos + halfVoxel;
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// try
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// {
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// for (int x = 0; x < voxels.x; x++)
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// {
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// int xGrid = x / 8;
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// byte bit = bits[x - (xGrid * 8)];
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// for (int y = 0; y < voxels.y; y++)
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// {
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// Vector3 origin = pos + new Vector3((x + 0.5f) * voxelResolution, (y + 0.5f) * voxelResolution, 0);
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// ray.origin = origin;
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// origin.z = pos2.z;
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// ray2.origin = origin;
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// intersectList.Clear();
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// MultiCast(ray, intersectList, 0.001f, size.z, voxelizeLayerMask);
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// MultiCast(ray2, intersectList, -0.001f, size.z, voxelizeLayerMask);
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// intersectList.Sort();
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// float half = (float)intersectList.Count / 2;
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// if (half != (int)half) { continue; }
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// // Debug.Log(hitInfos.Length +" " + hitInfos2.Length +" " + list.Count);
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// for (int i = 0; i < intersectList.Count; i += 2)
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// {
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// int z1 = Mathf.RoundToInt((intersectList[i] - pos.z) / voxelResolution);
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// int z2 = Mathf.RoundToInt((intersectList[i + 1] - pos.z) / voxelResolution);
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// for (int z = z1; z < z2; z++)
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// {
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// Vector3 voxelPos = new Vector3(x * voxelResolution, y * voxelResolution, z * voxelResolution) + minBoundsVoxel;
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// voxelPos = t.TransformPoint(voxelPos);
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// // volume[xGrid, y, z] |= bit;
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// // if (!Physics.CheckBox(voxelPos, halfVoxel, Quaternion.identity, voxelizeLayerMask))
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// {
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// volume[xGrid, y, z] |= bit;
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// ++voxelCount;
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// }
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// }
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// }
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// }
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// }
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// }
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// catch (Exception e)
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// {
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// Debug.LogError(e.ToString());
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// }
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// // Debug.Log(t.name + " voxels " + voxelCount);
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// vm.volume = volume;
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// t.gameObject.layer = oldLayer;
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// t.parent = oldParent;
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// t.position = oldPos;
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// t.rotation = oldRot;
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// t.localScale = oldScale;
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// return vm;
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// }
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// static string PrintVector3(Vector3 v)
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// {
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// return "(" + v.x + ", " + v.y + ", " + v.z + ")";
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// }
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// static void MultiCast(Ray ray, List<float> points, float hitOffset, float maxDistance, LayerMask voxelizeLayerMask)
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// {
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// RaycastHit hitInfo;
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// while (Physics.Raycast(ray, out hitInfo, maxDistance, voxelizeLayerMask))
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// {
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// points.Add(hitInfo.point.z);
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// Vector3 origin = ray.origin;
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// ray.origin = new Vector3(origin.x, origin.y, hitInfo.point.z + hitOffset);
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// }
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// }
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// static void Report(VoxelizedMesh vm, float voxelResolution)
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// {
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// int voxelResolutionX = (int)voxelResolution / 8;
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// for (int x = 0; x < voxelResolutionX; x++)
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// {
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// for (int y = 0; y < voxelResolution; y++)
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// {
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// for (int z = 0; z < voxelResolution; z++)
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// {
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// Debug.Log(vm.volume[x, y, z]);
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// }
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// }
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// }
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// }
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// static public void RemoveOverlap(Transform t, MeshCombineJobManager.MeshCombineJob meshCombineJob, MeshCache.SubMeshCache newMeshCache, ref byte[] vertexIsInsideVoxels)
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// {
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// if (vertexIsInsideVoxels == null) vertexIsInsideVoxels = new byte[65534];
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// float voxelResolution = meshCombineJob.meshCombiner.voxelResolution;
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// int voxelizeLayer = meshCombineJob.meshCombiner.voxelizeLayer;
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// Vector3[] newVertices = newMeshCache.vertices;
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// int[] newTriangles = newMeshCache.triangles;
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// List<MeshObject> meshObjects = meshCombineJob.meshObjectsHolder.meshObjects;
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// int startIndex = meshCombineJob.startIndex;
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// int endIndex = meshCombineJob.endIndex;
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// for (int a = startIndex; a < endIndex; a++)
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// {
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// MeshObject meshObject = meshObjects[a];
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// CachedGameObject cachedGO = meshObject.cachedGO;
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// // Get array of intersections
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// // Bounds bounds = cachedGO.mr.bounds;
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// Collider[] colliders = null;//!! Physics.OverlapBox(bounds.center, bounds.extents, Quaternion.identity, meshCombineJob.meshCombiner.overlapLayerMask);
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// if (colliders.Length == 0)
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// {
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// // Debug.Log("No overlap " + cachedGO.go.name);
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// continue;
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// }
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// // Debug.Log("Overlaps " + colliders.Length);
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// Transform[] colliderTs = new Transform[colliders.Length];
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// VoxelizedMesh[] colliderVms = new VoxelizedMesh[colliders.Length];
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// for (int i = 0; i < colliderVms.Length; i++)
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// {
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// colliderTs[i] = colliders[i].transform;
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// if (colliderTs[i] == cachedGO.t) continue;
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// MeshFilter mf = colliderTs[i].GetComponent<MeshFilter>();
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// if (mf == null) continue;
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// Mesh mesh = mf.sharedMesh;
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// if (mesh == null) continue;
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// voxelizedLookup.TryGetValue(mesh, out colliderVms[i]);
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// if (colliderVms[i] == null) colliderVms[i] = VoxelizeMesh(colliderTs[i], voxelResolution, voxelizeLayer);
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// // Debug.LogError("Couldn't find voxelized mesh for " + mo.m + " " + child.name);
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// }
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// float invVoxelResolution = 1 / voxelResolution;
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// int startTriangleIndex = meshObject.startNewTriangleIndex;
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// int endTriangleIndex = meshObject.newTriangleCount + startTriangleIndex;
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// // Debug.Log("start " + startTriangleIndex + " end " + endTriangleIndex);
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// for (int i = startTriangleIndex; i < endTriangleIndex; i += 3)
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// {
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// bool insideAllVoxels = true;
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// for (int k = 0; k < 3; k++)
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// {
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// int vertexIndex = newTriangles[i + k];
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// if (vertexIndex == -1) continue;
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// byte isInsideVoxel = vertexIsInsideVoxels[vertexIndex];
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// if (isInsideVoxel == 0)
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// {
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// bool inside = false;
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// for (int j = 0; j < colliders.Length; j++)
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// {
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// Transform colliderT = colliderTs[j];
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// VoxelizedMesh colliderVm = colliderVms[j];
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// if (colliderVm == null) continue;
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// Vector3 boundsMin = colliderVm.bounds.min;
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// Vector3 vertPos = t.TransformPoint(newVertices[vertexIndex]);
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// Vector3 pos = colliderT.InverseTransformPoint(vertPos) - boundsMin;
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// Vector3 grid = new Vector3(pos.x * invVoxelResolution, pos.y * invVoxelResolution, pos.z * invVoxelResolution);
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// if (grid.x < 0 || grid.x >= colliderVm.voxels.x || grid.y < 0 || grid.y >= colliderVm.voxels.y || grid.z < 0 || grid.z >= colliderVm.voxels.z) continue;
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// int xGrid = (int)grid.x;
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// int xxGrid = xGrid / 8;
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// byte bit = bits[(xGrid - (xxGrid * 8))];
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// if ((colliderVm.volume[xxGrid, (int)grid.y, (int)grid.z] & bit) == 0) continue;
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// inside = true;
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// break;
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// }
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// vertexIsInsideVoxels[vertexIndex] = isInsideVoxel = (inside ? insideVoxel : outsideVoxel);
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// }
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// if (isInsideVoxel == outsideVoxel)
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// {
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// insideAllVoxels = false;
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// break;
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// }
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// }
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// if (insideAllVoxels)
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// {
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// meshCombineJob.trianglesRemoved += 3;
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// newTriangles[i] = -1;
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// }
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// }
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// }
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// Array.Clear(vertexIsInsideVoxels, 0, newMeshCache.vertexCount);
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// // Debug.Log("Removed " + meshCombineJob.trianglesRemoved);
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// newMeshCache.triangles = newTriangles;
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// }
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// static public void DrawGizmos(GameObject go, float voxelResolution)
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// {
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// Transform[] ts = go.GetComponentsInChildren<Transform>();
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// Gizmos.color = Color.red;
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// for (int i = 0; i < ts.Length; i++) DrawVolume(ts[i], voxelResolution);
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// Gizmos.color = Color.white;
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// }
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// static public void DrawVolume(Transform t, float voxelResolution)
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// {
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// MeshRenderer mr = t.GetComponent<MeshRenderer>();
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// if (mr == null) return;
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// MeshFilter mf = t.GetComponent<MeshFilter>();
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// if (mf == null) return;
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// Mesh m = mf.sharedMesh;
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// if (m == null) return;
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// VoxelizedMesh vm;
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// voxelizedLookup.TryGetValue(m, out vm);
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// if (vm == null) return;
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// byte[,,] volume = vm.volume;
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// if (volume == null) return;
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// Vector3 pos = vm.bounds.min;
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// Vector3 voxel = t.lossyScale * voxelResolution;
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// Vector3 halfVoxel = Vector3.one * voxelResolution * 0.5f;
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// Int3 voxels = vm.voxels;
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// // Debug.Log(voxels);
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// // Debug.Log(volume.Length);
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// Gizmos.DrawWireCube(mr.bounds.center, mr.bounds.size);
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// for (int x = 0; x < voxels.x; x++)
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// {
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// int xGrid = x / 8;
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// int bit = x - (xGrid * 8);
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// for (int y = 0; y < voxels.y; y++)
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// {
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// for (int z = 0; z < voxels.z; z++)
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// {
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// if ((volume[xGrid, y, z] & bits[bit]) > 0)
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// {
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// Vector3 localPos = new Vector3(pos.x + (x * voxelResolution), pos.y + (y * voxelResolution), pos.z + (z * voxelResolution)) + halfVoxel;
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// Gizmos.DrawWireCube(t.TransformPoint(localPos), voxel);
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// }
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// }
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// }
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// }
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// }
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// }
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//} |