forked from BilalY/Rasagar
300 lines
11 KiB
C#
300 lines
11 KiB
C#
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using Unity.Mathematics;
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using UnityEditor;
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namespace UnityEngine.Rendering
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{
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/// <summary>
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/// The volume settings
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/// </summary>
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/// <typeparam name="T">A <see cref="MonoBehaviour"/> with <see cref="IAdditionalData"/></typeparam>
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public abstract partial class VolumeDebugSettings<T> : IVolumeDebugSettings
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where T : MonoBehaviour, IAdditionalData
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{
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/// <summary>Current volume component to debug.</summary>
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public int selectedComponent { get; set; } = 0;
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/// <summary>Current camera to debug.</summary>
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public Camera selectedCamera => selectedCameraIndex < 0 ? null : cameras.ElementAt(selectedCameraIndex);
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/// <summary>
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/// The selected camera index, use the property for better handling
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/// </summary>
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protected int m_SelectedCameraIndex = -1;
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/// <summary>Selected camera index.</summary>
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public int selectedCameraIndex
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{
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get
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{
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var count = cameras.Count();
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return count > 0 ? Math.Clamp(m_SelectedCameraIndex, 0, count-1) : -1;
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}
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set
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{
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var count = cameras.Count();
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m_SelectedCameraIndex = Math.Clamp(value, 0, count-1);
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}
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}
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private Camera[] m_CamerasArray;
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private List<Camera> m_Cameras = new List<Camera>();
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/// <summary>Returns the collection of registered cameras.</summary>
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public IEnumerable<Camera> cameras
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{
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get
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{
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m_Cameras.Clear();
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#if UNITY_EDITOR
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if (SceneView.lastActiveSceneView != null)
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{
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var sceneCamera = SceneView.lastActiveSceneView.camera;
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if (sceneCamera != null)
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m_Cameras.Add(sceneCamera);
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}
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#endif
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if (m_CamerasArray == null || m_CamerasArray.Length != Camera.allCamerasCount)
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{
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m_CamerasArray = new Camera[Camera.allCamerasCount];
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}
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Camera.GetAllCameras(m_CamerasArray);
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foreach (var camera in m_CamerasArray)
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{
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if (camera == null)
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continue;
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if (camera.cameraType != CameraType.Preview && camera.cameraType != CameraType.Reflection)
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{
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if (camera.TryGetComponent<T>(out T additionalData))
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m_Cameras.Add(camera);
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}
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}
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return m_Cameras;
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}
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}
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/// <summary>Selected camera volume stack.</summary>
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public abstract VolumeStack selectedCameraVolumeStack { get; }
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/// <summary>Selected camera volume layer mask.</summary>
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public abstract LayerMask selectedCameraLayerMask { get; }
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/// <summary>Selected camera volume position.</summary>
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public abstract Vector3 selectedCameraPosition { get; }
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/// <summary>Type of the current component to debug.</summary>
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public Type selectedComponentType
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{
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get => selectedComponent > 0 ? volumeComponentsPathAndType[selectedComponent - 1].Item2 : null;
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set
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{
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var index = volumeComponentsPathAndType.FindIndex(t => t.Item2 == value);
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if (index != -1)
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selectedComponent = index + 1;
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}
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}
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/// <summary>List of Volume component types.</summary>
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public List<(string, Type)> volumeComponentsPathAndType => VolumeManager.instance.GetVolumeComponentsForDisplay(GraphicsSettings.currentRenderPipelineAssetType);
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/// <summary>
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/// Specifies the render pipeline for this volume settings
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/// </summary>
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[Obsolete("This property is obsolete and kept only for not breaking user code. VolumeDebugSettings will use current pipeline when it needs to gather volume component types and paths. #from(23.2)", false)]
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public virtual Type targetRenderPipeline { get; }
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internal VolumeParameter GetParameter(VolumeComponent component, FieldInfo field)
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{
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return (VolumeParameter)field.GetValue(component);
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}
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internal VolumeParameter GetParameter(FieldInfo field)
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{
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VolumeStack stack = selectedCameraVolumeStack;
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return stack == null ? null : GetParameter(stack.GetComponent(selectedComponentType), field);
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}
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internal VolumeParameter GetParameter(Volume volume, FieldInfo field)
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{
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var profile = volume.HasInstantiatedProfile() ? volume.profile : volume.sharedProfile;
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if (!profile.TryGet(selectedComponentType, out VolumeComponent component))
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return null;
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var param = GetParameter(component, field);
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if (!param.overrideState)
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return null;
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return param;
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}
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float[] weights = null;
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float ComputeWeight(Volume volume, Vector3 triggerPos)
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{
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if (volume == null) return 0;
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var profile = volume.HasInstantiatedProfile() ? volume.profile : volume.sharedProfile;
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if (!volume.gameObject.activeInHierarchy) return 0;
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if (!volume.enabled || profile == null || volume.weight <= 0f) return 0;
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if (!profile.TryGet(selectedComponentType, out VolumeComponent component)) return 0;
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if (!component.active) return 0;
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float weight = Mathf.Clamp01(volume.weight);
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if (!volume.isGlobal)
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{
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var colliders = volume.GetComponents<Collider>();
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// Find closest distance to volume, 0 means it's inside it
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float closestDistanceSqr = float.PositiveInfinity;
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foreach (var collider in colliders)
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{
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if (!collider.enabled)
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continue;
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var closestPoint = collider.ClosestPoint(triggerPos);
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var d = (closestPoint - triggerPos).sqrMagnitude;
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if (d < closestDistanceSqr)
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closestDistanceSqr = d;
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}
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float blendDistSqr = volume.blendDistance * volume.blendDistance;
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if (closestDistanceSqr > blendDistSqr)
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weight = 0f;
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else if (blendDistSqr > 0f)
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weight *= 1f - (closestDistanceSqr / blendDistSqr);
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}
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return weight;
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}
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Volume[] volumes = null;
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/// <summary>Get an array of volumes on the <see cref="selectedCameraLayerMask"/></summary>
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/// <returns>An array of volumes sorted by influence.</returns>
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public Volume[] GetVolumes()
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{
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return VolumeManager.instance.GetVolumes(selectedCameraLayerMask)
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.Where(v => v.sharedProfile != null)
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.Reverse().ToArray();
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}
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VolumeParameter[,] savedStates = null;
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VolumeParameter[,] GetStates()
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{
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var fields = selectedComponentType
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.GetFields(System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance)
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.Where(t => t.FieldType.IsSubclassOf(typeof(VolumeParameter)))
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.ToArray();
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VolumeParameter[,] states = new VolumeParameter[volumes.Length, fields.Length];
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for (int i = 0; i < volumes.Length; i++)
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{
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var profile = volumes[i].HasInstantiatedProfile() ? volumes[i].profile : volumes[i].sharedProfile;
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if (!profile.TryGet(selectedComponentType, out VolumeComponent component))
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continue;
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for (int j = 0; j < fields.Length; j++)
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{
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var param = GetParameter(component, fields[j]); ;
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states[i, j] = param.overrideState ? param : null;
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}
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}
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return states;
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}
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bool ChangedStates(VolumeParameter[,] newStates)
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{
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if (savedStates.GetLength(1) != newStates.GetLength(1))
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return true;
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for (int i = 0; i < savedStates.GetLength(0); i++)
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{
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for (int j = 0; j < savedStates.GetLength(1); j++)
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{
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if ((savedStates[i, j] == null) != (newStates[i, j] == null))
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// Refreshes the volumes, fetches the stored volumes on the panel
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/// </summary>
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/// <param name="newVolumes">The list of <see cref="Volume"/> to refresh</param>
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/// <returns>If the volumes have been refreshed</returns>
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public bool RefreshVolumes(Volume[] newVolumes)
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{
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bool ret = false;
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if (volumes == null || !newVolumes.SequenceEqual(volumes))
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{
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volumes = (Volume[])newVolumes.Clone();
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savedStates = GetStates();
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ret = true;
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}
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else
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{
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var newStates = GetStates();
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if (savedStates == null || ChangedStates(newStates))
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{
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savedStates = newStates;
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ret = true;
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}
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}
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var triggerPos = selectedCameraPosition;
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weights = new float[volumes.Length];
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for (int i = 0; i < volumes.Length; i++)
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weights[i] = ComputeWeight(volumes[i], triggerPos);
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return ret;
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}
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/// <summary>
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/// Obtains the volume weight
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/// </summary>
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/// <param name="volume"><see cref="Volume"/></param>
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/// <returns>The weight of the volume</returns>
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public float GetVolumeWeight(Volume volume)
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{
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if (weights == null)
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return 0;
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float total = 0f, weight = 0f;
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for (int i = 0; i < volumes.Length; i++)
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{
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weight = weights[i];
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weight *= 1f - total;
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total += weight;
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if (volumes[i] == volume)
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return weight;
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}
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return 0f;
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}
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/// <summary>
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/// Return if the <see cref="Volume"/> has influence
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/// </summary>
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/// <param name="volume"><see cref="Volume"/> to check the influence</param>
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/// <returns>If the volume has influence</returns>
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public bool VolumeHasInfluence(Volume volume)
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{
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if (weights == null)
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return false;
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int index = Array.IndexOf(volumes, volume);
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if (index == -1)
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return false;
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return weights[index] != 0f;
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}
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}
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}
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