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+using System.Collections; +using System.Collections.Generic; +using System.Runtime.InteropServices; +using System.Text; +using System; +using System.Threading; + +namespace UMol { + + +public class EDTSurfWrapper { + + [DllImport("EDTSurfLib")] + public static extern IntPtr getEDTSurfLibrary(); + + [DllImport("EDTSurfLib")] + public static extern void ComputeSurfaceMesh(IntPtr instance, string name, string lines, out int vertnumber, out int facenumber); + + [DllImport("EDTSurfLib")] + public static extern IntPtr getVertices(IntPtr instance); + + [DllImport("EDTSurfLib")] + public static extern IntPtr getColors(IntPtr instance); + + [DllImport("EDTSurfLib")] + public static extern IntPtr getTriangles(IntPtr instance); + + [DllImport("EDTSurfLib")] + public static extern IntPtr getAtomVert(IntPtr instance); + + [DllImport("EDTSurfLib")] + public static extern void freeMeshData(IntPtr instance); + + [DllImport("EDTSurfLib")] + public static extern void Destroy(IntPtr instance); + + + public static GameObject createEDTSurface(Transform meshPar, string name, UnityMolSelection select, ref int[] meshAtomVert, ref MeshData mData) { + if (select.Count < 10) { + Debug.LogError("Cannot create an EDTSurf surface for a selection containing less than 10 atoms"); + return null; + } + Vector3[] atomPos = new Vector3[select.Count]; + int id = 0; + foreach(UnityMolAtom a in select.atoms){ + atomPos[id++] = a.position; + } + + string pdbLines = PDBReader.Write(select, overridedPos: atomPos); + + if (pdbLines.Length == 0 || countAtomInPDBLines(pdbLines) == 0) { + //Try to write HET as Atoms + pdbLines = PDBReader.Write(select, writeModel: false, writeHET: true, forceHetAsAtom: true); + } + + // Debug.Log("'"+pdbLines+"'"); + + mData = callEDTSurf(name, pdbLines, ref meshAtomVert); + + + if (mData != null) { + + mData.colors = null; + GameObject newMeshGo = new GameObject(name); + newMeshGo.transform.parent = meshPar; + newMeshGo.transform.localPosition = Vector3.zero; + newMeshGo.transform.localRotation = Quaternion.identity; + newMeshGo.transform.localScale = Vector3.one; + + Mesh newMesh = new Mesh(); + newMesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32; + newMesh.vertices = mData.vertices; + newMesh.triangles = mData.triangles; + // newMesh.colors32 = mData.colors; + + newMesh.RecalculateNormals(); + + + MeshFilter mf = newMeshGo.AddComponent(); + mf.mesh = newMesh; + + MeshRenderer mr = newMeshGo.AddComponent(); + + Material mat = new Material(Shader.Find("Custom/SurfaceVertexColor")); + mat.SetFloat("_Glossiness", 0.0f); + mat.SetFloat("_Metallic", 0.0f); + mat.SetFloat("_AOIntensity", 1.03f); + mat.SetFloat("_AOPower", 8.0f); + + mr.material = mat; + + return newMeshGo; + } + return null; + + } + + + + //Calls native plugin EDTSurf to create meshes and return the number of meshes created + public static MeshData callEDTSurf(string pdbName, string pdbLines, ref int[] atomVert) { + + if (pdbLines.Length == 0 || countAtomInPDBLines(pdbLines) == 0) { + Debug.LogWarning("No atoms for surface"); + return null; + } + + int vertNumber; + int faceNumber; + + IntPtr IntArrayPtrVertices; + IntPtr IntArrayPtrColors; + IntPtr IntArrayPtrTriangles; + IntPtr IntArrayPtrAtomVert; + + IntPtr EDTSurfObj = getEDTSurfLibrary(); + + if(EDTSurfObj == IntPtr.Zero){ + Debug.LogError("Something went wrong when initializing EDTSurf library"); + return null; + } + + + ComputeSurfaceMesh(EDTSurfObj, pdbName, pdbLines, out vertNumber, out faceNumber); + + IntArrayPtrVertices = getVertices(EDTSurfObj); + IntArrayPtrColors = getColors(EDTSurfObj); + IntArrayPtrTriangles = getTriangles(EDTSurfObj); + IntArrayPtrAtomVert = getAtomVert(EDTSurfObj); + + float[] vertices = new float[vertNumber * 3]; + int[] colors = new int[vertNumber * 3]; + int[] triangles = new int[faceNumber * 3]; + atomVert = new int[vertNumber]; + + Marshal.Copy(IntArrayPtrVertices, vertices, 0, 3 * vertNumber); + Marshal.Copy(IntArrayPtrColors, colors, 0, 3 * vertNumber); + Marshal.Copy(IntArrayPtrTriangles, triangles, 0, 3 * faceNumber); + Marshal.Copy(IntArrayPtrAtomVert, atomVert, 0, vertNumber); + + + Marshal.FreeCoTaskMem(IntArrayPtrVertices); + Marshal.FreeCoTaskMem(IntArrayPtrColors); + Marshal.FreeCoTaskMem(IntArrayPtrTriangles); + Marshal.FreeCoTaskMem(IntArrayPtrAtomVert); + + // freeMeshData(EDTSurfObj); + // Destroy(EDTSurfObj); + + Vector3[] allVertices = new Vector3[vertNumber]; + Color32[] allColors = new Color32[vertNumber]; + Vector3[] normals = new Vector3[vertNumber]; + for (long i = 0; i < vertNumber; i++) { + Vector3 v = new Vector3(-vertices[i * 3], vertices[i * 3 + 1], vertices[i * 3 + 2]); + allVertices[i] = v; + allColors[i] = new Color32((byte)colors[i * 3], (byte)colors[i * 3 + 1], (byte)colors[i * 3 + 2], (byte)255); + normals[i] = Vector3.zero; + } + for (long i = 0; i < faceNumber; i++) { //Revert the triangles + int save = triangles[i * 3]; + triangles[i * 3] = triangles[i * 3 + 1]; + triangles[i * 3 + 1] = save; + } + + MeshData mData = new MeshData(); + mData.triangles = triangles; + mData.vertices = allVertices; + mData.colors = allColors; + mData.normals = normals; + + return mData; + + } + + public static int countAtomInPDBLines(string lines) { + // int count = source.Length - source.Replace("/", "").Length; + return CountStringOccurrences(lines, "ATOM"); + } + + /// + /// Count occurrences of strings. + /// + public static int CountStringOccurrences(string text, string pattern) + { + // Loop through all instances of the string 'text'. + int count = 0; + int i = 0; + while ((i = text.IndexOf(pattern, i)) != -1) + { + i += pattern.Length; + count++; + } + return count; + } + + public static void launchThreads(List subSelections) { + List threads = new List(); + foreach (UnityMolSelection s in subSelections) { + EDTSurfThread t = new EDTSurfThread(); + t.subSel = s; + t.name = s.name; + t.tempPath = Application.temporaryCachePath; + + t.StartThread(); + threads.Add(t); + + } + + foreach(EDTSurfThread t in threads){ + t.EndThread(); + } + } + +} + +public class EDTSurfThread { + public bool isSetup = false; + public bool _isRunning; + public bool _isDone = true; + public string tempPath; + private Thread _thread; + + public UnityMolSelection subSel; + public string name; + + public MeshData mData; + public int[] meshAtomVert; + + // Create new Thread + public void StartThread() { + _thread = new Thread(CalculateMesh); + _thread.Start(); + } + + void CalculateMesh() { + _isDone = false; + _isRunning = true; + + // string pdbLines = PDBReader.Write(subSel); + + // if (pdbLines.Length == 0 || EDTSurfWrapper.countAtomInPDBLines(pdbLines) == 0) { + // //Try to write HET as Atoms + // pdbLines = PDBReader.Write(subSel, writeModel: false, writeHET: true, forceHetAsAtom: true); + // } + + // mData = EDTSurfWrapper.callEDTSurf(name, pdbLines, ref meshAtomVert); + // mData = MSMSWrapper.callMSMS(subSel, 10.0f, tempPath); + + _isRunning = false; + _isDone = true; + + } + + public void EndThread() { + if (_isRunning) { + + // Force thread to quit + _isRunning = false; + + // wait for thread to finish and clean up + _thread.Join(); + } + + subSel = null; + mData = null; + meshAtomVert = null; + isSetup = false; + } +} + + +} + diff --git a/Assets/3rdParty/EDTSurfLib/EDTSurfWrapper.cs.meta b/Assets/3rdParty/EDTSurfLib/EDTSurfWrapper.cs.meta new file mode 100644 index 00000000..c15ff4fd --- /dev/null +++ b/Assets/3rdParty/EDTSurfLib/EDTSurfWrapper.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 1f8e1b61f22aa25459a1457e857cd9a4 +timeCreated: 1515400873 +licenseType: Free +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master.meta b/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master.meta new file mode 100644 index 00000000..cd3ba232 --- /dev/null +++ b/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 85cf6ab25eef92c4d849ae8ec25e1d7e +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity.meta b/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity.meta new file mode 100644 index 00000000..4b6e950d --- /dev/null +++ b/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 5b3ebcca03a7aa74d8c7cfc3c431f327 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/EdgeDetectPostProcessing.cs b/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/EdgeDetectPostProcessing.cs new file mode 100644 index 00000000..83afde8f --- /dev/null +++ b/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/EdgeDetectPostProcessing.cs @@ -0,0 +1,81 @@ +//-------------------------------------------------------------------------------------------------------------------------------- +// Port of the Legacy Unity "Edge Detect" image effect to Post Processing Stack v2 +// Jean Moreno, 2017-2018 +// Legacy Image Effect: https://docs.unity3d.com/550/Documentation/Manual/script-EdgeDetectEffectNormals.html +// Post Processing Stack v2: https://github.com/Unity-Technologies/PostProcessing/tree/v2 +//-------------------------------------------------------------------------------------------------------------------------------- + +using System; +using UnityEngine; +using UnityEngine.Rendering.PostProcessing; +using EdgeDetectMode = EdgeDetectPostProcessing.EdgeDetectMode; + +//-------------------------------------------------------------------------------------------------------------------------------- + +public class EdgeDetectPostProcessing : PostProcessEffectSettings +{ + public enum EdgeDetectMode + { + TriangleDepthNormals = 0, + RobertsCrossDepthNormals = 1, + SobelDepth = 2, + SobelDepthThin = 3, + TriangleLuminance = 4, + } + + [Serializable] + public sealed class EdgeDetectModeParameter : ParameterOverride + { + public override void Interp(EdgeDetectMode from, EdgeDetectMode to, float t) + { + base.Interp(from, to, t); + } + } + + public EdgeDetectModeParameter mode = new EdgeDetectModeParameter() { value = EdgeDetectMode.SobelDepthThin }; + public FloatParameter sensitivityDepth = new FloatParameter() { value = 1.0f }; + public FloatParameter sensitivityNormals = new FloatParameter() { value = 1.0f }; + public FloatParameter lumThreshold = new FloatParameter() { value = 0.2f }; + public FloatParameter edgeExp = new FloatParameter() { value = 1.0f }; + public FloatParameter sampleDist = new FloatParameter() { value = 1.0f }; + [Range(0f,1f)] + public FloatParameter edgesOnly = new FloatParameter() { value = 0.0f }; + public ColorParameter edgesOnlyBgColor = new ColorParameter() { value = Color.white }; +} + +//-------------------------------------------------------------------------------------------------------------------------------- + +public class EdgeDetectPostProcessingRenderer : PostProcessEffectRenderer where T : EdgeDetectPostProcessing +{ + + public override void Render(PostProcessRenderContext context) + { + if (settings == null) + return; + + var sheet = context.propertySheets.Get(Shader.Find("Hidden/EdgeDetect-PostProcess")); + + Vector2 sensitivity = new Vector2(settings.sensitivityDepth, settings.sensitivityNormals); + sheet.properties.SetVector("_Sensitivity", new Vector4(sensitivity.x, sensitivity.y, 1.0f, sensitivity.y)); + sheet.properties.SetFloat("_BgFade", settings.edgesOnly); + sheet.properties.SetFloat("_SampleDistance", settings.sampleDist); + sheet.properties.SetVector("_BgColor", settings.edgesOnlyBgColor.value); + sheet.properties.SetFloat("_Exponent", settings.edgeExp); + sheet.properties.SetFloat("_Threshold", settings.lumThreshold); + + context.command.BlitFullscreenTriangle(context.source, context.destination, sheet, (int)settings.mode.value); + } + + public override DepthTextureMode GetCameraFlags() + { + if (settings == null) + return DepthTextureMode.None; + + if (settings.mode == EdgeDetectMode.SobelDepth || settings.mode == EdgeDetectMode.SobelDepthThin) + return DepthTextureMode.Depth; + else if (settings.mode == EdgeDetectMode.TriangleDepthNormals || settings.mode == EdgeDetectMode.RobertsCrossDepthNormals) + return DepthTextureMode.DepthNormals; + + return base.GetCameraFlags(); + } +} diff --git a/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/EdgeDetectPostProcessing.cs.meta b/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/EdgeDetectPostProcessing.cs.meta new file mode 100644 index 00000000..33beb62c --- /dev/null +++ b/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/EdgeDetectPostProcessing.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 9d855211644836f4782ecd611ffbc36f +timeCreated: 1506497287 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/EdgeDetect_AfterStack.cs b/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/EdgeDetect_AfterStack.cs new file mode 100644 index 00000000..e2bb1d90 --- /dev/null +++ b/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/EdgeDetect_AfterStack.cs @@ -0,0 +1,18 @@ +//-------------------------------------------------------------------------------------------------------------------------------- +// Port of the Legacy Unity "Edge Detect" image effect to Post Processing Stack v2 +// Jean Moreno, 2017-2018 +// Legacy Image Effect: https://docs.unity3d.com/550/Documentation/Manual/script-EdgeDetectEffectNormals.html +// Post Processing Stack v2: https://github.com/Unity-Technologies/PostProcessing/tree/v2 +//-------------------------------------------------------------------------------------------------------------------------------- + +using UnityEngine.Rendering.PostProcessing; + +//-------------------------------------------------------------------------------------------------------------------------------- + +[System.Serializable] +[PostProcess(typeof(EdgeDetectPostProcessingRenderer_AfterStack), PostProcessEvent.AfterStack, "Unity Legacy/Edge Detection (After Stack)")] +public sealed class EdgeDetect_AfterStack : EdgeDetectPostProcessing { } + +//-------------------------------------------------------------------------------------------------------------------------------- + +public sealed class EdgeDetectPostProcessingRenderer_AfterStack : EdgeDetectPostProcessingRenderer { } diff --git a/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/EdgeDetect_AfterStack.cs.meta b/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/EdgeDetect_AfterStack.cs.meta new file mode 100644 index 00000000..953d0f68 --- /dev/null +++ b/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/EdgeDetect_AfterStack.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 79c756fe45ae37747864bbe1e991ae38 +timeCreated: 1506497287 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/EdgeDetect_BeforeStack.cs b/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/EdgeDetect_BeforeStack.cs new file mode 100644 index 00000000..a80beb7c --- /dev/null +++ b/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/EdgeDetect_BeforeStack.cs @@ -0,0 +1,18 @@ +//-------------------------------------------------------------------------------------------------------------------------------- +// Port of the Legacy Unity "Edge Detect" image effect to Post Processing Stack v2 +// Jean Moreno, 2017-2018 +// Legacy Image Effect: https://docs.unity3d.com/550/Documentation/Manual/script-EdgeDetectEffectNormals.html +// Post Processing Stack v2: https://github.com/Unity-Technologies/PostProcessing/tree/v2 +//-------------------------------------------------------------------------------------------------------------------------------- + +using UnityEngine.Rendering.PostProcessing; + +//-------------------------------------------------------------------------------------------------------------------------------- + +[System.Serializable] +[PostProcess(typeof(EdgeDetectPostProcessingRenderer_BeforeStack), PostProcessEvent.BeforeStack, "Unity Legacy/Edge Detection (Before Stack)")] +public sealed class EdgeDetect_BeforeStack : EdgeDetectPostProcessing { } + +//-------------------------------------------------------------------------------------------------------------------------------- + +public sealed class EdgeDetectPostProcessingRenderer_BeforeStack : EdgeDetectPostProcessingRenderer { } diff --git a/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/EdgeDetect_BeforeStack.cs.meta b/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/EdgeDetect_BeforeStack.cs.meta new file mode 100644 index 00000000..f41856af --- /dev/null +++ b/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/EdgeDetect_BeforeStack.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 2d5989756ea37ac46b1c199fb99ffc33 +timeCreated: 1506497287 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/EdgeDetect_BeforeTransparent.cs b/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/EdgeDetect_BeforeTransparent.cs new file mode 100644 index 00000000..9f37be0f --- /dev/null +++ b/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/EdgeDetect_BeforeTransparent.cs @@ -0,0 +1,18 @@ +//-------------------------------------------------------------------------------------------------------------------------------- +// Port of the Legacy Unity "Edge Detect" image effect to Post Processing Stack v2 +// Jean Moreno, 2017-2018 +// Legacy Image Effect: https://docs.unity3d.com/550/Documentation/Manual/script-EdgeDetectEffectNormals.html +// Post Processing Stack v2: https://github.com/Unity-Technologies/PostProcessing/tree/v2 +//-------------------------------------------------------------------------------------------------------------------------------- + +using UnityEngine.Rendering.PostProcessing; + +//-------------------------------------------------------------------------------------------------------------------------------- + +[System.Serializable] +[PostProcess(typeof(EdgeDetectPostProcessingRenderer_BeforeTransparent), PostProcessEvent.BeforeTransparent, "Unity Legacy/Edge Detection (Before Transparent)")] +public sealed class EdgeDetect_BeforeTransparent : EdgeDetectPostProcessing { } + +//-------------------------------------------------------------------------------------------------------------------------------- + +public sealed class EdgeDetectPostProcessingRenderer_BeforeTransparent : EdgeDetectPostProcessingRenderer { } diff --git a/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/EdgeDetect_BeforeTransparent.cs.meta b/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/EdgeDetect_BeforeTransparent.cs.meta new file mode 100644 index 00000000..192c3865 --- /dev/null +++ b/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/EdgeDetect_BeforeTransparent.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 9e1905ad603bb9a479914accad762e92 +timeCreated: 1506497287 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/Editor.meta b/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/Editor.meta new file mode 100644 index 00000000..8d627d73 --- /dev/null +++ b/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/Editor.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: ac19f53d83ca8234296964e36309e3fc +folderAsset: yes +timeCreated: 1506513993 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/Editor/EdgeDetectPostProcessing_Editor.cs b/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/Editor/EdgeDetectPostProcessing_Editor.cs new file mode 100644 index 00000000..1acd540b --- /dev/null +++ b/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/Editor/EdgeDetectPostProcessing_Editor.cs @@ -0,0 +1,87 @@ +//-------------------------------------------------------------------------------------------------------------------------------- +// Port of the Legacy Unity "Edge Detect" image effect to Post Processing Stack v2 +// Jean Moreno, 2017-2018 +// Legacy Image Effect: https://docs.unity3d.com/550/Documentation/Manual/script-EdgeDetectEffectNormals.html +// Post Processing Stack v2: https://github.com/Unity-Technologies/PostProcessing/tree/v2 +//-------------------------------------------------------------------------------------------------------------------------------- + +using UnityEngine; +using UnityEditor; +using UnityEditor.Rendering.PostProcessing; +using UnityEngine.Rendering.PostProcessing; + +public class EdgeDetectPostProcessing_Editor : PostProcessEffectEditor where T : EdgeDetectPostProcessing +{ + SerializedParameterOverride mode; + SerializedParameterOverride sensitivityDepth; + SerializedParameterOverride sensitivityNormals; + SerializedParameterOverride lumThreshold; + SerializedParameterOverride edgeExp; + SerializedParameterOverride sampleDist; + SerializedParameterOverride edgesOnly; + SerializedParameterOverride edgesOnlyBgColor; + + GUIContent gc_mode = new GUIContent("Mode"); + GUIContent gc_sensitivityDepth = new GUIContent(" Depth Sensitivity"); + GUIContent gc_sensitivityNormals = new GUIContent(" Normals Sensitivity"); + GUIContent gc_lumThreshold = new GUIContent(" Luminance Threshold"); + GUIContent gc_edgeExp = new GUIContent(" Edge Exponent"); + GUIContent gc_sampleDist = new GUIContent(" Sample Distance"); + GUIContent gc_edgesOnly = new GUIContent(" Edges Only"); + GUIContent gc_edgesOnlyBgColor = new GUIContent(" Color"); + + string gc_description = "Detects spatial differences and converts into black outlines\n\nLegacy image effect from previous Unity versions ported to Post Processing v2"; + GUIContent gc_background = new GUIContent("Background Options"); + + public override void OnEnable() + { + mode = FindParameterOverride(x => x.mode); + sensitivityDepth = FindParameterOverride(x => x.sensitivityDepth); + sensitivityNormals = FindParameterOverride(x => x.sensitivityNormals); + lumThreshold = FindParameterOverride(x => x.lumThreshold); + edgeExp = FindParameterOverride(x => x.edgeExp); + sampleDist = FindParameterOverride(x => x.sampleDist); + edgesOnly = FindParameterOverride(x => x.edgesOnly); + edgesOnlyBgColor = FindParameterOverride(x => x.edgesOnlyBgColor); + } + + public override void OnInspectorGUI() + { + EditorGUILayout.HelpBox(gc_description, MessageType.None); + + PropertyField(mode, gc_mode); + + EdgeDetectPostProcessing.EdgeDetectMode edgeDetectMode = (EdgeDetectPostProcessing.EdgeDetectMode)mode.value.enumValueIndex; + + if (RuntimeUtilities.scriptableRenderPipelineActive && + (edgeDetectMode == EdgeDetectPostProcessing.EdgeDetectMode.RobertsCrossDepthNormals + || edgeDetectMode == EdgeDetectPostProcessing.EdgeDetectMode.TriangleDepthNormals)) + { + EditorGUILayout.HelpBox("Edge Detection effects that rely on Camera Depth + Normals texture don't work with scriptable render pipelines.", MessageType.Warning); + return; + } + + PropertyField(sampleDist, gc_sampleDist); + + if (mode.value.enumValueIndex < 2) + { + PropertyField(sensitivityDepth, gc_sensitivityDepth); + PropertyField(sensitivityNormals, gc_sensitivityNormals); + } + else if (mode.value.enumValueIndex < 4) + { + PropertyField(edgeExp, gc_edgeExp); + } + else + { + // lum based mode + PropertyField(lumThreshold, gc_lumThreshold); + } + + EditorGUILayout.Space(); + + GUILayout.Label(gc_background); + PropertyField(edgesOnly, gc_edgesOnly); + PropertyField(edgesOnlyBgColor, gc_edgesOnlyBgColor); + } +} \ No newline at end of file diff --git a/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/Editor/EdgeDetectPostProcessing_Editor.cs.meta b/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/Editor/EdgeDetectPostProcessing_Editor.cs.meta new file mode 100644 index 00000000..39d915e8 --- /dev/null +++ b/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/Editor/EdgeDetectPostProcessing_Editor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 0a990cb83f3b22840995e112ed30b0cd +timeCreated: 1506497287 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/Editor/EdgeDetect_AfterStack_Editor.cs b/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/Editor/EdgeDetect_AfterStack_Editor.cs new file mode 100644 index 00000000..8cd5b766 --- /dev/null +++ b/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/Editor/EdgeDetect_AfterStack_Editor.cs @@ -0,0 +1,11 @@ +//-------------------------------------------------------------------------------------------------------------------------------- +// Port of the Legacy Unity "Edge Detect" image effect to Post Processing Stack v2 +// Jean Moreno, 2017-2018 +// Legacy Image Effect: https://docs.unity3d.com/550/Documentation/Manual/script-EdgeDetectEffectNormals.html +// Post Processing Stack v2: https://github.com/Unity-Technologies/PostProcessing/tree/v2 +//-------------------------------------------------------------------------------------------------------------------------------- + +using UnityEditor.Rendering.PostProcessing; + +[PostProcessEditor(typeof(EdgeDetect_AfterStack))] +public sealed class EdgeDetect_AfterStack_Editor : EdgeDetectPostProcessing_Editor { } diff --git a/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/Editor/EdgeDetect_AfterStack_Editor.cs.meta b/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/Editor/EdgeDetect_AfterStack_Editor.cs.meta new file mode 100644 index 00000000..0250c42a --- /dev/null +++ b/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/Editor/EdgeDetect_AfterStack_Editor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 1e08f6e8b932fcd49b5e6eb11d433eac +timeCreated: 1506497287 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/Editor/EdgeDetect_BeforeStack_Editor.cs b/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/Editor/EdgeDetect_BeforeStack_Editor.cs new file mode 100644 index 00000000..ce0e267d --- /dev/null +++ b/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/Editor/EdgeDetect_BeforeStack_Editor.cs @@ -0,0 +1,11 @@ +//-------------------------------------------------------------------------------------------------------------------------------- +// Port of the Legacy Unity "Edge Detect" image effect to Post Processing Stack v2 +// Jean Moreno, 2017-2018 +// Legacy Image Effect: https://docs.unity3d.com/550/Documentation/Manual/script-EdgeDetectEffectNormals.html +// Post Processing Stack v2: https://github.com/Unity-Technologies/PostProcessing/tree/v2 +//-------------------------------------------------------------------------------------------------------------------------------- + +using UnityEditor.Rendering.PostProcessing; + +[PostProcessEditor(typeof(EdgeDetect_BeforeStack))] +public sealed class EdgeDetect_BeforeStack_Editor : EdgeDetectPostProcessing_Editor { } diff --git a/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/Editor/EdgeDetect_BeforeStack_Editor.cs.meta b/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/Editor/EdgeDetect_BeforeStack_Editor.cs.meta new file mode 100644 index 00000000..b54f495e --- /dev/null +++ b/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/Editor/EdgeDetect_BeforeStack_Editor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3e6076e6bf3aa294084303a709c45e68 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/Editor/EdgeDetect_BeforeTransparent_Editor.cs b/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/Editor/EdgeDetect_BeforeTransparent_Editor.cs new file mode 100644 index 00000000..d889388d --- /dev/null +++ b/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/Editor/EdgeDetect_BeforeTransparent_Editor.cs @@ -0,0 +1,11 @@ +//-------------------------------------------------------------------------------------------------------------------------------- +// Port of the Legacy Unity "Edge Detect" image effect to Post Processing Stack v2 +// Jean Moreno, 2017-2018 +// Legacy Image Effect: https://docs.unity3d.com/550/Documentation/Manual/script-EdgeDetectEffectNormals.html +// Post Processing Stack v2: https://github.com/Unity-Technologies/PostProcessing/tree/v2 +//-------------------------------------------------------------------------------------------------------------------------------- + +using UnityEditor.Rendering.PostProcessing; + +[PostProcessEditor(typeof(EdgeDetect_BeforeTransparent))] +public sealed class EdgeDetect_BeforeTransparent_Editor : EdgeDetectPostProcessing_Editor { } diff --git a/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/Editor/EdgeDetect_BeforeTransparent_Editor.cs.meta b/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/Editor/EdgeDetect_BeforeTransparent_Editor.cs.meta new file mode 100644 index 00000000..a16ce2da --- /dev/null +++ b/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/Editor/EdgeDetect_BeforeTransparent_Editor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 0248e34e0651ec84c8a0a3c492c9997a +timeCreated: 1506497287 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/Resources.meta b/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/Resources.meta new file mode 100644 index 00000000..53a5143d --- /dev/null +++ b/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/Resources.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 20e84f09f19d61f41adde35b69099bb7 +folderAsset: yes +timeCreated: 1513170971 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/Resources/EdgeDetectNormalsPostProcess.shader b/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/Resources/EdgeDetectNormalsPostProcess.shader new file mode 100644 index 00000000..609785e5 --- /dev/null +++ b/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/Resources/EdgeDetectNormalsPostProcess.shader @@ -0,0 +1,347 @@ +//-------------------------------------------------------------------------------------------------------------------------------- +// Port of the Legacy Unity "Edge Detect" image effect to Post Processing Stack v2 +// Jean Moreno, September 2017 +// Legacy Image Effect: https://docs.unity3d.com/550/Documentation/Manual/script-EdgeDetectEffectNormals.html +// Post Processing Stack v2: https://github.com/Unity-Technologies/PostProcessing/tree/v2 +//-------------------------------------------------------------------------------------------------------------------------------- +Shader "Hidden/EdgeDetect-PostProcess" +{ + HLSLINCLUDE + + #include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl" + + //Functions and macros from UnityCG, because we can't include it here (causes duplicates from StdLib) + //Copied from UnityCG.cginc v2017.1.0f3 + + inline float DecodeFloatRG( float2 enc ) + { + float2 kDecodeDot = float2(1.0, 1/255.0); + return dot( enc, kDecodeDot ); + } + + #if !defined(SHADER_TARGET_GLSL) && !defined(SHADER_API_PSSL) && !defined(SHADER_API_GLES3) && !defined(SHADER_API_VULKAN) && !(defined(SHADER_API_METAL) && defined(UNITY_COMPILER_HLSLCC)) + #define sampler2D_float sampler2D + #endif + + #undef SAMPLE_DEPTH_TEXTURE + #if defined(SHADER_API_PSP2) + half4 SAMPLE_DEPTH_TEXTURE(sampler2D s, float4 uv) { return tex2D(s, (float3)uv); } + half4 SAMPLE_DEPTH_TEXTURE(sampler2D s, float3 uv) { return tex2D(s, uv); } + half4 SAMPLE_DEPTH_TEXTURE(sampler2D s, float2 uv) { return tex2D(s, uv); } + #else + #define SAMPLE_DEPTH_TEXTURE(sampler, uv) (tex2D(sampler, uv).r) + #endif + + //-------------------------------------------------------------------------------------------------------------------------------- + + //Source image + TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex); + float4 _MainTex_ST; + float4 _MainTex_TexelSize; + + //Camera depth/normals + sampler2D _CameraDepthNormalsTexture; + half4 _CameraDepthNormalsTexture_ST; + sampler2D_float _CameraDepthTexture; + half4 _CameraDepthTexture_ST; + + //Settings + half4 _Sensitivity; + half4 _BgColor; + half _BgFade; + half _SampleDistance; + float _Exponent; + float _Threshold; + + //-------------------------------------------------------------------------------------------------------------------------------- + + struct Varyings + { + float4 vertex : SV_POSITION; + float2 texcoord[5] : TEXCOORD0; + float2 texcoordStereo : TEXCOORD5; + }; + + struct VaryingsD + { + float4 vertex : SV_POSITION; + float2 texcoord[2] : TEXCOORD0; + float2 texcoordStereo : TEXCOORD2; + }; + + struct VaryingsLum + { + float4 vertex : SV_POSITION; + float2 texcoord[3] : TEXCOORD0; + float2 texcoordStereo : TEXCOORD3; + }; + + //-------------------------------------------------------------------------------------------------------------------------------- + + inline half CheckSame (half2 centerNormal, float centerDepth, half4 theSample) + { + // difference in normals + // do not bother decoding normals - there's no need here + half2 diff = abs(centerNormal - theSample.xy) * _Sensitivity.y; + int isSameNormal = (diff.x + diff.y) * _Sensitivity.y < 0.1; + // difference in depth + float sampleDepth = DecodeFloatRG (theSample.zw); + float zdiff = abs(centerDepth-sampleDepth); + // scale the required threshold by the distance + int isSameDepth = zdiff * _Sensitivity.x < 0.09 * centerDepth; + + // return: + // 1 - if normals and depth are similar enough + // 0 - otherwise + return isSameNormal * isSameDepth ? 1.0 : 0.0; + } + + //-------------------------------------------------------------------------------------------------------------------------------- + + Varyings VertRobert(AttributesDefault v) + { + Varyings o; + + o.vertex = float4(v.vertex.xy, 0.0, 1.0); + float2 texcoord = TransformTriangleVertexToUV(v.vertex.xy); + + #if UNITY_UV_STARTS_AT_TOP + texcoord = texcoord * float2(1.0, -1.0) + float2(0.0, 1.0); + #endif + + o.texcoordStereo = TransformStereoScreenSpaceTex(texcoord, 1.0); + o.texcoord[0] = UnityStereoScreenSpaceUVAdjust(texcoord, _MainTex_ST); + + o.texcoord[1] = UnityStereoScreenSpaceUVAdjust(texcoord + _MainTex_TexelSize.xy * half2(1,1) * _SampleDistance, _MainTex_ST); + o.texcoord[2] = UnityStereoScreenSpaceUVAdjust(texcoord + _MainTex_TexelSize.xy * half2(-1,-1) * _SampleDistance, _MainTex_ST); + o.texcoord[3] = UnityStereoScreenSpaceUVAdjust(texcoord + _MainTex_TexelSize.xy * half2(-1,1) * _SampleDistance, _MainTex_ST); + o.texcoord[4] = UnityStereoScreenSpaceUVAdjust(texcoord + _MainTex_TexelSize.xy * half2(1,-1) * _SampleDistance, _MainTex_ST); + + return o; + } + + float4 FragRobert(Varyings i) : SV_Target + { + half4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord[0]); + + half4 sample1 = tex2D(_CameraDepthNormalsTexture, i.texcoord[1].xy); + half4 sample2 = tex2D(_CameraDepthNormalsTexture, i.texcoord[2].xy); + half4 sample3 = tex2D(_CameraDepthNormalsTexture, i.texcoord[3].xy); + half4 sample4 = tex2D(_CameraDepthNormalsTexture, i.texcoord[4].xy); + + half edge = 1.0; + edge *= CheckSame(sample1.xy, DecodeFloatRG(sample1.zw), sample2); + edge *= CheckSame(sample3.xy, DecodeFloatRG(sample3.zw), sample4); + + return edge * lerp(color, _BgColor, _BgFade); + } + + //-------------------------------------------------------------------------------------------------------------------------------- + + VaryingsLum VertThin(AttributesDefault v) + { + VaryingsLum o; + + o.vertex = float4(v.vertex.xy, 0.0, 1.0); + float2 texcoord = TransformTriangleVertexToUV(v.vertex.xy); + + #if UNITY_UV_STARTS_AT_TOP + texcoord = texcoord * float2(1.0, -1.0) + float2(0.0, 1.0); + #endif + + o.texcoordStereo = TransformStereoScreenSpaceTex(texcoord, 1.0); + o.texcoord[0] = UnityStereoScreenSpaceUVAdjust(texcoord, _MainTex_ST); + + // offsets for two additional samples + o.texcoord[1] = UnityStereoScreenSpaceUVAdjust(texcoord + float2(-_MainTex_TexelSize.x, -_MainTex_TexelSize.y) * _SampleDistance, _MainTex_ST); + o.texcoord[2] = UnityStereoScreenSpaceUVAdjust(texcoord + float2(+_MainTex_TexelSize.x, -_MainTex_TexelSize.y) * _SampleDistance, _MainTex_ST); + + return o; + } + + float4 FragThin(VaryingsLum i) : SV_Target + { + half4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord[0]); + + half4 center = tex2D(_CameraDepthNormalsTexture, i.texcoord[0]); + half4 sample1 = tex2D(_CameraDepthNormalsTexture, i.texcoord[1]); + half4 sample2 = tex2D(_CameraDepthNormalsTexture, i.texcoord[2]); + + // encoded normal + half2 centerNormal = center.xy; + // decoded depth + float centerDepth = DecodeFloatRG(center.zw); + + half edge = 1.0; + edge *= CheckSame(centerNormal, centerDepth, sample1); + edge *= CheckSame(centerNormal, centerDepth, sample2); + + return edge * lerp(color, _BgColor, _BgFade); + } + + //-------------------------------------------------------------------------------------------------------------------------------- + + VaryingsD VertD(AttributesDefault v) + { + VaryingsD o; + + o.vertex = float4(v.vertex.xy, 0.0, 1.0); + float2 texcoord = TransformTriangleVertexToUV(v.vertex.xy); + + #if UNITY_UV_STARTS_AT_TOP + texcoord = texcoord * float2(1.0, -1.0) + float2(0.0, 1.0); + #endif + + o.texcoordStereo = TransformStereoScreenSpaceTex(texcoord, 1.0); + o.texcoord[0] = UnityStereoScreenSpaceUVAdjust(texcoord, _MainTex_ST); + o.texcoord[1] = texcoord; + + return o; + } + + float4 FragD(VaryingsD i) : SV_Target + { + half4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord[0]); + + // inspired by borderlands implementation of popular "sobel filter" + + #if defined(FRAGD_CHEAP) + float centerDepth = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.texcoord[1])); + #else + float centerDepth = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoScreenSpaceUVAdjust(i.texcoord[1], _CameraDepthTexture_ST))); + #endif + + float4 depthsDiag; + float4 depthsAxis; + + float2 uvDist = _SampleDistance * _MainTex_TexelSize.xy; + + depthsDiag.x = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoScreenSpaceUVAdjust(i.texcoord[1]+uvDist, _CameraDepthTexture_ST))); // TR + depthsDiag.y = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoScreenSpaceUVAdjust(i.texcoord[1]+uvDist*float2(-1,1), _CameraDepthTexture_ST))); // TL + depthsDiag.z = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoScreenSpaceUVAdjust(i.texcoord[1]-uvDist*float2(-1,1), _CameraDepthTexture_ST))); // BR + depthsDiag.w = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoScreenSpaceUVAdjust(i.texcoord[1]-uvDist, _CameraDepthTexture_ST))); // BL + + depthsAxis.x = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoScreenSpaceUVAdjust(i.texcoord[1]+uvDist*float2(0,1), _CameraDepthTexture_ST))); // T + depthsAxis.y = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoScreenSpaceUVAdjust(i.texcoord[1]-uvDist*float2(1,0), _CameraDepthTexture_ST))); // L + depthsAxis.z = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoScreenSpaceUVAdjust(i.texcoord[1]+uvDist*float2(1,0), _CameraDepthTexture_ST))); // R + depthsAxis.w = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoScreenSpaceUVAdjust(i.texcoord[1]-uvDist*float2(0,1), _CameraDepthTexture_ST))); // B + + #if !defined(FRAGD_CHEAP) + // make it work nicely with depth based image effects such as depth of field: + depthsDiag = (depthsDiag > centerDepth.xxxx) ? depthsDiag : centerDepth.xxxx; + depthsAxis = (depthsAxis > centerDepth.xxxx) ? depthsAxis : centerDepth.xxxx; + #endif + + depthsDiag -= centerDepth; + depthsAxis /= centerDepth; + + const float4 HorizDiagCoeff = float4(1,1,-1,-1); + const float4 VertDiagCoeff = float4(-1,1,-1,1); + const float4 HorizAxisCoeff = float4(1,0,0,-1); + const float4 VertAxisCoeff = float4(0,1,-1,0); + + float4 SobelH = depthsDiag * HorizDiagCoeff + depthsAxis * HorizAxisCoeff; + float4 SobelV = depthsDiag * VertDiagCoeff + depthsAxis * VertAxisCoeff; + + float SobelX = dot(SobelH, float4(1,1,1,1)); + float SobelY = dot(SobelV, float4(1,1,1,1)); + float Sobel = sqrt(SobelX * SobelX + SobelY * SobelY); + + Sobel = 1.0-pow(saturate(Sobel), _Exponent); + return Sobel * lerp(color, _BgColor, _BgFade); + } + + //-------------------------------------------------------------------------------------------------------------------------------- + + VaryingsLum VertLum(AttributesDefault v) + { + VaryingsLum o; + + o.vertex = float4(v.vertex.xy, 0.0, 1.0); + float2 texcoord = TransformTriangleVertexToUV(v.vertex.xy); + + #if UNITY_UV_STARTS_AT_TOP + texcoord = texcoord * float2(1.0, -1.0) + float2(0.0, 1.0); + #endif + + o.texcoordStereo = TransformStereoScreenSpaceTex(texcoord, 1.0); + + o.texcoord[0] = UnityStereoScreenSpaceUVAdjust(texcoord, _MainTex_ST); + o.texcoord[1] = UnityStereoScreenSpaceUVAdjust(texcoord + float2(-_MainTex_TexelSize.x, -_MainTex_TexelSize.y) * _SampleDistance, _MainTex_ST); + o.texcoord[2] = UnityStereoScreenSpaceUVAdjust(texcoord + float2(+_MainTex_TexelSize.x, -_MainTex_TexelSize.y) * _SampleDistance, _MainTex_ST); + + return o; + } + + float4 FragLum(VaryingsLum i) : SV_Target + { + half4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord[0]); + + // a very simple cross gradient filter + half3 p1 = color.rgb; + half3 p2 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord[1]).rgb; + half3 p3 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord[2]).rgb; + + half3 diff = p1 * 2 - p2 - p3; + half len = dot(diff, diff); + len = step(len, _Threshold); + //if(len >= _Threshold) + // color.rgb = 0; + + return len * lerp(color, _BgColor, _BgFade); + } + + ENDHLSL + + //-------------------------------------------------------------------------------------------------------------------------------- + + Subshader + { + Cull Off + ZWrite Off + ZTest Always + + Pass + { + HLSLPROGRAM + #pragma vertex VertThin + #pragma fragment FragThin + ENDHLSL + } + + Pass + { + HLSLPROGRAM + #pragma vertex VertRobert + #pragma fragment FragRobert + ENDHLSL + } + + Pass + { + HLSLPROGRAM + #pragma multi_compile FRAGD_CHEAP + #pragma vertex VertD + #pragma fragment FragD + ENDHLSL + } + + Pass + { + HLSLPROGRAM + #pragma vertex VertD + #pragma fragment FragD + ENDHLSL + } + + Pass + { + HLSLPROGRAM + #pragma vertex VertLum + #pragma fragment FragLum + ENDHLSL + } + } + + Fallback off +} \ No newline at end of file diff --git a/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/Resources/EdgeDetectNormalsPostProcess.shader.meta b/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/Resources/EdgeDetectNormalsPostProcess.shader.meta new file mode 100644 index 00000000..d39d0f55 --- /dev/null +++ b/Assets/3rdParty/EdgeDetect-PostProcessingUnity-master/EdgeDetect-PostProcessingUnity/Resources/EdgeDetectNormalsPostProcess.shader.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: 3e5635ce4055e6c4b93d391e2ca4a7ec +ShaderImporter: + userData: diff --git a/Assets/3rdParty/FFmpegOut.meta b/Assets/3rdParty/FFmpegOut.meta new file mode 100644 index 00000000..5f024144 --- /dev/null +++ b/Assets/3rdParty/FFmpegOut.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 7c24e573d4fe3dd4ca6326d2606de48a +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/FFmpegOut/CameraCapture.cs b/Assets/3rdParty/FFmpegOut/CameraCapture.cs new file mode 100644 index 00000000..fa359c9e --- /dev/null +++ b/Assets/3rdParty/FFmpegOut/CameraCapture.cs @@ -0,0 +1,198 @@ +using UnityEngine; + +namespace FFmpegOut +{ + [RequireComponent(typeof(Camera))] + [AddComponentMenu("FFmpegOut/Camera Capture")] + public class CameraCapture : MonoBehaviour + { + #region Editable properties + + [SerializeField] bool _setResolution = true; + [SerializeField] int _width = 1280; + [SerializeField] int _height = 720; + [SerializeField] int _frameRate = 30; + [SerializeField] bool _allowSlowDown = true; + [SerializeField] FFmpegPipe.Preset _preset; + [SerializeField] float _startTime = 0; + [SerializeField] float _recordLength = 5; + + #endregion + + #region Private members + + [SerializeField, HideInInspector] Shader _shader; + Material _material; + + FFmpegPipe _pipe; + float _elapsed; + + RenderTexture _tempTarget; + GameObject _tempBlitter; + + static int _activePipeCount; + + #endregion + + #region MonoBehavior functions + + void OnValidate() + { + _startTime = Mathf.Max(_startTime, 0); + _recordLength = Mathf.Max(_recordLength, 0.01f); + } + + void OnEnable() + { + if (!FFmpegConfig.CheckAvailable) + { + Debug.LogError( + "ffmpeg.exe is missing. " + + "Please refer to the installation instruction. " + + "https://github.com/keijiro/FFmpegOut" + ); + enabled = false; + } + } + + void OnDisable() + { + if (_pipe != null) ClosePipe(); + } + + void OnDestroy() + { + if (_pipe != null) ClosePipe(); + } + + void Start() + { + _material = new Material(_shader); + } + + void Update() + { + _elapsed += Time.deltaTime; + + if (_startTime <= _elapsed && _elapsed < _startTime + _recordLength) + { + if (_pipe == null) OpenPipe(); + } + else + { + if (_pipe != null) ClosePipe(); + } + } + + void OnRenderImage(RenderTexture source, RenderTexture destination) + { + if (_pipe != null) + { + var tempRT = RenderTexture.GetTemporary(source.width, source.height); + Graphics.Blit(source, tempRT, _material, 0); + + var tempTex = new Texture2D(source.width, source.height, TextureFormat.RGBA32, false); + tempTex.ReadPixels(new Rect(0, 0, source.width, source.height), 0, 0, false); + tempTex.Apply(); + + _pipe.Write(tempTex.GetRawTextureData()); + + Destroy(tempTex); + RenderTexture.ReleaseTemporary(tempRT); + } + + Graphics.Blit(source, destination); + } + + #endregion + + #region Private methods + + void OpenPipe() + { + if (_pipe != null) return; + + var camera = GetComponent(); + var width = _width; + var height = _height; + + // Apply the screen resolution settings. + if (_setResolution) + { + _tempTarget = RenderTexture.GetTemporary(width, height, 24); + camera.targetTexture = _tempTarget; + _tempBlitter = Blitter.CreateGameObject(camera); + } + else + { + width = camera.pixelWidth; + height = camera.pixelHeight; + } + + // Open an output stream. + _pipe = new FFmpegPipe(name, width, height, _frameRate, _preset); + _activePipeCount++; + + // Change the application frame rate on the first pipe. + if (_activePipeCount == 1) + { + if (_allowSlowDown) + Time.captureFramerate = _frameRate; + else + Application.targetFrameRate = _frameRate; + } + + Debug.Log("Capture started (" + _pipe.Filename + ")"); + } + + void ClosePipe() + { + var camera = GetComponent(); + + // Destroy the blitter object. + if (_tempBlitter != null) + { + Destroy(_tempBlitter); + _tempBlitter = null; + } + + // Release the temporary render target. + if (_tempTarget != null && _tempTarget == camera.targetTexture) + { + camera.targetTexture = null; + RenderTexture.ReleaseTemporary(_tempTarget); + _tempTarget = null; + } + + // Close the output stream. + if (_pipe != null) + { + Debug.Log("Capture ended (" + _pipe.Filename + ")"); + + _pipe.Close(); + _activePipeCount--; + + if (!string.IsNullOrEmpty(_pipe.Error)) + { + Debug.LogWarning( + "ffmpeg returned with a warning or an error message. " + + "See the following lines for details:\n" + _pipe.Error + ); + } + + _pipe = null; + + // Reset the application frame rate on the last pipe. + if (_activePipeCount == 0) + { + if (_allowSlowDown) + Time.captureFramerate = 0; + else + Application.targetFrameRate = -1; + } + } + } + + #endregion + } +} diff --git a/Assets/3rdParty/FFmpegOut/CameraCapture.cs.meta b/Assets/3rdParty/FFmpegOut/CameraCapture.cs.meta new file mode 100644 index 00000000..87433ca7 --- /dev/null +++ b/Assets/3rdParty/FFmpegOut/CameraCapture.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: a66fbd5ffe9b9d64da304996f1919f40 +timeCreated: 1488901810 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: + - _shader: {fileID: 4800000, guid: a4bd3b00ad1ed53458ec6ff07694985e, type: 3} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/FFmpegOut/Editor.meta b/Assets/3rdParty/FFmpegOut/Editor.meta new file mode 100644 index 00000000..5983dfc1 --- /dev/null +++ b/Assets/3rdParty/FFmpegOut/Editor.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: ca9c13867ad2c7142a339af129c0f7d7 +folderAsset: yes +timeCreated: 1491148560 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/FFmpegOut/Editor/CameraCaptureEditor.cs b/Assets/3rdParty/FFmpegOut/Editor/CameraCaptureEditor.cs new file mode 100644 index 00000000..27995e09 --- /dev/null +++ b/Assets/3rdParty/FFmpegOut/Editor/CameraCaptureEditor.cs @@ -0,0 +1,66 @@ +using UnityEngine; +using UnityEditor; + +namespace FFmpegOut +{ + [CanEditMultipleObjects] + [CustomEditor(typeof(CameraCapture))] + public class CameraCaptureEditor : Editor + { + SerializedProperty _setResolution; + SerializedProperty _width; + SerializedProperty _height; + SerializedProperty _frameRate; + SerializedProperty _allowSlowDown; + SerializedProperty _preset; + SerializedProperty _startTime; + SerializedProperty _recordLength; + + static GUIContent [] _presetLabels = { + new GUIContent("H.264 Default (MP4)"), + new GUIContent("H.264 Lossless 420 (MP4)"), + new GUIContent("H.264 Lossless 444 (MP4)"), + new GUIContent("ProRes 422 (QuickTime)"), + new GUIContent("ProRes 4444 (QuickTime)"), + new GUIContent("VP8 (WebM)") + }; + + static int [] _presetOptions = { 0, 1, 2, 3, 4, 5 }; + + void OnEnable() + { + _setResolution = serializedObject.FindProperty("_setResolution"); + _width = serializedObject.FindProperty("_width"); + _height = serializedObject.FindProperty("_height"); + _frameRate = serializedObject.FindProperty("_frameRate"); + _allowSlowDown = serializedObject.FindProperty("_allowSlowDown"); + _preset = serializedObject.FindProperty("_preset"); + _startTime = serializedObject.FindProperty("_startTime"); + _recordLength = serializedObject.FindProperty("_recordLength"); + } + + public override void OnInspectorGUI() + { + // Show the editor controls. + serializedObject.Update(); + + EditorGUILayout.PropertyField(_setResolution); + + if (_setResolution.hasMultipleDifferentValues || _setResolution.boolValue) + { + EditorGUI.indentLevel++; + EditorGUILayout.PropertyField(_width); + EditorGUILayout.PropertyField(_height); + EditorGUI.indentLevel--; + } + + EditorGUILayout.PropertyField(_frameRate); + EditorGUILayout.PropertyField(_allowSlowDown); + EditorGUILayout.IntPopup(_preset, _presetLabels, _presetOptions); + EditorGUILayout.PropertyField(_startTime); + EditorGUILayout.PropertyField(_recordLength); + + serializedObject.ApplyModifiedProperties(); + } + } +} diff --git a/Assets/3rdParty/FFmpegOut/Editor/CameraCaptureEditor.cs.meta b/Assets/3rdParty/FFmpegOut/Editor/CameraCaptureEditor.cs.meta new file mode 100644 index 00000000..8dc5b52e --- /dev/null +++ b/Assets/3rdParty/FFmpegOut/Editor/CameraCaptureEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 5e125d1c67e59c444a1e722899c8a950 +timeCreated: 1491148560 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/FFmpegOut/FFmpegConfig.cs b/Assets/3rdParty/FFmpegOut/FFmpegConfig.cs new file mode 100644 index 00000000..4b6b6b63 --- /dev/null +++ b/Assets/3rdParty/FFmpegOut/FFmpegConfig.cs @@ -0,0 +1,29 @@ +using UnityEngine; + +namespace FFmpegOut +{ + static class FFmpegConfig + { + public static string BinaryPath + { + get { + var basePath = Application.streamingAssetsPath + "/FFmpegOut"; + + if (Application.platform == RuntimePlatform.OSXPlayer || + Application.platform == RuntimePlatform.OSXEditor) + return basePath + "/OSX/ffmpeg"; + + if (Application.platform == RuntimePlatform.LinuxPlayer || + Application.platform == RuntimePlatform.LinuxEditor) + return basePath + "/Linux/ffmpeg"; + + return basePath + "/Windows/ffmpeg.exe"; + } + } + + public static bool CheckAvailable + { + get { return System.IO.File.Exists(BinaryPath); } + } + } +} diff --git a/Assets/3rdParty/FFmpegOut/FFmpegConfig.cs.meta b/Assets/3rdParty/FFmpegOut/FFmpegConfig.cs.meta new file mode 100644 index 00000000..a12a99d2 --- /dev/null +++ b/Assets/3rdParty/FFmpegOut/FFmpegConfig.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 663b63359cba0b647bb991893fc0c1ea +timeCreated: 1491122743 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/FFmpegOut/FFmpegPipe.cs b/Assets/3rdParty/FFmpegOut/FFmpegPipe.cs new file mode 100644 index 00000000..be7876f1 --- /dev/null +++ b/Assets/3rdParty/FFmpegOut/FFmpegPipe.cs @@ -0,0 +1,123 @@ +using System.Diagnostics; +using System.IO; +using System; + +namespace FFmpegOut +{ + // A stream pipe class that invokes ffmpeg and connect to it. + class FFmpegPipe + { + #region Public properties + + public enum Preset { + H264Default, + H264Lossless420, + H264Lossless444, + ProRes422, + ProRes4444, + VP8Default + } + + public string Filename { get; private set; } + public string Error { get; private set; } + + #endregion + + #region Public methods + + public FFmpegPipe(string name, int width, int height, int framerate, Preset preset) + { + + // name += DateTime.Now.ToString(" yyyy MMdd HHmmss"); + if(Path.GetExtension(name) != GetSuffix(preset) ){ + Filename = name.Replace(" ", "_") + GetSuffix(preset); + } + else{ + Filename = name.Replace(" ", "_"); + } + + + var opt = "-y -f rawvideo -vcodec rawvideo -pixel_format rgba"; + opt += " -colorspace bt709"; + opt += " -video_size " + width + "x" + height; + opt += " -framerate " + framerate + " -probesize 20M"; + opt += " -loglevel warning -i - " + GetOptions(preset); + opt += " " + Filename; + + var info = new ProcessStartInfo(FFmpegConfig.BinaryPath, opt); + info.UseShellExecute = false; + info.CreateNoWindow = true; + info.RedirectStandardInput = true; + info.RedirectStandardOutput = true; + info.RedirectStandardError = true; + + _subprocess = Process.Start(info); + _stdin = new BinaryWriter(_subprocess.StandardInput.BaseStream); + } + + public void Write(byte[] data) + { + if (_subprocess == null) return; + + _stdin.Write(data); + _stdin.Flush(); + } + + public void Close() + { + if (_subprocess == null) return; + + _subprocess.StandardInput.Close(); + _subprocess.WaitForExit(); + + var outputReader = _subprocess.StandardError; + Error = outputReader.ReadToEnd(); + + _subprocess.Close(); + _subprocess.Dispose(); + + outputReader.Close(); + outputReader.Dispose(); + + _subprocess = null; + _stdin = null; + } + + #endregion + + #region Private members + + Process _subprocess; + BinaryWriter _stdin; + + static string [] _suffixes = { + ".mp4", + ".mp4", + ".mp4", + ".mov", + ".mov", + ".webm" + }; + + static string [] _options = { + "-pix_fmt yuv420p", + "-pix_fmt yuv420p -preset ultrafast -crf 0", + "-pix_fmt yuv444p -preset ultrafast -crf 0", + "-c:v prores_ks -pix_fmt yuv422p10le", + "-c:v prores_ks -pix_fmt yuva444p10le", + "-c:v libvpx -pix_fmt yuv420p" + }; + + static string GetSuffix(Preset preset) + { + return _suffixes[(int)preset]; + } + + static string GetOptions(Preset preset) + { + return _options[(int)preset]; + } + + #endregion + } +} diff --git a/Assets/3rdParty/FFmpegOut/FFmpegPipe.cs.meta b/Assets/3rdParty/FFmpegOut/FFmpegPipe.cs.meta new file mode 100644 index 00000000..9ed15506 --- /dev/null +++ b/Assets/3rdParty/FFmpegOut/FFmpegPipe.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: fffc00cbe6345c64a8d3898031c46d8a +timeCreated: 1491121325 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/FFmpegOut/Internal.meta b/Assets/3rdParty/FFmpegOut/Internal.meta new file mode 100644 index 00000000..e29d5fa6 --- /dev/null +++ b/Assets/3rdParty/FFmpegOut/Internal.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 88f8cafe5d48d4a4f89f22b10bbc64a4 +folderAsset: yes +timeCreated: 1491313768 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/FFmpegOut/Internal/Blitter.cs b/Assets/3rdParty/FFmpegOut/Internal/Blitter.cs new file mode 100644 index 00000000..ac1a20f5 --- /dev/null +++ b/Assets/3rdParty/FFmpegOut/Internal/Blitter.cs @@ -0,0 +1,44 @@ +using UnityEngine; + +namespace FFmpegOut +{ + // Simply blit a given texture to the screen. + [RequireComponent(typeof(Camera))] + internal class Blitter : MonoBehaviour + { + #region Static functions + + // A utility function for creating a blitter object. + public static GameObject CreateGameObject(Camera originalCamera) + { + var go = new GameObject("Blitter", _blitterComponents); + go.hideFlags = HideFlags.HideInHierarchy; + + var camera = go.GetComponent(); + camera.cullingMask = 0; + camera.targetDisplay = originalCamera.targetDisplay; + + var blitter = go.GetComponent(); + blitter._sourceTexture = originalCamera.targetTexture; + + return go; + } + + #endregion + + #region Private members + + static System.Type[] _blitterComponents = { + typeof(Camera), typeof(Blitter) + }; + + RenderTexture _sourceTexture; + + void OnRenderImage(RenderTexture source, RenderTexture destination) + { + Graphics.Blit(_sourceTexture, destination); + } + + #endregion + } +} diff --git a/Assets/3rdParty/FFmpegOut/Internal/Blitter.cs.meta b/Assets/3rdParty/FFmpegOut/Internal/Blitter.cs.meta new file mode 100644 index 00000000..23e50bed --- /dev/null +++ b/Assets/3rdParty/FFmpegOut/Internal/Blitter.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 6dc134cd7da61a9438d65f309789d0d3 +timeCreated: 1491312926 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/FFmpegOut/Internal/Shader.meta b/Assets/3rdParty/FFmpegOut/Internal/Shader.meta new file mode 100644 index 00000000..ad545efb --- /dev/null +++ b/Assets/3rdParty/FFmpegOut/Internal/Shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 3b9d23a6d19446d498b3ae54bae7b8fa +folderAsset: yes +timeCreated: 1488902130 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/FFmpegOut/Internal/Shader/CameraCapture.shader b/Assets/3rdParty/FFmpegOut/Internal/Shader/CameraCapture.shader new file mode 100644 index 00000000..3fff9856 --- /dev/null +++ b/Assets/3rdParty/FFmpegOut/Internal/Shader/CameraCapture.shader @@ -0,0 +1,34 @@ +Shader "Hidden/FFmpegOut/CameraCapture" +{ + Properties + { + _MainTex("", 2D) = "white" {} + } + + CGINCLUDE + + #include "UnityCG.cginc" + + sampler2D _MainTex; + + fixed4 frag_flip(v2f_img i) : SV_Target + { + float2 uv = i.uv; + uv.y = 1 - uv.y; + return tex2D(_MainTex, uv); + } + + ENDCG + + SubShader + { + Cull Off ZWrite Off ZTest Always + Pass + { + CGPROGRAM + #pragma vertex vert_img + #pragma fragment frag_flip + ENDCG + } + } +} diff --git a/Assets/3rdParty/FFmpegOut/Internal/Shader/CameraCapture.shader.meta b/Assets/3rdParty/FFmpegOut/Internal/Shader/CameraCapture.shader.meta new file mode 100644 index 00000000..27561141 --- /dev/null +++ b/Assets/3rdParty/FFmpegOut/Internal/Shader/CameraCapture.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: a4bd3b00ad1ed53458ec6ff07694985e +timeCreated: 1488901510 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/FFmpegOut/LICENSE.md b/Assets/3rdParty/FFmpegOut/LICENSE.md new file mode 100644 index 00000000..19c77b87 --- /dev/null +++ b/Assets/3rdParty/FFmpegOut/LICENSE.md @@ -0,0 +1,21 @@ +MIT License + +Copyright (c) 2017 Keijiro Takahashi + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. diff --git a/Assets/3rdParty/FFmpegOut/LICENSE.md.meta b/Assets/3rdParty/FFmpegOut/LICENSE.md.meta new file mode 100644 index 00000000..d17d848a --- /dev/null +++ b/Assets/3rdParty/FFmpegOut/LICENSE.md.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 84670bdefb8d17b40990e26149796ef8 +timeCreated: 1523552915 +licenseType: Free +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/FFmpegOut/README.md b/Assets/3rdParty/FFmpegOut/README.md new file mode 100644 index 00000000..3d84833f --- /dev/null +++ b/Assets/3rdParty/FFmpegOut/README.md @@ -0,0 +1,129 @@ +FFmpegOut +========= + +![gif](http://i.imgur.com/bkQlFxX.gif) + +**FFmpegOut** is a Unity plugin that records and exports rendered frames in +Unity to a video file by using [FFmpeg] as a video encoder. + +The main scope of FFmpegOut is to reduce rendering time when using Unity for +pre-rendering. It greatly reduces the amount of file I/O compared to exporting +raw image sequences, so that it can be an effective solution when the bandwidth +is the most significant bottleneck. On the other hand, FFmpegOut is not +optimized for real-time capturing. It's not strongly recommended to use it in +an interactive application. + +[FFmpeg]: https://ffmpeg.org/ + +System Requirements +------------------- + +- Unity 5.6.0 or later + +FFmpegOut only supports desktop platforms (Windows/macOS/Linux). + +How to Use +---------- + +Download the latest package from the [Releases] page and import it to the +project. Then, add the **CameraCapture** component (Add Component -> FFmpegOut +-> Camera Capture) to a camera that is used to render frames to be exported. + +The CameraCapture component has a few settings. + +![inspector](https://i.imgur.com/JdBquo4.png) + +- The size of frames can be changed with the **Set Resolution** properties. + This is handy for exporting videos in a specific format. +- The frame rate of an exported video is determined from the **Frame Rate** + value rather than the actual application frame rate. The **Allow Slow Down** + switch is useful to keep the frame rate of the exported video stable. It + fixes the delta time between frames and stops the application from syncing + with real time (wall-clock time). In most cases it makes the application runs + slower than real time speed. + +[Releases]: https://github.com/keijiro/FFmpegOut/releases + +Encoding Presets +---------------- + +#### H.264 Default (MP4) + +Highly optimized encoder with a moderate quality and a mid-level bit rate. +**Recemmended for general use.** + +#### H.264 Lossless 420 (MP4) + +Not actually lossless but the quality is high enough for most use cases. +**Recommended for pre-rendering use.** + +#### H.264 Lossless 444 (MP4) + +The highest quality preset. Most software can't decode videos encoded with this +preset (e.g. Premiere crashes when importing them). + +#### ProRes 422 (QuickTime) + +ProRes is an intra-frame codec that is gradually phased out but still widely +used in video editing. The ProRes codec used in FFmpeg is not aggressively +optimized so that it tends to be slower than other codecs. + +#### ProRes 4444 (QuickTime) + +**Only this preset supports alpha channel.** Use this when you needs alpha +channel for composition in editing software (Premiere, After Effects, etc.). + +#### VP8 (WebM) + +Very low bit rate encoding, optimized for web browser use. + +Troubleshooting: Win32Exception +------------------------------- + +Sometimes on macOS and Linux, FFmpegOut throws Win32Exception and fails to +start recording. This is caused because ffmpeg binary doesn't have the +executable permission. To solve the problem, the executable permission should +be given to ffmpeg (e.g. `chmod a+x ffmpeg`). + +TIPS +---- + +- Some codecs don't support arbitrary resolutions and cause errors when + capturing the game view in free aspect mode. It's recommended to use the Set + Resolution properties in such a case. + +Using This Repository +--------------------- + +The binary executables of FFmpeg are not included in this repository because +they're too large to be included. They have to be added manually after cloning +the repository. + +Any recent versions of FFmpeg would work, but it's recommended to use +[KeatsPeeks]' static-linked executables because they're used for testing. + +- Windows: + https://github.com/KeatsPeeks/ffmpeg-static/blob/master/bin/win32/x64/ffmpeg.exe + +- macOS: + https://github.com/KeatsPeeks/ffmpeg-static/blob/master/bin/darwin/x64/ffmpeg + +- Linux: + https://github.com/KeatsPeeks/ffmpeg-static/tree/master/bin/linux/x64/ffmpeg + +Download these files and copy them into +`Assets/StreamingAssets/FFmpegOut/(platform name)/`. + +[KeatsPeeks]: https://github.com/KeatsPeeks/ffmpeg-static + +License +------- + +[MIT](LICENSE.md) + +Note that FFmpeg itself is not placed under this license. For instance, the +FFmpeg binaries included in the release packages are depending on some GPL +libraries. This should be taken into account when distributing them within a +product. See the [FFmpeg License] page for futher details. + +[FFmpeg License]: https://www.ffmpeg.org/legal.html diff --git a/Assets/3rdParty/FFmpegOut/README.md.meta b/Assets/3rdParty/FFmpegOut/README.md.meta new file mode 100644 index 00000000..2c3bc98a --- /dev/null +++ b/Assets/3rdParty/FFmpegOut/README.md.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 230f37f6ad964ad469b787c62f428c44 +timeCreated: 1523552915 +licenseType: Free +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/KNN.meta b/Assets/3rdParty/KNN.meta new file mode 100644 index 00000000..4ec07787 --- /dev/null +++ b/Assets/3rdParty/KNN.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 647a35a69a4bfea4e8a8da411385c2e6 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/KNN/KDBounds.cs b/Assets/3rdParty/KNN/KDBounds.cs new file mode 100644 index 00000000..bcfb87a9 --- /dev/null +++ b/Assets/3rdParty/KNN/KDBounds.cs @@ -0,0 +1,38 @@ +//MIT License +// +//Copyright(c) 2018 Vili Volčini / viliwonka +// +//Permission is hereby granted, free of charge, to any person obtaining a copy +//of this software and associated documentation files (the "Software"), to deal +//in the Software without restriction, including without limitation the rights +//to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +//copies of the Software, and to permit persons to whom the Software is +//furnished to do so, subject to the following conditions: +// +//The above copyright notice and this permission notice shall be included in all +//copies or substantial portions of the Software. +// +//THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +//IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +//FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +//AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +//LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +//OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +//SOFTWARE. +// +// Modifed 2019 Arthur Brussee + +using Unity.Mathematics; + +namespace KNN.Internal { + public struct KdNodeBounds { + public float3 Min; + public float3 Max; + + public float3 Size => Max - Min; + + public float3 ClosestPoint(float3 point) { + return math.clamp(point, Min, Max); + } + } +} \ No newline at end of file diff --git a/Assets/3rdParty/KNN/KDBounds.cs.meta b/Assets/3rdParty/KNN/KDBounds.cs.meta new file mode 100644 index 00000000..64479f3f --- /dev/null +++ b/Assets/3rdParty/KNN/KDBounds.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 1b92db3ff3e67ee43a15eda23aea87a3 +timeCreated: 1521907406 +licenseType: Free +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/KNN/KDNode.cs b/Assets/3rdParty/KNN/KDNode.cs new file mode 100644 index 00000000..af4e6abb --- /dev/null +++ b/Assets/3rdParty/KNN/KDNode.cs @@ -0,0 +1,41 @@ +//MIT License +// +//Copyright(c) 2018 Vili Volčini / viliwonka +// +//Permission is hereby granted, free of charge, to any person obtaining a copy +//of this software and associated documentation files (the "Software"), to deal +//in the Software without restriction, including without limitation the rights +//to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +//copies of the Software, and to permit persons to whom the Software is +//furnished to do so, subject to the following conditions: +// +//The above copyright notice and this permission notice shall be included in all +//copies or substantial portions of the Software. +// +//THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +//IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +//FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +//AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +//LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +//OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +//SOFTWARE. +// +// Modifed 2019 Arthur Brussee + +namespace KNN.Internal { + public struct KdNode { + public KdNodeBounds Bounds; + + public int Start; + public int End; + + public int PartitionAxis; + public float PartitionCoordinate; + + public int NegativeChildIndex; + public int PositiveChildIndex; + + public int Count => End - Start; + public bool Leaf => PartitionAxis == -1; + } +} \ No newline at end of file diff --git a/Assets/3rdParty/KNN/KDNode.cs.meta b/Assets/3rdParty/KNN/KDNode.cs.meta new file mode 100644 index 00000000..bba3b712 --- /dev/null +++ b/Assets/3rdParty/KNN/KDNode.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: c4440ff733ae6bc488c26393873a5950 +timeCreated: 1520605573 +licenseType: Free +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/KNN/KDQueryNode.cs b/Assets/3rdParty/KNN/KDQueryNode.cs new file mode 100644 index 00000000..6ff18a00 --- /dev/null +++ b/Assets/3rdParty/KNN/KDQueryNode.cs @@ -0,0 +1,33 @@ +//MIT License +// +//Copyright(c) 2018 Vili Volčini / viliwonka +// +//Permission is hereby granted, free of charge, to any person obtaining a copy +//of this software and associated documentation files (the "Software"), to deal +//in the Software without restriction, including without limitation the rights +//to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +//copies of the Software, and to permit persons to whom the Software is +//furnished to do so, subject to the following conditions: +// +//The above copyright notice and this permission notice shall be included in all +//copies or substantial portions of the Software. +// +//THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +//IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +//FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +//AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +//LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +//OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +//SOFTWARE. +// +// Modifed 2019 Arthur Brussee + +using Unity.Mathematics; + +namespace KNN.Internal { + public struct KdQueryNode { + public int NodeIndex; + public float3 TempClosestPoint; + public float Distance; + } +} \ No newline at end of file diff --git a/Assets/3rdParty/KNN/KDQueryNode.cs.meta b/Assets/3rdParty/KNN/KDQueryNode.cs.meta new file mode 100644 index 00000000..f6e94502 --- /dev/null +++ b/Assets/3rdParty/KNN/KDQueryNode.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: cbe8b45a46d50254494605e93da9d3ed +timeCreated: 1521907406 +licenseType: Free +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/KNN/KSmallest.cs b/Assets/3rdParty/KNN/KSmallest.cs new file mode 100644 index 00000000..4176346f --- /dev/null +++ b/Assets/3rdParty/KNN/KSmallest.cs @@ -0,0 +1,172 @@ +//MIT License +// +//Copyright(c) 2018 Vili Volčini / viliwonka +// +//Permission is hereby granted, free of charge, to any person obtaining a copy +//of this software and associated documentation files (the "Software"), to deal +//in the Software without restriction, including without limitation the rights +//to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +//copies of the Software, and to permit persons to whom the Software is +//furnished to do so, subject to the following conditions: +// +//The above copyright notice and this permission notice shall be included in all +//copies or substantial portions of the Software. +// +//THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +//IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +//FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +//AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +//LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +//OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +//SOFTWARE. +// +// Modifed 2019 Arthur Brussee + +using System; +using Unity.Collections; +using Unity.Collections.LowLevel.Unsafe; + +namespace KNN.Internal { + // array start at index 1 + public unsafe struct KSmallestHeap : IDisposable { + [NativeDisableContainerSafetyRestriction] + int* objs; //objects + + [NativeDisableContainerSafetyRestriction] + float* heap; + + public int Count; + int maxSize; + + public float HeadValue => heap[1]; + + Allocator m_allocator; + + public KSmallestHeap(int maxEntries, Allocator allocator) { + maxSize = maxEntries; + m_allocator = allocator; + + heap = UnsafeUtilityEx.AllocArray(maxEntries + 1, allocator); + objs = UnsafeUtilityEx.AllocArray(maxEntries + 1, allocator); + m_allocator = allocator; + + Count = 0; + } + + public void Clear() { + Count = 0; + } + + int Parent(int index) { + return index >> 1; + } + + int Left(int index) { + return index << 1; + } + + int Right(int index) { + return (index << 1) | 1; + } + + // bubble down, MaxHeap version + void BubbleDownMax(int index) { + int l = Left(index); + int r = Right(index); + + // bubbling down, 2 kids + while (r <= Count) { + // if heap property is violated between index and Left child + if (heap[index] < heap[l]) { + if (heap[l] < heap[r]) { + Swap(index, r); // left has bigger priority + index = r; + } else { + Swap(index, l); // right has bigger priority + index = l; + } + } else { + // if heap property is violated between index and R + if (heap[index] < heap[r]) { + Swap(index, r); + index = r; + } else { + index = l; + l = Left(index); + break; + } + } + + l = Left(index); + r = Right(index); + } + + // only left & last children available to test and swap + if (l <= Count && heap[index] < heap[l]) { + Swap(index, l); + } + } + + // bubble up, MaxHeap version + void BubbleUpMax(int index) { + int p = Parent(index); + + //swap, until Heap property isn't violated anymore + while (p > 0 && heap[p] < heap[index]) { + Swap(p, index); + + index = p; + p = Parent(index); + } + } + + // bubble down, MinHeap version + void Swap(int a, int b) { + float tempHeap = heap[a]; + int tempObjs = objs[a]; + + heap[a] = heap[b]; + objs[a] = objs[b]; + + heap[b] = tempHeap; + objs[b] = tempObjs; + } + + public void PushObj(int obj, float h) { + // if heap full + if (Count == maxSize) { + // if Heads priority is smaller than input priority, then ignore that item + if (HeadValue < h) { + } else { + heap[1] = h; // remove top element + objs[1] = obj; + BubbleDownMax(1); // bubble it down + } + } else { + Count++; + heap[Count] = h; + objs[Count] = obj; + BubbleUpMax(Count); + } + } + + public int PopObj() { + int result = objs[1]; + heap[1] = heap[Count]; + objs[1] = objs[Count]; + Count--; + BubbleDownMax(1); + return result; + } + + public int PopObj(out float heapValue) { + heapValue = heap[1]; + return PopObj(); + } + + public void Dispose() { + UnsafeUtility.Free(heap, m_allocator); + UnsafeUtility.Free(objs, m_allocator); + } + } +} \ No newline at end of file diff --git a/Assets/3rdParty/KNN/KSmallest.cs.meta b/Assets/3rdParty/KNN/KSmallest.cs.meta new file mode 100644 index 00000000..3a2ba312 --- /dev/null +++ b/Assets/3rdParty/KNN/KSmallest.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 616a0666a4955ed4bbe7fcac27b32ae7 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/KNN/KnnContainer.cs b/Assets/3rdParty/KNN/KnnContainer.cs new file mode 100644 index 00000000..48f84ebf --- /dev/null +++ b/Assets/3rdParty/KNN/KnnContainer.cs @@ -0,0 +1,618 @@ +//MIT License +// +//Copyright(c) 2018 Vili Volčini / viliwonka +// +//Permission is hereby granted, free of charge, to any person obtaining a copy +//of this software and associated documentation files (the "Software"), to deal +//in the Software without restriction, including without limitation the rights +//to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +//copies of the Software, and to permit persons to whom the Software is +//furnished to do so, subject to the following conditions: +// +//The above copyright notice and this permission notice shall be included in all +//copies or substantial portions of the Software. +// +//THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +//IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +//FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +//AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +//LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +//OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +//SOFTWARE. +// +// Modifed 2019 Arthur Brussee + +using System; +using KNN.Internal; +using KNN.Jobs; +using Unity.Collections; +using Unity.Collections.LowLevel.Unsafe; +using Unity.Jobs; +using Unity.Mathematics; + +namespace KNN.Internal { + public static unsafe class UnsafeUtilityEx { + public static T* AllocArray(int length, Allocator allocator) where T : unmanaged { + return (T*)UnsafeUtility.Malloc(length * UnsafeUtility.SizeOf(), UnsafeUtility.AlignOf(), allocator); + } + } +} + +namespace KNN { + [NativeContainerSupportsDeallocateOnJobCompletion, NativeContainer, System.Diagnostics.DebuggerDisplay("Length = {Points.Length}")] + public struct KnnContainer : IDisposable { + // We manage safety by our own sentinel. Disable unity's safety system for internal caches / arrays + [NativeDisableContainerSafetyRestriction] + public NativeArray Points; + + [NativeDisableContainerSafetyRestriction] + NativeArray m_permutation; + + [NativeDisableContainerSafetyRestriction] + NativeList m_nodes; + + [NativeDisableContainerSafetyRestriction] + NativeArray m_rootNodeIndex; + + [NativeDisableContainerSafetyRestriction] + NativeQueue m_buildQueue; + + KdNode RootNode => m_nodes[m_rootNodeIndex[0]]; + +#if ENABLE_UNITY_COLLECTIONS_CHECKS + // Note: MUST be named m_Safey, m_DisposeSentinel exactly + // ReSharper disable once InconsistentNaming + internal AtomicSafetyHandle m_Safety; + [NativeSetClassTypeToNullOnSchedule] + // ReSharper disable once InconsistentNaming + internal DisposeSentinel m_DisposeSentinel; +#endif + + const int c_maxPointsPerLeafNode = 64; + + public struct KnnQueryTemp : IDisposable { + public MinMaxHeap MaxHeap; + public MinMaxHeap MinHeap; + + public static KnnQueryTemp Create(int kCapacity) { + KnnQueryTemp temp; + temp.MaxHeap = new MinMaxHeap(kCapacity, Allocator.Temp); + + // Min heap keeps track of current stack. + // The max stack depth is the tree depth + // The tree depth is log_c(nodes) + // Let's assume people have a tree at most 32 deep (which equals 2^32 * c_maxPointsPerLeafNode ~ 2^39 nodes) + // There are left/right nodes -> 64 max on stack at any given time + temp.MinHeap = new MinMaxHeap(64, Allocator.Temp); + return temp; + } + + public void PushQueryNode(int index, float3 closestPoint, float3 queryPosition) { + float lengthsq = math.lengthsq(closestPoint - queryPosition); + + MinHeap.PushObjMin(new QueryNode { + NodeIndex = index, + TempClosestPoint = closestPoint, + Distance = lengthsq + }, lengthsq); + } + + public void Dispose() { + MaxHeap.Dispose(); + MinHeap.Dispose(); + } + } + + public KnnContainer(NativeArray points, bool buildNow, Allocator allocator) { + int nodeCountEstimate = 4 * (int) math.ceil(points.Length / (float) c_maxPointsPerLeafNode + 1) + 1; + Points = points; + + // Both arrays are filled in as we go, so start with uninitialized mem + m_nodes = new NativeList(nodeCountEstimate, allocator); + + // Dumb way to create an int* essentially.. + m_permutation = new NativeArray(points.Length, allocator, NativeArrayOptions.UninitializedMemory); + m_rootNodeIndex = new NativeArray(new[] {-1}, allocator); + m_buildQueue = new NativeQueue(allocator); + +#if ENABLE_UNITY_COLLECTIONS_CHECKS + if (allocator <= Allocator.None) { + throw new ArgumentException("Allocator must be Temp, TempJob or Persistent", nameof(allocator)); + } + + if (points.Length <= 0) { + throw new ArgumentOutOfRangeException(nameof(points), "Input points length must be >= 0"); + } + + DisposeSentinel.Create(out m_Safety, out m_DisposeSentinel, 0, allocator); +#endif + + if (buildNow) { + var rebuild = new KnnRebuildJob(this); + rebuild.Schedule().Complete(); + } + } + + public void Rebuild() { +#if ENABLE_UNITY_COLLECTIONS_CHECKS + AtomicSafetyHandle.CheckWriteAndThrow(m_Safety); +#endif + + m_nodes.Clear(); + + for (int i = 0; i < m_permutation.Length; ++i) { + m_permutation[i] = i; + } + + int rootNode = GetKdNode(MakeBounds(), 0, Points.Length); + + m_rootNodeIndex[0] = rootNode; + m_buildQueue.Enqueue(rootNode); + + while (m_buildQueue.Count > 0) { + int index = m_buildQueue.Dequeue(); + SplitNode(index, out int posNodeIndex, out int negNodeIndex); + + if (m_nodes[negNodeIndex].Count > c_maxPointsPerLeafNode) { + m_buildQueue.Enqueue(posNodeIndex); + } + + if (m_nodes[posNodeIndex].Count > c_maxPointsPerLeafNode) { + m_buildQueue.Enqueue(negNodeIndex); + } + } + } + + public void Dispose() { +#if ENABLE_UNITY_COLLECTIONS_CHECKS + DisposeSentinel.Dispose(ref m_Safety, ref m_DisposeSentinel); +#endif + + m_permutation.Dispose(); + m_nodes.Dispose(); + m_rootNodeIndex.Dispose(); + m_buildQueue.Dispose(); + } + + int GetKdNode(KdNodeBounds bounds, int start, int end) { + m_nodes.Add(new KdNode { + Bounds = bounds, + Start = start, + End = end, + PartitionAxis = -1, + PartitionCoordinate = 0.0f, + PositiveChildIndex = -1, + NegativeChildIndex = -1 + }); + + return m_nodes.Length - 1; + } + + /// + /// For calculating root node bounds + /// + /// Boundary of all Vector3 points + KdNodeBounds MakeBounds() { + var max = new float3(float.MinValue, float.MinValue, float.MinValue); + var min = new float3(float.MaxValue, float.MaxValue, float.MaxValue); + int even = Points.Length & ~1; // calculate even Length + + // min, max calculations + // 3n/2 calculations instead of 2n + for (int i0 = 0; i0 < even; i0 += 2) { + int i1 = i0 + 1; + + // X Coords + if (Points[i0].x > Points[i1].x) { + // i0 is bigger, i1 is smaller + if (Points[i1].x < min.x) { + min.x = Points[i1].x; + } + + if (Points[i0].x > max.x) { + max.x = Points[i0].x; + } + } else { + // i1 is smaller, i0 is bigger + if (Points[i0].x < min.x) { + min.x = Points[i0].x; + } + + if (Points[i1].x > max.x) { + max.x = Points[i1].x; + } + } + + // Y Coords + if (Points[i0].y > Points[i1].y) { + // i0 is bigger, i1 is smaller + if (Points[i1].y < min.y) { + min.y = Points[i1].y; + } + + if (Points[i0].y > max.y) { + max.y = Points[i0].y; + } + } else { + // i1 is smaller, i0 is bigger + if (Points[i0].y < min.y) { + min.y = Points[i0].y; + } + + if (Points[i1].y > max.y) { + max.y = Points[i1].y; + } + } + + // Z Coords + if (Points[i0].z > Points[i1].z) { + // i0 is bigger, i1 is smaller + if (Points[i1].z < min.z) { + min.z = Points[i1].z; + } + + if (Points[i0].z > max.z) { + max.z = Points[i0].z; + } + } else { + // i1 is smaller, i0 is bigger + if (Points[i0].z < min.z) { + min.z = Points[i0].z; + } + + if (Points[i1].z > max.z) { + max.z = Points[i1].z; + } + } + } + + // if array was odd, calculate also min/max for the last element + if (even != Points.Length) { + // X + if (min.x > Points[even].x) { + min.x = Points[even].x; + } + + if (max.x < Points[even].x) { + max.x = Points[even].x; + } + + // Y + if (min.y > Points[even].y) { + min.y = Points[even].y; + } + + if (max.y < Points[even].y) { + max.y = Points[even].y; + } + + // Z + if (min.z > Points[even].z) { + min.z = Points[even].z; + } + + if (max.z < Points[even].z) { + max.z = Points[even].z; + } + } + + var b = new KdNodeBounds(); + b.Min = min; + b.Max = max; + return b; + } + + // TODO: When multiple points overlap exactly this function breaks. + /// + /// Recursive splitting procedure + /// + void SplitNode(int parentIndex, out int posNodeIndex, out int negNodeIndex) { + KdNode parent = m_nodes[parentIndex]; + + // center of bounding box + KdNodeBounds parentBounds = parent.Bounds; + float3 parentBoundsSize = parentBounds.Size; + + // Find axis where bounds are largest + int splitAxis = 0; + float axisSize = parentBoundsSize.x; + + if (axisSize < parentBoundsSize.y) { + splitAxis = 1; + axisSize = parentBoundsSize.y; + } + + if (axisSize < parentBoundsSize.z) { + splitAxis = 2; + } + + // Our axis min-max bounds + float boundsStart = parentBounds.Min[splitAxis]; + float boundsEnd = parentBounds.Max[splitAxis]; + + // Calculate the spiting coords + float splitPivot = CalculatePivot(parent.Start, parent.End, boundsStart, boundsEnd, splitAxis); + + // 'Spiting' array to two sub arrays + int splittingIndex = Partition(parent.Start, parent.End, splitPivot, splitAxis); + + // Negative / Left node + float3 negMax = parentBounds.Max; + negMax[splitAxis] = splitPivot; + + var bounds = parentBounds; + bounds.Max = negMax; + negNodeIndex = GetKdNode(bounds, parent.Start, splittingIndex); + + parent.PartitionAxis = splitAxis; + parent.PartitionCoordinate = splitPivot; + + // Positive / Right node + float3 posMin = parentBounds.Min; + posMin[splitAxis] = splitPivot; + + bounds = parentBounds; + bounds.Min = posMin; + posNodeIndex = GetKdNode(bounds, splittingIndex, parent.End); + + parent.NegativeChildIndex = negNodeIndex; + parent.PositiveChildIndex = posNodeIndex; + + // Write back node to array to update those values + m_nodes[parentIndex] = parent; + } + + /// + /// Sliding midpoint splitting pivot calculation + /// 1. First splits node to two equal parts (midPoint) + /// 2. Checks if elements are in both sides of splitted bounds + /// 3a. If they are, just return midPoint + /// 3b. If they are not, then points are only on left or right bound. + /// 4. Move the splitting pivot so that it shrinks part with points completely (calculate min or max dependent) and return. + /// + float CalculatePivot(int start, int end, float boundsStart, float boundsEnd, int axis) { + //! sliding midpoint rule + float midPoint = (boundsStart + boundsEnd) / 2.0f; + + bool negative = false; + bool positive = false; + + float negMax = float.MinValue; + float posMin = float.MaxValue; + + // this for loop section is used both for sorted and unsorted data + for (int i = start; i < end; i++) { + float val = Points[m_permutation[i]][axis]; + + if (val < midPoint) { + negative = true; + } else { + positive = true; + } + + if (negative && positive) { + return midPoint; + } + } + + if (negative) { + for (int i = start; i < end; i++) { + float val = Points[m_permutation[i]][axis]; + + if (negMax < val) { + negMax = val; + } + } + + return negMax; + } + + for (int i = start; i < end; i++) { + float val = Points[m_permutation[i]][axis]; + + if (posMin > val) { + posMin = val; + } + } + + return posMin; + } + + /// + /// Similar to Hoare partitioning algorithm (used in Quick Sort) + /// Modification: pivot is not left-most element but is instead argument of function + /// Calculates splitting index and partially sorts elements (swaps them until they are on correct side - depending on pivot) + /// Complexity: O(n) + /// + /// Start index + /// End index + /// Pivot that decides boundary between left and right + /// Axis of this pivoting + /// + /// Returns splitting index that subdivides array into 2 smaller arrays + /// left = [start, pivot), + /// right = [pivot, end) + /// + int Partition(int start, int end, float partitionPivot, int axis) { + // note: increasing right pointer is actually decreasing! + int lp = start - 1; // left pointer (negative side) + int rp = end; // right pointer (positive side) + + while (true) { + do { + // move from left to the right until "out of bounds" value is found + lp++; + } while (lp < rp && Points[m_permutation[lp]][axis] < partitionPivot); + + do { + // move from right to the left until "out of bounds" value found + rp--; + } while (lp < rp && Points[m_permutation[rp]][axis] >= partitionPivot); + + if (lp < rp) { + // swap + int temp = m_permutation[lp]; + m_permutation[lp] = m_permutation[rp]; + m_permutation[rp] = temp; + } else { + return lp; + } + } + } + + public void QueryRange(float3 queryPosition, float radius, NativeList result) { +#if ENABLE_UNITY_COLLECTIONS_CHECKS + AtomicSafetyHandle.CheckReadAndThrow(m_Safety); +#endif + + // Start with a temp of some size. This will be resized dynamically + var temp = KnnQueryTemp.Create(32); + + // Biggest Smallest Squared Radius + float bssr = radius * radius; + float3 rootClosestPoint = RootNode.Bounds.ClosestPoint(queryPosition); + + temp.PushQueryNode(m_rootNodeIndex[0], rootClosestPoint, queryPosition); + + while (temp.MinHeap.Count > 0) { + QueryNode queryNode = temp.MinHeap.PopObjMin(); + + if (queryNode.Distance > bssr) { + continue; + } + + KdNode node = m_nodes[queryNode.NodeIndex]; + + if (!node.Leaf) { + int partitionAxis = node.PartitionAxis; + float partitionCoord = node.PartitionCoordinate; + float3 tempClosestPoint = queryNode.TempClosestPoint; + + if (tempClosestPoint[partitionAxis] - partitionCoord < 0) { + // we already know we are on the side of negative bound/node, + // so we don't need to test for distance + // push to stack for later querying + temp.PushQueryNode(node.NegativeChildIndex, tempClosestPoint, queryPosition); + + // project the tempClosestPoint to other bound + tempClosestPoint[partitionAxis] = partitionCoord; + + if (node.Count != 0) { + temp.PushQueryNode(node.PositiveChildIndex, tempClosestPoint, queryPosition); + } + } + else { + // we already know we are on the side of positive bound/node, + // so we don't need to test for distance + // push to stack for later querying + temp.PushQueryNode(node.PositiveChildIndex, tempClosestPoint, queryPosition); + + // project the tempClosestPoint to other bound + tempClosestPoint[partitionAxis] = partitionCoord; + + if (node.Count != 0) { + temp.PushQueryNode(node.NegativeChildIndex, tempClosestPoint, queryPosition); + } + } + } else { + for (int i = node.Start; i < node.End; i++) { + int index = m_permutation[i]; + float sqrDist = math.lengthsq(Points[index] - queryPosition); + + if (sqrDist <= bssr) { + // Unlike the k-query we want to keep _all_ objects in range + // So resize the heap when pushing this node + if (temp.MaxHeap.IsFull) { + temp.MaxHeap.Resize(temp.MaxHeap.Count * 2); + } + + temp.MaxHeap.PushObjMax(index, sqrDist); + } + } + } + } + + while (temp.MaxHeap.Count > 0) { + result.Add(temp.MaxHeap.PopObjMax()); + } + + temp.Dispose(); + } + + public void QueryKNearest(float3 queryPosition, NativeSlice result) { +#if ENABLE_UNITY_COLLECTIONS_CHECKS + AtomicSafetyHandle.CheckReadAndThrow(m_Safety); +#endif + + var temp = KnnQueryTemp.Create(result.Length); + int k = result.Length; + + // Biggest Smallest Squared Radius + float bssr = float.PositiveInfinity; + float3 rootClosestPoint = RootNode.Bounds.ClosestPoint(queryPosition); + + temp.PushQueryNode(m_rootNodeIndex[0], rootClosestPoint, queryPosition); + + while (temp.MinHeap.Count > 0) { + QueryNode queryNode = temp.MinHeap.PopObjMin(); + + if (queryNode.Distance > bssr) { + continue; + } + + KdNode node = m_nodes[queryNode.NodeIndex]; + + if (!node.Leaf) { + int partitionAxis = node.PartitionAxis; + float partitionCoord = node.PartitionCoordinate; + float3 tempClosestPoint = queryNode.TempClosestPoint; + + if (tempClosestPoint[partitionAxis] - partitionCoord < 0) { + // we already know we are on the side of negative bound/node, + // so we don't need to test for distance + // push to stack for later querying + temp.PushQueryNode(node.NegativeChildIndex, tempClosestPoint, queryPosition); + + // project the tempClosestPoint to other bound + tempClosestPoint[partitionAxis] = partitionCoord; + + if (node.Count != 0) { + temp.PushQueryNode(node.PositiveChildIndex, tempClosestPoint, queryPosition); + } + } else { + // we already know we are on the side of positive bound/node, + // so we don't need to test for distance + // push to stack for later querying + temp.PushQueryNode(node.PositiveChildIndex, tempClosestPoint, queryPosition); + + // project the tempClosestPoint to other bound + tempClosestPoint[partitionAxis] = partitionCoord; + + if (node.Count != 0) { + temp.PushQueryNode(node.NegativeChildIndex, tempClosestPoint, queryPosition); + } + } + } else { + for (int i = node.Start; i < node.End; i++) { + int index = m_permutation[i]; + float sqrDist = math.lengthsq(Points[index] - queryPosition); + + if (sqrDist <= bssr) { + temp.MaxHeap.PushObjMax(index, sqrDist); + + if (temp.MaxHeap.Count == k) { + bssr = temp.MaxHeap.HeadValue; + } + } + } + } + } + + for (int i = 0; i < k; i++) { + result[i] = temp.MaxHeap.PopObjMax(); + } + + temp.Dispose(); + } + } +} diff --git a/Assets/3rdParty/KNN/KnnContainer.cs.meta b/Assets/3rdParty/KNN/KnnContainer.cs.meta new file mode 100644 index 00000000..0cb1eed7 --- /dev/null +++ b/Assets/3rdParty/KNN/KnnContainer.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 437ce4903d14e2f4182fad0f2ac92678 +timeCreated: 1520696434 +licenseType: Free +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/KNN/KnnJobs.cs b/Assets/3rdParty/KNN/KnnJobs.cs new file mode 100644 index 00000000..310faf03 --- /dev/null +++ b/Assets/3rdParty/KNN/KnnJobs.cs @@ -0,0 +1,164 @@ +using System; +using System.Runtime.CompilerServices; +using Unity.Burst; +using Unity.Collections; +using Unity.Collections.LowLevel.Unsafe; +using Unity.Jobs; +using Unity.Mathematics; +using UnityEngine; +using UnsafeUtilityEx = KNN.Internal.UnsafeUtilityEx; + +namespace KNN.Jobs { + [BurstCompile(CompileSynchronously = true)] + public struct QueryKNearestJob : IJob { + [ReadOnly] KnnContainer m_container; + [WriteOnly] NativeSlice m_result; + + float3 m_queryPosition; + + public QueryKNearestJob(KnnContainer container, float3 queryPosition, NativeSlice result) { + m_result = result; + m_queryPosition = queryPosition; + m_container = container; + } + + void IJob.Execute() { + m_container.QueryKNearest(m_queryPosition, m_result); + } + } + + [BurstCompile(CompileSynchronously = true)] + public struct QueryRangeJob : IJob { + [ReadOnly] KnnContainer m_container; + [WriteOnly] NativeList m_result; + + float m_range; + float3 m_queryPosition; + + public QueryRangeJob(KnnContainer container, float3 queryPosition, float range, NativeList result) { + m_result = result; + m_range = range; + m_queryPosition = queryPosition; + m_container = container; + } + + void IJob.Execute() { + m_container.QueryRange(m_queryPosition, m_range, m_result); + } + } + + + [BurstCompile(CompileSynchronously = true)] + public struct QueryKNearestBatchJob : IJobParallelForBatch { + [ReadOnly] KnnContainer m_container; + [ReadOnly] NativeSlice m_queryPositions; + + // Unity really doesn't like it when we write to the same underlying array + // Even if slices don't overlap... So we're just being dangerous here + [NativeDisableParallelForRestriction, NativeDisableContainerSafetyRestriction] + NativeSlice m_results; + + int m_k; + + public QueryKNearestBatchJob(KnnContainer container, NativeArray queryPositions, NativeSlice results) { + m_container = container; + m_queryPositions = queryPositions; + m_results = results; + + #if ENABLE_UNITY_COLLECTIONS_CHECKS + if (queryPositions.Length == 0 || results.Length % queryPositions.Length != 0) { + Debug.LogError("Make sure your results array is a multiple in length of your querypositions array!"); + } + #endif + + m_k = results.Length / queryPositions.Length; + } + + public void Execute(int startIndex, int count) { + // Write results to proper slice! + for (int index = startIndex; index < startIndex + count; ++index) { + NativeSlice resultsSlice = m_results.Slice(index * m_k, m_k); + m_container.QueryKNearest(m_queryPositions[index], resultsSlice); + } + } + } + + public unsafe struct RangeQueryResult { + public int Length; + + int* m_indices; + int m_capacity; + + Allocator m_allocator; + + public int this[int index] { + get { + if (index >= m_capacity) { + throw new IndexOutOfRangeException(); + } + + return UnsafeUtility.ReadArrayElement(m_indices, index); + } + } + + public RangeQueryResult(int maxCount, Allocator allocator) { + m_capacity = maxCount; + m_indices = UnsafeUtilityEx.AllocArray(m_capacity, allocator); + Length = 0; + m_allocator = allocator; + } + + public void SetResults(NativeList result) { + UnsafeUtility.MemCpy(m_indices, result.GetUnsafePtr(), Mathf.Min(m_capacity, result.Length) * sizeof(int)); + Length = Mathf.Min(m_capacity, result.Length); + } + + public void Dispose() { + UnsafeUtility.Free(m_indices, m_allocator); + } + } + + + [BurstCompile(CompileSynchronously = true)] + public struct QueryRangeBatchJob : IJobParallelForBatch { + [ReadOnly] KnnContainer m_container; + [ReadOnly] NativeSlice m_queryPositions; + + float m_range; + + public NativeArray Results; + + public QueryRangeBatchJob(KnnContainer container, NativeArray queryPositions, float range, NativeArray results) { + m_container = container; + m_queryPositions = queryPositions; + m_range = range; + Results = results; + } + + public void Execute(int startIndex, int count) { + // Write results to proper slice! + for (int index = startIndex; index < startIndex + count; ++index) { + var tempList = new NativeList(Allocator.Temp); + m_container.QueryRange(m_queryPositions[index], m_range, tempList); + + var result = Results[index]; + result.SetResults(tempList); + + Results[index] = result; + } + } + } + + [BurstCompile(CompileSynchronously = true)] + public struct KnnRebuildJob : IJob { + KnnContainer m_container; + + public KnnRebuildJob(KnnContainer container) { + m_container = container; + } + + void IJob.Execute() { + m_container.Rebuild(); + } + } +} \ No newline at end of file diff --git a/Assets/3rdParty/KNN/KnnJobs.cs.meta b/Assets/3rdParty/KNN/KnnJobs.cs.meta new file mode 100644 index 00000000..332f56bf --- /dev/null +++ b/Assets/3rdParty/KNN/KnnJobs.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d6d4892e1b2ae3d4aa785b2f2802a0f8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/KNN/LICENSE b/Assets/3rdParty/KNN/LICENSE new file mode 100644 index 00000000..bc364b77 --- /dev/null +++ b/Assets/3rdParty/KNN/LICENSE @@ -0,0 +1,21 @@ +MIT License + +Copyright (c) 2019 Arthur Brussee + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. diff --git a/Assets/3rdParty/KNN/LICENSE.meta b/Assets/3rdParty/KNN/LICENSE.meta new file mode 100644 index 00000000..35fcf434 --- /dev/null +++ b/Assets/3rdParty/KNN/LICENSE.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: ef35a1e282994544788f75a87c286bc9 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/KNN/MinHeap.cs b/Assets/3rdParty/KNN/MinHeap.cs new file mode 100644 index 00000000..d2401ce5 --- /dev/null +++ b/Assets/3rdParty/KNN/MinHeap.cs @@ -0,0 +1,159 @@ +//MIT License +// +//Copyright(c) 2018 Vili Volčini / viliwonka +// +//Permission is hereby granted, free of charge, to any person obtaining a copy +//of this software and associated documentation files (the "Software"), to deal +//in the Software without restriction, including without limitation the rights +//to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +//copies of the Software, and to permit persons to whom the Software is +//furnished to do so, subject to the following conditions: +// +//The above copyright notice and this permission notice shall be included in all +//copies or substantial portions of the Software. +// +//THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +//IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +//FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +//AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +//LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +//OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +//SOFTWARE. +// +// Modifed 2019 Arthur Brussee + +using System; +using Unity.Collections; +using Unity.Collections.LowLevel.Unsafe; + +namespace KNN.Internal { + public unsafe struct MinHeap : IDisposable { + [NativeDisableContainerSafetyRestriction] + float* heap; + + [NativeDisableContainerSafetyRestriction] + KdQueryNode* objs; + + public int Count; + Allocator m_allocator; + + public MinHeap(int maxDepth, Allocator allocator) { + objs = UnsafeUtilityEx.AllocArray(maxDepth + 1, allocator); + heap = UnsafeUtilityEx.AllocArray(maxDepth + 1, allocator); + Count = 0; + m_allocator = allocator; + } + + static int Parent(int index) { + return index >> 1; + } + + static int Left(int index) { + return index << 1; + } + + static int Right(int index) { + return (index << 1) | 1; + } + + void BubbleDownMin(int index) { + int l = Left(index); + int r = Right(index); + + // bubbling down, 2 kids + while (r <= Count) { + // if heap property is violated between index and Left child + if (heap[index] > heap[l]) { + if (heap[l] > heap[r]) { + Swap(index, r); // right has smaller priority + index = r; + } else { + Swap(index, l); // left has smaller priority + index = l; + } + } else { + // if heap property is violated between index and R + if (heap[index] > heap[r]) { + Swap(index, r); + index = r; + } else { + index = l; + l = Left(index); + break; + } + } + + l = Left(index); + r = Right(index); + } + + // only left & last children available to test and swap + if (l <= Count && heap[index] > heap[l]) { + Swap(index, l); + } + } + + void BubbleUpMin(int index) { + int p = Parent(index); + + //swap, until Heap property isn't violated anymore + while (p > 0 && heap[p] > heap[index]) { + Swap(p, index); + index = p; + p = Parent(index); + } + } + + void Swap(int a, int b) { + float tempHeap = heap[a]; + KdQueryNode tempObjs = objs[a]; + + heap[a] = heap[b]; + objs[a] = objs[b]; + + heap[b] = tempHeap; + objs[b] = tempObjs; + } + + public void PushObj(KdQueryNode obj, float h) { + Count++; + heap[Count] = h; + objs[Count] = obj; + BubbleUpMin(Count); + } + + public void PushObjQueue(KdQueryNode obj, float h) { + Count++; + heap[Count] = h; + objs[Count] = obj; + } + + public KdQueryNode PopObj() { + KdQueryNode result = objs[1]; + + heap[1] = heap[Count]; + objs[1] = objs[Count]; + objs[Count] = default; + Count--; + + if (Count != 0) { + BubbleDownMin(1); + } + + return result; + } + + public KdQueryNode PopObjFromQueue() { + KdQueryNode result = objs[Count]; + + Count--; + return result; + } + + + public void Dispose() { + UnsafeUtility.Free(heap, m_allocator); + UnsafeUtility.Free(objs, m_allocator); + } + } +} \ No newline at end of file diff --git a/Assets/3rdParty/KNN/MinHeap.cs.meta b/Assets/3rdParty/KNN/MinHeap.cs.meta new file mode 100644 index 00000000..46a7947b --- /dev/null +++ b/Assets/3rdParty/KNN/MinHeap.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 354799470fae8d74d8f977dd8db040cf +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/KNN/MinMaxHeap.cs b/Assets/3rdParty/KNN/MinMaxHeap.cs new file mode 100644 index 00000000..0c5009b4 --- /dev/null +++ b/Assets/3rdParty/KNN/MinMaxHeap.cs @@ -0,0 +1,263 @@ +//MIT License +// +//Copyright(c) 2018 Vili Volčini / viliwonka +// +//Permission is hereby granted, free of charge, to any person obtaining a copy +//of this software and associated documentation files (the "Software"), to deal +//in the Software without restriction, including without limitation the rights +//to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +//copies of the Software, and to permit persons to whom the Software is +//furnished to do so, subject to the following conditions: +// +//The above copyright notice and this permission notice shall be included in all +//copies or substantial portions of the Software. +// +//THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +//IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +//FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +//AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +//LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +//OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +//SOFTWARE. +// +// Modifed 2019 Arthur Brussee + +using System; +using Unity.Collections; +using Unity.Collections.LowLevel.Unsafe; + +namespace KNN.Internal { + public static class HeapUtils { + public static int Parent(int index) { + return index / 2; + } + + public static int Left(int index) { + return index * 2; + } + + public static int Right(int index) { + return index * 2 + 1; + } + } + + // Sorted heap with a self balancing tree + // Can act as either a min or max heap + public unsafe struct MinMaxHeap : IDisposable where T : unmanaged { + [NativeDisableContainerSafetyRestriction] + T* keys; //objects + + [NativeDisableContainerSafetyRestriction] + float* values; + + public int Count; + int m_capacity; + + public float HeadValue => values[1]; + T HeadKey => keys[1]; + + public bool IsFull => Count == m_capacity; + + Allocator m_allocator; + + public MinMaxHeap(int startCapacity, Allocator allocator) { + Count = 0; + m_allocator = allocator; + + // Now alloc starting arrays + m_capacity = startCapacity; + values = UnsafeUtilityEx.AllocArray(startCapacity + 1, m_allocator); + keys = UnsafeUtilityEx.AllocArray(startCapacity + 1, m_allocator); + } + + void Swap(int indexA, int indexB) { + float tempVal = values[indexA]; + values[indexA] = values[indexB]; + values[indexB] = tempVal; + + T tempKey = keys[indexA]; + keys[indexA] = keys[indexB]; + keys[indexB] = tempKey; + } + + public void Dispose() { + UnsafeUtility.Free(values, m_allocator); + UnsafeUtility.Free(keys, m_allocator); + values = null; + keys = null; + } + + public void Resize(int newSize) { + // Allocate more space + var newValues = UnsafeUtilityEx.AllocArray(newSize + 1, m_allocator); + var newKeys = UnsafeUtilityEx.AllocArray(newSize + 1, m_allocator); + + // Copy over old arrays + UnsafeUtility.MemCpy(newValues, values, (m_capacity + 1) * sizeof(int)); + UnsafeUtility.MemCpy(newKeys, keys, (m_capacity + 1) * sizeof(int)); + + // Get rid of old arrays + Dispose(); + + // And now use old arrays + values = newValues; + keys = newKeys; + m_capacity = newSize; + } + + // bubble down, MaxHeap version + void BubbleDownMax(int index) { + int l = HeapUtils.Left(index); + int r = HeapUtils.Right(index); + + // bubbling down, 2 kids + while (r <= Count) { + // if heap property is violated between index and Left child + if (values[index] < values[l]) { + if (values[l] < values[r]) { + Swap(index, r); // left has bigger priority + index = r; + } else { + Swap(index, l); // right has bigger priority + index = l; + } + } else { + // if heap property is violated between index and R + if (values[index] < values[r]) { + Swap(index, r); + index = r; + } else { + index = l; + l = HeapUtils.Left(index); + break; + } + } + + l = HeapUtils.Left(index); + r = HeapUtils.Right(index); + } + + // only left & last children available to test and swap + if (l <= Count && values[index] < values[l]) { + Swap(index, l); + } + } + + void BubbleDownMin(int index) { + int l = HeapUtils.Left(index); + int r = HeapUtils.Right(index); + + // bubbling down, 2 kids + while (r <= Count) { + // if heap property is violated between index and Left child + if (values[index] > values[l]) { + if (values[l] > values[r]) { + Swap(index, r); // right has smaller priority + index = r; + } else { + Swap(index, l); // left has smaller priority + index = l; + } + } else { + // if heap property is violated between index and R + if (values[index] > values[r]) { + Swap(index, r); + index = r; + } else { + index = l; + l = HeapUtils.Left(index); + break; + } + } + + l = HeapUtils.Left(index); + r = HeapUtils.Right(index); + } + + // only left & last children available to test and swap + if (l <= Count && values[index] > values[l]) { + Swap(index, l); + } + } + + void BubbleUpMax(int index) { + int p = HeapUtils.Parent(index); + + //swap, until Heap property isn't violated anymore + while (p > 0 && values[p] < values[index]) { + Swap(p, index); + index = p; + p = HeapUtils.Parent(index); + } + } + + void BubbleUpMin(int index) { + int p = HeapUtils.Parent(index); + + //swap, until Heap property isn't violated anymore + while (p > 0 && values[p] > values[index]) { + Swap(p, index); + index = p; + p = HeapUtils.Parent(index); + } + } + + public void PushObjMax(T key, float val) { + // if heap full + if (Count == m_capacity) { + // if Heads priority is smaller than input priority, then ignore that item + if (HeadValue > val) { + values[1] = val; // remove top element + keys[1] = key; + BubbleDownMax(1); // bubble it down + } + } + else { + Count++; + values[Count] = val; + keys[Count] = key; + BubbleUpMax(Count); + } + } + + public void PushObjMin(T key, float val) { + // if heap full + if (Count == m_capacity) { + // if Heads priority is smaller than input priority, then ignore that item + if (HeadValue < val) { + values[1] = val; // remove top element + keys[1] = key; + BubbleDownMin(1); // bubble it down + } + } + else { + Count++; + values[Count] = val; + keys[Count] = key; + BubbleUpMin(Count); + } + } + + T PopHeadObj() { + T result = HeadKey; + + values[1] = values[Count]; + keys[1] = keys[Count]; + Count--; + + return result; + } + + public T PopObjMax() { + T result = PopHeadObj(); + BubbleDownMax(1); + return result; + } + + public T PopObjMin() { + T result = PopHeadObj(); + BubbleDownMin(1); + return result; + } + } +} \ No newline at end of file diff --git a/Assets/3rdParty/KNN/MinMaxHeap.cs.meta b/Assets/3rdParty/KNN/MinMaxHeap.cs.meta new file mode 100644 index 00000000..6ce7c6c8 --- /dev/null +++ b/Assets/3rdParty/KNN/MinMaxHeap.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7715e1fe0f890ba40962bc332887f873 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/KNN/QueryNode.cs b/Assets/3rdParty/KNN/QueryNode.cs new file mode 100644 index 00000000..7fbfe9ce --- /dev/null +++ b/Assets/3rdParty/KNN/QueryNode.cs @@ -0,0 +1,33 @@ +//MIT License +// +//Copyright(c) 2018 Vili Volčini / viliwonka +// +//Permission is hereby granted, free of charge, to any person obtaining a copy +//of this software and associated documentation files (the "Software"), to deal +//in the Software without restriction, including without limitation the rights +//to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +//copies of the Software, and to permit persons to whom the Software is +//furnished to do so, subject to the following conditions: +// +//The above copyright notice and this permission notice shall be included in all +//copies or substantial portions of the Software. +// +//THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +//IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +//FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +//AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +//LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +//OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +//SOFTWARE. +// +// Modifed 2019 Arthur Brussee + +using Unity.Mathematics; + +namespace KNN.Internal { + public struct QueryNode { + public int NodeIndex; + public float3 TempClosestPoint; + public float Distance; + } +} \ No newline at end of file diff --git a/Assets/3rdParty/KNN/QueryNode.cs.meta b/Assets/3rdParty/KNN/QueryNode.cs.meta new file mode 100644 index 00000000..9de5768b --- /dev/null +++ b/Assets/3rdParty/KNN/QueryNode.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b0b3bbe2e775a674fb9a97a52749c122 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/KNN/README.md b/Assets/3rdParty/KNN/README.md new file mode 100644 index 00000000..374aeb99 --- /dev/null +++ b/Assets/3rdParty/KNN/README.md @@ -0,0 +1,85 @@ +![Demo Image](http://g2f.nl/0jx82rw) + +# KNN + +Simple K-Nearest Neighbour library for Unity, using the 'Dots' technology stack (the Burst compiler and Unity's job system). It uses K-D trees to speed up queries. + +It is totally free from managed allocations and can run multi-threaded. The Burst compiler heavily vectorizes the searching code. + +The implementation is a heavily modified version of a KD-Tree by viliwonka: https://github.com/viliwonka/KDTree . It only includes a sub-set of functionality however. + +As a rough benchmark, here are perf numbers on a i7-770hq, querying the k=10 nearest neighbours, 100.000 times, in 100.000 points + +![Performance comparison](http://g2f.nl/04y9z7g) + +This shows an approximately ~130x speedup over the original implementation! Note that this is very much apples to oranges though (eg. this is multi-threaded, the original implementation was not); I don't mean to pick on the original at all, but does hopefully it shows this implementation is really fast! + +# API Overview + +```C# +// First let's create a random point cloud +var points = new NativeArray(100000, Allocator.Persistent); +var rand = new Random(123456); +for (int i = 0; i < points.Length; ++i) { + points[i] = rand.NextFloat3(); +} + +// Number of neighbours we want to query +const int kNeighbours = 10; +float3 queryPosition = float3.zero; + +// Create a container that accelerates querying for neighbours +var knnContainer = new KnnContainer(points, true, Allocator.TempJob); + +// Most basic usage: +// Get 10 nearest neighbours as indices into our points array! +// This is NOT burst accelerated yet! Unity need to implement compiling delegates with Burst +var result = new NativeArray(kNeighbours, Allocator.TempJob); +knnContainer.KNearest(queryPosition, result); + +// The result array at this point contains indices into the points array with the nearest neighbours! + +// Get a job to do the query. +var queryJob = new KnnQueryJob(knnContainer, queryPosition, result); + +// And just run immediatly on the main thread for now. This uses Burst! +queryJob.Schedule().Complete(); + +// Or maybe we want to query neighbours for multiple points. +const int queryPoints = 1024; + +// Keep an array of neighbour indices of all points +var results = new NativeArray(queryPoints * kNeighbours, Allocator.TempJob); + +// Query at a few random points +var queryPositions = new NativeArray(queryPoints, Allocator.TempJob); +for (int i = 0; i < queryPoints; ++i) { + queryPositions[i] = rand.NextFloat3() * 0.1f; +} + +// Fire up job to get results for all points +var batchQueryJob = new KNearestBatchQueryJob(knnContainer, queryPositions, results); + +// And just run immediatly now. This will run on multiple threads! +batchQueryJob.ScheduleBatch(queryPositions.Length, 128).Complete(); + +// Now the results array contains all the neighbours! +knnContainer.Dispose(); +queryPositions.Dispose(); +results.Dispose(); +points.Dispose(); +result.Dispose(); +``` + + +# Demo + +The demo folder contains 2 demos: + +- KnnApiDemo.cs, Illustrates various API usages from a basic to advanced level +- KnnVisualizationDemo.cs: Illustrates a real scene where particles are colored based on their neighbourhood information. Shows how to dynamically rebuild your container and other advanced API usages + + +## Installation + +The project was made as a Unity Package. Just add the git URL to your package manifest and Unity should install it. diff --git a/Assets/3rdParty/KNN/README.md.meta b/Assets/3rdParty/KNN/README.md.meta new file mode 100644 index 00000000..6d2f170c --- /dev/null +++ b/Assets/3rdParty/KNN/README.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 5006171d00c31b64285e6422cb6a6fe4 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/MSMS.meta b/Assets/3rdParty/MSMS.meta new file mode 100644 index 00000000..d448ea6b --- /dev/null +++ b/Assets/3rdParty/MSMS.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: d91ace55a7779b843b10922ce7756f42 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/MSMS/MSMSWrapper.cs b/Assets/3rdParty/MSMS/MSMSWrapper.cs new file mode 100644 index 00000000..671d797e --- /dev/null +++ b/Assets/3rdParty/MSMS/MSMSWrapper.cs @@ -0,0 +1,211 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System.Text; +using System.IO; +using System.Diagnostics; +using System.Globalization; +using System.Linq; +using System; + +namespace UMol { +public class MSMSWrapper { + + public static int idMSMS = 0; + public static string BinaryPath + { + get { + var basePath = Application.streamingAssetsPath + "/MSMS"; + + if (Application.platform == RuntimePlatform.OSXPlayer || + Application.platform == RuntimePlatform.OSXEditor) + return basePath + "/OSX/msms"; + + if (Application.platform == RuntimePlatform.LinuxPlayer || + Application.platform == RuntimePlatform.LinuxEditor) + return basePath + "/Linux/msms"; + + return basePath + "/Windows/msms.exe"; + } + } + + static string toXYZR(UnityMolSelection sel, bool withHET = false) { + StringBuilder sb = new StringBuilder(); + foreach (UnityMolAtom a in sel.atoms) { + bool isWater = WaterSelection.waterResidues.Contains(a.residue.name, StringComparer.OrdinalIgnoreCase); + if ((!a.isHET && !isWater) || withHET) { + sb.Append((-a.position.x).ToString(CultureInfo.InvariantCulture)); + sb.Append(" "); + sb.Append(a.position.y.ToString(CultureInfo.InvariantCulture)); + sb.Append(" "); + sb.Append(a.position.z.ToString(CultureInfo.InvariantCulture)); + sb.Append(" "); + sb.Append(a.radius.ToString("f2", CultureInfo.InvariantCulture)); + sb.Append("\n"); + } + } + return sb.ToString(); + } + + //Calls MSMS executable to create meshes + public static MeshData callMSMS(UnityMolSelection sel, float density, float probeRad, string tempPath, ref int[] vertIds) { + string binPath = BinaryPath; + + long time = DateTime.Now.Ticks / TimeSpan.TicksPerMillisecond; + + string tmpFileName = "tmpmsms_" + idMSMS.ToString() + "_" + time + "_" + sel.name; + idMSMS++; + string path = tempPath + "/" + tmpFileName + ".xyzr"; + string pdbLines = toXYZR(sel); + if (pdbLines.Length == 0) { + pdbLines = toXYZR(sel, true); + } + + if (pdbLines.Length == 0) { + return new MeshData(); + } + StreamWriter writer = new StreamWriter(path, false); + writer.WriteLine(pdbLines); + writer.Close(); + + string opt = "-probe_radius " + probeRad.ToString("f2", CultureInfo.InvariantCulture) + + " -no_area -density " + density.ToString("f2", CultureInfo.InvariantCulture) + " -if " + path + " -of " + tempPath + "/" + tmpFileName; + ProcessStartInfo info = new ProcessStartInfo(binPath, opt); + info.UseShellExecute = false; + info.CreateNoWindow = true; + info.RedirectStandardInput = true; + info.RedirectStandardOutput = true; + info.RedirectStandardError = true; + + Process _subprocess = Process.Start(info); + + // string Error = _subprocess.StandardError.ReadToEnd(); + string log = _subprocess.StandardOutput.ReadToEnd(); + // UnityEngine.Debug.Log(log); + // UnityEngine.Debug.LogError(Error); + // int ExitCode = _subprocess.ExitCode; + + // _subprocess.StandardInput.Close(); + _subprocess.WaitForExit(); + + + if (log == null || !log.Contains("MSMS terminated normally")) { + UnityEngine.Debug.LogError("MSMS failed : " + log); + return new MeshData(); + } + + + MeshData m = new MeshData(); + + string pathV = tempPath + "/" + tmpFileName + ".vert"; + string pathF = tempPath + "/" + tmpFileName + ".face"; + + List verts = parseVertices(pathV, ref vertIds); + List triangles = parseTriangles(pathF); + + m.vertices = verts.ToArray(); + m.triangles = triangles.ToArray(); + m.colors = new Color32[m.vertices.Length]; + + for (int i = 0; i < m.colors.Length; i++) { + m.colors[i] = Color.white; + } + + // MeshSmoother.smoothMeshLaplacian(m.vertices, m.triangles, 1); + + File.Delete(pathV); + File.Delete(pathF); + File.Delete(path); + + + return m; + } + + static List parseVertices(string path, ref int[] vertIds) { + StreamReader sr = new StreamReader(path); + List verts = new List(); + List tmpIds = new List(); + + Vector3 cur = Vector3.zero; + using (sr) { // Don't use garbage collection but free temp memory after reading the pdb file + + string line; + while ((line = sr.ReadLine()) != null) { + string[] sline = line.Split(new [] { ' '}, System.StringSplitOptions.RemoveEmptyEntries); + if (sline.Length == 9) { + cur.x = -float.Parse(sline[0], System.Globalization.CultureInfo.InvariantCulture); + cur.y = float.Parse(sline[1], System.Globalization.CultureInfo.InvariantCulture); + cur.z = float.Parse(sline[2], System.Globalization.CultureInfo.InvariantCulture); + int idV = int.Parse(sline[7]) - 1; + tmpIds.Add(idV); + verts.Add(cur); + } + } + } + vertIds = tmpIds.ToArray(); + return verts; + } + + static List parseTriangles(string path) { + StreamReader sr = new StreamReader(path); + List tris = new List(); + + using (sr) { // Don't use garbage collection but free temp memory after reading the pdb file + + string line; + while ((line = sr.ReadLine()) != null) { + string[] sline = line.Split(new [] { ' '}, System.StringSplitOptions.RemoveEmptyEntries); + if (sline.Length == 5) { + tris.Add(int.Parse(sline[0]) - 1); + tris.Add(int.Parse(sline[2]) - 1); + tris.Add(int.Parse(sline[1]) - 1); + } + } + } + return tris; + } + + public static GameObject createMSMSSurface(Transform meshPar, string name, UnityMolSelection select, + ref MeshData meshD, ref int[] vertIds, float density = 15.0f, float probeRad = 1.4f) { + + meshD = callMSMS(select, density, probeRad, Application.temporaryCachePath, ref vertIds); + + if (meshD != null) { + + GameObject newMeshGo = new GameObject(name + "+msms"); + newMeshGo.transform.parent = meshPar; + newMeshGo.transform.localPosition = Vector3.zero; + newMeshGo.transform.localRotation = Quaternion.identity; + newMeshGo.transform.localScale = Vector3.one; + + Mesh newMesh = new Mesh(); + newMesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32; + newMesh.vertices = meshD.vertices; + newMesh.triangles = meshD.triangles; + newMesh.colors32 = meshD.colors; + + newMesh = mattatz.MeshSmoothingSystem.MeshSmoothing.LaplacianFilter(newMesh, 3); + + newMesh.RecalculateNormals(); + + MeshFilter mf = newMeshGo.AddComponent(); + mf.mesh = newMesh; + + MeshRenderer mr = newMeshGo.AddComponent(); + + Material mat = new Material(Shader.Find("Custom/SurfaceVertexColor")); + mat.SetFloat("_Glossiness", 0.0f); + mat.SetFloat("_Metallic", 0.0f); + mat.SetFloat("_AOIntensity", 1.03f); + mat.SetFloat("_AOPower", 8.0f); + + mr.material = mat; + + return newMeshGo; + } + UnityEngine.Debug.LogError("Failed to create MSMS mesh"); + + return null; + } +} +} diff --git a/Assets/3rdParty/MSMS/MSMSWrapper.cs.meta b/Assets/3rdParty/MSMS/MSMSWrapper.cs.meta new file mode 100644 index 00000000..125b1832 --- /dev/null +++ b/Assets/3rdParty/MSMS/MSMSWrapper.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: bd1edd1202bedb648a3323a2de47a708 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git 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person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. diff --git a/Assets/3rdParty/OutlineFX/LICENSE.meta b/Assets/3rdParty/OutlineFX/LICENSE.meta new file mode 100644 index 00000000..240a849a --- /dev/null +++ b/Assets/3rdParty/OutlineFX/LICENSE.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 73f5e343d376d4310a774155982a5052 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/OutlineFX/Resources.meta b/Assets/3rdParty/OutlineFX/Resources.meta new file mode 100644 index 00000000..6d7bea51 --- /dev/null +++ b/Assets/3rdParty/OutlineFX/Resources.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 18708a455a416441f8f6b50a3d681e4c +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/OutlineFX/Resources/UnityOutline.cginc b/Assets/3rdParty/OutlineFX/Resources/UnityOutline.cginc new file mode 100644 index 00000000..430788fc --- /dev/null +++ b/Assets/3rdParty/OutlineFX/Resources/UnityOutline.cginc @@ -0,0 +1,42 @@ + +#ifndef DRAW_COLOR +#define DRAW_COLOR 1 +#endif + +#include "UnityCG.cginc" + +sampler2D _MainTex; +float4 _MainTex_ST; +float _DoClip; +fixed _Cutoff; + +struct appdata_t +{ + float4 vertex : POSITION; + float2 texcoord : TEXCOORD0; +}; + +struct v2f +{ + float4 vertex : SV_POSITION; + float2 texcoord : TEXCOORD0; +}; + +v2f vert (appdata_t IN) +{ + v2f OUT; + OUT.vertex = UnityObjectToClipPos(IN.vertex); + OUT.texcoord = TRANSFORM_TEX(IN.texcoord, _MainTex); + return OUT; +} + +fixed4 frag (v2f IN) : SV_Target +{ + if (_DoClip) + { + fixed4 col = tex2D( _MainTex, IN.texcoord); + clip(col.a - _Cutoff); + } + return DRAW_COLOR; +} + \ No newline at end of file diff --git a/Assets/3rdParty/OutlineFX/Resources/UnityOutline.cginc.meta b/Assets/3rdParty/OutlineFX/Resources/UnityOutline.cginc.meta new file mode 100644 index 00000000..e38006ae --- /dev/null +++ b/Assets/3rdParty/OutlineFX/Resources/UnityOutline.cginc.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 691411a7da426704fbb3003227b14c24 +timeCreated: 1526540995 +licenseType: Free +ShaderImporter: + externalObjects: {} + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/OutlineFX/Resources/UnityOutline.shader b/Assets/3rdParty/OutlineFX/Resources/UnityOutline.shader new file mode 100644 index 00000000..bcf03a1f --- /dev/null +++ b/Assets/3rdParty/OutlineFX/Resources/UnityOutline.shader @@ -0,0 +1,237 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + + +Shader "Hidden/UnityOutline" +{ + Properties + { + _MainTex ("Main Texture", 2D) = "white" {} + _Cutoff ("Alpha cutoff", Range(0,1)) = 0.01 + } + + SubShader + { + CGINCLUDE + struct Input + { + float4 position : POSITION; + float2 uv : TEXCOORD0; + }; + + struct Varying + { + float4 position : SV_POSITION; + float2 uv : TEXCOORD0; + }; + + Varying vertex(Input input) + { + Varying output; + + output.position = UnityObjectToClipPos(input.position); + output.uv = input.uv; + return output; + } + ENDCG + + Tags { "RenderType"="Opaque" } + + + // #0: things that are visible (pass depth). 1 in alpha, 1 in red (SM3.0) + Pass + { + Blend One Zero + ZTest LEqual + Cull Off + ZWrite Off + // push towards camera a bit, so that coord mismatch due to dynamic batching is not affecting us + Offset -0.02, 0 + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma target 3.0 + + float _ObjectId; + + #define DRAW_COLOR float4(_ObjectId, 1, 1, 1) + #include "UnityOutline.cginc" + ENDCG + } + + // #1: all the things, including the ones that fail the depth test. Additive blend, 1 in green, 1 in alpha + Pass + { + Blend One One + BlendOp Max + ZTest Always + ZWrite Off + Cull Off + ColorMask GBA + // push towards camera a bit, so that coord mismatch due to dynamic batching is not affecting us + Offset -0.02, 0 + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma target 3.0 + + float _ObjectId; + + #define DRAW_COLOR float4(0, 0, 1, 1) + #include "UnityOutline.cginc" + ENDCG + } + + // #2: separable blur pass, either horizontal or vertical + Pass + { + ZTest Always + Cull Off + ZWrite Off + + CGPROGRAM + #pragma vertex vertex + #pragma fragment fragment + #pragma target 3.0 + #include "UnityCG.cginc" + + float2 _BlurDirection; + sampler2D _MainTex; + float4 _MainTex_TexelSize; + + // 9-tap Gaussian kernel, that blurs green & blue channels, + // keeps red & alpha intact. + static const half4 kCurveWeights[9] = { + half4(0,0.0204001988,0.0204001988,0), + half4(0,0.0577929595,0.0577929595,0), + half4(0,0.1215916882,0.1215916882,0), + half4(0,0.1899858519,0.1899858519,0), + half4(1,0.2204586031,0.2204586031,1), + half4(0,0.1899858519,0.1899858519,0), + half4(0,0.1215916882,0.1215916882,0), + half4(0,0.0577929595,0.0577929595,0), + half4(0,0.0204001988,0.0204001988,0) + }; + + half4 fragment(Varying i) : SV_Target + { + float2 step = _MainTex_TexelSize.xy * _BlurDirection; + float2 uv = i.uv - step * 4; + half4 col = 0; + for (int tap = 0; tap < 9; ++tap) + { + col += tex2D(_MainTex, uv) * kCurveWeights[tap]; + uv += step; + } + return col; + } + ENDCG + } + + // #3: Compare object ids + Pass + { + ZTest Always + Cull Off + ZWrite Off + + CGPROGRAM + #pragma vertex vertex + #pragma fragment fragment + #pragma target 3.0 + #include "UnityCG.cginc" + + sampler2D _MainTex; + float4 _MainTex_TexelSize; + + // 8 tap search around the current pixel to + // see if it borders with an object that has a + // different object id + static const half2 kOffsets[8] = { + half2(-1,-1), + half2(0,-1), + half2(1,-1), + half2(-1,0), + half2(1,0), + half2(-1,1), + half2(0,1), + half2(1,1) + }; + + half4 fragment(Varying i) : SV_Target + { + float4 currentTexel = tex2D(_MainTex, i.uv); + if (currentTexel.r == 0) + return currentTexel; + + // if the current texel borders with a + // texel that has a differnt object id + // set the alpha to 0. This implies an + // edge. + for (int tap = 0; tap < 8; ++tap) + { + float id = tex2D(_MainTex, i.uv + (kOffsets[tap] * _MainTex_TexelSize.xy)).r; + if (id != 0 && id - currentTexel.r != 0) + { + currentTexel.a = 0; + } + } + + return currentTexel; + } + ENDCG + } + + // #4: final postprocessing pass + Pass + { + ZTest Always + Cull Off + ZWrite Off + Blend SrcAlpha OneMinusSrcAlpha + + CGPROGRAM + #pragma vertex vertex + #pragma fragment fragment + #pragma target 3.0 + #include "UnityCG.cginc" + + sampler2D _MainTex; + float4 _MainTex_TexelSize; + half4 _OutlineColor; + + half4 fragment(Varying i) : SV_Target + { + half4 col = tex2D(_MainTex, i.uv); + + bool isSelected = col.a > 0.9; + bool inFront = col.g > 0.0; + bool backMask = col.r == 0.0; + + float alpha = saturate(col.b * 10); + if (isSelected) + { + // UnityOutline color alpha controls how much tint the whole object gets + alpha = _OutlineColor.a; + if (any(i.uv - _MainTex_TexelSize.xy*2 < 0) || any(i.uv + 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a/Assets/3rdParty/OutlineFX/UnityOutlineFX.cs b/Assets/3rdParty/OutlineFX/UnityOutlineFX.cs new file mode 100644 index 00000000..627ab83e --- /dev/null +++ b/Assets/3rdParty/OutlineFX/UnityOutlineFX.cs @@ -0,0 +1,147 @@ +using UnityEngine; +using System.Collections.Generic; +using UnityEngine.Rendering; +using UnityEngine.XR; + +[RequireComponent(typeof(Camera))] +public class UnityOutlineFX : MonoBehaviour +{ + + #region public vars + + [Header("Outline Settings")] + [SerializeField] + public Color OutlineColor = new Color(1,0,0,.05f); // alpha = fill alpha; does not effect outline alpha; + + public CameraEvent BufferDrawEvent = CameraEvent.BeforeImageEffects; + + [Header("Blur Settings")] + [Range(0, 1)] + public int Downsample = 1; // NOTE: downsampling will make things more efficient, as well as make the outline a bit thicker + [Range(0.0f, 3.0f)] + public float BlurSize = 1.0f; + + + #endregion + + #region private field + + private CommandBuffer _commandBuffer; + + private int _outlineRTID, _blurredRTID, _temporaryRTID, _depthRTID, _idRTID; + + private List> _objectRenderers; + + private Material _outlineMaterial; + private Camera _camera; + + private int _RTWidth = 512; + private int _RTHeight = 512; + + #endregion + + public void AddRenderers(List renderers) + { + _objectRenderers.Add(renderers); + RecreateCommandBuffer(); + } + + public void RemoveRenderers(List renderers) + { + _objectRenderers.Remove(renderers); + RecreateCommandBuffer(); + } + + public void ClearOutlineData() + { + _objectRenderers.Clear(); + RecreateCommandBuffer(); + } + + private void Awake() + { + _objectRenderers = new List>(); + + _commandBuffer = new CommandBuffer(); + _commandBuffer.name = "UnityOutlineFX Command Buffer"; + + _depthRTID = Shader.PropertyToID("_DepthRT"); + _outlineRTID = Shader.PropertyToID("_OutlineRT"); + _blurredRTID = Shader.PropertyToID("_BlurredRT"); + _temporaryRTID = Shader.PropertyToID("_TemporaryRT"); + _idRTID = Shader.PropertyToID("_idRT"); + + _RTWidth = Screen.width; + _RTHeight = Screen.height; + + _outlineMaterial = new Material(Shader.Find("Hidden/UnityOutline")); + + _camera = GetComponent(); + _camera.depthTextureMode = DepthTextureMode.Depth; + _camera.AddCommandBuffer(BufferDrawEvent, _commandBuffer); + } + + private void RecreateCommandBuffer() + { + _commandBuffer.Clear(); + + if (_objectRenderers.Count == 0) + return; + + // initialization + _commandBuffer.GetTemporaryRT(_depthRTID, _RTWidth, _RTHeight, 0, FilterMode.Bilinear, RenderTextureFormat.ARGB32); + + //This is needed to avoid "Dimensions of color surface does not match dimensions of depth surface" error in VR + // if (UMol.UnityMolMain.inVR()){ + _commandBuffer.SetRenderTarget(_depthRTID); + // } + // else{ + _commandBuffer.SetRenderTarget(_depthRTID); + // } + _commandBuffer.ClearRenderTarget(false, true, Color.clear); + + // render selected objects into a mask buffer, with different colors for visible vs occluded ones + float id = 0f; + foreach (var collection in _objectRenderers) + { + id += 0.25f; + _commandBuffer.SetGlobalFloat("_ObjectId", id); + + foreach (var render in collection) + { + _commandBuffer.DrawRenderer(render, _outlineMaterial, 0, 1); + _commandBuffer.DrawRenderer(render, _outlineMaterial, 0, 0); + } + } + + // object ID edge dectection pass + _commandBuffer.GetTemporaryRT(_idRTID, _RTWidth, _RTHeight, 0, FilterMode.Bilinear, RenderTextureFormat.ARGB32); + _commandBuffer.Blit(_depthRTID, _idRTID, _outlineMaterial, 3); + + // Blur + int rtW = _RTWidth >> Downsample; + int rtH = _RTHeight >> Downsample; + + _commandBuffer.GetTemporaryRT(_temporaryRTID, rtW, rtH, 0, FilterMode.Bilinear, RenderTextureFormat.ARGB32); + _commandBuffer.GetTemporaryRT(_blurredRTID, rtW, rtH, 0, FilterMode.Bilinear, RenderTextureFormat.ARGB32); + + _commandBuffer.Blit(_idRTID,_blurredRTID); + + _commandBuffer.SetGlobalVector("_BlurDirection", new Vector2(BlurSize,0)); + _commandBuffer.Blit(_blurredRTID, _temporaryRTID, _outlineMaterial,2); + _commandBuffer.SetGlobalVector("_BlurDirection", new Vector2(0,BlurSize)); + _commandBuffer.Blit(_temporaryRTID, _blurredRTID, _outlineMaterial, 2); + + + // final overlay + _commandBuffer.SetGlobalColor("_OutlineColor", OutlineColor); + _commandBuffer.Blit(_blurredRTID,BuiltinRenderTextureType.CameraTarget, _outlineMaterial, 4); + + // release tempRTs + _commandBuffer.ReleaseTemporaryRT(_blurredRTID); + _commandBuffer.ReleaseTemporaryRT(_outlineRTID); + _commandBuffer.ReleaseTemporaryRT(_temporaryRTID); + _commandBuffer.ReleaseTemporaryRT(_depthRTID); + + } +} diff --git a/Assets/3rdParty/OutlineFX/UnityOutlineFX.cs.meta b/Assets/3rdParty/OutlineFX/UnityOutlineFX.cs.meta new file mode 100644 index 00000000..dfdbdee6 --- /dev/null +++ b/Assets/3rdParty/OutlineFX/UnityOutlineFX.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d494edea4bdf1f746a3a4047cbf1c00f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/OutlineFX/UnityOutlineManager.cs b/Assets/3rdParty/OutlineFX/UnityOutlineManager.cs new file mode 100644 index 00000000..07a3da0b --- /dev/null +++ b/Assets/3rdParty/OutlineFX/UnityOutlineManager.cs @@ -0,0 +1,49 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Xenu.Game { + + public class UnityOutlineManager : MonoBehaviour { + // [System.Serializable] + // public class OutlineData + // { + // public Renderer renderer; + // } + + public UnityOutlineFX outlinePostEffect; + // public OutlineData[] outliners; + // int curNbRenderer = 0; + + // private void Start() + // { + // foreach (var obj in outliners) + // { + // outlinePostEffect.AddRenderers(new List() { obj.renderer }); + // } + // curNbRenderer = outliners.Length; + // } + + public void ClearOutlines(){ + outlinePostEffect.ClearOutlineData(); + } + + public void AddOutline(MeshRenderer mr){ + outlinePostEffect.AddRenderers(new List() { mr }); + } + + // void Update(){ + // if(curNbRenderer != outliners.Length){ + // outlinePostEffect.ClearOutlineData(); + + // foreach (var obj in outliners) + // { + // outlinePostEffect.AddRenderers(new List() { obj.renderer }); + // } + + // curNbRenderer = outliners.Length; + // } + // } + } + +} \ No newline at end of file diff --git a/Assets/3rdParty/OutlineFX/UnityOutlineManager.cs.meta b/Assets/3rdParty/OutlineFX/UnityOutlineManager.cs.meta new file mode 100644 index 00000000..772661f3 --- /dev/null +++ b/Assets/3rdParty/OutlineFX/UnityOutlineManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 671ee5fce3367a94e81e6afdd9954ed5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/PCX.meta b/Assets/3rdParty/PCX.meta new file mode 100644 index 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a/Assets/3rdParty/PCX/Editor/MaterialInspector.cs b/Assets/3rdParty/PCX/Editor/MaterialInspector.cs new file mode 100644 index 00000000..98bea344 --- /dev/null +++ b/Assets/3rdParty/PCX/Editor/MaterialInspector.cs @@ -0,0 +1,32 @@ +// Pcx - Point cloud importer & renderer for Unity +// https://github.com/keijiro/Pcx + +using UnityEngine; +using UnityEditor; + +namespace Pcx +{ + class PointMaterialInspector : ShaderGUI + { + public override void OnGUI(MaterialEditor editor, MaterialProperty[] props) + { + editor.ShaderProperty(FindProperty("_Tint", props), "Tint"); + editor.ShaderProperty(FindProperty("_PointSize", props), "Point Size"); + editor.ShaderProperty(FindProperty("_Distance", props), "Apply Distance"); + + EditorGUILayout.HelpBox( + "Only some platform support these point size properties.", + MessageType.None + ); + } + } + + class DiskMaterialInspector : ShaderGUI + { + public override void OnGUI(MaterialEditor editor, MaterialProperty[] props) + { + editor.ShaderProperty(FindProperty("_Tint", props), "Tint"); + editor.ShaderProperty(FindProperty("_PointSize", props), "Point Size"); + } + } +} diff --git a/Assets/3rdParty/PCX/Editor/MaterialInspector.cs.meta b/Assets/3rdParty/PCX/Editor/MaterialInspector.cs.meta new file mode 100644 index 00000000..6dadc454 --- /dev/null +++ b/Assets/3rdParty/PCX/Editor/MaterialInspector.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 4736c2a79e939b44e802153fac6e403c +timeCreated: 1509199624 +licenseType: Pro +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/PCX/Editor/Pcx.Editor.asmdef b/Assets/3rdParty/PCX/Editor/Pcx.Editor.asmdef new file mode 100644 index 00000000..69e6941b --- /dev/null +++ b/Assets/3rdParty/PCX/Editor/Pcx.Editor.asmdef @@ -0,0 +1,16 @@ +{ + "name": "Pcx.Editor", + "references": [ + "Pcx" + ], + "optionalUnityReferences": [], + "includePlatforms": [ + "Editor" + ], + "excludePlatforms": [], + "allowUnsafeCode": false, + "overrideReferences": false, + "precompiledReferences": [], + "autoReferenced": true, + "defineConstraints": [] +} \ No newline at end of file diff --git a/Assets/3rdParty/PCX/Editor/Pcx.Editor.asmdef.meta b/Assets/3rdParty/PCX/Editor/Pcx.Editor.asmdef.meta new file mode 100644 index 00000000..f527c634 --- /dev/null +++ b/Assets/3rdParty/PCX/Editor/Pcx.Editor.asmdef.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 8af269c4666d5214fbeaa6662ea7322f +AssemblyDefinitionImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/PCX/Editor/PointCloudDataInspector.cs b/Assets/3rdParty/PCX/Editor/PointCloudDataInspector.cs new file mode 100644 index 00000000..847c0de6 --- /dev/null +++ b/Assets/3rdParty/PCX/Editor/PointCloudDataInspector.cs @@ -0,0 +1,18 @@ +// Pcx - Point cloud importer & renderer for Unity +// https://github.com/keijiro/Pcx + +using UnityEngine; +using UnityEditor; + +namespace Pcx +{ + [CustomEditor(typeof(PointCloudData))] + public sealed class PointCloudDataInspector : Editor + { + public override void OnInspectorGUI() + { + var count = ((PointCloudData)target).pointCount; + EditorGUILayout.LabelField("Point Count", count.ToString("N0")); + } + } +} diff --git a/Assets/3rdParty/PCX/Editor/PointCloudDataInspector.cs.meta b/Assets/3rdParty/PCX/Editor/PointCloudDataInspector.cs.meta new file mode 100644 index 00000000..1ab35694 --- /dev/null +++ b/Assets/3rdParty/PCX/Editor/PointCloudDataInspector.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 11ae5d27615d4ae4b885956b32a8469e +timeCreated: 1509012153 +licenseType: Pro +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/PCX/Editor/PointCloudRendererInspector.cs b/Assets/3rdParty/PCX/Editor/PointCloudRendererInspector.cs new file mode 100644 index 00000000..6cb89152 --- /dev/null +++ b/Assets/3rdParty/PCX/Editor/PointCloudRendererInspector.cs @@ -0,0 +1,35 @@ +// Pcx - Point cloud importer & renderer for Unity +// https://github.com/keijiro/Pcx + +using UnityEngine; +using UnityEditor; + +namespace Pcx +{ + [CanEditMultipleObjects] + [CustomEditor(typeof(PointCloudRenderer))] + public class PointCloudRendererInspector : Editor + { + SerializedProperty _sourceData; + SerializedProperty _pointTint; + SerializedProperty _pointSize; + + void OnEnable() + { + _sourceData = serializedObject.FindProperty("_sourceData"); + _pointTint = serializedObject.FindProperty("_pointTint"); + _pointSize = serializedObject.FindProperty("_pointSize"); + } + + public override void OnInspectorGUI() + { + serializedObject.Update(); + + EditorGUILayout.PropertyField(_sourceData); + EditorGUILayout.PropertyField(_pointTint); + EditorGUILayout.PropertyField(_pointSize); + + serializedObject.ApplyModifiedProperties(); + } + } +} diff --git a/Assets/3rdParty/PCX/Editor/PointCloudRendererInspector.cs.meta b/Assets/3rdParty/PCX/Editor/PointCloudRendererInspector.cs.meta new file mode 100644 index 00000000..4df96ed1 --- /dev/null +++ b/Assets/3rdParty/PCX/Editor/PointCloudRendererInspector.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: a237af582c9918148baae596f2936958 +timeCreated: 1509199040 +licenseType: Pro +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/PCX/Runtime.meta b/Assets/3rdParty/PCX/Runtime.meta new file mode 100644 index 00000000..8689967f --- /dev/null +++ b/Assets/3rdParty/PCX/Runtime.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: faa0a547894d36c4bbc8ad2937282fbe +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/PCX/Runtime/BakedPointCloud.cs b/Assets/3rdParty/PCX/Runtime/BakedPointCloud.cs new file mode 100644 index 00000000..c33211de --- /dev/null +++ b/Assets/3rdParty/PCX/Runtime/BakedPointCloud.cs @@ -0,0 +1,77 @@ +// Pcx - Point cloud importer & renderer for Unity +// https://github.com/keijiro/Pcx + +using UnityEngine; +using System.Collections.Generic; + +namespace Pcx +{ + /// A container class for texture-baked point clouds. + public sealed class BakedPointCloud : ScriptableObject + { + #region Public properties + + /// Number of points + public int pointCount { get { return _pointCount; } } + + /// Position map texture + public Texture2D positionMap { get { return _positionMap; } } + + /// Color map texture + public Texture2D colorMap { get { return _colorMap; } } + + #endregion + + #region Serialized data members + + [SerializeField] int _pointCount; + [SerializeField] Texture2D _positionMap; + [SerializeField] Texture2D _colorMap; + + #endregion + + #region Editor functions + + #if UNITY_EDITOR + + public void Initialize(List positions, List colors) + { + _pointCount = positions.Count; + + var width = Mathf.CeilToInt(Mathf.Sqrt(_pointCount)); + + _positionMap = new Texture2D(width, width, TextureFormat.RGBAHalf, false); + _positionMap.name = "Position Map"; + _positionMap.filterMode = FilterMode.Point; + + _colorMap = new Texture2D(width, width, TextureFormat.RGBA32, false); + _colorMap.name = "Color Map"; + _colorMap.filterMode = FilterMode.Point; + + var i1 = 0; + var i2 = 0U; + + for (var y = 0; y < width; y++) + { + for (var x = 0; x < width; x++) + { + var i = i1 < _pointCount ? i1 : (int)(i2 % _pointCount); + var p = positions[i]; + + _positionMap.SetPixel(x, y, new Color(p.x, p.y, p.z)); + _colorMap.SetPixel(x, y, colors[i]); + + i1 ++; + i2 += 132049U; // prime + } + } + + _positionMap.Apply(false, true); + _colorMap.Apply(false, true); + } + + #endif + + #endregion + } +} diff --git a/Assets/3rdParty/PCX/Runtime/BakedPointCloud.cs.meta b/Assets/3rdParty/PCX/Runtime/BakedPointCloud.cs.meta new file mode 100644 index 00000000..34f4fe21 --- /dev/null +++ b/Assets/3rdParty/PCX/Runtime/BakedPointCloud.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7e24966311c3a42b880056b5d15db86a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/PCX/Runtime/Pcx.asmdef b/Assets/3rdParty/PCX/Runtime/Pcx.asmdef new file mode 100644 index 00000000..9a6f2cbf --- /dev/null +++ b/Assets/3rdParty/PCX/Runtime/Pcx.asmdef @@ -0,0 +1,3 @@ +{ + "name": "Pcx" +} diff --git a/Assets/3rdParty/PCX/Runtime/Pcx.asmdef.meta b/Assets/3rdParty/PCX/Runtime/Pcx.asmdef.meta new file mode 100644 index 00000000..ec72e8f5 --- /dev/null +++ b/Assets/3rdParty/PCX/Runtime/Pcx.asmdef.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: e27a0cdc43c9d0e478a5dbde7ee2e5c4 +AssemblyDefinitionImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/PCX/Runtime/PointCloudData.cs b/Assets/3rdParty/PCX/Runtime/PointCloudData.cs new file mode 100644 index 00000000..bb6a87fc --- /dev/null +++ b/Assets/3rdParty/PCX/Runtime/PointCloudData.cs @@ -0,0 +1,100 @@ +// Pcx - Point cloud importer & renderer for Unity +// https://github.com/keijiro/Pcx + +using UnityEngine; +using System.Collections.Generic; + +namespace Pcx +{ + /// A container class optimized for compute buffer. + public sealed class PointCloudData : ScriptableObject + { + #region Public properties + + /// Byte size of the point element. + public const int elementSize = sizeof(float) * 4; + + /// Number of points. + public int pointCount { + get { return _pointData.Length; } + } + + /// Get access to the compute buffer that contains the point cloud. + public ComputeBuffer computeBuffer { + get { + if (_pointBuffer == null) + { + _pointBuffer = new ComputeBuffer(pointCount, elementSize); + _pointBuffer.SetData(_pointData); + } + return _pointBuffer; + } + } + + #endregion + + #region ScriptableObject implementation + + ComputeBuffer _pointBuffer; + + void OnDisable() + { + if (_pointBuffer != null) + { + _pointBuffer.Release(); + _pointBuffer = null; + } + } + + #endregion + + #region Serialized data members + + [System.Serializable] + struct Point + { + public Vector3 position; + public uint color; + } + + [SerializeField] Point[] _pointData; + + #endregion + + #region Editor functions + + #if UNITY_EDITOR + + static uint EncodeColor(Color c) + { + const float kMaxBrightness = 16; + + var y = Mathf.Max(Mathf.Max(c.r, c.g), c.b); + y = Mathf.Clamp(Mathf.Ceil(y * 255 / kMaxBrightness), 1, 255); + + var rgb = new Vector3(c.r, c.g, c.b); + rgb *= 255 * 255 / (y * kMaxBrightness); + + return ((uint)rgb.x ) | + ((uint)rgb.y << 8) | + ((uint)rgb.z << 16) | + ((uint)y << 24); + } + + public void Initialize(List positions, List colors) + { + _pointData = new Point[positions.Count]; + for (var i = 0; i < _pointData.Length; i++) + { + _pointData[i] = new Point { + position = positions[i], + color = EncodeColor(colors[i]) + }; + } + } + + #endif + + #endregion + } +} diff --git a/Assets/3rdParty/PCX/Runtime/PointCloudData.cs.meta b/Assets/3rdParty/PCX/Runtime/PointCloudData.cs.meta new file mode 100644 index 00000000..1e0f307c --- /dev/null +++ b/Assets/3rdParty/PCX/Runtime/PointCloudData.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 48670dbaf2509234ca394431defede7b +timeCreated: 1508997921 +licenseType: Pro +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/PCX/Runtime/PointCloudRenderer.cs b/Assets/3rdParty/PCX/Runtime/PointCloudRenderer.cs new file mode 100644 index 00000000..d4986873 --- /dev/null +++ b/Assets/3rdParty/PCX/Runtime/PointCloudRenderer.cs @@ -0,0 +1,138 @@ +// Pcx - Point cloud importer & renderer for Unity +// https://github.com/keijiro/Pcx + +using UnityEngine; + +namespace Pcx +{ + /// A renderer class that renders a point cloud contained by PointCloudData. + [ExecuteInEditMode] + public sealed class PointCloudRenderer : MonoBehaviour + { + #region Editable attributes + + [SerializeField] PointCloudData _sourceData = null; + + public PointCloudData sourceData { + get { return _sourceData; } + set { _sourceData = value; } + } + + [SerializeField] Color _pointTint = new Color(0.5f, 0.5f, 0.5f, 1); + + public Color pointTint { + get { return _pointTint; } + set { _pointTint = value; } + } + + [SerializeField] float _pointSize = 0.05f; + + public float pointSize { + get { return _pointSize; } + set { _pointSize = value; } + } + + #endregion + + #region Public properties (nonserialized) + + public ComputeBuffer sourceBuffer { get; set; } + + #endregion + + #region Internal resources + + [SerializeField, HideInInspector] Shader _pointShader = null; + [SerializeField, HideInInspector] Shader _diskShader = null; + + #endregion + + #region Private objects + + Material _pointMaterial; + Material _diskMaterial; + + #endregion + + #region MonoBehaviour implementation + + void OnValidate() + { + _pointSize = Mathf.Max(0, _pointSize); + } + + void OnDestroy() + { + if (_pointMaterial != null) + { + if (Application.isPlaying) + { + Destroy(_pointMaterial); + Destroy(_diskMaterial); + } + else + { + DestroyImmediate(_pointMaterial); + DestroyImmediate(_diskMaterial); + } + } + } + + void OnRenderObject() + { + // We need a source data or an externally given buffer. + if (_sourceData == null && sourceBuffer == null) return; + + // Check the camera condition. + var camera = Camera.current; + if ((camera.cullingMask & (1 << gameObject.layer)) == 0) return; + if (camera.name == "Preview Scene Camera") return; + + // TODO: Do view frustum culling here. + + // Lazy initialization + if (_pointMaterial == null) + { + _pointMaterial = new Material(_pointShader); + _pointMaterial.hideFlags = HideFlags.DontSave; + _pointMaterial.EnableKeyword("_COMPUTE_BUFFER"); + + _diskMaterial = new Material(_diskShader); + _diskMaterial.hideFlags = HideFlags.DontSave; + _diskMaterial.EnableKeyword("_COMPUTE_BUFFER"); + } + + // Use the external buffer if given any. + var pointBuffer = sourceBuffer != null ? + sourceBuffer : _sourceData.computeBuffer; + + if (_pointSize == 0) + { + _pointMaterial.SetPass(0); + _pointMaterial.SetColor("_Tint", _pointTint); + _pointMaterial.SetMatrix("_Transform", transform.localToWorldMatrix); + _pointMaterial.SetBuffer("_PointBuffer", pointBuffer); + #if UNITY_2019_1_OR_NEWER + Graphics.DrawProceduralNow(MeshTopology.Points, pointBuffer.count, 1); + #else + Graphics.DrawProcedural(MeshTopology.Points, pointBuffer.count, 1); + #endif + } + else + { + _diskMaterial.SetPass(0); + _diskMaterial.SetColor("_Tint", _pointTint); + _diskMaterial.SetMatrix("_Transform", transform.localToWorldMatrix); + _diskMaterial.SetBuffer("_PointBuffer", pointBuffer); + _diskMaterial.SetFloat("_PointSize", pointSize); + #if UNITY_2019_1_OR_NEWER + Graphics.DrawProceduralNow(MeshTopology.Points, pointBuffer.count, 1); + #else + Graphics.DrawProcedural(MeshTopology.Points, pointBuffer.count, 1); + #endif + } + } + + #endregion + } +} diff --git a/Assets/3rdParty/PCX/Runtime/PointCloudRenderer.cs.meta b/Assets/3rdParty/PCX/Runtime/PointCloudRenderer.cs.meta new file mode 100644 index 00000000..4483c47c --- /dev/null +++ b/Assets/3rdParty/PCX/Runtime/PointCloudRenderer.cs.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 3b5900aba1767854aa98592c99eb8b8a +timeCreated: 1509113340 +licenseType: Pro +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: + - _source: {instanceID: 0} + - _pointShader: {fileID: 4800000, guid: 1baec256dca7c1642b87d05510e75a3f, type: 3} + - _diskShader: {fileID: 4800000, guid: 7ebf1f15e5b03014d92704caa6c97e2e, type: 3} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/PCX/Runtime/Shaders.meta b/Assets/3rdParty/PCX/Runtime/Shaders.meta new file mode 100644 index 00000000..a08a4d0f --- /dev/null +++ b/Assets/3rdParty/PCX/Runtime/Shaders.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: b630145d59c3fd94192dee25504cefc7 +folderAsset: yes +timeCreated: 1508941566 +licenseType: Pro +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/PCX/Runtime/Shaders/Common.cginc b/Assets/3rdParty/PCX/Runtime/Shaders/Common.cginc new file mode 100644 index 00000000..82715271 --- /dev/null +++ b/Assets/3rdParty/PCX/Runtime/Shaders/Common.cginc @@ -0,0 +1,22 @@ +// Pcx - Point cloud importer & renderer for Unity +// https://github.com/keijiro/Pcx + +#define PCX_MAX_BRIGHTNESS 16 + +uint PcxEncodeColor(half3 rgb) +{ + half y = max(max(rgb.r, rgb.g), rgb.b); + y = clamp(ceil(y * 255 / PCX_MAX_BRIGHTNESS), 1, 255); + rgb *= 255 * 255 / (y * PCX_MAX_BRIGHTNESS); + uint4 i = half4(rgb, y); + return i.x | (i.y << 8) | (i.z << 16) | (i.w << 24); +} + +half3 PcxDecodeColor(uint data) +{ + half r = (data ) & 0xff; + half g = (data >> 8) & 0xff; + half b = (data >> 16) & 0xff; + half a = (data >> 24) & 0xff; + return half3(r, g, b) * a * PCX_MAX_BRIGHTNESS / (255 * 255); +} diff --git a/Assets/3rdParty/PCX/Runtime/Shaders/Common.cginc.meta b/Assets/3rdParty/PCX/Runtime/Shaders/Common.cginc.meta new file mode 100644 index 00000000..15b02bec --- /dev/null +++ b/Assets/3rdParty/PCX/Runtime/Shaders/Common.cginc.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 53dbcdad165c00f48b5e7ab3b658b33c +timeCreated: 1508924405 +licenseType: Pro +ShaderImporter: + externalObjects: {} + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/PCX/Runtime/Shaders/Disk.cginc b/Assets/3rdParty/PCX/Runtime/Shaders/Disk.cginc new file mode 100644 index 00000000..2105cf51 --- /dev/null +++ b/Assets/3rdParty/PCX/Runtime/Shaders/Disk.cginc @@ -0,0 +1,126 @@ +// Pcx - Point cloud importer & renderer for Unity +// https://github.com/keijiro/Pcx + +#include "UnityCG.cginc" +#include "Common.cginc" + +// Uniforms +half4 _Tint; +half _PointSize; +float4x4 _Transform; + +#if _COMPUTE_BUFFER +StructuredBuffer _PointBuffer; +#endif + +// Vertex input attributes +struct Attributes +{ +#if _COMPUTE_BUFFER + uint vertexID : SV_VertexID; +#else + float4 position : POSITION; + half3 color : COLOR; +#endif +}; + +// Fragment varyings +struct Varyings +{ + float4 position : SV_POSITION; +#if !PCX_SHADOW_CASTER + half3 color : COLOR; + UNITY_FOG_COORDS(0) +#endif +}; + +// Vertex phase +Varyings Vertex(Attributes input) +{ + // Retrieve vertex attributes. +#if _COMPUTE_BUFFER + float4 pt = _PointBuffer[input.vertexID]; + float4 pos = mul(_Transform, float4(pt.xyz, 1)); + half3 col = PcxDecodeColor(asuint(pt.w)); +#else + float4 pos = input.position; + half3 col = input.color; +#endif + +#if !PCX_SHADOW_CASTER + // Color space convertion & applying tint + #if UNITY_COLORSPACE_GAMMA + col *= _Tint.rgb * 2; + #else + col *= LinearToGammaSpace(_Tint.rgb) * 2; + col = GammaToLinearSpace(col); + #endif +#endif + + // Set vertex output. + Varyings o; + o.position = UnityObjectToClipPos(pos); +#if !PCX_SHADOW_CASTER + o.color = col; + UNITY_TRANSFER_FOG(o, o.position); +#endif + return o; +} + +// Geometry phase +[maxvertexcount(36)] +void Geometry(point Varyings input[1], inout TriangleStream outStream) +{ + float4 origin = input[0].position; + float2 extent = abs(UNITY_MATRIX_P._11_22 * _PointSize); + + // Copy the basic information. + Varyings o = input[0]; + + // Determine the number of slices based on the radius of the + // point on the screen. + float radius = extent.y / origin.w * _ScreenParams.y; + uint slices = min((radius + 1) / 5, 4) + 2; + + // Slightly enlarge quad points to compensate area reduction. + // Hopefully this line would be complied without branch. + if (slices == 2) extent *= 1.2; + + // Top vertex + o.position.y = origin.y + extent.y; + o.position.xzw = origin.xzw; + outStream.Append(o); + + UNITY_LOOP for (uint i = 1; i < slices; i++) + { + float sn, cs; + sincos(UNITY_PI / slices * i, sn, cs); + + // Right side vertex + o.position.xy = origin.xy + extent * float2(sn, cs); + outStream.Append(o); + + // Left side vertex + o.position.x = origin.x - extent.x * sn; + outStream.Append(o); + } + + // Bottom vertex + o.position.x = origin.x; + o.position.y = origin.y - extent.y; + outStream.Append(o); + + outStream.RestartStrip(); +} + +half4 Fragment(Varyings input) : SV_Target +{ +#if PCX_SHADOW_CASTER + return 0; +#else + half4 c = half4(input.color, _Tint.a); + UNITY_APPLY_FOG(input.fogCoord, c); + return c; +#endif +} + diff --git a/Assets/3rdParty/PCX/Runtime/Shaders/Disk.cginc.meta b/Assets/3rdParty/PCX/Runtime/Shaders/Disk.cginc.meta new file mode 100644 index 00000000..ed27a204 --- /dev/null +++ b/Assets/3rdParty/PCX/Runtime/Shaders/Disk.cginc.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: b8e5cac6daf67de449b3cfd878a77876 +timeCreated: 1509292824 +licenseType: Pro +ShaderImporter: + externalObjects: {} + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/PCX/Runtime/Shaders/Disk.shader b/Assets/3rdParty/PCX/Runtime/Shaders/Disk.shader new file mode 100644 index 00000000..dc1bed77 --- /dev/null +++ b/Assets/3rdParty/PCX/Runtime/Shaders/Disk.shader @@ -0,0 +1,42 @@ +// Pcx - Point cloud importer & renderer for Unity +// https://github.com/keijiro/Pcx + +Shader "Point Cloud/Disk" +{ + Properties + { + _Tint("Tint", Color) = (0.5, 0.5, 0.5, 1) + _PointSize("Point Size", Float) = 0.01 + } + SubShader + { + Tags { "RenderType"="Opaque" } + Cull Off + Pass + { + Tags { "LightMode"="ForwardBase" } + CGPROGRAM + #pragma vertex Vertex + #pragma geometry Geometry + #pragma fragment Fragment + #pragma multi_compile_fog + #pragma multi_compile _ UNITY_COLORSPACE_GAMMA + #pragma multi_compile _ _COMPUTE_BUFFER + #include "Disk.cginc" + ENDCG + } + Pass + { + Tags { "LightMode"="ShadowCaster" } + CGPROGRAM + #pragma vertex Vertex + #pragma geometry Geometry + #pragma fragment Fragment + #pragma multi_compile _ _COMPUTE_BUFFER + #define PCX_SHADOW_CASTER 1 + #include "Disk.cginc" + ENDCG + } + } + CustomEditor "Pcx.DiskMaterialInspector" +} diff --git a/Assets/3rdParty/PCX/Runtime/Shaders/Disk.shader.meta b/Assets/3rdParty/PCX/Runtime/Shaders/Disk.shader.meta new file mode 100644 index 00000000..840cf371 --- /dev/null +++ b/Assets/3rdParty/PCX/Runtime/Shaders/Disk.shader.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 7ebf1f15e5b03014d92704caa6c97e2e +timeCreated: 1508921654 +licenseType: Pro +ShaderImporter: + externalObjects: {} + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/PCX/Runtime/Shaders/Point.shader b/Assets/3rdParty/PCX/Runtime/Shaders/Point.shader new file mode 100644 index 00000000..d9cf0fa5 --- /dev/null +++ b/Assets/3rdParty/PCX/Runtime/Shaders/Point.shader @@ -0,0 +1,97 @@ +// Pcx - Point cloud importer & renderer for Unity +// https://github.com/keijiro/Pcx + +Shader "Point Cloud/Point" +{ + Properties + { + _Tint("Tint", Color) = (0.5, 0.5, 0.5, 1) + _PointSize("Point Size", Float) = 0.05 + [Toggle] _Distance("Apply Distance", Float) = 1 + } + SubShader + { + Tags { "RenderType"="Opaque" } + Pass + { + CGPROGRAM + + #pragma vertex Vertex + #pragma fragment Fragment + + #pragma multi_compile_fog + #pragma multi_compile _ UNITY_COLORSPACE_GAMMA + #pragma multi_compile _ _DISTANCE_ON + #pragma multi_compile _ _COMPUTE_BUFFER + + #include "UnityCG.cginc" + #include "Common.cginc" + + struct Attributes + { + float4 position : POSITION; + half3 color : COLOR; + }; + + struct Varyings + { + float4 position : SV_Position; + half3 color : COLOR; + half psize : PSIZE; + UNITY_FOG_COORDS(0) + }; + + half4 _Tint; + float4x4 _Transform; + half _PointSize; + + #if _COMPUTE_BUFFER + StructuredBuffer _PointBuffer; + #endif + + #if _COMPUTE_BUFFER + Varyings Vertex(uint vid : SV_VertexID) + #else + Varyings Vertex(Attributes input) + #endif + { + #if _COMPUTE_BUFFER + float4 pt = _PointBuffer[vid]; + float4 pos = mul(_Transform, float4(pt.xyz, 1)); + half3 col = PcxDecodeColor(asuint(pt.w)); + #else + float4 pos = input.position; + half3 col = input.color; + #endif + + #ifdef UNITY_COLORSPACE_GAMMA + col *= _Tint.rgb * 2; + #else + col *= LinearToGammaSpace(_Tint.rgb) * 2; + col = GammaToLinearSpace(col); + #endif + + Varyings o; + o.position = UnityObjectToClipPos(pos); + o.color = col; + #ifdef _DISTANCE_ON + o.psize = _PointSize / o.position.w * _ScreenParams.y; + #else + o.psize = _PointSize; + #endif + UNITY_TRANSFER_FOG(o, o.position); + return o; + } + + half4 Fragment(Varyings input) : SV_Target + { + half4 c = half4(input.color, _Tint.a); + UNITY_APPLY_FOG(input.fogCoord, c); + return c; + } + + ENDCG + } + } + CustomEditor "Pcx.PointMaterialInspector" +} diff --git a/Assets/3rdParty/PCX/Runtime/Shaders/Point.shader.meta b/Assets/3rdParty/PCX/Runtime/Shaders/Point.shader.meta new file mode 100644 index 00000000..431b0c1c --- /dev/null +++ b/Assets/3rdParty/PCX/Runtime/Shaders/Point.shader.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 1baec256dca7c1642b87d05510e75a3f +timeCreated: 1508905738 +licenseType: Pro +ShaderImporter: + externalObjects: {} + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/PythonIntegration.meta b/Assets/3rdParty/PythonIntegration.meta new file mode 100644 index 00000000..f0af5c04 --- /dev/null +++ b/Assets/3rdParty/PythonIntegration.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 16408a2ced865ab4288707c26ceefb11 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/PythonIntegration/.gitattributes b/Assets/3rdParty/PythonIntegration/.gitattributes new file mode 100644 index 00000000..ac190cee --- /dev/null +++ b/Assets/3rdParty/PythonIntegration/.gitattributes @@ -0,0 +1 @@ +IronPython/** filter=lfs diff=lfs merge=lfs -text diff --git a/Assets/3rdParty/PythonIntegration/Editor.meta b/Assets/3rdParty/PythonIntegration/Editor.meta new file mode 100644 index 00000000..501e0bcc --- /dev/null +++ b/Assets/3rdParty/PythonIntegration/Editor.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 82deec677936f4c839cc959ab81964d8 +folderAsset: yes +timeCreated: 1521562141 +licenseType: Free +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/PythonIntegration/Editor/PythonScriptAssetInspector.cs b/Assets/3rdParty/PythonIntegration/Editor/PythonScriptAssetInspector.cs new file mode 100644 index 00000000..49b17fdc --- /dev/null +++ b/Assets/3rdParty/PythonIntegration/Editor/PythonScriptAssetInspector.cs @@ -0,0 +1,38 @@ +using UnityEngine; +using UnityEditor.Experimental.AssetImporters; +using System.IO; +using UnityEditor; + +[CustomEditor(typeof(PythonScript))] +public class PythonScriptAssetInspector:Editor{ + private const int kMaxChars = 7000; + private GUIStyle m_TextStyle; + public override void OnInspectorGUI () + { + if (this.m_TextStyle == null) { + this.m_TextStyle = "ScriptText"; + } + bool enabled = GUI.enabled; + GUI.enabled = true; + PythonScript textAsset = base.target as PythonScript; + if (textAsset != null) { + string text; + if (base.targets.Length > 1) { + text = ""; + } else { + text = textAsset.text; + if (text.Length > 7000) { + text = text.Substring (0, 7000) + @"... + + <...etc...>"; + } + } + Rect rect = GUILayoutUtility.GetRect (new GUIContent (text), this.m_TextStyle); + rect.x = 0; + rect.y -= 3; + rect.width += 17; + GUI.Box (rect, text, this.m_TextStyle); + } + GUI.enabled = enabled; + } +} \ No newline at end of file diff --git a/Assets/3rdParty/PythonIntegration/Editor/PythonScriptAssetInspector.cs.meta b/Assets/3rdParty/PythonIntegration/Editor/PythonScriptAssetInspector.cs.meta new file mode 100644 index 00000000..a8f69a7a --- /dev/null +++ b/Assets/3rdParty/PythonIntegration/Editor/PythonScriptAssetInspector.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: c060b1eaf10a14ec0b5932a8d05586b0 +timeCreated: 1514858735 +licenseType: Free +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/PythonIntegration/Editor/PythonScriptsImporter.cs b/Assets/3rdParty/PythonIntegration/Editor/PythonScriptsImporter.cs new file mode 100644 index 00000000..e8fbf224 --- /dev/null +++ b/Assets/3rdParty/PythonIntegration/Editor/PythonScriptsImporter.cs @@ -0,0 +1,27 @@ +using UnityEngine; +using UnityEditor.Experimental.AssetImporters; +using System.IO; + +[ScriptedImporter(1, "py")] +public class PythonScriptsImporter : ScriptedImporter{ + public override void OnImportAsset(AssetImportContext ctx){ + var existedPythonScriptAsset = UnityEditor.AssetDatabase.LoadMainAssetAtPath (ctx.assetPath) as PythonScript; + //script text + var text = File.ReadAllText (ctx.assetPath); + int updateCount = existedPythonScriptAsset == null ? 0 : existedPythonScriptAsset.updateCount; + var pythonScriptAsset = PythonScript.CreateFromString (text, updateCount); + + //script name + var fileName = Path.GetFileNameWithoutExtension (ctx.assetPath); + pythonScriptAsset.name = fileName; + + //script asset + #if UNITY_2017_3_OR_NEWER + ctx.AddObjectToAsset ("script", pythonScriptAsset); + ctx.SetMainObject (pythonScriptAsset); + #else + ctx.SetMainAsset("script", pythonScriptAsset); + #endif + + } +} \ No newline at end of file diff --git a/Assets/3rdParty/PythonIntegration/Editor/PythonScriptsImporter.cs.meta b/Assets/3rdParty/PythonIntegration/Editor/PythonScriptsImporter.cs.meta new file mode 100644 index 00000000..dcb1aabb --- /dev/null +++ b/Assets/3rdParty/PythonIntegration/Editor/PythonScriptsImporter.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 5054a76fc87aa4a168a5220f65731961 +timeCreated: 1514855699 +licenseType: Free +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/PythonIntegration/Editor/PythonScriptsImporterInspector.cs b/Assets/3rdParty/PythonIntegration/Editor/PythonScriptsImporterInspector.cs new file mode 100644 index 00000000..4428d5ef --- /dev/null +++ b/Assets/3rdParty/PythonIntegration/Editor/PythonScriptsImporterInspector.cs @@ -0,0 +1,15 @@ +using UnityEditor.Experimental.AssetImporters; +using System.IO; +using UnityEditor; +using System; +using UnityEditorInternal; +using System.Collections.Generic; +using System.Reflection; +using UnityEngine; + +[CustomEditor(typeof(PythonScriptsImporter))] +internal class PythonScriptsImporterInspector:AssetImporterEditor{ + public override void OnInspectorGUI (){ + //do nothing + } +} \ No newline at end of file diff --git a/Assets/3rdParty/PythonIntegration/Editor/PythonScriptsImporterInspector.cs.meta b/Assets/3rdParty/PythonIntegration/Editor/PythonScriptsImporterInspector.cs.meta new file mode 100644 index 00000000..f41713a2 --- /dev/null +++ b/Assets/3rdParty/PythonIntegration/Editor/PythonScriptsImporterInspector.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 7908b966d35614c8e87eb5c5698b9c74 +timeCreated: 1514858735 +licenseType: Free +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git 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restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. 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System.Action onCollisionEnter; + System.Action onCollisionStay; + System.Action onCollisionExit; + + + int scriptUpdateCount = -1; + bool scopeInitializedWithScript; + void CheckConsistency(){ + FixBrokenReferenceBug (); + if (m_scope == null) { + InitScope (); + } + if (script == null) + return; + if(script.updateCount != scriptUpdateCount || !scopeInitializedWithScript){ + script.Execute (m_scope); + + InitMethod ("Update", ref update); + InitMethod ("Awake", ref awake); + InitMethod ("Start", ref start); + InitMethod ("OnEnable", ref onEnable); + InitMethod ("OnDisable", ref onDisable); + InitMethod ("OnDestroy", ref onDestroy); + InitMethod ("OnCollisionEnter", ref onCollisionEnter); + InitMethod ("OnCollisionStay", ref onCollisionStay); + InitMethod ("OnCollisionExit", ref onCollisionExit); + + scriptUpdateCount = script.updateCount; + scopeInitializedWithScript = true; + + CallOnScopeUpdated (); + } + } + + void FixBrokenReferenceBug(){ + #if UNITY_EDITOR + if (script == null && !Object.ReferenceEquals (script, null)) { + var so = new UnityEditor.SerializedObject (this); + var id = script.GetInstanceID (); + so.FindProperty ("script").objectReferenceInstanceIDValue = 0; + so.FindProperty ("script").objectReferenceInstanceIDValue = id; + so.ApplyModifiedPropertiesWithoutUndo (); + } + #endif + } + + void CallOnScopeUpdated(){ + if (onScopeUpdated != null) { + onScopeUpdated (); + } + } + + void InitScope(){ + if (m_scope == null) { + m_scope = PythonUtils.GetEngine ().CreateScope (); + } + m_scope.SetVariable ("owner", this); + m_scope.SetVariable ("gameObject", gameObject); + m_scope.SetVariable ("transform", transform); + scopeInitializedWithScript = false; + } + + void InitMethod(string methodName, ref T action){ + action = default(T); + if (m_scope.ContainsVariable (methodName)) { + action = m_scope.GetVariable (methodName); + } + } + + void CallAction(ref System.Action action){ + CheckConsistency (); + if (script == null || script.compiledWithError) + return; + if (action != null) { + try{ + action (); + }catch(System.Exception e){ + Debug.LogException (e); + } + CallOnScopeUpdated (); + } + } + void CallCollisionAction(ref System.Action action, Collision collision){ + CheckConsistency (); + if (action != null) { + try{ + action (collision); + }catch(System.Exception e){ + Debug.LogException (e); + } + CallOnScopeUpdated (); + } + } + + protected void OnEnable(){ + CallAction (ref onEnable); + } + protected void Update(){ + CallAction (ref update); + } + protected void OnDisable(){ + CallAction (ref onDisable); + } + protected void Start(){ + CallAction (ref start); + } + protected virtual void Awake(){ + CallAction (ref awake); + } + protected void OnDestroy(){ + CallAction (ref onDestroy); + } + protected void OnCollisionEnter(Collision collision){ + CallCollisionAction (ref onCollisionEnter, collision); + } + protected void OnCollisionStay(Collision collision){ + CallCollisionAction (ref onCollisionStay, collision); + } + protected void OnCollisionExit(Collision collision){ + CallCollisionAction (ref onCollisionExit, collision); + } +} \ No newline at end of file diff --git a/Assets/3rdParty/PythonIntegration/PythonBehaviour.cs.meta b/Assets/3rdParty/PythonIntegration/PythonBehaviour.cs.meta new file mode 100644 index 00000000..3ed7acc7 --- /dev/null +++ b/Assets/3rdParty/PythonIntegration/PythonBehaviour.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 9d80973c0ae7242e78acb606ea8d6aff +timeCreated: 1510499222 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/PythonIntegration/PythonConsole2.cs b/Assets/3rdParty/PythonIntegration/PythonConsole2.cs new file mode 100644 index 00000000..82ad9ab5 --- /dev/null +++ b/Assets/3rdParty/PythonIntegration/PythonConsole2.cs @@ -0,0 +1,449 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using Microsoft.Scripting.Hosting; +using UnityEngine.UI; +using System; +using System.Text; +using System.Reflection; +using TMPro; + + +using UMol.API; + +/// From https://github.com/AlexLemminG/PythonToUnity_Integration + +public class PythonConsole2 : MonoBehaviour { + public Color defaultColor = Color.white; + public bool visibleByDefault = true; + + public int lineLimit = 500; + + public TMP_InputField input; + public RectTransform textsRoot; + public TMP_Text textTemplate; + public ScrollRect scroll; + public RectTransform panel; + + const float appearSpeed = 6f; + + private RectTransform lastTextTransform; + + + List m_previousCommands = new List(); + int m_previousCommandSelected; + ScriptScope m_scope; + bool m_visible = true; + string m_prevFrameInputText = ""; + bool m_commandExecutionInProgress; + string m_log; + bool m_suspendNextMessage; + bool m_listeningToDevelopmentConsole = true; + Coroutine m_toggleVisibilityCoroutine; + LayoutElement layoutE; + Button showConsoleButton; + Button hideConsoleButton; + + public void Select(UnityEngine.Object o) { +#if UNITY_EDITOR + UnityEditor.Selection.activeObject = o; +#else + m_scope.SetVariable ("selection", o); +#endif + } + + public void Clear() { + var textTemplateTransform = textTemplate.transform; + for (int i = textsRoot.childCount - 1; i >= 0; i--) { + var textTransform = textsRoot.GetChild(i); + if (textTransform != textTemplateTransform) { + Destroy(textTransform.gameObject); + } + } + lastTextTransform = null; + m_suspendNextMessage = true; + } + + + public void ShowLog() { + m_listeningToDevelopmentConsole = true; + Application.logMessageReceived -= PrintLogMessageToConsole; + Application.logMessageReceived += PrintLogMessageToConsole; + } + + public void HideLog() { + m_listeningToDevelopmentConsole = false; + Application.logMessageReceived -= PrintLogMessageToConsole; + } + + //used to write by python (definition is important) + public void write(string s) { + if (string.IsNullOrEmpty (s) || s == "\n") + return; + var message = (string.IsNullOrEmpty(m_log) ? "" : "\n") + "" + ">>>" + s + " "; + m_log += message; + } + + + bool ShouldToggleConsole() { + return Input.GetButtonDown ("Console"); + } + + // void Awake() { + // inputf.lineType = InputField.LineType.MultiLineNewline; + // } + + // void OnDisable() { + // inputf.onValidateInput -= CheckForEnter; + // // inputf.OnSubmit.RemoveListener (value => ExecuteCommand(inputf.text)); + // HideLog (); + // } + + void OnDisable() { + // input.onSubmit.RemoveListener (CheckForEnter); + input.onSubmit.RemoveListener (ExecuteCommand); + HideLog (); + } + + + void Start() { +#if !DISABLE_CONSOLE + try { + showConsoleButton = transform.Find("Canvas/ShowUI").gameObject.GetComponent