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637 行
19 KiB
637 行
19 KiB
using System;
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using System.Runtime.InteropServices;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Profiling;
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using Unity.Collections.LowLevel.Unsafe;
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using Unity.Jobs;
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using Unity.Burst;
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namespace Unity.DemoTeam.DigitalHuman
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{
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using static SkinAttachmentDataBuilder;
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[ExecuteAlways]
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public class SkinAttachmentTarget : MonoBehaviour
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{
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public struct MeshInfo
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{
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public MeshBuffers meshBuffers;
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public MeshAdjacency meshAdjacency;
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public KdTree3 meshVertexBSP;
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public bool valid;
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}
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[HideInInspector] public List<SkinAttachment> subjects = new List<SkinAttachment>();
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[NonSerialized] public Mesh meshBakedSmr;
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[NonSerialized] public Mesh meshBakedOrAsset;
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[NonSerialized] public MeshBuffers meshBuffers;
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[NonSerialized] public Mesh meshBuffersLastAsset;
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public SkinAttachmentData attachData;
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[Header("Debug options")]
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public bool showWireframe = false;
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public bool showUVSeams = false;
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public bool showResolved = false;
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public bool showMouseOver = false;
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private MeshInfo cachedMeshInfo;
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private int cachedMeshInfoFrame = -1;
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private JobHandle[] stagingJobs;
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private Vector3[][] stagingData;
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private GCHandle[] stagingPins;
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void OnEnable()
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{
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UpdateMeshBuffers();
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}
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void LateUpdate()
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{
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if (UpdateMeshBuffers())
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{
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ResolveSubjects();
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}
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}
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bool UpdateMeshBuffers()
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{
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meshBakedOrAsset = null;
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{
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var mf = GetComponent<MeshFilter>();
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if (mf != null)
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{
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meshBakedOrAsset = mf.sharedMesh;
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}
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var smr = GetComponent<SkinnedMeshRenderer>();
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if (smr != null)
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{
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if (meshBakedSmr == null)
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{
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meshBakedSmr = new Mesh();
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meshBakedSmr.name = "SkinAttachmentTarget(BakeMesh)";
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meshBakedSmr.hideFlags = HideFlags.HideAndDontSave & ~HideFlags.DontUnloadUnusedAsset;
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meshBakedSmr.MarkDynamic();
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}
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meshBakedOrAsset = meshBakedSmr;
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Profiler.BeginSample("smr.BakeMesh");
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{
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smr.BakeMesh(meshBakedSmr);
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{
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meshBakedSmr.bounds = smr.bounds;
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}
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}
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Profiler.EndSample();
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}
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}
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if (meshBakedOrAsset == null)
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return false;
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if (meshBuffers == null || meshBuffersLastAsset != meshBakedOrAsset)
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{
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meshBuffers = new MeshBuffers(meshBakedOrAsset);
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}
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else
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{
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meshBuffers.LoadPositionsFrom(meshBakedOrAsset);
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meshBuffers.LoadNormalsFrom(meshBakedOrAsset);
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}
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meshBuffersLastAsset = meshBakedOrAsset;
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return true;
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}
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void UpdateMeshInfo(ref MeshInfo info)
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{
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Profiler.BeginSample("upd-mesh-inf");
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if (meshBuffers == null)
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{
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info.valid = false;
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}
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else
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{
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info.meshBuffers = meshBuffers;
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const bool weldedAdjacency = false;//TODO enable for more reliable poses along uv seams
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if (info.meshAdjacency == null)
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info.meshAdjacency = new MeshAdjacency(meshBuffers, weldedAdjacency);
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else if (info.meshAdjacency.vertexCount != meshBuffers.vertexCount)
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info.meshAdjacency.LoadFrom(meshBuffers, weldedAdjacency);
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if (info.meshVertexBSP == null)
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info.meshVertexBSP = new KdTree3(meshBuffers.vertexPositions, meshBuffers.vertexCount);
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else
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info.meshVertexBSP.BuildFrom(meshBuffers.vertexPositions, meshBuffers.vertexCount);
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info.valid = true;
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}
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Profiler.EndSample();
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}
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public ref MeshInfo GetCachedMeshInfo(bool forceRefresh = false)
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{
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int frameIndex = Time.frameCount;
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if (frameIndex != cachedMeshInfoFrame || forceRefresh)
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{
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UpdateMeshInfo(ref cachedMeshInfo);
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if (cachedMeshInfo.valid)
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cachedMeshInfoFrame = frameIndex;
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}
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return ref cachedMeshInfo;
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}
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public void AddSubject(SkinAttachment subject)
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{
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if (subjects.Contains(subject) == false)
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subjects.Add(subject);
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}
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public void RemoveSubject(SkinAttachment subject)
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{
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if (subjects.Contains(subject))
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subjects.Remove(subject);
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}
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public bool CommitRequired()
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{
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if (attachData == null)
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return false;
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if (meshBuffers.vertexCount < attachData.driverVertexCount)
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return true;
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for (int i = 0, n = subjects.Count; i != n; i++)
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{
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if (subjects[i].Checksum() != attachData.Checksum())
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return true;
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}
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return false;
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}
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public void CommitSubjectsIfRequired()
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{
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if (CommitRequired())
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CommitSubjects();
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}
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public void CommitSubjects()
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{
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if (attachData == null)
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return;
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var meshInfo = GetCachedMeshInfo(forceRefresh: true);
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if (meshInfo.valid == false)
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return;
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attachData.Clear();
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attachData.driverVertexCount = meshInfo.meshBuffers.vertexCount;
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{
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subjects.RemoveAll(p => (p == null));
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// pass 1: dry run
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int dryRunPoseCount = 0;
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int dryRunItemCount = 0;
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for (int i = 0, n = subjects.Count; i != n; i++)
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{
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if (subjects[i].attachmentMode == SkinAttachment.AttachmentMode.BuildPoses)
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{
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subjects[i].RevertVertexData();
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BuildDataAttachSubject(ref attachData, transform, meshInfo, subjects[i], dryRun: true, ref dryRunPoseCount, ref dryRunItemCount);
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}
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}
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dryRunPoseCount = Mathf.NextPowerOfTwo(dryRunPoseCount);
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dryRunItemCount = Mathf.NextPowerOfTwo(dryRunItemCount);
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ArrayUtils.ResizeCheckedIfLessThan(ref attachData.pose, dryRunPoseCount);
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ArrayUtils.ResizeCheckedIfLessThan(ref attachData.item, dryRunItemCount);
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// pass 2: build poses
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for (int i = 0, n = subjects.Count; i != n; i++)
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{
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if (subjects[i].attachmentMode == SkinAttachment.AttachmentMode.BuildPoses)
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{
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BuildDataAttachSubject(ref attachData, transform, meshInfo, subjects[i], dryRun: false, ref dryRunPoseCount, ref dryRunPoseCount);
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}
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}
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// pass 3: reference poses
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for (int i = 0, n = subjects.Count; i != n; i++)
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{
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switch (subjects[i].attachmentMode)
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{
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case SkinAttachment.AttachmentMode.LinkPosesByReference:
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{
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if (subjects[i].attachmentLink != null)
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{
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subjects[i].attachmentType = subjects[i].attachmentLink.attachmentType;
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subjects[i].attachmentIndex = subjects[i].attachmentLink.attachmentIndex;
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subjects[i].attachmentCount = subjects[i].attachmentLink.attachmentCount;
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}
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else
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{
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subjects[i].attachmentIndex = -1;
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subjects[i].attachmentCount = 0;
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}
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}
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break;
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case SkinAttachment.AttachmentMode.LinkPosesBySpecificIndex:
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{
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subjects[i].attachmentIndex = Mathf.Clamp(subjects[i].attachmentIndex, 0, attachData.itemCount - 1);
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subjects[i].attachmentCount = Mathf.Clamp(subjects[i].attachmentCount, 0, attachData.itemCount - subjects[i].attachmentIndex);
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}
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break;
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}
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}
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}
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attachData.subjectCount = subjects.Count;
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attachData.Persist();
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for (int i = 0, n = subjects.Count; i != n; i++)
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{
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subjects[i].checksum0 = attachData.checksum0;
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subjects[i].checksum1 = attachData.checksum1;
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#if UNITY_EDITOR
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UnityEditor.EditorUtility.SetDirty(subjects[i]);
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UnityEditor.Undo.ClearUndo(subjects[i]);
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#endif
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}
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}
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void ResolveSubjects()
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{
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if (attachData == null)
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return;
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if (attachData.driverVertexCount > meshBuffers.vertexCount)
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return;// prevent out of bounds if mesh shrunk since data was built
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Profiler.BeginSample("resolve-subj-all");
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subjects.RemoveAll(p => p == null);
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//Profiler.BeginSample("sort");
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//subjects.Sort((a, b) => { return b.attachmentCount.CompareTo(a.attachmentCount); });
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//Profiler.EndSample();
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int stagingPinsSourceDataCount = 3;
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int stagingPinsSourceDataOffset = subjects.Count * 2;
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ArrayUtils.ResizeChecked(ref stagingJobs, subjects.Count);
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ArrayUtils.ResizeChecked(ref stagingData, subjects.Count * 2);
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ArrayUtils.ResizeChecked(ref stagingPins, subjects.Count * 2 + stagingPinsSourceDataCount);
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GCHandle attachDataPosePin = GCHandle.Alloc(attachData.pose, GCHandleType.Pinned);
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GCHandle attachDataItemPin = GCHandle.Alloc(attachData.item, GCHandleType.Pinned);
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stagingPins[stagingPinsSourceDataOffset + 0] = GCHandle.Alloc(meshBuffers.vertexPositions, GCHandleType.Pinned);
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stagingPins[stagingPinsSourceDataOffset + 1] = GCHandle.Alloc(meshBuffers.vertexTangents, GCHandleType.Pinned);
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stagingPins[stagingPinsSourceDataOffset + 2] = GCHandle.Alloc(meshBuffers.vertexNormals, GCHandleType.Pinned);
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var targetToWorld = Matrix4x4.TRS(this.transform.position, this.transform.rotation, Vector3.one);
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// NOTE: targetToWorld specifically excludes scale, since source data (BakeMesh) is already scaled
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var targetMeshWorldBounds = meshBakedOrAsset.bounds;
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var targetMeshWorldBoundsCenter = targetMeshWorldBounds.center;
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var targetMeshWorldBoundsExtent = targetMeshWorldBounds.extents;
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for (int i = 0, n = subjects.Count; i != n; i++)
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{
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var subject = subjects[i];
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if (subject.Checksum() != attachData.Checksum())
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continue;
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int attachmentIndex = subject.attachmentIndex;
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int attachmentCount = subject.attachmentCount;
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if (attachmentIndex == -1)
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continue;
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if (attachmentIndex + attachmentCount > attachData.itemCount)
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continue;// prevent out of bounds if subject holds damaged index/count
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var indexPos = i * 2 + 0;
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var indexNrm = i * 2 + 1;
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ArrayUtils.ResizeChecked(ref stagingData[indexPos], attachmentCount);
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ArrayUtils.ResizeChecked(ref stagingData[indexNrm], attachmentCount);
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stagingPins[indexPos] = GCHandle.Alloc(stagingData[indexPos], GCHandleType.Pinned);
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stagingPins[indexNrm] = GCHandle.Alloc(stagingData[indexNrm], GCHandleType.Pinned);
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unsafe
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{
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var resolvedPositions = (Vector3*)stagingPins[indexPos].AddrOfPinnedObject().ToPointer();
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var resolvedNormals = (Vector3*)stagingPins[indexNrm].AddrOfPinnedObject().ToPointer();
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switch (subject.attachmentType)
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{
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case SkinAttachment.AttachmentType.Transform:
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{
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stagingJobs[i] = ScheduleResolve(attachmentIndex, attachmentCount, ref targetToWorld, resolvedPositions, resolvedNormals);
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}
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break;
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case SkinAttachment.AttachmentType.Mesh:
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case SkinAttachment.AttachmentType.MeshRoots:
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{
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Matrix4x4 targetToSubject;
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{
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// this used to always read:
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// var targetToSubject = subject.transform.worldToLocalMatrix * targetToWorld;
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//
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// to support attachments that have skinning renderers, we sometimes have to transform
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// the vertices into a space that takes into account the subsequently applied skinning:
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// var targetToSubject = (subject.skinningBone.localToWorldMatrix * subject.meshInstanceBoneBindPose).inverse * targetToWorld;
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//
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// we can reshuffle a bit to get rid of the per-resolve inverse:
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// var targetToSubject = (subject.skinningBoneBindPoseInverse * subject.meshInstanceBone.worldToLocalMatrix) * targetToWorld;
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if (subject.skinningBone != null)
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targetToSubject = (subject.skinningBoneBindPoseInverse * subject.skinningBone.worldToLocalMatrix) * targetToWorld;
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else
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targetToSubject = subject.transform.worldToLocalMatrix * targetToWorld;
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}
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stagingJobs[i] = ScheduleResolve(attachmentIndex, attachmentCount, ref targetToSubject, resolvedPositions, resolvedNormals);
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}
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break;
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}
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}
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}
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JobHandle.ScheduleBatchedJobs();
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while (true)
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{
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var jobsRunning = false;
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for (int i = 0, n = subjects.Count; i != n; i++)
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{
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var subject = subjects[i];
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if (subject.Checksum() != attachData.Checksum())
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continue;
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var stillRunning = (stagingJobs[i].IsCompleted == false);
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if (stillRunning)
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{
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jobsRunning = true;
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continue;
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}
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var indexPos = i * 2 + 0;
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var indexNrm = i * 2 + 1;
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var alreadyApplied = (stagingPins[indexPos].IsAllocated == false);
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if (alreadyApplied)
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continue;
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stagingPins[indexPos].Free();
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stagingPins[indexNrm].Free();
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Profiler.BeginSample("gather-subj");
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switch (subject.attachmentType)
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{
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case SkinAttachment.AttachmentType.Transform:
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{
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subject.transform.position = stagingData[indexPos][0];
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}
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break;
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case SkinAttachment.AttachmentType.Mesh:
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case SkinAttachment.AttachmentType.MeshRoots:
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{
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if (subject.meshInstance.vertexCount != stagingData[indexPos].Length)
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{
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Debug.LogError("mismatching vertex- and attachment count", subject);
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break;
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}
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subject.meshInstance.SilentlySetVertices(stagingData[indexPos]);
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subject.meshInstance.SilentlySetNormals(stagingData[indexNrm]);
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Profiler.BeginSample("conservative-bounds");
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{
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//Debug.Log("targetMeshWorldBoundsCenter = " + targetMeshWorldBoundsCenter.ToString("G4") + " (from meshBakedOrAsset = " + meshBakedOrAsset.ToString() + ")");
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//Debug.Log("targetMeshWorldBoundsExtents = " + targetMeshWorldBoundsExtents.ToString("G4"));
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var worldToSubject = subject.transform.worldToLocalMatrix;
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var subjectBoundsCenter = worldToSubject.MultiplyPoint(targetMeshWorldBoundsCenter);
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var subjectBoundsRadius = worldToSubject.MultiplyVector(targetMeshWorldBoundsExtent).magnitude + subject.meshAssetRadius;
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var subjectBounds = subject.meshInstance.bounds;
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{
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subjectBounds.center = subjectBoundsCenter;
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subjectBounds.extents = subjectBoundsRadius * Vector3.one;
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}
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subject.meshInstance.bounds = subjectBounds;
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}
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Profiler.EndSample();
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}
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break;
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}
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Profiler.EndSample();
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}
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if (jobsRunning == false)
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break;
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}
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for (int i = 0; i != stagingPinsSourceDataCount; i++)
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{
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stagingPins[stagingPinsSourceDataOffset + i].Free();
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}
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attachDataPosePin.Free();
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attachDataItemPin.Free();
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Profiler.EndSample();
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}
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public unsafe JobHandle ScheduleResolve(int attachmentIndex, int attachmentCount, ref Matrix4x4 resolveTransform, Vector3* resolvedPositions, Vector3* resolvedNormals)
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{
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fixed (Vector3* meshPositions = meshBuffers.vertexPositions)
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fixed (Vector3* meshNormals = meshBuffers.vertexNormals)
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fixed (SkinAttachmentItem* attachItem = attachData.item)
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fixed (SkinAttachmentPose* attachPose = attachData.pose)
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{
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var job = new ResolveJob()
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{
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meshPositions = meshPositions,
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meshNormals = meshNormals,
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attachItem = attachItem,
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attachPose = attachPose,
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resolveTransform = resolveTransform,
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resolvedPositions = resolvedPositions,
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resolvedNormals = resolvedNormals,
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attachmentIndex = attachmentIndex,
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attachmentCount = attachmentCount,
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};
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return job.Schedule(attachmentCount, 64);
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}
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}
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[BurstCompile(FloatMode = FloatMode.Fast)]
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unsafe struct ResolveJob : IJobParallelFor
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{
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[NativeDisableUnsafePtrRestriction, NoAlias] public Vector3* meshPositions;
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[NativeDisableUnsafePtrRestriction, NoAlias] public Vector3* meshNormals;
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[NativeDisableUnsafePtrRestriction, NoAlias] public SkinAttachmentItem* attachItem;
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[NativeDisableUnsafePtrRestriction, NoAlias] public SkinAttachmentPose* attachPose;
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[NativeDisableUnsafePtrRestriction, NoAlias] public Vector3* resolvedPositions;
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[NativeDisableUnsafePtrRestriction, NoAlias] public Vector3* resolvedNormals;
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public Matrix4x4 resolveTransform;
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public int attachmentIndex;
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public int attachmentCount;
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//TODO this needs optimization
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public void Execute(int i)
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{
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var targetBlended = new Vector3(0.0f, 0.0f, 0.0f);
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var targetWeights = 0.0f;
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SkinAttachmentItem item = attachItem[attachmentIndex + i];
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var poseIndex0 = item.poseIndex;
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var poseIndexN = item.poseIndex + item.poseCount;
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for (int poseIndex = poseIndex0; poseIndex != poseIndexN; poseIndex++)
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{
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SkinAttachmentPose pose = attachPose[poseIndex];
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var p0 = meshPositions[pose.v0];
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var p1 = meshPositions[pose.v1];
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var p2 = meshPositions[pose.v2];
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var v0v1 = p1 - p0;
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var v0v2 = p2 - p0;
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var triangleNormal = Vector3.Cross(v0v1, v0v2);
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var triangleArea = Vector3.Magnitude(triangleNormal);
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triangleNormal /= triangleArea;
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triangleArea *= 0.5f;
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|
|
|
var targetProjected = pose.targetCoord.Resolve(ref p0, ref p1, ref p2);
|
|
var target = targetProjected + triangleNormal * pose.targetDist;
|
|
|
|
targetBlended += triangleArea * target;
|
|
targetWeights += triangleArea;
|
|
}
|
|
|
|
var targetNormalRot = Quaternion.FromToRotation(item.baseNormal, meshNormals[item.baseVertex]);
|
|
var targetNormal = targetNormalRot * item.targetNormal;
|
|
var targetOffset = targetNormalRot * item.targetOffset;
|
|
|
|
resolvedPositions[i] = resolveTransform.MultiplyPoint3x4(targetBlended / targetWeights + targetOffset);
|
|
resolvedNormals[i] = resolveTransform.MultiplyVector(targetNormal);
|
|
}
|
|
}
|
|
|
|
#if UNITY_EDITOR
|
|
public void OnDrawGizmosSelected()
|
|
{
|
|
var activeGO = UnityEditor.Selection.activeGameObject;
|
|
if (activeGO == null)
|
|
return;
|
|
if (activeGO != this.gameObject && activeGO.GetComponent<SkinAttachment>() == null)
|
|
return;
|
|
|
|
Gizmos.matrix = this.transform.localToWorldMatrix;
|
|
|
|
if (showWireframe)
|
|
{
|
|
Profiler.BeginSample("show-wire");
|
|
{
|
|
var meshVertexCount = meshBuffers.vertexCount;
|
|
var meshPositions = meshBuffers.vertexPositions;
|
|
var meshNormals = meshBuffers.vertexNormals;
|
|
|
|
Gizmos.color = Color.Lerp(Color.clear, Color.green, 0.25f);
|
|
Gizmos.DrawWireMesh(meshBakedOrAsset, 0);
|
|
|
|
Gizmos.color = Color.red;
|
|
for (int i = 0; i != meshVertexCount; i++)
|
|
{
|
|
Gizmos.DrawRay(meshPositions[i], meshNormals[i] * 0.001f);// 1mm
|
|
}
|
|
}
|
|
Profiler.EndSample();
|
|
}
|
|
|
|
if (showUVSeams)
|
|
{
|
|
Profiler.BeginSample("show-seams");
|
|
{
|
|
Gizmos.color = Color.cyan;
|
|
var weldedAdjacency = new MeshAdjacency(meshBuffers, true);
|
|
for (int i = 0; i != weldedAdjacency.vertexCount; i++)
|
|
{
|
|
if (weldedAdjacency.vertexWelded.GetCount(i) > 0)
|
|
{
|
|
bool seam = false;
|
|
foreach (var j in weldedAdjacency.vertexVertices[i])
|
|
{
|
|
if (weldedAdjacency.vertexWelded.GetCount(j) > 0)
|
|
{
|
|
seam = true;
|
|
if (i < j)
|
|
{
|
|
Gizmos.DrawLine(meshBuffers.vertexPositions[i], meshBuffers.vertexPositions[j]);
|
|
}
|
|
}
|
|
}
|
|
if (!seam)
|
|
{
|
|
Gizmos.color = Color.magenta;
|
|
Gizmos.DrawRay(meshBuffers.vertexPositions[i], meshBuffers.vertexNormals[i] * 0.003f);
|
|
Gizmos.color = Color.cyan;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
Profiler.EndSample();
|
|
}
|
|
|
|
if (showResolved)
|
|
{
|
|
Profiler.BeginSample("show-resolve");
|
|
unsafe
|
|
{
|
|
var attachmentIndex = 0;
|
|
var attachmentCount = attachData.itemCount;
|
|
|
|
using (var resolvedPositions = new UnsafeArrayVector3(attachmentCount))
|
|
using (var resolvedNormals = new UnsafeArrayVector3(attachmentCount))
|
|
{
|
|
var resolveTransform = Matrix4x4.identity;
|
|
var resolveJob = ScheduleResolve(attachmentIndex, attachmentCount, ref resolveTransform, resolvedPositions.val, resolvedNormals.val);
|
|
|
|
JobHandle.ScheduleBatchedJobs();
|
|
|
|
resolveJob.Complete();
|
|
|
|
Gizmos.color = Color.yellow;
|
|
Vector3 size = 0.0002f * Vector3.one;
|
|
|
|
for (int i = 0; i != attachmentCount; i++)
|
|
{
|
|
Gizmos.DrawCube(resolvedPositions.val[i], size);
|
|
}
|
|
}
|
|
}
|
|
Profiler.EndSample();
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
}
|