提交 ce025668 编写于 作者: H happyfire

refractor

上级 99d40c82
{
"files.exclude":
{
"**/.DS_Store":true,
"**/.git":true,
"**/.gitignore":true,
"**/.gitmodules":true,
"**/*.booproj":true,
"**/*.pidb":true,
"**/*.suo":true,
"**/*.user":true,
"**/*.userprefs":true,
"**/*.unityproj":true,
"**/*.dll":true,
"**/*.exe":true,
"**/*.pdf":true,
"**/*.mid":true,
"**/*.midi":true,
"**/*.wav":true,
"**/*.gif":true,
"**/*.ico":true,
"**/*.jpg":true,
"**/*.jpeg":true,
"**/*.png":true,
"**/*.psd":true,
"**/*.tga":true,
"**/*.tif":true,
"**/*.tiff":true,
"**/*.3ds":true,
"**/*.3DS":true,
"**/*.fbx":true,
"**/*.FBX":true,
"**/*.lxo":true,
"**/*.LXO":true,
"**/*.ma":true,
"**/*.MA":true,
"**/*.obj":true,
"**/*.OBJ":true,
"**/*.asset":true,
"**/*.cubemap":true,
"**/*.flare":true,
"**/*.mat":true,
"**/*.meta":true,
"**/*.prefab":true,
"**/*.unity":true,
"build/":true,
"Build/":true,
"Library/":true,
"library/":true,
"obj/":true,
"Obj/":true,
"ProjectSettings/":true,
"temp/":true,
"Temp/":true
}
}
\ No newline at end of file
...@@ -38,7 +38,7 @@ RenderSettings: ...@@ -38,7 +38,7 @@ RenderSettings:
m_ReflectionIntensity: 1 m_ReflectionIntensity: 1
m_CustomReflection: {fileID: 0} m_CustomReflection: {fileID: 0}
m_Sun: {fileID: 0} m_Sun: {fileID: 0}
m_IndirectSpecularColor: {r: 0.44657898, g: 0.4964133, b: 0.5748178, a: 1} m_IndirectSpecularColor: {r: 0.44657874, g: 0.49641258, b: 0.5748172, a: 1}
m_UseRadianceAmbientProbe: 0 m_UseRadianceAmbientProbe: 0
--- !u!157 &3 --- !u!157 &3
LightmapSettings: LightmapSettings:
...@@ -234,7 +234,7 @@ GameObject: ...@@ -234,7 +234,7 @@ GameObject:
m_Icon: {fileID: 0} m_Icon: {fileID: 0}
m_NavMeshLayer: 0 m_NavMeshLayer: 0
m_StaticEditorFlags: 0 m_StaticEditorFlags: 0
m_IsActive: 1 m_IsActive: 0
--- !u!65 &256726192 --- !u!65 &256726192
BoxCollider: BoxCollider:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
...@@ -690,7 +690,7 @@ GameObject: ...@@ -690,7 +690,7 @@ GameObject:
m_Icon: {fileID: 0} m_Icon: {fileID: 0}
m_NavMeshLayer: 0 m_NavMeshLayer: 0
m_StaticEditorFlags: 0 m_StaticEditorFlags: 0
m_IsActive: 1 m_IsActive: 0
--- !u!23 &963210796 --- !u!23 &963210796
MeshRenderer: MeshRenderer:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
...@@ -929,7 +929,7 @@ PrefabInstance: ...@@ -929,7 +929,7 @@ PrefabInstance:
objectReference: {fileID: 0} objectReference: {fileID: 0}
- target: {fileID: 919132149155446097, guid: ce694dbb0170d7e439cd892f9f151786, type: 3} - target: {fileID: 919132149155446097, guid: ce694dbb0170d7e439cd892f9f151786, type: 3}
propertyPath: m_IsActive propertyPath: m_IsActive
value: 1 value: 0
objectReference: {fileID: 0} objectReference: {fileID: 0}
m_RemovedComponents: [] m_RemovedComponents: []
m_SourcePrefab: {fileID: 100100000, guid: ce694dbb0170d7e439cd892f9f151786, type: 3} m_SourcePrefab: {fileID: 100100000, guid: ce694dbb0170d7e439cd892f9f151786, type: 3}
......
...@@ -43,25 +43,7 @@ namespace URasterizer ...@@ -43,25 +43,7 @@ namespace URasterizer
Debug.Log($"Find rendering objs count:{renderingObjects.Count}"); Debug.Log($"Find rendering objs count:{renderingObjects.Count}");
//手动设置的mesh
if(false){
//手动模型也使用左手系
var _mesh = new Mesh
{
vertices = new Vector3[] { new Vector3(1f, 0f, 2f), new Vector3(0f, 2f, 2f), new Vector3(-1f, 0f, 2f),
new Vector3(1.5f, 0.5f, 1.5f), new Vector3(0.5f, 2.5f, 1.5f), new Vector3(-0.5f, 0.5f, 1.5f)},
triangles = new int[] { 0, 2, 1, 3, 5, 4 }
};
var go = new GameObject("_handmake_mesh_");
var ro = go.AddComponent<RenderingObject>();
ro.mesh = _mesh;
go.AddComponent<MeshFilter>().mesh = _mesh;
go.AddComponent<MeshRenderer>();
renderingObjects.Add(ro);
}
RectTransform rect = rawImg.GetComponent<RectTransform>(); RectTransform rect = rawImg.GetComponent<RectTransform>();
rect.sizeDelta = new Vector2(Screen.width, Screen.height); rect.sizeDelta = new Vector2(Screen.width, Screen.height);
int w = Mathf.FloorToInt(rect.rect.width); int w = Mathf.FloorToInt(rect.rect.width);
......
...@@ -4,6 +4,8 @@ using UnityEngine; ...@@ -4,6 +4,8 @@ using UnityEngine;
namespace URasterizer namespace URasterizer
{ {
//手动设置的mesh
//手动模型也使用左手系
public class HandmakeMesh : MonoBehaviour public class HandmakeMesh : MonoBehaviour
{ {
public Vector3[] Vertices = { public Vector3[] Vertices = {
......
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