mirror of
https://github.com/nothke/quality-control.git
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89 lines
3.3 KiB
C#
89 lines
3.3 KiB
C#
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using System.Collections.Generic;
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using UnityEngine;
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namespace Nothke.Utils
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{
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public static class ObjectPreviewer
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{
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struct Node
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{
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public Matrix4x4 transform;
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public Mesh mesh;
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public Material[] mats;
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}
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// Static cache
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static List<MeshFilter> meshFiltersBuffer;
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static List<Node> nodes;
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/// <summary>
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/// For performance reasons, the cache never deallocates.
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/// So, call this to clear the cache only in the case the memory becomes a problem, such as with previewing objects with gigantic hierarchies.
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/// (but even if they're gigantic it's quite unlikely it will be a problem)
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/// </summary>
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
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public static void ReloadCache()
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{
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meshFiltersBuffer = new List<MeshFilter>();
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nodes = new List<Node>();
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}
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/// <summary>
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/// Assigns object for rendering. Call this only once on preview object change. Pass null to clear the object.
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/// </summary>
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public static void SetObject(GameObject go)
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{
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nodes.Clear();
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meshFiltersBuffer.Clear();
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if (go == null)
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return;
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Matrix4x4 rootW2L = go.transform.worldToLocalMatrix;
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// We need to scale in case the root has non 1,1,1 scale
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Matrix4x4 rootScaleMatrix = Matrix4x4.Scale(go.transform.localScale);
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go.transform.GetComponentsInChildren(meshFiltersBuffer);
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foreach (var mf in meshFiltersBuffer)
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{
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Mesh mesh = mf.sharedMesh;
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var mr = mf.GetComponent<MeshRenderer>();
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if (mesh == null)
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continue;
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// Un-transform by root
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Matrix4x4 matrix = rootW2L * mf.transform.localToWorldMatrix * rootScaleMatrix;
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Material[] mats = null;
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if (mr != null)
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mats = mr.sharedMaterials;
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nodes.Add(new Node()
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{
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mesh = mesh,
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transform = matrix,
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mats = mats,
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});
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}
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}
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/// <summary>
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/// Renders the preview object set with SetObject(). Call this every frame you want the object to be drawn.
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/// </summary>
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/// <param name="overrideMaterial">The replacement material that the previews will be drawn with. If not assigned, it will use the original material.</param>
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public static void Render(Vector3 position, Quaternion rotation, Vector3 scale, Material overrideMaterial = null, int renderLayer = 0)
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{
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Matrix4x4 previewTransform = Matrix4x4.TRS(position, rotation, scale);
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foreach (var node in nodes)
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{
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for (int subMeshIndex = 0; subMeshIndex < node.mesh.subMeshCount; subMeshIndex++)
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{
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var mat = overrideMaterial != null ? overrideMaterial : node.mats[Mathf.Clamp(subMeshIndex, 0, node.mats.Length)];
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Graphics.DrawMesh(node.mesh, previewTransform * node.transform, mat, renderLayer, null, subMeshIndex);
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}
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}
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}
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}
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}
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