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-rw-r--r--Scripts/Editor/DecodeVertexData.cs213
1 files changed, 213 insertions, 0 deletions
diff --git a/Scripts/Editor/DecodeVertexData.cs b/Scripts/Editor/DecodeVertexData.cs
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+using UnityEngine;
+using System.Collections.Generic;
+using System.Linq;
+
+public class DecodeVertexVectors : MonoBehaviour
+{
+ [Header("Display Settings")]
+ [SerializeField] private int maxVertices = 100;
+ [SerializeField] private float vectorScale = 0.3f;
+
+ [Header("Edge Visualization")]
+ [SerializeField] private bool showEdges = true;
+ [SerializeField] private int edgeSubdivisions = 2;
+
+ [Header("Orientation")]
+ [SerializeField] private bool showOrientations = true;
+ [SerializeField] private float orientationScale = 1.0f;
+
+ [Header("UV Channels")]
+ [SerializeField] private int quaternionXYChannel = 1;
+ [SerializeField] private int quaternionZWChannel = 2;
+
+ [Header("Colors")]
+ [SerializeField] private Color vectorColor = new Color(0.5f, 0.8f, 1f);
+ [SerializeField] private Color correctedVectorColor = new Color(1f, 0.5f, 0.2f);
+ [SerializeField] private Color forwardColor = Color.blue;
+
+ private void OnDrawGizmos()
+ {
+ var meshFilter = GetComponent<MeshFilter>();
+ if (!meshFilter || !meshFilter.sharedMesh) return;
+
+ var mesh = meshFilter.sharedMesh;
+ var vertices = mesh.vertices;
+ var colors = mesh.colors;
+
+ // Draw vertex vectors from colors
+ if (colors != null && colors.Length > 0)
+ {
+ DrawVertexVectors(mesh, vertices, colors);
+ }
+
+ // Draw orientations from UVs
+ if (showOrientations)
+ {
+ DrawOrientations(mesh, vertices);
+ }
+ }
+
+ void DrawVertexVectors(Mesh mesh, Vector3[] vertices, Color[] colors)
+ {
+ Vector2[] uvXY = GetUVData(mesh, quaternionXYChannel);
+ Vector2[] uvZW = GetUVData(mesh, quaternionZWChannel);
+ bool hasQuaternions = uvXY != null && uvZW != null;
+
+ int vertexStep = Mathf.Max(1, vertices.Length / maxVertices);
+
+ // Draw vectors at vertices
+ for (int i = 0; i < vertices.Length; i += vertexStep)
+ {
+ if (i >= colors.Length) break;
+
+ Vector3 worldPos = transform.TransformPoint(vertices[i]);
+ Vector3 decodedVector = DecodeVectorFromColor(colors[i]);
+
+ // Basic vector
+ Gizmos.color = vectorColor;
+ DrawVector(worldPos, transform.TransformDirection(decodedVector), vectorScale);
+
+ // Quaternion-corrected vector
+ if (hasQuaternions && i < uvXY.Length && i < uvZW.Length)
+ {
+ Quaternion quat = GetQuaternionFromUV(uvXY[i], uvZW[i]);
+ Vector3 corrected = quat * decodedVector;
+
+ Gizmos.color = correctedVectorColor;
+ DrawVector(worldPos, transform.TransformDirection(corrected), vectorScale);
+ }
+ }
+
+ // Draw edge interpolations
+ if (showEdges && edgeSubdivisions > 0)
+ {
+ DrawEdgeInterpolations(mesh, vertices, colors, uvXY, uvZW);
+ }
+ }
+
+ void DrawEdgeInterpolations(Mesh mesh, Vector3[] vertices, Color[] colors, Vector2[] uvXY, Vector2[] uvZW)
+ {
+ var triangles = mesh.triangles;
+ HashSet<(int, int)> drawnEdges = new HashSet<(int, int)>();
+ bool hasQuaternions = uvXY != null && uvZW != null;
+
+ for (int i = 0; i < triangles.Length && drawnEdges.Count < maxVertices/2; i += 3)
+ {
+ for (int j = 0; j < 3; j++)
+ {
+ int v1 = triangles[i + j];
+ int v2 = triangles[i + ((j + 1) % 3)];
+
+ var edge = v1 < v2 ? (v1, v2) : (v2, v1);
+ if (!drawnEdges.Add(edge)) continue;
+
+ if (v1 >= vertices.Length || v2 >= vertices.Length ||
+ v1 >= colors.Length || v2 >= colors.Length) continue;
+
+ // Draw subdivisions along edge
+ for (int k = 1; k < edgeSubdivisions; k++)
+ {
+ float t = k / (float)edgeSubdivisions;
+ Vector3 pos = Vector3.Lerp(vertices[v1], vertices[v2], t);
+ Color col = Color.Lerp(colors[v1], colors[v2], t);
+
+ Vector3 worldPos = transform.TransformPoint(pos);
+ Vector3 vec = DecodeVectorFromColor(col);
+
+ // Basic vector
+ Gizmos.color = vectorColor * 0.7f; // Slightly dimmer for edge points
+ DrawVector(worldPos, transform.TransformDirection(vec), vectorScale * 0.8f);
+
+ // Quaternion-corrected vector
+ if (hasQuaternions && v1 < uvXY.Length && v2 < uvXY.Length &&
+ v1 < uvZW.Length && v2 < uvZW.Length)
+ {
+ Vector2 interpXY = Vector2.Lerp(uvXY[v1], uvXY[v2], t);
+ Vector2 interpZW = Vector2.Lerp(uvZW[v1], uvZW[v2], t);
+ Quaternion interpQuat = GetQuaternionFromUV(interpXY, interpZW);
+ Vector3 corrected = interpQuat * vec;
+
+ Gizmos.color = correctedVectorColor * 0.7f; // Slightly dimmer for edge points
+ DrawVector(worldPos, transform.TransformDirection(corrected), vectorScale * 0.8f);
+ }
+ }
+ }
+ }
+ }
+
+ void DrawOrientations(Mesh mesh, Vector3[] vertices)
+ {
+ Vector2[] uvXY = GetUVData(mesh, quaternionXYChannel);
+ Vector2[] uvZW = GetUVData(mesh, quaternionZWChannel);
+
+ if (uvXY == null || uvZW == null) return;
+
+ int vertexStep = Mathf.Max(1, vertices.Length / maxVertices);
+
+ for (int i = 0; i < vertices.Length; i += vertexStep)
+ {
+ if (i >= uvXY.Length || i >= uvZW.Length) break;
+
+ Vector3 worldPos = transform.TransformPoint(vertices[i]);
+ Quaternion quat = GetQuaternionFromUV(uvXY[i], uvZW[i]);
+
+ // Draw forward direction
+ Gizmos.color = forwardColor;
+ Vector3 forward = transform.TransformDirection(quat * Vector3.forward);
+ DrawArrow(worldPos, forward, orientationScale);
+ }
+ }
+
+ void DrawVector(Vector3 origin, Vector3 direction, float scale)
+ {
+ Vector3 end = origin + direction * scale;
+ Gizmos.DrawLine(origin, end);
+ Gizmos.DrawSphere(end, 0.02f);
+ }
+
+ void DrawArrow(Vector3 origin, Vector3 direction, float length)
+ {
+ Vector3 end = origin + direction * length;
+ Gizmos.DrawLine(origin, end);
+
+ // Simple arrowhead
+ Vector3 right = Vector3.Cross(direction, Vector3.up).normalized;
+ if (right.magnitude < 0.01f)
+ right = Vector3.Cross(direction, Vector3.right).normalized;
+
+ Vector3 arrowBack = -direction * length * 0.2f;
+ Vector3 arrowSide = right * length * 0.1f;
+
+ Gizmos.DrawLine(end, end + arrowBack + arrowSide);
+ Gizmos.DrawLine(end, end + arrowBack - arrowSide);
+ }
+
+ Quaternion GetQuaternionFromUV(Vector2 xy, Vector2 zw)
+ {
+ return new Quaternion(xy.x, xy.y, zw.x, zw.y).normalized;
+ }
+
+ Vector3 DecodeVectorFromColor(Color color)
+ {
+ return new Vector3(
+ color.r * 2.0f - 1.0f,
+ color.g * 2.0f - 1.0f,
+ color.b * 2.0f - 1.0f) / color.a;
+ }
+
+ Vector2[] GetUVData(Mesh mesh, int channel)
+ {
+ switch (channel)
+ {
+ case 0: return mesh.uv;
+ case 1: return mesh.uv2;
+ case 2: return mesh.uv3;
+ case 3: return mesh.uv4;
+ case 4: return mesh.uv5;
+ case 5: return mesh.uv6;
+ case 6: return mesh.uv7;
+ case 7: return mesh.uv8;
+ default: return null;
+ }
+ }
+}