Files
HauntedBloodlines/Assets/Obi/Editor/Common/Collisions/ObiDistanceFieldEditor.cs
2025-05-29 22:31:40 +03:00

179 lines
5.0 KiB
C#

using UnityEngine;
using UnityEditor;
using System.IO;
using System.Collections;
namespace Obi{
[CustomEditor(typeof(ObiDistanceField))]
public class ObiDistanceFieldEditor : Editor
{
ObiDistanceField distanceField;
PreviewHelpers previewHelper;
Vector2 previewDir;
Material previewMaterial;
Mesh previewMesh;
Texture3D volumeTexture;
protected IEnumerator routine;
private void UpdatePreview(){
CleanupPreview();
if (distanceField.InputMesh != null){
previewMesh = CreateMeshForBounds(distanceField.FieldBounds);
previewMesh.hideFlags = HideFlags.HideAndDontSave;
volumeTexture = distanceField.GetVolumeTexture(64);
volumeTexture.hideFlags = HideFlags.HideAndDontSave;
previewMaterial = Resources.Load<Material>("DistanceFieldPreview");
previewMaterial.SetTexture("_Volume",volumeTexture);
previewMaterial.SetVector("_AABBMin",-distanceField.FieldBounds.extents);
previewMaterial.SetVector("_AABBMax",distanceField.FieldBounds.extents);
}
}
private void CleanupPreview(){
GameObject.DestroyImmediate(previewMesh);
GameObject.DestroyImmediate(volumeTexture);
}
public void OnEnable(){
distanceField = (ObiDistanceField) target;
previewHelper = new PreviewHelpers();
UpdatePreview();
}
public void OnDisable(){
EditorUtility.ClearProgressBar();
previewHelper.Cleanup();
CleanupPreview();
}
public override void OnInspectorGUI() {
serializedObject.UpdateIfRequiredOrScript();
Editor.DrawPropertiesExcluding(serializedObject,"m_Script");
GUI.enabled = (distanceField.InputMesh != null);
if (GUILayout.Button("Generate")){
// Start a coroutine job in the editor.
EditorUtility.SetDirty(target);
CoroutineJob job = new CoroutineJob();
routine = job.Start( distanceField.Generate());
EditorCoroutine.ShowCoroutineProgressBar("Generating distance field",ref routine);
UpdatePreview();
EditorGUIUtility.ExitGUI();
}
GUI.enabled = true;
int nodeCount = (distanceField.nodes != null ? distanceField.nodes.Count : 0);
float resolution = distanceField.FieldBounds.size.x / distanceField.EffectiveSampleSize;
EditorGUILayout.HelpBox("Nodes: "+ nodeCount+"\n"+
"Size in memory: "+ (nodeCount * 0.062f).ToString("0.#") +" kB\n"+
"Compressed to: " + (nodeCount / Mathf.Pow(resolution,3) * 100).ToString("0.##") + "%",MessageType.Info);
if (GUI.changed)
serializedObject.ApplyModifiedProperties();
}
public override bool HasPreviewGUI(){
return true;
}
public override void OnInteractivePreviewGUI(Rect region, GUIStyle background)
{
previewDir = PreviewHelpers.Drag2D(previewDir, region);
if (Event.current.type != EventType.Repaint || previewMesh == null)
{
return;
}
Quaternion quaternion = Quaternion.Euler(this.previewDir.y, 0f, 0f) * Quaternion.Euler(0f, this.previewDir.x, 0f) * Quaternion.Euler(0, 120, -20f);
previewHelper.BeginPreview(region, background);
Bounds bounds = previewMesh.bounds;
float magnitude = Mathf.Sqrt(bounds.extents.sqrMagnitude);
float num = 4f * magnitude;
previewHelper.m_Camera.transform.position = -Vector3.forward * num;
previewHelper.m_Camera.transform.rotation = Quaternion.identity;
previewHelper.m_Camera.nearClipPlane = num - magnitude * 1.1f;
previewHelper.m_Camera.farClipPlane = num + magnitude * 1.1f;
// Compute matrix to rotate the mesh around the center of its bounds:
Matrix4x4 matrix = Matrix4x4.TRS(Vector3.zero,quaternion,Vector3.one) * Matrix4x4.TRS(-bounds.center,Quaternion.identity,Vector3.one);
Graphics.DrawMesh(previewMesh, matrix, previewMaterial,1, previewHelper.m_Camera, 0);
Texture texture = previewHelper.EndPreview();
GUI.DrawTexture(region, texture, ScaleMode.StretchToFill, true);
}
/**
* Creates a solid mesh from some Bounds. This is used to display the distance field volumetric preview.
*/
private Mesh CreateMeshForBounds(Bounds b){
Mesh m = new Mesh();
/** Indices of bounds corners:
Y
2 6
+------+
3 .'| 7 .'|
+---+--+' |
| | | |
| +--+---+ X
| .' 0 | .' 4
+------+'
Z 1 5
*/
Vector3[] vertices = new Vector3[8]{
b.center + new Vector3(-b.extents.x,-b.extents.y,-b.extents.z), //0
b.center + new Vector3(-b.extents.x,-b.extents.y,b.extents.z), //1
b.center + new Vector3(-b.extents.x,b.extents.y,-b.extents.z), //2
b.center + new Vector3(-b.extents.x,b.extents.y,b.extents.z), //3
b.center + new Vector3(b.extents.x,-b.extents.y,-b.extents.z), //4
b.center + new Vector3(b.extents.x,-b.extents.y,b.extents.z), //5
b.center + new Vector3(b.extents.x,b.extents.y,-b.extents.z), //6
b.center + new Vector3(b.extents.x,b.extents.y,b.extents.z) //7
};
int[] triangles = new int[36]{
2,3,7,
6,2,7,
7,5,4,
6,7,4,
3,1,5,
7,3,5,
2,0,3,
3,0,1,
6,4,2,
2,4,0,
4,5,0,
5,1,0
};
m.vertices = vertices;
m.triangles = triangles;
return m;
}
}
}