Initial Commit
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/*=========================================================================
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Library: iMSTK-Unity
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Copyright (c) Kitware, Inc.
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0.txt
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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=========================================================================*/
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using ImstkUnity;
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using UnityEngine;
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using UnityEditor;
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namespace ImstkEditor
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{
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/// <summary>
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/// Generates UV sphere tcoords via imgui
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/// </summary>
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public class UVSphereProjectEditor : EditorWindow
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{
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public float radius = 1.0f;
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public float uvScale = 2.0f;
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public Vector3 center = new Vector3(0.0f, 0.0f, 0.0f);
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public Mesh inputMesh = null;
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public Mesh outputMesh = null;
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public static void Init(Mesh inputMesh, Mesh outputMesh)
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{
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UVSphereProjectEditor window = GetWindow(typeof(UVSphereProjectEditor)) as UVSphereProjectEditor;
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window.inputMesh = inputMesh;
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window.outputMesh = outputMesh;
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// Initialize to the bounds of the input mesh
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window.center = inputMesh.bounds.center;
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window.radius = inputMesh.bounds.size.magnitude * 0.5f;
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window.UpdateEditorResults();
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window.Show();
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}
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void OnGUI()
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{
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EditorGUI.BeginChangeCheck();
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inputMesh = EditorGUILayout.ObjectField("Input Mesh: ", inputMesh, typeof(Mesh), true) as Mesh;
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Vector3 tCenter = EditorGUILayout.Vector3Field("Center: ", center);
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float tRadius = EditorGUILayout.FloatField("Radius: ", radius);
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float tUvScale = EditorGUILayout.FloatField("UV Scale: ", uvScale);
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// \todo: How to get undo to also call UpdateInputObj?
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if (EditorGUI.EndChangeCheck())
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{
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Undo.RegisterCompleteObjectUndo(this, "Change of Parameters");
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radius = Mathf.Max(tRadius, 0.0f);
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uvScale = tUvScale;
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center = tCenter;
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UpdateEditorResults();
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}
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}
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private void UpdateEditorResults()
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{
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GeomUtil.CopyMesh(inputMesh, outputMesh);
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Vector3[] vertices = outputMesh.vertices;
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Vector2[] uvs = new Vector2[vertices.Length];
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for (int i = 0; i < vertices.Length; i++)
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{
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Vector3 diff = vertices[i] - center;
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// Compute phi and theta on the sphere
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float theta = Mathf.Asin(diff.x / radius);
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float phi = Mathf.Atan2(diff.y, diff.z);
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uvs[i] = new Vector2(phi / (Mathf.PI * 2.0f) + 0.5f, theta / (Mathf.PI * 2.0f) + 0.5f) * uvScale;
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}
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outputMesh.SetUVs(0, uvs);
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}
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}
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}
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