ui基本完毕,修了一大把的bug
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# Changelog
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## 1.0.2
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### Features
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- Added `onFracture` to editor
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## 1.0.1
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### Features
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- Added `onFracture` event to `CallbackOptions`. The collider and game object of the instigating object are passed in addition
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- Added `CauseFracture()` method to `Fracture` to allow a fracture to be triggered via code.
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## 1.0.0
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### Features
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- Initial release
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# Fracture
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## Overview
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The `Fracture` script allows you to fracture meshes during runtime.
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## Prerequisites
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An object should have the following components added to it. The first three are required components for the script (i.e. they are added automatically) while the Collider is not a required component since you are allowed to use any type of collider.
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* `MeshFilter`
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* `MeshRenderer`
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* `RigidBody`
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* `Collider` (any type)
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## Properties
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### Trigger Options
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- **Trigger Type**: The method by which the fracture will be triggered
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- **Collision**: Physics-based colliders
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- **Trigger**: Trigger-based colliders
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- **Keyboard**: User presses a key
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- **Minimum Collision Force**: The minimum collision force required to trigger the fracture. If the collision force is equal to or greater than this value, the fracture will be triggered. To ignore this setting, set the minimum force to 0. This option is available for the **Collision** trigger type only.
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- **Limit collisions to selected tags?**: By enabling this option, you can limit which object tags will trigger the collision. When a collision is detected, the colliding object's tag will be compared against the list of **Included Tags**. If it is contained within that list (and the other collision criteria are met), the fracture will be triggered. This option is available for the **Collision** and **Trigger** trigger types only.
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- **Included Tags**: The set of GameObject tags that can trigger a fracture. This option is available for the **Collision** and **Trigger** trigger types only.
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- **Trigger Key**: The key that will trigger the fracture when press. This option is available for the **Keyboard** trigger type only.
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### Fracture Options
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- **Fragment Count**: The number of fragments to break the object into. *Note:* If **Detect Floating Fragments** is set to true, the final number of fragments may be higher than **Fragment Count**. This is because floating fragment detection is performed after the fracturing stage is complete.
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- **Asynchronous**: If enable, the mesh will be fractured asynchronously via use of coroutines. The fracture steps are spread out over many frames rather than one to prevent stuttering. If **Fragment Count** is large, the delay between the triggering of the fracture and the fracturing actually occurring can be significant. If performance is an issue, it is recommended to use `*Prefracture` to fracture the mesh in the editor rather than runtime.
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- **Detect Floating Fragments**: If enable, a pass will be made on the resulting fragments after the fracture algorithm has executed to determine if any of the fragments contain unconnected geometry. This can occur when fracturing non-convex meshes. Since the geometry of each fragment must be searched to identify these disconnected sets of vertices/faces, this option will significantly reduce the performance of the fracturing. Once again, if performance is an issue, it is recommended that you use the `Prefracture` script.
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- **Fracture Along X/Y/Z Plane**: Each fracture line can be specified by a vector. For some objects, it is desirable to keep this vector locked to specific planes. For example, assume you have a model of a pane of glass with the width along the X-axis, the height along the Y-axis and the thickness along the Z-axis. The fracture lines should be constrained to the face of the glass (X-Y plane) and not split the glass along its thickness. In this case you would set **Fracture Along X Plane** and **Fracture Along Y Plane** to true and **Fracture Along Z Plane** to false.
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- **Inside Material**: The material to use for the newly fractured faces.
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- **Texture Scale**: Scale factor applied to the UV coordinates for the fractured faces.
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- **Texture Offset**: Constant offset applied to the UV coordinates for the fractured faces.
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### Refracture Options
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- **Enabled**: Set to true to enable refracturing of fragments.
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- **Invoke Callbacks**: If enabled, refracturing fragments will also trigger the callbacks. This option can be useful if you only want to trigger an action the first time an object is fractured but not when the fragments are refractured (in this case, you would set this option to false).
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- **Max # of Refractures**: The maximum number of times a fragment can be refractured. **WARNING: Refracturing results in an exponential growth in fragments. It is recommended to keep fragment count low if you enable refracturing.**
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## Callback Options
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- **OnCompleted()**: This callback is triggered when the fracturing has been completed. Use this to play a sound, turn on a light or any other in-game logic you require.
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# Getting Started
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There are three separate components included in this package. Click on the links below to see documentation for that specific script.
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- [Fracture](/Documentation~/Fracture.md) - Break meshes into pieces during runtime.
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- [Prefracture](/Documentation~/Prefracture.md) - Used for pre-fracturing meshes in the editor. The generated fragments can either be saved directly in the scene or saved to disk if you would like to create a prefab.
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- [Slice](/Documentation~/Slice.md) - Runtime slicing of meshes
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## Tips
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Before using the scripts, there are a few limitations and considerations to be aware of.
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### 1. If you are importing a custom mesh, you must set "Read/Write Enabled" to true in the Import settings. Otherwise you will get an error.
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### 2. Meshes must be be non-intersecting and closed. If not, the re-triangulation will fail.
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Depicted above is the wireframe model of a stool. Notice how the crossbars intersect the legs of the stool. Intersecting geometry will cause the triangulation algorithm (which fills in the newly cut faces) to fail and will result in artifacts like you see below. The triangulation algorithm I implemented does not handle self-intersecting polygons. Detecting self-intersecting geometry is a non-trivial problem and is not something I plan on adding.
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### 3. Optimizing Performance
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The fracturing process is a computationally intensive process. Simple models (several hundred vertices) can be fractured into dozens of pieces without much of a hitch. The performance of fracturing complex models consisting of several thousands vertices during runtime will likely be quite slow on older, less capable machines.
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Here are some tips for optimizing performance
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1. Reduce number of fragments
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2. Disable or reduce the number of refracturing interations
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3. Prefracture models in the editor rather than fracturing during runtime
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4. Bring your model into a 3D modeling program like Blender and use the Decimation tool to simplify the mesh geometry
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# Prefracture
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## Overview
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The `Prefracture` script allows meshes to be fractured in the editor. When a mesh is prefractured, the fragments are added to the scene and the original object is set to an inactive state. Each fragment has a RigidBody attached to it which is frozen. Fragments can be unfrozen based on several trigger conditions (listed below). When the trigger condition is satisfied, the fragment is unfrozen. Optionally, all fragments can be unfrozen if a single fragment's trigger conditions are satisfied. This allows prefractured meshes to be broken apart one piece at a time or shatter all at once.
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## Prerequisites
|
||||
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||||
An object should have the following components added to it. The first three are required components for the script (i.e. they are added automatically) while the Collider is not a required component since you are allowed to use any type of collider.
|
||||
|
||||
* `MeshFilter`
|
||||
* `MeshRenderer`
|
||||
* `RigidBody`
|
||||
* `Collider` (any type)
|
||||
|
||||
## Properties
|
||||
|
||||

|
||||
|
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### Trigger Options
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||||
|
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- **Trigger Type**: The method that triggers the fragments to "wake up" and become active physics objects.
|
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- **Collision**: Physics-based colliders
|
||||
- **Trigger**: Trigger-based colliders
|
||||
- **Keyboard**: User presses a key
|
||||
- **Minimum Collision Force**: The minimum collision force required to trigger the fracture. If the collision force is equal to or greater than this value, the fracture will be triggered. To ignore this setting, set the minimum force to 0. This option is available for the **Collision** trigger type only.
|
||||
- **Limit collisions to selected tags?**: By enabling this option, you can limit which object tags will trigger the collision. When a collision is detected, the colliding object's tag will be compared against the list of **Included Tags**. If it is contained within that list (and the other collision criteria are met), the fracture will be triggered. This option is available for the **Collision** and **Trigger** trigger types only.
|
||||
- **Included Tags**: The set of GameObject tags that can trigger a fracture. This option is available for the **Collision** and **Trigger** trigger types only.
|
||||
- **Trigger Key**: The key that will trigger the fracture when press. This option is available for the **Keyboard** trigger type only.
|
||||
|
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### Fracture Options
|
||||
- **Fragment Count**: The number of fragments to break the object into. *Note:* If **Detect Floating Fragments** is set to true, the final number of fragments may be higher than **Fragment Count**. This is because floating fragment detection is performed after the fracturing stage is complete.
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- **Asynchronous**: Has no effect for prefracturing
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||||
- **Detect Floating Fragments**: If enable, a pass will be made on the resulting fragments after the fracture algorithm has executed to determine if any of the fragments contain unconnected geometry. This can occur when fracturing non-convex meshes. Since the geometry of each fragment must be searched to identify these disconnected sets of vertices/faces, this option will significantly reduce the performance of the fracturing. Once again, if performance is an issue, it is recommended that you use the `Prefracture` script.
|
||||
- **Fracture Along X/Y/Z Plane**: Each fracture line can be specified by a vector. For some objects, it is desirable to keep this vector locked to specific planes. For example, assume you have a model of a pane of glass with the width along the X-axis, the height along the Y-axis and the thickness along the Z-axis. The fracture lines should be constrained to the face of the glass (X-Y plane) and not split the glass along its thickness. In this case you would set **Fracture Along X Plane** and **Fracture Along Y Plane** to true and **Fracture Along Z Plane** to false.
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- **Inside Material**: The material to use for the newly fractured faces.
|
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- **Texture Scale**: Scale factor applied to the UV coordinates for the fractured faces.
|
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- **Texture Offset**: Constant offset applied to the UV coordinates for the fractured faces.
|
||||
|
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### Callback Options
|
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- **OnCompleted()**: This callback is triggered when the fracturing has been completed. Use this to play a sound, turn on a light or any other in-game logic you require.
|
||||
|
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### Prefracture Options
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- **Unfreeze All**: If one fragment is triggered, unfreeze all fragments.
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- **Save Fragments to Disk**: Saves the fragment meshes to disk. Required if the prefractured mesh will be used in a prefab. Optional if the prefractured mesh will not be used as a prefab and will be embedded in the scene.
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||||
- **Save Location**: Location to save the fragments to relative to the project root directory.
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||||
- **Prefracture**: This button will fracture the mesh and generate the fragments. After the fragments have been generated, the object containing the base mesh is set to inactive but remains in the scene.
|
||||
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# Slice
|
||||
|
||||
## Overview
|
||||
|
||||
The `Slice` script allows meshes to be sliced into two pieces during runtime. Fragments can resliced into smaller fragments if desired.
|
||||
|
||||
## Prerequisites
|
||||
|
||||
An object should have the following components added to it. The first three are required components for the script (i.e. they are added automatically) while the Collider is not a required component since you are allowed to use any type of collider.
|
||||
|
||||
* `MeshFilter`
|
||||
* `MeshRenderer`
|
||||
* `RigidBody`
|
||||
* `Collider` (any type)
|
||||
|
||||
## Properties
|
||||
|
||||

|
||||
|
||||
### Slice Options
|
||||
|
||||
- **Enable Reslicing**: Set to true to enable reslicing of fragments.
|
||||
- **Max Reslice Count**: The maximum number of times a fragment can be resliced.
|
||||
- **Detect Floating Fragments**: If enable, a pass will be made on the resulting fragments after the slicing algorithm has executed to determine if any of the fragments contain unconnected geometry. This can occur when slicing non-convex meshes. Since the geometry of each fragment must be searched to identify these disconnected sets of vertices/faces, this option will significantly reduce the performance of the slicing.
|
||||
- **Inside Material**: The material to use for the newly sliced faces.
|
||||
- **Texture Scale**: Scale factor applied to the UV coordinates for the sliced faces.
|
||||
- **Texture Offset**: Constant offset applied to the UV coordinates for the sliced faces.
|
||||
- **Invoke Callbacks**: If enabled, slicing fragments will also trigger the callback functions. This option can be useful if you only want to trigger an action the first time an object is sliced but not when the fragments are resliced (in this case, you would set this option to false).
|
||||
|
||||
### Callback Options
|
||||
- **OnCompleted()**: This callback is triggered when the slicing has been completed. Use this to play a sound, turn on a light or any other in-game logic you require.
|
||||
|
||||
## How to Use
|
||||
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||||
### Call from Script
|
||||
Unlike `Fracture` and `Prefracture`, `Slice` requires scripting since you must pass in the normal and origin of the slice plane during runtime.
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||||
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||||
If `obj` is the object to be sliced, execute the following code to slice `obj` into two fragments. `sliceNormal` and `sliceOrigin` are the normal and origin of the slice plane in world coordinates, respectively.
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||||
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||||
```csharp
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||||
var slicer = obj.GetComponent<Slice>();
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var sliceNormal = Vector3.up;
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||||
var sliceOrigin = obj.transform.position;
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||||
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||||
slicer.ComputeSlice(sliceNormal, sliceOrigin);
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||||
```
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||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
[CustomPropertyDrawer(typeof(CallbackOptions))]
|
||||
public class CallbackOptionsPropertyDrawer : PropertyDrawer
|
||||
{
|
||||
private static bool foldout = true;
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||||
|
||||
// Draw the property inside the given rect
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||||
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
|
||||
{
|
||||
foldout = EditorGUILayout.BeginFoldoutHeaderGroup(foldout, label);
|
||||
|
||||
if (foldout)
|
||||
{
|
||||
EditorGUILayout.PropertyField(property.FindPropertyRelative("onFracture"));
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||||
EditorGUILayout.PropertyField(property.FindPropertyRelative("onCompleted"));
|
||||
}
|
||||
|
||||
EditorGUILayout.EndFoldoutHeaderGroup();
|
||||
}
|
||||
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||||
// Hack to prevent extra space at top of property drawer. This is due to using EditorGUILayout
|
||||
// in OnGUI, but I don't want to have to manually specify control sizes
|
||||
public override float GetPropertyHeight(SerializedProperty property, GUIContent label) { return 0; }
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e56ee0315133e004e8ef0f70106090ef
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,8 @@
|
||||
using UnityEditor;
|
||||
|
||||
[CustomEditor(typeof(Fracture))]
|
||||
[CanEditMultipleObjects]
|
||||
public class FractureEditor : Editor
|
||||
{
|
||||
// Empty editor required for custom property drawers to work properly
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 69f5d525b9339e54d97390fa221d2097
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,38 @@
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
// IngredientDrawerUIE
|
||||
[CustomPropertyDrawer(typeof(FractureOptions))]
|
||||
public class FractureOptionsPropertyDrawer : PropertyDrawer
|
||||
{
|
||||
private static bool foldout = true;
|
||||
|
||||
// Draw the property inside the given rect
|
||||
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
|
||||
{
|
||||
EditorGUI.indentLevel = 0;
|
||||
foldout = EditorGUILayout.BeginFoldoutHeaderGroup(foldout, label);
|
||||
|
||||
if (foldout)
|
||||
{
|
||||
EditorGUI.indentLevel = 1;
|
||||
|
||||
EditorGUILayout.PropertyField(property.FindPropertyRelative("fragmentCount"));
|
||||
EditorGUILayout.PropertyField(property.FindPropertyRelative("asynchronous"));
|
||||
EditorGUILayout.PropertyField(property.FindPropertyRelative("detectFloatingFragments"));
|
||||
EditorGUILayout.PropertyField(property.FindPropertyRelative("xAxis"), new GUIContent("Fracture Along X Plane"));
|
||||
EditorGUILayout.PropertyField(property.FindPropertyRelative("yAxis"), new GUIContent("Fracture Along Y Plane"));
|
||||
EditorGUILayout.PropertyField(property.FindPropertyRelative("zAxis"), new GUIContent("Fracture Along Z Plane"));
|
||||
EditorGUILayout.PropertyField(property.FindPropertyRelative("insideMaterial"));
|
||||
EditorGUILayout.PropertyField(property.FindPropertyRelative("textureScale"));
|
||||
EditorGUILayout.PropertyField(property.FindPropertyRelative("textureOffset"));
|
||||
}
|
||||
|
||||
EditorGUILayout.EndFoldoutHeaderGroup();
|
||||
EditorGUI.indentLevel = 0;
|
||||
}
|
||||
|
||||
// Hack to prevent extra space at top of property drawer. This is due to using EditorGUILayout
|
||||
// in OnGUI, but I don't want to have to manually specify control sizes
|
||||
public override float GetPropertyHeight(SerializedProperty property, GUIContent label) { return 0; }
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6dc10c5bce663b74da7236629b70b065
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,18 @@
|
||||
{
|
||||
"name": "OpenFracture.Editor",
|
||||
"rootNamespace": "",
|
||||
"references": [
|
||||
"GUID:7b1a8d9f4355a214f9a95471fa510c86"
|
||||
],
|
||||
"includePlatforms": [
|
||||
"Editor"
|
||||
],
|
||||
"excludePlatforms": [],
|
||||
"allowUnsafeCode": false,
|
||||
"overrideReferences": false,
|
||||
"precompiledReferences": [],
|
||||
"autoReferenced": true,
|
||||
"defineConstraints": [],
|
||||
"versionDefines": [],
|
||||
"noEngineReferences": false
|
||||
}
|
||||
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 948c819856827144ba8a7bba3f8946df
|
||||
AssemblyDefinitionImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,8 @@
|
||||
using UnityEditor;
|
||||
|
||||
[CustomEditor(typeof(Prefracture))]
|
||||
[CanEditMultipleObjects]
|
||||
public class PrefractureEditor : Editor
|
||||
{
|
||||
// Empty editor required for custom property drawers to work properly
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b13c64051dd526c4f8906d68712e987b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,63 @@
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
[CustomPropertyDrawer(typeof(PrefractureOptions))]
|
||||
public class PrefractureOptionsPropertyDrawer : PropertyDrawer
|
||||
{
|
||||
private static bool foldout = true;
|
||||
|
||||
// Draw the property inside the given rect
|
||||
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
|
||||
{
|
||||
var unfreezeAll = property.FindPropertyRelative("unfreezeAll");
|
||||
var saveFragmentsToDisk = property.FindPropertyRelative("saveFragmentsToDisk");
|
||||
var saveLocation = property.FindPropertyRelative("saveLocation");
|
||||
|
||||
EditorGUI.indentLevel = 0;
|
||||
foldout = EditorGUILayout.BeginFoldoutHeaderGroup(foldout, label);
|
||||
|
||||
if (foldout)
|
||||
{
|
||||
EditorGUI.indentLevel = 1;
|
||||
|
||||
EditorGUILayout.PropertyField(unfreezeAll, new GUIContent("Unfreeze All"));
|
||||
EditorGUILayout.PropertyField(saveFragmentsToDisk, new GUIContent("Save Fragments To Disk"));
|
||||
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.PropertyField(saveLocation, new GUIContent("Save Location"));
|
||||
|
||||
if (GUILayout.Button(" . . . ", GUILayout.ExpandWidth(false)))
|
||||
{
|
||||
string path = EditorUtility.OpenFolderPanel("Select Save Location", "", "");
|
||||
if (path.StartsWith(Application.dataPath))
|
||||
{
|
||||
saveLocation.stringValue = "Assets" + path.Substring(Application.dataPath.Length);
|
||||
saveLocation.serializedObject.ApplyModifiedProperties();
|
||||
}
|
||||
else
|
||||
{
|
||||
throw new System.ArgumentException("Full path does not contain the current project's Assets folder", "absolutePath");
|
||||
}
|
||||
}
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
GUILayout.Space(4);
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
GUILayout.Space(16);
|
||||
if (GUILayout.Button("Prefracture Mesh", new GUILayoutOption[] { GUILayout.ExpandWidth(true), GUILayout.Height(32) }))
|
||||
{
|
||||
((Prefracture)property.serializedObject.targetObject).ComputeFracture();
|
||||
}
|
||||
GUILayout.Space(16);
|
||||
EditorGUILayout.EndHorizontal();
|
||||
GUILayout.Space(4);
|
||||
}
|
||||
|
||||
EditorGUILayout.EndFoldoutHeaderGroup();
|
||||
EditorGUI.indentLevel = 0;
|
||||
}
|
||||
|
||||
// Hack to prevent extra space at top of property drawer. This is due to using EditorGUILayout
|
||||
// in OnGUI, but I don't want to have to manually specify control sizes
|
||||
public override float GetPropertyHeight(SerializedProperty property, GUIContent label) { return 0; }
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d08b34658d6e1ea4d83a8079e48bb270
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,35 @@
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
// IngredientDrawerUIE
|
||||
[CustomPropertyDrawer(typeof(RefractureOptions))]
|
||||
public class RefractureOptionsPropertyDrawer : PropertyDrawer
|
||||
{
|
||||
private static bool foldout = true;
|
||||
|
||||
// Draw the property inside the given rect
|
||||
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
|
||||
{
|
||||
var enableRefracturing = property.FindPropertyRelative("enableRefracturing");
|
||||
var maxRefractureCount = property.FindPropertyRelative("maxRefractureCount");
|
||||
var invokeCallbacks = property.FindPropertyRelative("invokeCallbacks");
|
||||
|
||||
EditorGUI.indentLevel = 0;
|
||||
foldout = EditorGUILayout.BeginFoldoutHeaderGroup(foldout, label);
|
||||
|
||||
if (foldout)
|
||||
{
|
||||
EditorGUI.indentLevel = 1;
|
||||
EditorGUILayout.PropertyField(enableRefracturing, new GUIContent("Enabled"));
|
||||
EditorGUILayout.PropertyField(invokeCallbacks, new GUIContent("Invoke Callbacks"));
|
||||
EditorGUILayout.PropertyField(maxRefractureCount, new GUIContent("Max # of Refractures"));
|
||||
}
|
||||
|
||||
EditorGUILayout.EndFoldoutHeaderGroup();
|
||||
EditorGUI.indentLevel = 0;
|
||||
}
|
||||
|
||||
// Hack to prevent extra space at top of property drawer. This is due to using EditorGUILayout
|
||||
// in OnGUI, but I don't want to have to manually specify control sizes
|
||||
public override float GetPropertyHeight(SerializedProperty property, GUIContent label) { return 0; }
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5d99dbaf6b5735b4c9af0896040ac65b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,8 @@
|
||||
using UnityEditor;
|
||||
|
||||
[CustomEditor(typeof(Slice))]
|
||||
[CanEditMultipleObjects]
|
||||
public class SliceEditor : Editor
|
||||
{
|
||||
// Empty editor required for custom property drawers to work properly
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f692bceb73d91e24681b607ab09f2ee6
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,57 @@
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
// IngredientDrawerUIE
|
||||
[CustomPropertyDrawer(typeof(TriggerOptions))]
|
||||
public class TriggerOptionsPropertyDrawer : PropertyDrawer
|
||||
{
|
||||
private static bool foldout = true;
|
||||
|
||||
// Draw the property inside the given rect
|
||||
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
|
||||
{
|
||||
// Create property container element.
|
||||
var minimumCollisionForce = property.FindPropertyRelative("minimumCollisionForce");
|
||||
var triggerType = property.FindPropertyRelative("triggerType");
|
||||
var triggerKey = property.FindPropertyRelative("triggerKey");
|
||||
var filterCollisionsByTag = property.FindPropertyRelative("filterCollisionsByTag");
|
||||
var triggerAllowedTags = property.FindPropertyRelative("triggerAllowedTags");
|
||||
|
||||
EditorGUI.indentLevel = 0;
|
||||
foldout = EditorGUILayout.BeginFoldoutHeaderGroup(foldout, label);
|
||||
|
||||
if (foldout)
|
||||
{
|
||||
EditorGUI.indentLevel = 1;
|
||||
EditorGUILayout.PropertyField(triggerType);
|
||||
|
||||
switch (triggerType.enumValueIndex)
|
||||
{
|
||||
case ((int)TriggerType.Collision):
|
||||
EditorGUILayout.PropertyField(minimumCollisionForce);
|
||||
EditorGUILayout.PropertyField(filterCollisionsByTag, new GUIContent("Limit collisions to selected tags?"));
|
||||
if (filterCollisionsByTag.boolValue)
|
||||
{
|
||||
EditorGUILayout.EndFoldoutHeaderGroup();
|
||||
EditorGUILayout.PropertyField(triggerAllowedTags, new GUIContent("Included Tags"));
|
||||
}
|
||||
break;
|
||||
case ((int)TriggerType.Trigger):
|
||||
EditorGUILayout.PropertyField(filterCollisionsByTag);
|
||||
EditorGUILayout.EndFoldoutHeaderGroup();
|
||||
EditorGUILayout.PropertyField(triggerAllowedTags);
|
||||
break;
|
||||
case ((int)TriggerType.Keyboard):
|
||||
EditorGUILayout.PropertyField(triggerKey);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.EndFoldoutHeaderGroup();
|
||||
EditorGUI.indentLevel = 0;
|
||||
}
|
||||
|
||||
// Hack to prevent extra space at top of property drawer. This is due to using EditorGUILayout
|
||||
// in OnGUI, but I don't want to have to manually specify control sizes
|
||||
public override float GetPropertyHeight(SerializedProperty property, GUIContent label) { return 0; }
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2e2055e9f36d75c4e9cf52e3380fa95b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,8 @@
|
||||
using UnityEditor;
|
||||
|
||||
[CustomEditor(typeof(UnfreezeFragment))]
|
||||
[CanEditMultipleObjects]
|
||||
public class UnfreezeFragmentEditor : Editor
|
||||
{
|
||||
// Empty editor required for custom property drawers to work properly
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: acbae3f2ee815e34c8322878fe2df558
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,21 @@
|
||||
MIT License
|
||||
|
||||
Copyright (c) 2021 Daniel Greenheck
|
||||
|
||||
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.
|
||||
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3c235f37d838b6d4f8749454ba175106
|
||||
TextScriptImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,97 @@
|
||||
# OpenFracture
|
||||
|
||||

|
||||
|
||||
OpenFracture is an open source Unity package for fracturing & slicing meshes. This package supports both convex and non-convex meshes as well as meshes with holes. This means any arbitrary geometry can be fractured/sliced (as long as the geometry is closed and non-intersecting).
|
||||
|
||||
## Installing
|
||||
|
||||
### Unity Package Manager
|
||||
|
||||
OpenFracture can be imported using Unity’s built-in Package Manager. Follow the instructions [here](https://docs.unity3d.com/Manual/upm-ui-giturl.html)
|
||||
|
||||
### Import into Unity Project
|
||||
|
||||
Alternatively, you may download the code directly and add it to your Unity project.
|
||||
|
||||
## Documentation
|
||||
|
||||
Here is a [link](/Documentation~/GettingStarted.md) to the documentation.
|
||||
|
||||
## Features
|
||||
|
||||
### Fracturing
|
||||
- **Runtime and Editor Support** - Fracture meshes either run-time or pre-fracture in the editor for optimal performance.
|
||||
- **Arbitary Mesh Geometry** - Support for convex and non-convex meshes as well as meshes with multiple holes. **Note: Meshes must be closed and cannot have self-intersecting geometry**
|
||||
- **2D/3D Fracturing** - Ability to specify which planes the mesh will be fractured in. This is useful when a mesh is effectively 2D (e.g. glass) and only needs to be fractured on two planes.
|
||||
- **UV Remapping** - Texture coordinates are preserved along edges where mesh is fractured/sliced.
|
||||
- **Custom Inside Material** - Use custom material for inside faces. Supports textures with options for UV scaling & offset.
|
||||
- **Recursive Fracturing** - Fragments can be broken down into smaller fragments.
|
||||
- **Multiple Trigger Types** - Trigger fractures using triggers, collisions or pressing a key. Additonal trigger types can be added easily.
|
||||
- **Tunable Fragment Count** - Directly specify the number of fragments to easily tune performance for different platforms.
|
||||
- **Asynchronous** - Support for asynchronous runtime fracturing (single-threaded)
|
||||
- **Detect Floating Fragments** - Detects if multiple, isolated fragments are created when fracturing non-convex meshes and treats each fragment as a separate mesh.
|
||||
- **OnCompletion Callback** - Trigger any behavior after the fracturing is complete, such as playing an AudioSource or executing other in-game logic.
|
||||
|
||||
### Slicing
|
||||
- **Runtime Slicing** - Slice objects at runtime
|
||||
- **Recursive Slicing** - Slice objects multiple times and slice the fragments into smaller pieces
|
||||
- **Detect Floating Fragments** - Detects if multiple, isolated fragments are created when slicing non-convex meshes and treats each fragment as a separate mesh.
|
||||
- **UV Remapping** - Texture coordinates are preserved along edges where mesh is fractured/sliced.
|
||||
- **Custom Inside Material** - Use custom material for inside faces. Supports textures with options for UV scaling & offset.
|
||||
- **OnCompletion Callback** - Trigger any behavior after the slicing is complete, such as playing an AudioSource or executing other in-game logic.
|
||||
|
||||
## Unsupported Features / Limitations
|
||||
|
||||
These features are currently **not supported**. They may be added in a future release.
|
||||
|
||||
- **Open and/or Self-Intersecting Geometry** - The algorithm which re-triangulates the cut faces requires a closed polygon that does not self-intersect. This means meshes that aren’t completely closed or have self-intersecting geometry will not fracture properly. To fracture meshes that consist of multiple sets of geometry which intersect each other, you can either A) split the geometry into separate meshes or B) remove the self-intersecting geometry in the mesh. This is a hard limitation due to the triangulation algorithm used.
|
||||
- **Multiple Submeshes** - The new faces generated when slicing/fracturing a mesh use a custom material and must be placed on a separate submesh. Currently, only meshes with one submesh are supported since the new geometry is stored in `submesh[1]`.
|
||||
- **Skinned Meshes**
|
||||
- **Physics Joint Transferring** - Any Physics joints are destroyed upon fracturing/slicing and are not transferred to the fragments.
|
||||
- **Custom Prefabs for Fragments** - Fragments are instantiated from a default template. If you want to have custom components on the fragments generated from the fracturing/slicing, this is currently not supported.
|
||||
- **Localized Fracturing** - Fracturing currently is performed uniformly without taking into consideration the point of impact.
|
||||
- **Slicing in Editor** - Currently slicing is only supported during runtime. The main reason for this is that slicing is extremely fast so this feature was not a top priority.
|
||||
|
||||
---
|
||||
|
||||
# Appendices
|
||||
|
||||
## Appendix A: Algorithm Overview
|
||||
|
||||
### Slicing
|
||||
|
||||
#### Spliting Mesh In Two
|
||||
|
||||
The first step in slicing is splitting the existing mesh data into two separate halves, one above the slice plane and the other below. This data will later be used to create two new meshes for each half.
|
||||
|
||||
1. Define the normal and origin of the slice plane
|
||||
2. Instantiate two data structures, one to store mesh data above the slice plane and another to store mesh data below the slice plane.
|
||||
3. For each vertex in the mesh, determine if it lies above or below the slice plane
|
||||
4. For each triangle in the mesh, determine if all vertices of the triangle lie above or below the plane. If true, store in the appropriate data structure. Else, mark triangles that are intersected by the slice plane for later processing.
|
||||
5. For each triangle intersected by the slice plane, slice the triangle in two and store the new vertex/triangle data in the appropriate data structure. The intersection of a triangle and the slice plane is a line. These lines are stored in a separate data structure for use in the next phase of filling the new face.
|
||||
|
||||
#### Filling in the Cut Face
|
||||
|
||||
Now that the original mesh data has been divided in two and the geometry intersected by the slice plane has been properly handled, the polygon produced by the intersection of the cut plane and the mesh must be filled in. The total set of lines produced by Step 5 of the previous phase define the border constraints for the new face. These constraints and the vertices of the polygon are fed into a constrained Delauney triangulation algorithm (see Reference [1] for more details).
|
||||
|
||||
### Fracturing
|
||||
|
||||
Fracturing is performed by recursively slicing a mesh until the target fragment count has been reached. For each slice, the origin of the geometry is calculated and used as the origin for the slice plane. The normal of the slice plane is randomly chosen.
|
||||
|
||||
## Appendix B: Running the Unit Tests
|
||||
|
||||
Many of the core functions have unit tests written. These can be helpful if you ever decide to start manipulating some of the core fracturing/slicing code. While the testing coverage isn't comprehensive, some tests are better than none!
|
||||
|
||||
1. In the menu bar, go to _Window -> General -> Test Runner_
|
||||
2. On the _Test Runner_ window, click _Run All_ to run the suite of unit tests.
|
||||
3. Verify all tests execute successfully
|
||||
|
||||
# References
|
||||
|
||||
[1] Sloan, Scott W. "A fast algorithm for generating constrained Delaunay triangulations." Computers & Structures 47.3 (1993): 441-450.
|
||||
|
||||
[2] Lawson, Charles L. "Software for C1 surface interpolation." Mathematical software. Academic Press, 1977. 161-194.
|
||||
|
||||
[3] Cline, A. K., and R. L. Renka. "A storage-efficient method for construction of a Thiessen triangulation." The Rocky Mountain Journal of Mathematics (1984): 119-139.
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user