Fix missing namespace when Utils package is not installed.

This commit is contained in:
2024-12-08 10:07:27 +01:00
parent bc6b95441e
commit ab1026ece5

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@@ -2,12 +2,11 @@ using System.Collections.Generic;
using System.Linq; using System.Linq;
using System.Runtime.InteropServices; using System.Runtime.InteropServices;
using UnityEngine; using UnityEngine;
using Utils;
namespace MeshProcess namespace MeshProcess
{ {
#if UTILS #if UTILS
[HideScriptField] [Utils.HideScriptField]
#endif #endif
public class VHACD : MonoBehaviour public class VHACD : MonoBehaviour
{ {
@@ -31,61 +30,53 @@ namespace MeshProcess
m_convexhullApproximation = 1; m_convexhullApproximation = 1;
m_oclAcceleration = 0; m_oclAcceleration = 0;
m_maxConvexHulls = 1024; m_maxConvexHulls = 1024;
m_projectHullVertices = true; // This will project the output convex hull vertices onto the original source mesh to increase the floating point accuracy of the results m_projectHullVertices =
true; // This will project the output convex hull vertices onto the original source mesh to increase the floating point accuracy of the results
} }
[Tooltip("Maximum concavity")] [Tooltip("Maximum concavity")] [Range(0, 1)]
[Range(0, 1)]
public double m_concavity; public double m_concavity;
[Tooltip("Controls the bias toward clipping along symmetry planes.")] [Tooltip("Controls the bias toward clipping along symmetry planes.")] [Range(0, 1)]
[Range(0, 1)]
public double m_alpha; public double m_alpha;
[Tooltip("Controls the bias toward clipping along revolution axes.")] [Tooltip("Controls the bias toward clipping along revolution axes.")] [Range(0, 1)]
[Range(0, 1)]
public double m_beta; public double m_beta;
[Tooltip("Controls the adaptive sampling of the generated convex-hulls.")] [Tooltip("Controls the adaptive sampling of the generated convex-hulls.")] [Range(0, 0.01f)]
[Range(0, 0.01f)]
public double m_minVolumePerCH; public double m_minVolumePerCH;
public void* m_callback; public void* m_callback;
public void* m_logger; public void* m_logger;
[Tooltip("Maximum number of voxels generated during the voxelization stage.")] [Tooltip("Maximum number of voxels generated during the voxelization stage.")] [Range(10000, 64000000)]
[Range(10000, 64000000)]
public uint m_resolution; public uint m_resolution;
[Tooltip("Controls the maximum number of triangles per convex-hull.")] [Tooltip("Controls the maximum number of triangles per convex-hull.")] [Range(4, 1024)]
[Range(4, 1024)]
public uint m_maxNumVerticesPerCH; public uint m_maxNumVerticesPerCH;
[Tooltip("Controls the granularity of the search for the \"best\" clipping plane")] [Tooltip("Controls the granularity of the search for the \"best\" clipping plane")] [Range(1, 16)]
[Range(1, 16)]
public uint m_planeDownsampling; public uint m_planeDownsampling;
[Tooltip("Controls the precision of the convex-hull generation process during the clipping plane selection stage.")] [Tooltip(
"Controls the precision of the convex-hull generation process during the clipping plane selection stage.")]
[Range(1, 16)] [Range(1, 16)]
public uint m_convexhullDownsampling; public uint m_convexhullDownsampling;
[Tooltip("Enable/disable normalizing the mesh before applying the convex decomposition.")] [Tooltip("Enable/disable normalizing the mesh before applying the convex decomposition.")] [Range(0, 1)]
[Range(0, 1)]
public uint m_pca; public uint m_pca;
[Tooltip("0: voxel-based (recommended), 1: tetrahedron-based")] [Tooltip("0: voxel-based (recommended), 1: tetrahedron-based")] [Range(0, 1)]
[Range(0, 1)]
public uint m_mode; public uint m_mode;
[Range(0, 1)] [Range(0, 1)] public uint m_convexhullApproximation;
public uint m_convexhullApproximation;
[Range(0, 1)] [Range(0, 1)] public uint m_oclAcceleration;
public uint m_oclAcceleration;
public uint m_maxConvexHulls; public uint m_maxConvexHulls;
[Tooltip("This will project the output convex hull vertices onto the original source mesh to increase the floating point accuracy of the results.")] [Tooltip(
"This will project the output convex hull vertices onto the original source mesh to increase the floating point accuracy of the results.")]
public bool m_projectHullVertices; public bool m_projectHullVertices;
}; };
@@ -99,9 +90,11 @@ namespace MeshProcess
public fixed double m_center[3]; public fixed double m_center[3];
}; };
[DllImport("libvhacd")] static extern unsafe void* CreateVHACD(); [DllImport("libvhacd")]
static extern unsafe void* CreateVHACD();
[DllImport("libvhacd")] static extern unsafe void DestroyVHACD(void* pVHACD); [DllImport("libvhacd")]
static extern unsafe void DestroyVHACD(void* pVHACD);
[DllImport("libvhacd")] [DllImport("libvhacd")]
static extern unsafe bool ComputeFloat( static extern unsafe bool ComputeFloat(
@@ -121,7 +114,8 @@ namespace MeshProcess
uint countTriangles, uint countTriangles,
Parameters* parameters); Parameters* parameters);
[DllImport("libvhacd")] static extern unsafe uint GetNConvexHulls(void* pVHACD); [DllImport("libvhacd")]
static extern unsafe uint GetNConvexHulls(void* pVHACD);
[DllImport("libvhacd")] [DllImport("libvhacd")]
static extern unsafe void GetConvexHull( static extern unsafe void GetConvexHull(
@@ -131,7 +125,10 @@ namespace MeshProcess
public Parameters m_parameters; public Parameters m_parameters;
public VHACD() { m_parameters.Init(); } public VHACD()
{
m_parameters.Init();
}
public unsafe List<Mesh> GenerateConvexMeshes(Mesh mesh = null) public unsafe List<Mesh> GenerateConvexMeshes(Mesh mesh = null)
{ {
@@ -139,6 +136,7 @@ namespace MeshProcess
{ {
mesh = GetComponent<MeshFilter>().sharedMesh; mesh = GetComponent<MeshFilter>().sharedMesh;
} }
var vhacd = CreateVHACD(); var vhacd = CreateVHACD();
var parameters = m_parameters; var parameters = m_parameters;
@@ -188,9 +186,10 @@ namespace MeshProcess
convexMesh.Add(hullMesh); convexMesh.Add(hullMesh);
} }
return convexMesh; return convexMesh;
} }
public unsafe List<MeshSafe> GenerateConvexMeshes(Vector3[] verts, int[] tris) public unsafe List<MeshSafe> GenerateConvexMeshes(Vector3[] verts, int[] tris)
{ {
var vhacd = CreateVHACD(); var vhacd = CreateVHACD();
@@ -240,7 +239,8 @@ namespace MeshProcess
convexMesh.Add(hullMesh); convexMesh.Add(hullMesh);
} }
return convexMesh; return convexMesh;
} }
} }
} }