172 lines
6.3 KiB
C#
172 lines
6.3 KiB
C#
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#region License
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/*
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MIT License
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Copyright(c) 2019 Mattias Edlund
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#endregion
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using UnityEngine;
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namespace UnityMeshSimplifier
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{
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/// <summary>
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/// A LOD (level of detail) generator helper.
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/// </summary>
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[AddComponentMenu("Rendering/LOD Generator Helper")]
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public sealed class LODGeneratorHelper : MonoBehaviour
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{
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#region Fields
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[SerializeField, Tooltip("The fade mode used by the created LOD group.")]
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private LODFadeMode fadeMode = LODFadeMode.None;
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[SerializeField, Tooltip("If the cross-fading should be animated by time.")]
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private bool animateCrossFading = false;
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[SerializeField, Tooltip("If the renderers under this game object and any children should be automatically collected.")]
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private bool autoCollectRenderers = true;
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[SerializeField, Tooltip("The simplification options.")]
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private SimplificationOptions simplificationOptions = SimplificationOptions.Default;
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[SerializeField, Tooltip("The path within the project to save the generated assets. Leave this empty to use the default path.")]
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private string saveAssetsPath = string.Empty;
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[SerializeField, Tooltip("The LOD levels.")]
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private LODLevel[] levels = null;
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[SerializeField]
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private bool isGenerated = false;
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#endregion
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#region Properties
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/// <summary>
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/// Gets or sets the fade mode used by the created LOD group.
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/// </summary>
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public LODFadeMode FadeMode
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{
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get { return fadeMode; }
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set { fadeMode = value; }
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}
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/// <summary>
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/// Gets or sets if the cross-fading should be animated by time. The animation duration
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/// is specified globally as crossFadeAnimationDuration.
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/// </summary>
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public bool AnimateCrossFading
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{
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get { return animateCrossFading; }
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set { animateCrossFading = value; }
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}
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/// <summary>
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/// Gets or sets if the renderers under this game object and any children should be automatically collected.
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/// </summary>
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public bool AutoCollectRenderers
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{
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get { return autoCollectRenderers; }
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set { autoCollectRenderers = value; }
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}
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/// <summary>
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/// Gets or sets the simplification options.
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/// </summary>
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public SimplificationOptions SimplificationOptions
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{
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get { return simplificationOptions; }
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set { simplificationOptions = value; }
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}
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/// <summary>
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/// Gets or sets the path within the project to save the generated assets.
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/// Leave this empty to use the default path.
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/// </summary>
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public string SaveAssetsPath
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{
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get { return saveAssetsPath; }
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set { saveAssetsPath = value; }
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}
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/// <summary>
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/// Gets or sets the LOD levels for this generator.
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/// </summary>
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public LODLevel[] Levels
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{
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get { return levels; }
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set { levels = value; }
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}
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/// <summary>
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/// Gets if the LODs have been generated.
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/// </summary>
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public bool IsGenerated
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{
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get { return isGenerated; }
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}
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#endregion
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#region Unity Events
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private void Reset()
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{
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fadeMode = LODFadeMode.None;
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animateCrossFading = false;
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autoCollectRenderers = true;
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simplificationOptions = SimplificationOptions.Default;
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levels = new LODLevel[]
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{
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new LODLevel(0.5f, 1f)
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{
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CombineMeshes = false,
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CombineSubMeshes = false,
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SkinQuality = SkinQuality.Auto,
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ShadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.On,
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ReceiveShadows = true,
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SkinnedMotionVectors = true,
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LightProbeUsage = UnityEngine.Rendering.LightProbeUsage.BlendProbes,
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ReflectionProbeUsage = UnityEngine.Rendering.ReflectionProbeUsage.BlendProbes,
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},
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new LODLevel(0.17f, 0.65f)
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{
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CombineMeshes = true,
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CombineSubMeshes = false,
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SkinQuality = SkinQuality.Auto,
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ShadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.On,
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ReceiveShadows = true,
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SkinnedMotionVectors = true,
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LightProbeUsage = UnityEngine.Rendering.LightProbeUsage.BlendProbes,
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ReflectionProbeUsage = UnityEngine.Rendering.ReflectionProbeUsage.Simple
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},
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new LODLevel(0.02f, 0.4225f)
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{
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CombineMeshes = true,
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CombineSubMeshes = true,
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SkinQuality = SkinQuality.Bone2,
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ShadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off,
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ReceiveShadows = false,
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SkinnedMotionVectors = false,
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LightProbeUsage = UnityEngine.Rendering.LightProbeUsage.Off,
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ReflectionProbeUsage = UnityEngine.Rendering.ReflectionProbeUsage.Off
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}
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};
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}
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#endregion
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}
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}
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