Files
VR-WuKong/Assets/ThirdParty/Tools/MeshCombineStudio/Scripts/Mesh/Voxelize.cs
2025-11-14 18:44:06 +08:00

372 lines
14 KiB
C#

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