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@@ -0,0 +1,26 @@
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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namespace Pinwheel.Jupiter
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{
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public static class JCubemapRenderer
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{
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public static bool Render(JCubemapRendererArgs args)
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{
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GameObject go = new GameObject("~CubemapRendererCamera");
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go.transform.position = args.CameraPosition;
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Camera cam = go.AddComponent<Camera>();
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cam.clearFlags = args.CameraClearFlag;
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cam.nearClipPlane = args.CameraNearPlane;
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cam.farClipPlane = args.CameraFarPlane;
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cam.backgroundColor = args.CameraBackgroundColor;
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bool result = cam.RenderToCubemap(args.Cubemap, (int)args.Face);
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JUtilities.DestroyGameobject(go);
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return result;
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}
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}
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}
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@@ -0,0 +1,19 @@
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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namespace Pinwheel.Jupiter
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{
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public struct JCubemapRendererArgs
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{
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public Cubemap Cubemap { get; set; }
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public Vector3 CameraPosition { get; set; }
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public float CameraNearPlane { get; set; }
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public float CameraFarPlane { get; set; }
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public CameraClearFlags CameraClearFlag { get; set; }
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public Color CameraBackgroundColor { get; set; }
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public int Resolution { get; set; }
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public CubemapFace Face { get; set; }
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}
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}
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@@ -0,0 +1,18 @@
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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using System;
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namespace Pinwheel.Jupiter
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{
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[AttributeUsage(AttributeTargets.All, AllowMultiple = false)]
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public class JDisplayName : Attribute
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{
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public string DisplayName { get; set; }
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public JDisplayName(string name)
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{
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DisplayName = name;
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}
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}
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}
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@@ -0,0 +1,48 @@
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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namespace Pinwheel.Jupiter
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{
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public static class JInternalMaterials
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{
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private static Material copyTextureMaterial;
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public static Material CopyTextureMaterial
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{
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get
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{
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if (copyTextureMaterial == null)
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{
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copyTextureMaterial = new Material(JJupiterSettings.Instance.InternalShaders.CopyTextureShader);
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}
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return copyTextureMaterial;
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}
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}
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private static Material solidColorMaterial;
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public static Material SolidColorMaterial
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{
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get
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{
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if (solidColorMaterial == null)
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{
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solidColorMaterial = new Material(JJupiterSettings.Instance.InternalShaders.SolidColorShader);
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}
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return solidColorMaterial;
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}
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}
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private static Material unlitTextureMaterial;
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public static Material UnlitTextureMaterial
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{
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get
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{
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if (unlitTextureMaterial == null)
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{
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unlitTextureMaterial = new Material(Shader.Find("Unlit/Texture"));
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}
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return unlitTextureMaterial;
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}
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}
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}
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}
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@@ -0,0 +1,66 @@
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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namespace Pinwheel.Jupiter
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{
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[System.Serializable]
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public struct JInternalShaderSettings
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{
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[SerializeField]
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private Shader skyShader;
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public Shader SkyShader
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{
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get
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{
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return skyShader;
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}
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set
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{
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skyShader = value;
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}
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}
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[SerializeField]
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private Shader skyShadowShader;
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public Shader SkyShadowShader
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{
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get
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{
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return skyShadowShader;
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}
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set
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{
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skyShadowShader = value;
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}
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}
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[SerializeField]
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private Shader copyTextureShader;
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public Shader CopyTextureShader
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{
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get
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{
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return copyTextureShader;
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}
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set
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{
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copyTextureShader = value;
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}
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}
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[SerializeField]
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private Shader solidColorShader;
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public Shader SolidColorShader
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{
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get
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{
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return solidColorShader;
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}
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set
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{
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solidColorShader = value;
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}
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}
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}
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}
|
@@ -0,0 +1,11 @@
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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using System;
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namespace Pinwheel.Jupiter
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{
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public class JProgressCancelledException : Exception
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{
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}
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}
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@@ -0,0 +1,11 @@
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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namespace Pinwheel.Jupiter
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{
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public enum JRenderPipelineType
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{
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Builtin, Lightweight, Universal
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}
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}
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@@ -0,0 +1,757 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System.Linq;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace Pinwheel.Jupiter
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{
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/// <summary>
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/// Utility class for helper function
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/// </summary>
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public static class JUtilities
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{
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public static float DELTA_TIME = 0.0167f;
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private static Mesh quadMesh;
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public static Mesh QuadMesh
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{
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get
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{
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if (quadMesh == null)
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{
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quadMesh = JUtilities.GetPrimitiveMesh(PrimitiveType.Quad);
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}
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return quadMesh;
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}
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}
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public static string ListElementsToString<T>(this IEnumerable<T> list, string separator)
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{
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IEnumerator<T> i = list.GetEnumerator();
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System.Text.StringBuilder s = new System.Text.StringBuilder();
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if (i.MoveNext())
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s.Append(i.Current.ToString());
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while (i.MoveNext())
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s.Append(separator).Append(i.Current.ToString());
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return s.ToString();
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}
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public static T[][] CreateJaggedArray<T>(int dimension1, int dimension2)
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{
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T[][] jaggedArray = new T[dimension1][];
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for (int i = 0; i < dimension1; ++i)
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{
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jaggedArray[i] = new T[dimension2];
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}
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return jaggedArray;
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}
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public static T[] To1dArray<T>(T[][] jaggedArray)
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{
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List<T> result = new List<T>();
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for (int z = 0; z < jaggedArray.Length; ++z)
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{
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for (int x = 0; x < jaggedArray[z].Length; ++x)
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{
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result.Add(jaggedArray[z][x]);
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}
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}
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return result.ToArray();
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}
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public static T[] To1dArray<T>(T[,] grid)
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{
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int height = grid.GetLength(0);
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int width = grid.GetLength(1);
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T[] result = new T[height * width];
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for (int z = 0; z < height; ++z)
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{
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for (int x = 0; x < width; ++x)
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{
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result[To1DIndex(x, z, width)] = grid[z, x];
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}
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}
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return result;
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}
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public static void Fill<T>(T[] array, T value)
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{
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for (int i = 0; i < array.Length; ++i)
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{
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array[i] = value;
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}
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}
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public static void CopyTo<T>(T[] src, T[] des)
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{
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int limit = Mathf.Min(src.Length, des.Length);
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for (int i = 0; i < limit; ++i)
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{
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des[i] = src[i];
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}
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}
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public static int Sum(int[,] array)
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{
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int sum = 0;
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int length = array.GetLength(0);
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int width = array.GetLength(1);
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for (int z = 0; z < length; ++z)
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{
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for (int x = 0; x < width; ++x)
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{
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sum += array[z, x];
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}
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}
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return sum;
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}
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public static int To1DIndex(int x, int z, int width)
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{
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return z * width + x;
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}
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public static bool IsInRange(float number, float minValue, float maxValue)
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{
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return number >= minValue && number <= maxValue;
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}
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public static bool IsInRangeExclusive(float number, float minValue, float maxValue)
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{
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return number > minValue && number < maxValue;
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}
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public static float GetFraction(float value, float floor, float ceil)
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{
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return (value - floor) / (ceil - floor);
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}
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public static void ClearChildren(Transform t)
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{
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int childCount = t.childCount;
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for (int i = childCount - 1; i >= 0; --i)
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{
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#if UNITY_EDITOR
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if (!UnityEditor.EditorApplication.isPlaying)
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{
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GameObject.DestroyImmediate(t.GetChild(i).gameObject);
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}
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else
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{
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GameObject.Destroy(t.GetChild(i).gameObject);
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}
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#else
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GameObject.Destroy(t.GetChild(i).gameObject);
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#endif
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}
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}
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public static Gradient CreateFullWhiteGradient()
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{
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Gradient g = new Gradient();
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GradientColorKey color = new GradientColorKey(Color.white, 1);
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GradientAlphaKey alpha = new GradientAlphaKey(1, 1);
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g.SetKeys(new GradientColorKey[] { color }, new GradientAlphaKey[] { alpha });
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return g;
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}
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public static Gradient CreateFullTransparentGradient()
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{
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Gradient g = new Gradient();
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GradientColorKey color = new GradientColorKey(Color.white, 1);
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GradientAlphaKey alpha = new GradientAlphaKey(0, 1);
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g.SetKeys(new GradientColorKey[] { color }, new GradientAlphaKey[] { alpha });
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return g;
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}
|
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|
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public static void CalculateBarycentricCoord(Vector2 p, Vector2 p1, Vector2 p2, Vector2 p3, ref Vector3 bary)
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{
|
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Vector2 v0 = p2 - p1;
|
||||
Vector2 v1 = p3 - p1;
|
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Vector2 v2 = p - p1;
|
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float d00 = Vector2.Dot(v0, v0);
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float d01 = Vector2.Dot(v0, v1);
|
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float d11 = Vector2.Dot(v1, v1);
|
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float d20 = Vector2.Dot(v2, v0);
|
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float d21 = Vector2.Dot(v2, v1);
|
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float inverseDenom = 1 / (d00 * d11 - d01 * d01);
|
||||
bary.y = (d11 * d20 - d01 * d21) * inverseDenom;
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bary.z = (d00 * d21 - d01 * d20) * inverseDenom;
|
||||
bary.x = 1.0f - bary.y - bary.z;
|
||||
}
|
||||
|
||||
public static void ExpandTrisUvCoord(Texture2D tex, Vector2[] trisUv)
|
||||
{
|
||||
Vector2 texelSize = tex.texelSize;
|
||||
Vector2 center = (trisUv[0] + trisUv[1] + trisUv[2]) / 3;
|
||||
trisUv[0] += (trisUv[0] - center).normalized * texelSize.magnitude;
|
||||
trisUv[0].x = Mathf.Clamp01(trisUv[0].x);
|
||||
trisUv[0].y = Mathf.Clamp01(trisUv[0].y);
|
||||
|
||||
trisUv[1] += (trisUv[1] - center).normalized * texelSize.magnitude;
|
||||
trisUv[1].x = Mathf.Clamp01(trisUv[1].x);
|
||||
trisUv[1].y = Mathf.Clamp01(trisUv[1].y);
|
||||
|
||||
trisUv[2] += (trisUv[2] - center).normalized * texelSize.magnitude;
|
||||
trisUv[2].x = Mathf.Clamp01(trisUv[2].x);
|
||||
trisUv[2].y = Mathf.Clamp01(trisUv[2].y);
|
||||
}
|
||||
|
||||
public static bool ContainIdenticalElements<T>(T[] arr1, T[] arr2)
|
||||
{
|
||||
if (arr1 == null && arr2 == null)
|
||||
return true;
|
||||
if (arr1 == null && arr2 != null)
|
||||
return false;
|
||||
if (arr1 != null && arr2 == null)
|
||||
return false;
|
||||
if (arr1.Length != arr2.Length)
|
||||
return false;
|
||||
|
||||
for (int i = 0; i < arr1.Length; ++i)
|
||||
{
|
||||
if (!arr1[i].Equals(arr2[i]))
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public static float GetNearestMultiple(float number, float multipleOf)
|
||||
{
|
||||
int multiplier = 0;
|
||||
while (multipleOf * multiplier < number)
|
||||
{
|
||||
multiplier += 1;
|
||||
}
|
||||
|
||||
float floor = multipleOf * (multiplier - 1);
|
||||
float ceil = multipleOf * multiplier;
|
||||
float f0 = number - floor;
|
||||
float f1 = ceil - number;
|
||||
|
||||
if (f0 < f1)
|
||||
return floor;
|
||||
else
|
||||
return ceil;
|
||||
}
|
||||
|
||||
public static Transform GetChildrenWithName(Transform parent, string name)
|
||||
{
|
||||
Transform t = parent.Find(name);
|
||||
if (t == null)
|
||||
{
|
||||
GameObject g = new GameObject(name);
|
||||
g.transform.parent = parent;
|
||||
ResetTransform(g.transform, parent);
|
||||
t = g.transform;
|
||||
}
|
||||
return t;
|
||||
}
|
||||
|
||||
public static void ResetTransform(Transform t, Transform parent)
|
||||
{
|
||||
t.parent = parent;
|
||||
t.localPosition = Vector3.zero;
|
||||
t.localRotation = Quaternion.identity;
|
||||
t.localScale = Vector3.one;
|
||||
}
|
||||
|
||||
public static void DestroyGameobject(GameObject g)
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
if (UnityEditor.EditorApplication.isPlaying)
|
||||
GameObject.Destroy(g);
|
||||
else
|
||||
GameObject.DestroyImmediate(g);
|
||||
#else
|
||||
GameObject.Destroy(g);
|
||||
#endif
|
||||
}
|
||||
|
||||
public static void DestroyGameObjectWithUndo(GameObject g)
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
Undo.DestroyObjectImmediate(g);
|
||||
#else
|
||||
DestroyGameobject(g);
|
||||
#endif
|
||||
}
|
||||
|
||||
public static void DestroyObject(Object o)
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
if (UnityEditor.EditorApplication.isPlaying)
|
||||
Object.Destroy(o);
|
||||
else
|
||||
Object.DestroyImmediate(o, true);
|
||||
#else
|
||||
GameObject.Destroy(o);
|
||||
#endif
|
||||
}
|
||||
|
||||
public static string Repeat(char src, int count)
|
||||
{
|
||||
System.Text.StringBuilder sb = new System.Text.StringBuilder();
|
||||
sb.Append(src, count);
|
||||
return sb.ToString();
|
||||
}
|
||||
|
||||
public static void MarkCurrentSceneDirty()
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
if (!UnityEditor.EditorApplication.isPlaying)
|
||||
UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(UnityEditor.SceneManagement.EditorSceneManager.GetActiveScene());
|
||||
#endif
|
||||
}
|
||||
|
||||
public static GameObject[] GetChildrenGameObjects(Transform parent)
|
||||
{
|
||||
GameObject[] children = new GameObject[parent.childCount];
|
||||
for (int i = 0; i < parent.childCount; ++i)
|
||||
{
|
||||
children[i] = parent.GetChild(i).gameObject;
|
||||
}
|
||||
return children;
|
||||
}
|
||||
|
||||
public static Transform[] GetChildrenTransforms(Transform parent)
|
||||
{
|
||||
Transform[] children = new Transform[parent.childCount];
|
||||
for (int i = 0; i < parent.childCount; ++i)
|
||||
{
|
||||
children[i] = parent.GetChild(i);
|
||||
}
|
||||
return children;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// https://en.wikipedia.org/wiki/Rodrigues%27_rotation_formula
|
||||
/// </summary>
|
||||
/// <param name="vector"></param>
|
||||
/// <param name="normal"></param>
|
||||
/// <param name="angleDegree"></param>
|
||||
/// <returns></returns>
|
||||
public static Vector3 RotateVectorAroundNormal(Vector3 vector, Vector3 normal, float angleDegree)
|
||||
{
|
||||
float sin = Mathf.Sin(angleDegree * Mathf.Deg2Rad);
|
||||
float cos = Mathf.Cos(angleDegree * Mathf.Deg2Rad);
|
||||
Vector3 rotatedVector =
|
||||
vector * cos +
|
||||
Vector3.Cross(normal, vector) * sin +
|
||||
normal * Vector3.Dot(normal, vector) * (1 - cos);
|
||||
return rotatedVector;
|
||||
}
|
||||
|
||||
public static Mesh GetPrimitiveMesh(PrimitiveType type)
|
||||
{
|
||||
GameObject g = GameObject.CreatePrimitive(type);
|
||||
Mesh m = g.GetComponent<MeshFilter>().sharedMesh;
|
||||
DestroyGameobject(g);
|
||||
return m;
|
||||
}
|
||||
|
||||
public static void ShuffleList<T>(List<T> list)
|
||||
{
|
||||
int length = list.Count;
|
||||
for (int i = 0; i < length - 1; ++i)
|
||||
{
|
||||
int j = UnityEngine.Random.Range(0, length);
|
||||
T tmp = list[i];
|
||||
list[i] = list[j];
|
||||
list[j] = tmp;
|
||||
}
|
||||
}
|
||||
|
||||
public static int[] GetShuffleIndicesArray(int length)
|
||||
{
|
||||
int[] indices = GetIndicesArray(length);
|
||||
for (int i = 0; i < length - 1; ++i)
|
||||
{
|
||||
int j = UnityEngine.Random.Range(0, length);
|
||||
int tmp = indices[i];
|
||||
indices[i] = indices[j];
|
||||
indices[j] = tmp;
|
||||
}
|
||||
|
||||
return indices;
|
||||
}
|
||||
|
||||
public static int[] GetIndicesArray(int length)
|
||||
{
|
||||
int[] indices = new int[length];
|
||||
for (int i = 0; i < length; ++i)
|
||||
{
|
||||
indices[i] = i;
|
||||
}
|
||||
return indices;
|
||||
}
|
||||
|
||||
public static void ResetArray<T>(ref T[] array, int count, T defaultValue)
|
||||
{
|
||||
if (array != null && array.Length == count)
|
||||
{
|
||||
JUtilities.Fill(array, defaultValue);
|
||||
}
|
||||
else
|
||||
{
|
||||
array = new T[count];
|
||||
}
|
||||
}
|
||||
|
||||
public static bool EnsureArrayLength<T>(ref T[] array, int count)
|
||||
{
|
||||
if (array == null || array.Length != count)
|
||||
{
|
||||
array = new T[count];
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
public static float GetValueBilinear(float[] data, int width, int height, Vector2 uv)
|
||||
{
|
||||
float value = 0;
|
||||
Vector2 pixelCoord = new Vector2(
|
||||
Mathf.Lerp(0, width - 1, uv.x),
|
||||
Mathf.Lerp(0, height - 1, uv.y));
|
||||
//apply a bilinear filter
|
||||
int xFloor = Mathf.FloorToInt(pixelCoord.x);
|
||||
int xCeil = Mathf.CeilToInt(pixelCoord.x);
|
||||
int yFloor = Mathf.FloorToInt(pixelCoord.y);
|
||||
int yCeil = Mathf.CeilToInt(pixelCoord.y);
|
||||
|
||||
float f00 = data[JUtilities.To1DIndex(xFloor, yFloor, width)];
|
||||
float f01 = data[JUtilities.To1DIndex(xFloor, yCeil, width)];
|
||||
float f10 = data[JUtilities.To1DIndex(xCeil, yFloor, width)];
|
||||
float f11 = data[JUtilities.To1DIndex(xCeil, yCeil, width)];
|
||||
|
||||
Vector2 unitCoord = new Vector2(
|
||||
pixelCoord.x - xFloor,
|
||||
pixelCoord.y - yFloor);
|
||||
|
||||
value =
|
||||
f00 * (1 - unitCoord.x) * (1 - unitCoord.y) +
|
||||
f01 * (1 - unitCoord.x) * unitCoord.y +
|
||||
f10 * unitCoord.x * (1 - unitCoord.y) +
|
||||
f11 * unitCoord.x * unitCoord.y;
|
||||
|
||||
return value;
|
||||
}
|
||||
|
||||
public static Color GetColorBilinear(Color[] textureData, int width, int height, Vector2 uv)
|
||||
{
|
||||
Color color = Color.clear;
|
||||
Vector2 pixelCoord = new Vector2(
|
||||
Mathf.Lerp(0, width - 1, uv.x),
|
||||
Mathf.Lerp(0, height - 1, uv.y));
|
||||
//apply a bilinear filter
|
||||
int xFloor = Mathf.FloorToInt(pixelCoord.x);
|
||||
int xCeil = Mathf.CeilToInt(pixelCoord.x);
|
||||
int yFloor = Mathf.FloorToInt(pixelCoord.y);
|
||||
int yCeil = Mathf.CeilToInt(pixelCoord.y);
|
||||
|
||||
Color f00 = textureData[JUtilities.To1DIndex(xFloor, yFloor, width)];
|
||||
Color f01 = textureData[JUtilities.To1DIndex(xFloor, yCeil, width)];
|
||||
Color f10 = textureData[JUtilities.To1DIndex(xCeil, yFloor, width)];
|
||||
Color f11 = textureData[JUtilities.To1DIndex(xCeil, yCeil, width)];
|
||||
|
||||
Vector2 unitCoord = new Vector2(
|
||||
pixelCoord.x - xFloor,
|
||||
pixelCoord.y - yFloor);
|
||||
|
||||
color =
|
||||
f00 * (1 - unitCoord.x) * (1 - unitCoord.y) +
|
||||
f01 * (1 - unitCoord.x) * unitCoord.y +
|
||||
f10 * unitCoord.x * (1 - unitCoord.y) +
|
||||
f11 * unitCoord.x * unitCoord.y;
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
public static GameObject CreatePreviewGameObject(Mesh m, Material mat, Vector3 position)
|
||||
{
|
||||
GameObject g = new GameObject("GO");
|
||||
g.transform.position = position;
|
||||
g.transform.rotation = Quaternion.identity;
|
||||
g.transform.localScale = Vector3.one;
|
||||
|
||||
MeshFilter mf = g.AddComponent<MeshFilter>();
|
||||
mf.sharedMesh = m;
|
||||
|
||||
MeshRenderer mr = g.AddComponent<MeshRenderer>();
|
||||
mr.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
|
||||
mr.receiveShadows = false;
|
||||
mr.sharedMaterial = mat;
|
||||
|
||||
return g;
|
||||
}
|
||||
|
||||
public static Camera CreatePreviewCamera(GameObject target, float distance, float padding)
|
||||
{
|
||||
GameObject g = new GameObject("CAM");
|
||||
g.transform.rotation = Quaternion.identity;
|
||||
g.transform.localScale = Vector3.one;
|
||||
|
||||
Camera cam = g.AddComponent<Camera>();
|
||||
cam.orthographic = true;
|
||||
cam.clearFlags = CameraClearFlags.Nothing;
|
||||
cam.aspect = 1;
|
||||
|
||||
MeshRenderer mr = target.GetComponent<MeshRenderer>();
|
||||
Bounds bounds = mr.bounds;
|
||||
cam.transform.position = bounds.center + new Vector3(-1, 0.5f, -1) * distance;
|
||||
cam.transform.LookAt(bounds.center);
|
||||
cam.orthographicSize = Mathf.Max(bounds.size.x, bounds.size.y, bounds.size.z) / 2 + padding;
|
||||
|
||||
return cam;
|
||||
}
|
||||
|
||||
public static void EnsureDirectoryExists(string dir)
|
||||
{
|
||||
if (!System.IO.Directory.Exists(dir))
|
||||
{
|
||||
System.IO.Directory.CreateDirectory(dir);
|
||||
}
|
||||
}
|
||||
|
||||
public static void SetStaticRecursively(GameObject g, bool isStatic)
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
g.isStatic = isStatic;
|
||||
GameObject[] children = GetChildrenGameObjects(g.transform);
|
||||
for (int i = 0; i < children.Length; ++i)
|
||||
{
|
||||
SetStaticRecursively(children[i], isStatic);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
public static void EnsureLengthSufficient<T>(List<T> list, int preferredLength) where T : Object
|
||||
{
|
||||
if (list == null)
|
||||
list = new List<T>();
|
||||
while (list.Count < preferredLength)
|
||||
{
|
||||
list.Add(null);
|
||||
}
|
||||
}
|
||||
|
||||
public static void EnsureLengthSufficient(List<string> list, int preferredLength)
|
||||
{
|
||||
if (list == null)
|
||||
list = new List<string>();
|
||||
while (list.Count < preferredLength)
|
||||
{
|
||||
list.Add(string.Empty);
|
||||
}
|
||||
}
|
||||
|
||||
public static void EnsureLengthSufficient(List<bool> list, int preferredLength)
|
||||
{
|
||||
if (list == null)
|
||||
list = new List<bool>();
|
||||
while (list.Count < preferredLength)
|
||||
{
|
||||
list.Add(false);
|
||||
}
|
||||
}
|
||||
|
||||
public static string Ellipsis(string s, int length)
|
||||
{
|
||||
if (s.Length < length)
|
||||
return s;
|
||||
string s0 = s.Substring(0, length);
|
||||
return s0 + "...";
|
||||
}
|
||||
|
||||
public static bool IsRectContainPointExclusive(Rect r, Vector2 p)
|
||||
{
|
||||
return
|
||||
p.x > r.min.x &&
|
||||
p.x < r.max.x &&
|
||||
p.y > r.min.y &&
|
||||
p.y < r.max.y;
|
||||
}
|
||||
|
||||
public static Color GetColor(Color baseColor, float alpha)
|
||||
{
|
||||
return new Color(baseColor.r, baseColor.g, baseColor.b, alpha);
|
||||
}
|
||||
|
||||
public static Rect GetRectContainsPoints(params Vector2[] points)
|
||||
{
|
||||
float xMin = float.MaxValue;
|
||||
float xMax = float.MinValue;
|
||||
float yMin = float.MaxValue;
|
||||
float yMax = float.MinValue;
|
||||
for (int i = 0; i < points.Length; ++i)
|
||||
{
|
||||
xMin = points[i].x < xMin ? points[i].x : xMin;
|
||||
xMax = points[i].x > xMax ? points[i].x : xMax;
|
||||
yMin = points[i].y < yMin ? points[i].y : yMin;
|
||||
yMax = points[i].y > yMax ? points[i].y : yMax;
|
||||
}
|
||||
return Rect.MinMaxRect(xMin, yMin, xMax, yMax);
|
||||
}
|
||||
|
||||
public static float InverseLerpUnclamped(float a, float b, float value)
|
||||
{
|
||||
if (a != b)
|
||||
{
|
||||
return (value - a) / (b - a);
|
||||
}
|
||||
return 0f;
|
||||
}
|
||||
|
||||
public static Vector2 PointToNormalizedUnclampled(Rect r, Vector2 point)
|
||||
{
|
||||
return new Vector2(InverseLerpUnclamped(r.x, r.xMax, point.x), InverseLerpUnclamped(r.y, r.yMax, point.y));
|
||||
}
|
||||
|
||||
public static Rect GetUvRect(Vector2 v0, Vector2 v1, Vector2 v2)
|
||||
{
|
||||
return Rect.MinMaxRect(
|
||||
Mathf.Min(v0.x, v1.x, v2.x),
|
||||
Mathf.Min(v0.y, v1.y, v2.y),
|
||||
Mathf.Max(v0.x, v1.x, v2.x),
|
||||
Mathf.Max(v0.y, v1.y, v2.y));
|
||||
}
|
||||
|
||||
public static Gradient Clone(Gradient src)
|
||||
{
|
||||
if (src == null)
|
||||
return null;
|
||||
Gradient des = new Gradient();
|
||||
des.SetKeys(src.colorKeys, src.alphaKeys);
|
||||
return des;
|
||||
}
|
||||
|
||||
public static AnimationCurve Clone(AnimationCurve src)
|
||||
{
|
||||
if (src == null)
|
||||
return null;
|
||||
AnimationCurve des = new AnimationCurve();
|
||||
Keyframe[] keys = src.keys;
|
||||
for (int i = 0; i < keys.Length; ++i)
|
||||
{
|
||||
des.AddKey(keys[i]);
|
||||
}
|
||||
|
||||
des.preWrapMode = src.preWrapMode;
|
||||
des.postWrapMode = src.postWrapMode;
|
||||
return des;
|
||||
}
|
||||
|
||||
public static bool IsPointInsideQuadXZ(Vector3 point, Vector3[] quad)
|
||||
{
|
||||
Vector3 bary = Vector3.zero;
|
||||
CalculateBarycentricCoord(
|
||||
new Vector2(point.x, point.z),
|
||||
new Vector2(quad[0].x, quad[0].z),
|
||||
new Vector2(quad[1].x, quad[1].z),
|
||||
new Vector2(quad[2].x, quad[2].z),
|
||||
ref bary);
|
||||
if (bary.x >= 0 && bary.y >= 0 && bary.z >= 0)
|
||||
return true;
|
||||
|
||||
CalculateBarycentricCoord(
|
||||
new Vector2(point.x, point.z),
|
||||
new Vector2(quad[0].x, quad[0].z),
|
||||
new Vector2(quad[2].x, quad[2].z),
|
||||
new Vector2(quad[3].x, quad[3].z),
|
||||
ref bary);
|
||||
if (bary.x >= 0 && bary.y >= 0 && bary.z >= 0)
|
||||
return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public static void DestroyMeshArray(Mesh[] meshes)
|
||||
{
|
||||
for (int i = 0; i < meshes.Length; ++i)
|
||||
{
|
||||
if (meshes[i] != null)
|
||||
{
|
||||
Object.DestroyImmediate(meshes[i], true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static Vector2 FlipY(Vector2 v)
|
||||
{
|
||||
return new Vector2(v.x, 1 - v.y);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// https://en.wikipedia.org/wiki/Delaunay_triangulation#Algorithms
|
||||
/// </summary>
|
||||
/// <param name="v0"></param>
|
||||
/// <param name="v1"></param>
|
||||
/// <param name="v2"></param>
|
||||
/// <param name="p"></param>
|
||||
/// <returns></returns>
|
||||
public static bool IsPointInCircumcircle(Vector2 v0, Vector2 v1, Vector2 v2, Vector2 p)
|
||||
{
|
||||
Matrix4x4 mat = new Matrix4x4();
|
||||
mat.SetRow(0, new Vector4(v0.x, v0.y, v0.x * v0.x + v0.y * v0.y, 1));
|
||||
mat.SetRow(1, new Vector4(v2.x, v2.y, v2.x * v2.x + v2.y * v2.y, 1)); //a,b,c counterclockwise
|
||||
mat.SetRow(2, new Vector4(v1.x, v1.y, v1.x * v1.x + v1.y * v1.y, 1));
|
||||
mat.SetRow(3, new Vector4(p.x, p.y, p.x * p.x + p.y * p.y, 1));
|
||||
|
||||
return mat.determinant > 0;
|
||||
}
|
||||
|
||||
public static bool IsPointInCircumcircleXZ(Vector3 v0, Vector3 v1, Vector3 v2, Vector3 p)
|
||||
{
|
||||
Matrix4x4 mat = new Matrix4x4();
|
||||
mat.SetRow(0, new Vector4(v0.x, v0.z, v0.x * v0.x + v0.z * v0.z, 1));
|
||||
mat.SetRow(1, new Vector4(v2.x, v2.z, v2.x * v2.x + v2.z * v2.z, 1)); //a,b,c counterclockwise
|
||||
mat.SetRow(2, new Vector4(v1.x, v1.z, v1.x * v1.x + v1.z * v1.z, 1));
|
||||
mat.SetRow(3, new Vector4(p.x, p.z, p.x * p.x + p.z * p.z, 1));
|
||||
|
||||
return mat.determinant > 0;
|
||||
}
|
||||
|
||||
public static bool AreSetEqual(ushort[] setA, ushort[] setB)
|
||||
{
|
||||
HashSet<ushort> a = new HashSet<ushort>(setA);
|
||||
HashSet<ushort> b = new HashSet<ushort>(setB);
|
||||
return a.SetEquals(b);
|
||||
}
|
||||
|
||||
public static void Distinct<T>(this List<T> list)
|
||||
{
|
||||
list.Distinct();
|
||||
}
|
||||
|
||||
public static void AddIfNotContains<T>(this IList<T> list, IEnumerable<T> items)
|
||||
{
|
||||
IEnumerator<T> iter = items.GetEnumerator();
|
||||
while (iter.MoveNext())
|
||||
{
|
||||
T current = iter.Current;
|
||||
if (!list.Contains(current))
|
||||
{
|
||||
list.Add(current);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static void AddIfNotContains<T>(this IList<T> list, T item)
|
||||
{
|
||||
if (!list.Contains(item))
|
||||
{
|
||||
list.Add(item);
|
||||
}
|
||||
}
|
||||
|
||||
public static Vector3 ToX0Y(this Vector2 v)
|
||||
{
|
||||
return new Vector3(v.x, 0, v.y);
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,52 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Pinwheel.Jupiter
|
||||
{
|
||||
/// <summary>
|
||||
/// Utility class contains product info
|
||||
/// </summary>
|
||||
public static class JVersionInfo
|
||||
{
|
||||
public static string Code
|
||||
{
|
||||
get
|
||||
{
|
||||
return "1.2.14";
|
||||
}
|
||||
}
|
||||
|
||||
public static string ProductName
|
||||
{
|
||||
get
|
||||
{
|
||||
return "Jupiter - Procedural Sky";
|
||||
}
|
||||
}
|
||||
|
||||
public static string ProductNameAndVersion
|
||||
{
|
||||
get
|
||||
{
|
||||
return string.Format("{0} v{1}", ProductName, Code);
|
||||
}
|
||||
}
|
||||
|
||||
public static string ProductNameShort
|
||||
{
|
||||
get
|
||||
{
|
||||
return "Jupiter";
|
||||
}
|
||||
}
|
||||
|
||||
public static string ProductNameAndVersionShort
|
||||
{
|
||||
get
|
||||
{
|
||||
return string.Format("{0} v{1}", ProductNameShort, Code);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user