717 lines
26 KiB
C#
717 lines
26 KiB
C#
#nullable enable
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using System;
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using System.Collections.Generic;
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using System.Threading;
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using Cysharp.Threading.Tasks;
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using GLTFast;
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using UnityEngine;
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using UnityEngine.UIElements;
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using UVC.Util;
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namespace SHI.Modal.NW
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{
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/// <summary>
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/// glTF/glb 3D 모델을 로드하고 UI Toolkit에서 실시간 렌더링하는 뷰 컴포넌트입니다.
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///
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/// <para><b>개요:</b></para>
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/// <para>
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/// glTFast 라이브러리를 사용하여 3D 모델을 비동기 로드하고,
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/// 전용 카메라로 오프스크린 렌더링하여 RenderTexture를 UI Toolkit의 배경으로 출력합니다.
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/// ISOPModelView와 동일한 기능을 제공하며, NWModal에서 사용됩니다.
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/// </para>
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///
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/// <para><b>주요 기능:</b></para>
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/// <list type="bullet">
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/// <item>glTF/glb 모델 비동기 로드 (GLTFast)</item>
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/// <item>오프스크린 렌더링 (전용 카메라 + RenderTexture)</item>
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/// <item>마우스 조작: 가운데 버튼=이동, 오른쪽 버튼=회전, 휠=확대/축소</item>
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/// <item>와이어프레임 모드 토글</item>
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/// <item>항목 하이라이트 및 가시성 제어</item>
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/// <item>TreeList와 연동되는 계층 구조 생성</item>
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/// </list>
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///
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/// <para><b>사용 예시:</b></para>
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/// <code>
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/// var modelView = root.Q<NWModelView>();
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/// var items = await modelView.LoadModelAsync(gltfPath, cancellationToken);
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/// treeList.SetData(items.ToList());
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/// modelView.FocusItemById(itemId);
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/// </code>
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///
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/// <para><b>렌더링 구조:</b></para>
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/// <list type="bullet">
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/// <item>NWModelViewRig - 카메라와 조명을 담는 부모 GameObject</item>
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/// <item>NWModelViewCamera - 전용 렌더링 카메라 (Layer 6만 렌더링)</item>
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/// <item>NWModelViewRoot - 로드된 모델의 루트 GameObject</item>
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/// </list>
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/// </summary>
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[UxmlElement]
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public partial class NWModelView : VisualElement
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{
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#region 외부 이벤트 (Public Events)
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/// <summary>
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/// 뷰 내부에서 항목이 선택될 때 발생합니다.
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/// TreeList와의 선택 동기화에 사용됩니다.
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/// </summary>
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public Action<TreeListItemData>? OnItemSelected;
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/// <summary>
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/// 모델 뷰 확장 버튼이 클릭될 때 발생합니다.
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/// NWModal에서 모델 뷰를 전체 화면으로 확장하는 데 사용됩니다.
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/// </summary>
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public Action? OnExpand;
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#endregion
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#region 상수 및 설정 (Constants and Configuration)
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/// <summary>UXML 파일 경로 (Resources 폴더 기준)</summary>
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private const string UXML_PATH = "SHI/Modal/NW/NWModelView";
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/// <summary>카메라 배경색 (흰색)</summary>
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private Color cameraBackgroundColor = new Color(1f, 1f, 1f, 1f);
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/// <summary>모델이 렌더링되는 레이어 (Layer 6)</summary>
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private int modelLayer = 6;
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/// <summary>기본 조명 생성 여부</summary>
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private bool createDefaultLight = true;
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/// <summary>이동 속도 (가운데 마우스 드래그)</summary>
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private float panSpeed = 1.0f;
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/// <summary>회전 감도 (픽셀당 회전 각도)</summary>
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private float rotateDegPerPixel = 0.2f;
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/// <summary>확대/축소 속도 (마우스 휠)</summary>
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private float zoomSpeed = 5f;
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/// <summary>와이어프레임 모드 활성화 여부</summary>
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private bool wireframeMode = true;
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#endregion
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private Camera? _viewCamera;
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private RenderTexture? _rt;
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private Material? _wireframeMat;
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private bool _wireframeApplied;
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// Orbit controls state
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private Vector3 _orbitTarget;
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private float _orbitDistance = 5f;
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private float _yaw = 0f;
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private float _pitch = 20f;
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// Drag state
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private bool _mmbDragging;
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private bool _rmbDragging;
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private Vector3 _mmbLastPos;
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private Vector3 _rmbStartPos;
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private float _yawStart;
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private float _pitchStart;
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private Quaternion _modelStartRot;
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private Vector3 _modelStartPos;
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private Vector3 _rmbPivot;
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private readonly Dictionary<int, GameObject> _idToObject = new Dictionary<int, GameObject>();
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private readonly Dictionary<Renderer, UnityEngine.Material[]> _originalSharedByRenderer = new Dictionary<Renderer, UnityEngine.Material[]>();
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private GameObject? _root;
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private int? _focusedId;
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// UI Element for rendering
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private VisualElement? _renderContainer;
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private Button? _expandBtn;
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private int itemIdSeed = 1;
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public NWModelView()
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{
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// UXML 로드
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var visualTree = Resources.Load<VisualTreeAsset>(UXML_PATH);
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if (visualTree != null)
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{
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visualTree.CloneTree(this);
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}
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else
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{
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Debug.LogError($"Failed to load UXML at path: {UXML_PATH}");
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}
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// 렌더링 컨테이너 생성
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_renderContainer = this.Q<VisualElement>("render-container");
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_expandBtn = this.Q<Button>("expand-btn");
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if(_expandBtn != null)
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{
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_expandBtn.clicked += () =>
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{
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OnExpand?.Invoke();
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};
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}
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// 마우스 이벤트 등록
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RegisterCallback<MouseDownEvent>(OnMouseDown);
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RegisterCallback<MouseUpEvent>(OnMouseUp);
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RegisterCallback<MouseMoveEvent>(OnMouseMove);
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RegisterCallback<WheelEvent>(OnWheel);
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RegisterCallback<GeometryChangedEvent>(OnGeometryChanged);
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}
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/// <summary>
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/// 주어진 경로의 glTF 모델을 비동기로 로드하고, UI 트리에 사용할 계층 항목을 생성합니다.
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/// </summary>
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public async UniTask<IEnumerable<TreeListItemData>> LoadModelAsync(string path, CancellationToken ct)
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{
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Debug.Log($"NWModelView.LoadModelAsync: {path}");
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Dispose();
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await UniTask.DelayFrame(1);
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EnsureCameraAndTargetTexture();
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var items = new List<TreeListItemData>();
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var gltf = new GltfImport();
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var success = await gltf.Load(path, new ImportSettings(), ct);
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if (!success)
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{
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Debug.LogError($"glTFast Load failed: {path}");
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return items;
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}
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if(_root == null) _root = new GameObject("NWModelViewRoot");
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_root.layer = modelLayer;
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var sceneOk = await gltf.InstantiateMainSceneAsync(_root.transform);
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if (!sceneOk)
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{
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Debug.LogError("InstantiateMainSceneAsync failed");
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return items;
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}
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SetLayerRecursive(_root, modelLayer);
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if (_root != null)
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{
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for (int i = 0; i < _root.transform.childCount; i++)
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{
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var child = _root.transform.GetChild(i);
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var topItem = BuildItemRecursive(child, _root.transform);
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if (topItem != null)
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{
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items.Add(topItem);
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}
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}
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}
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var bounds = CalculateBounds(_root);
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FrameToBounds(bounds);
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TryLoadWireframeMaterial();
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if (wireframeMode && _wireframeMat != null)
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{
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ApplyWireframeMaterialToRoot();
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}
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return items;
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}
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private TreeListItemData BuildItemRecursive(Transform node, Transform root)
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{
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var data = new TreeListItemData
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{
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id = itemIdSeed++,
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name = node.name,
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isExpanded = true
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};
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_idToObject[data.id] = node.gameObject;
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CacheOriginalMaterials(node.gameObject);
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for (int i = 0; i < node.childCount; i++)
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{
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var child = node.GetChild(i);
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var childData = BuildItemRecursive(child, root);
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data.Add(childData);
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}
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return data;
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}
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private void TryLoadWireframeMaterial()
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{
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if (_wireframeMat == null)
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{
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_wireframeMat = Resources.Load<Material>("SHI/Shader/BasicWireframe");
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if (_wireframeMat == null)
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{
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Debug.LogWarning("BasicWireframe material not found at Resources/SHI/Shader/BasicWireframe.");
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}
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}
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}
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private void ApplyWireframeMaterialToRoot()
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{
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if (_root == null || _wireframeMat == null) return;
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var rends = _root.GetComponentsInChildren<Renderer>(true);
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foreach (var r in rends)
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{
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if (r == null) continue;
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var count = Mathf.Max(1, r.sharedMaterials.Length);
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var arr = new Material[count];
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for (int i = 0; i < count; i++) arr[i] = _wireframeMat;
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r.sharedMaterials = arr;
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}
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_wireframeApplied = true;
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}
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private void RestoreAllOriginalMaterials()
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{
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foreach (var kv in _originalSharedByRenderer)
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{
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var r = kv.Key;
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if (r == null) continue;
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var originals = kv.Value;
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r.sharedMaterials = originals;
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}
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_wireframeApplied = false;
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}
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private void EnsureCameraAndTargetTexture()
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{
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if (_viewCamera == null)
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{
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var rig = new GameObject("NWModelViewRig");
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rig.layer = modelLayer;
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rig.transform.SetParent(null, false);
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var camGo = new GameObject("NWModelViewCamera");
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camGo.layer = modelLayer;
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camGo.transform.SetParent(rig.transform, false);
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_viewCamera = camGo.AddComponent<UnityEngine.Camera>();
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_viewCamera.clearFlags = CameraClearFlags.SolidColor;
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_viewCamera.backgroundColor = cameraBackgroundColor;
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_viewCamera.nearClipPlane = 0.01f;
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_viewCamera.farClipPlane = 5000f;
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_viewCamera.cullingMask = (modelLayer >= 0 && modelLayer <= 31) ? (1 << modelLayer) : ~0;
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_viewCamera.targetDisplay = 1;
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_viewCamera.enabled = false;
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}
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if (createDefaultLight && _viewCamera.transform.parent != null && _viewCamera.transform.parent.Find("NWModelViewLight") == null)
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{
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var lightGo = new GameObject("NWModelViewLight");
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lightGo.layer = modelLayer;
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lightGo.transform.SetParent(_viewCamera.transform.parent, false);
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lightGo.transform.localPosition = Vector3.zero;
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lightGo.transform.localRotation = Quaternion.Euler(50f, -30f, 0f);
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var light = lightGo.AddComponent<Light>();
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light.type = LightType.Directional;
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light.intensity = 1.1f;
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light.shadows = LightShadows.Soft;
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}
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EnsureRenderTargetSize();
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}
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// 고정 RenderTexture 크기 (컨테이너 크기 변경에 영향받지 않음)
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private const int FIXED_RT_WIDTH = 1920;
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private const int FIXED_RT_HEIGHT = 1080;
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private void EnsureRenderTargetSize()
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{
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if (_viewCamera == null || _renderContainer == null) return;
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// 고정 크기 사용
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int w = FIXED_RT_WIDTH;
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int h = FIXED_RT_HEIGHT;
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if (_rt == null)
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{
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_rt = new RenderTexture(w, h, 24, RenderTextureFormat.ARGB32)
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{
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name = "NWModelViewRT",
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antiAliasing = 2
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};
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_viewCamera.targetTexture = _rt;
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_viewCamera.aspect = (float)w / h;
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_viewCamera.enabled = true;
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// UIElements에 렌더텍스처 적용 (크기 고정, 넘치면 클리핑)
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_renderContainer.style.backgroundImage = new StyleBackground(Background.FromRenderTexture(_rt));
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// 컨테이너 너비에 맞추고 높이는 비율 유지 (넘치면 아래가 잘림)
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_renderContainer.style.backgroundSize = new BackgroundSize(Length.Percent(100), Length.Auto());
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_renderContainer.style.backgroundPositionX = new BackgroundPosition(BackgroundPositionKeyword.Center);
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_renderContainer.style.backgroundPositionY = new BackgroundPosition(BackgroundPositionKeyword.Top);
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_renderContainer.style.overflow = Overflow.Hidden;
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}
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else
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{
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if (_viewCamera.targetTexture != _rt)
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{
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_viewCamera.targetTexture = _rt;
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}
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if (!_viewCamera.enabled) _viewCamera.enabled = true;
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}
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}
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private void OnGeometryChanged(GeometryChangedEvent evt)
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{
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EnsureRenderTargetSize();
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}
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/// <summary>
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/// 와이어프레임 모드를 토글합니다.
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/// </summary>
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public void SetWireframe(bool on)
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{
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wireframeMode = on;
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TryLoadWireframeMaterial();
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if (_wireframeMat != null)
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{
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if (on) ApplyWireframeMaterialToRoot(); else RestoreAllOriginalMaterials();
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}
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}
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/// <summary>
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/// 지정한 항목을 포커스(하이라이트)합니다.
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/// </summary>
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public void FocusItem(TreeListItemData data)
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{
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if (data == null) return;
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FocusItemById(data.id);
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}
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public void FocusItemById(int id)
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{
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Debug.Log($"NWModelView.FocusItemById: id={id}");
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_focusedId = id;
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if (_idToObject.TryGetValue(id, out var go))
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{
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Highlight(go, true);
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Debug.Log($"NWModelView.FocusItemById: {go.name}");
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_orbitTarget = go.transform.position;
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}
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}
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public void UnfocusItem()
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{
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if (_focusedId.HasValue && _idToObject.TryGetValue(_focusedId.Value, out var go))
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{
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Highlight(go, false);
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}
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_focusedId = null;
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}
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public void Export(int id)
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{
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Debug.Log($"NWModelView.Export: id={id}");
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if (_idToObject.TryGetValue(id, out var go))
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{
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Debug.Log($"Exporting object: {go.name}");
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UVC.GLTF.GLTFExporter.ExportNodeByExplorer(go);
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}
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}
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public void SetVisibility(int id, bool on)
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{
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Debug.Log($"NWModelView.SetVisibility: id={id} on={on}");
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if (_idToObject.TryGetValue(id, out var go))
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{
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go.SetActive(on);
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}
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}
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private static readonly string[] ColorProps = new[] {
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"_WireframeColor", "_WireColor",
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"_BaseColor", "_Color", "_LineColor", "_TintColor"
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};
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private bool TrySetColor(Material mat, Color c)
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{
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for (int i = 0; i < ColorProps.Length; i++)
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{
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var prop = ColorProps[i];
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if (mat != null && mat.HasProperty(prop)) { mat.SetColor(prop, c); return true; }
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}
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try { mat.color = c; return true; } catch { /* ignore */ }
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return false;
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}
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private bool TryGetColor(Material mat, out Color c)
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{
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for (int i = 0; i < ColorProps.Length; i++)
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{
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var prop = ColorProps[i];
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if (mat != null && mat.HasProperty(prop)) { c = mat.GetColor(prop); return true; }
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}
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try { c = mat.color; return true; } catch { /* ignore */ }
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c = ColorUtil.FromHex("#888888"); return false;
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}
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private bool TryGetDefaultWireColor(out Color c)
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{
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if (_wireframeMat != null && TryGetColor(_wireframeMat, out c)) return true;
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c = ColorUtil.FromHex("#888888"); return false;
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}
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private void Highlight(GameObject go, bool on)
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{
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var rends = go.GetComponentsInChildren<Renderer>(true);
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if (rends == null || rends.Length == 0) return;
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for (int i = 0; i < rends.Length; i++)
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{
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var r = rends[i];
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if (r == null) continue;
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var mats = r.materials;
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for (int m = 0; m < mats.Length; m++)
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{
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if (on)
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{
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TrySetColor(mats[m], ColorUtil.FromHex("#888814"));
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}
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else
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{
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bool matIsWire = mats[m] != null && (mats[m].HasProperty("_WireframeColor") || mats[m].HasProperty("_WireColor"));
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if (_wireframeApplied || matIsWire)
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{
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Color baseWire;
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if (TryGetDefaultWireColor(out baseWire))
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TrySetColor(mats[m], baseWire);
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else
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TrySetColor(mats[m], ColorUtil.FromHex("#888888"));
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|
}
|
|
else
|
|
{
|
|
Color orig;
|
|
UnityEngine.Material[] originals;
|
|
if (_originalSharedByRenderer.TryGetValue(r, out originals)
|
|
&& m < originals.Length && originals[m] != null
|
|
&& TryGetColor(originals[m], out orig))
|
|
{
|
|
TrySetColor(mats[m], orig);
|
|
}
|
|
else
|
|
{
|
|
TrySetColor(mats[m], ColorUtil.FromHex("#888888"));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
r.materials = mats;
|
|
}
|
|
}
|
|
|
|
public void RaiseSelected(TreeListItemData data)
|
|
{
|
|
OnItemSelected?.Invoke(data);
|
|
}
|
|
|
|
// 마우스 이벤트 처리
|
|
private void OnMouseDown(MouseDownEvent evt)
|
|
{
|
|
if (evt.button == 2) // Middle mouse button
|
|
{
|
|
_mmbDragging = true;
|
|
_mmbLastPos = evt.mousePosition;
|
|
evt.StopPropagation();
|
|
}
|
|
else if (evt.button == 1) // Right mouse button
|
|
{
|
|
_rmbDragging = true;
|
|
_rmbStartPos = evt.mousePosition;
|
|
_yawStart = _yaw;
|
|
_pitchStart = _pitch;
|
|
if (_root != null)
|
|
{
|
|
_modelStartRot = _root.transform.rotation;
|
|
_modelStartPos = _root.transform.position;
|
|
}
|
|
_rmbPivot = _orbitTarget;
|
|
evt.StopPropagation();
|
|
}
|
|
}
|
|
|
|
private void OnMouseUp(MouseUpEvent evt)
|
|
{
|
|
if (evt.button == 2)
|
|
{
|
|
_mmbDragging = false;
|
|
evt.StopPropagation();
|
|
}
|
|
else if (evt.button == 1)
|
|
{
|
|
_rmbDragging = false;
|
|
evt.StopPropagation();
|
|
}
|
|
}
|
|
|
|
private void OnMouseMove(MouseMoveEvent evt)
|
|
{
|
|
if (_viewCamera == null) return;
|
|
|
|
// 가운데 버튼: 모델 이동
|
|
if (_mmbDragging && _root != null)
|
|
{
|
|
Vector3 cur = evt.mousePosition;
|
|
Vector2 dp = (Vector2)(cur - _mmbLastPos);
|
|
_mmbLastPos = cur;
|
|
|
|
float wPix = Mathf.Max(1f, _renderContainer?.resolvedStyle.width ?? 1f);
|
|
float hPix = Mathf.Max(1f, _renderContainer?.resolvedStyle.height ?? 1f);
|
|
|
|
float halfV = Mathf.Tan(_viewCamera.fieldOfView * Mathf.Deg2Rad * 0.5f) * _orbitDistance;
|
|
float halfH = halfV * _viewCamera.aspect;
|
|
float worldPerPixelX = (halfH * 2f) / wPix * panSpeed;
|
|
float worldPerPixelY = (halfV * 2f) / hPix * panSpeed;
|
|
Vector3 deltaModel = _viewCamera.transform.right * (dp.x * worldPerPixelX) + _viewCamera.transform.up * (-dp.y * worldPerPixelY);
|
|
_root.transform.position += deltaModel;
|
|
_orbitTarget += deltaModel;
|
|
|
|
evt.StopPropagation();
|
|
}
|
|
|
|
// 오른쪽 버튼: 모델 회전
|
|
if (_rmbDragging && _root != null)
|
|
{
|
|
Vector3 cur = evt.mousePosition;
|
|
Vector2 dpAbs = (Vector2)(cur - _rmbStartPos);
|
|
float yaw = -dpAbs.x * rotateDegPerPixel;
|
|
float pitch = -dpAbs.y * rotateDegPerPixel;
|
|
|
|
Quaternion yawQ = Quaternion.AngleAxis(yaw, _viewCamera.transform.up);
|
|
Quaternion pitchQ = Quaternion.AngleAxis(pitch, _viewCamera.transform.right);
|
|
Quaternion r = yawQ * pitchQ;
|
|
|
|
Vector3 startVec = _modelStartPos - _rmbPivot;
|
|
_root.transform.position = _rmbPivot + r * startVec;
|
|
_root.transform.rotation = r * _modelStartRot;
|
|
|
|
evt.StopPropagation();
|
|
}
|
|
}
|
|
|
|
private void OnWheel(WheelEvent evt)
|
|
{
|
|
if (_viewCamera == null || _root == null) return;
|
|
|
|
float scroll = -evt.delta.y * 0.01f;
|
|
if (Mathf.Abs(scroll) > 1e-5f)
|
|
{
|
|
var forward = _viewCamera.transform.forward;
|
|
Vector3 deltaZ = forward * (-scroll * zoomSpeed);
|
|
_root.transform.position += deltaZ;
|
|
_orbitTarget += deltaZ;
|
|
evt.StopPropagation();
|
|
}
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
foreach (var kv in _originalSharedByRenderer)
|
|
{
|
|
var r = kv.Key;
|
|
if (r == null) continue;
|
|
var originals = kv.Value;
|
|
var mats = r.materials;
|
|
for (int m = 0; m < mats.Length; m++)
|
|
{
|
|
if (mats[m] != null) UnityEngine.Object.Destroy(mats[m]);
|
|
}
|
|
r.materials = originals;
|
|
}
|
|
_originalSharedByRenderer.Clear();
|
|
_idToObject.Clear();
|
|
if (_root != null) UnityEngine.Object.Destroy(_root);
|
|
_root = null;
|
|
_focusedId = null;
|
|
_wireframeApplied = false;
|
|
|
|
if (_viewCamera != null)
|
|
{
|
|
if (_rt != null && _viewCamera.targetTexture == _rt)
|
|
{
|
|
_viewCamera.targetTexture = null;
|
|
}
|
|
_viewCamera.enabled = false;
|
|
}
|
|
if (_rt != null)
|
|
{
|
|
_rt.Release();
|
|
UnityEngine.Object.Destroy(_rt);
|
|
_rt = null;
|
|
}
|
|
|
|
//NWModelViewRig란 이름의 게임오브젝트도 같이 삭제
|
|
var rigGo = GameObject.Find("NWModelViewRig");
|
|
if (rigGo != null) UnityEngine.Object.Destroy(rigGo);
|
|
var rootGo = GameObject.Find("NWModelViewRoot");
|
|
if (rootGo != null) UnityEngine.Object.Destroy(rootGo);
|
|
|
|
|
|
}
|
|
|
|
// 유틸리티 메서드
|
|
private static void SetLayerRecursive(GameObject go, int layer)
|
|
{
|
|
if (layer < 0 || layer > 31) return;
|
|
go.layer = layer;
|
|
foreach (Transform c in go.transform) SetLayerRecursive(c.gameObject, layer);
|
|
}
|
|
|
|
private static Bounds CalculateBounds(GameObject root)
|
|
{
|
|
var rends = root.GetComponentsInChildren<Renderer>(true);
|
|
var has = false;
|
|
var bounds = new Bounds(root.transform.position, Vector3.zero);
|
|
foreach (var r in rends)
|
|
{
|
|
if (r == null) continue;
|
|
if (!has) { bounds = r.bounds; has = true; }
|
|
else bounds.Encapsulate(r.bounds);
|
|
}
|
|
if (!has) bounds = new Bounds(root.transform.position, Vector3.one);
|
|
return bounds;
|
|
}
|
|
|
|
private void FrameToBounds(Bounds b)
|
|
{
|
|
if (_viewCamera == null) return;
|
|
var center = b.center;
|
|
var extents = b.extents;
|
|
float radius = Mathf.Max(extents.x, Mathf.Max(extents.y, Mathf.Max(extents.z, 0.001f)));
|
|
float fovRad = _viewCamera.fieldOfView * Mathf.Deg2Rad;
|
|
float dist = radius / Mathf.Sin(fovRad * 0.5f);
|
|
dist = Mathf.Clamp(dist, 1f, 1e4f);
|
|
_viewCamera.transform.position = center + new Vector3(1, 0.5f, 1).normalized * dist;
|
|
_viewCamera.transform.LookAt(center);
|
|
|
|
_orbitTarget = center;
|
|
_orbitDistance = Vector3.Distance(_viewCamera.transform.position, _orbitTarget);
|
|
var dir = (_viewCamera.transform.position - _orbitTarget).normalized;
|
|
_yaw = Mathf.Atan2(dir.x, dir.z) * Mathf.Rad2Deg;
|
|
_pitch = Mathf.Asin(dir.y) * Mathf.Rad2Deg;
|
|
}
|
|
|
|
private string BuildFullPath(Transform node, Transform root)
|
|
{
|
|
var stack = new Stack<string>();
|
|
var current = node;
|
|
while (current != null && current != root)
|
|
{
|
|
stack.Push(current.name);
|
|
current = current.parent;
|
|
}
|
|
return "/" + string.Join('/', stack);
|
|
}
|
|
|
|
private void CacheOriginalMaterials(GameObject go)
|
|
{
|
|
var rends = go.GetComponentsInChildren<Renderer>(true);
|
|
if (rends.Length == 0) return;
|
|
for (int i = 0; i < rends.Length; i++)
|
|
{
|
|
var r = rends[i];
|
|
if (r == null) continue;
|
|
if (_originalSharedByRenderer.ContainsKey(r)) continue;
|
|
_originalSharedByRenderer[r] = r.sharedMaterials;
|
|
}
|
|
}
|
|
}
|
|
}
|