@alpsckr/unitycli 0.4.0

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Files changed (1066) hide show
  1. package/README.md +389 -0
  2. package/contracts/command-contract.json +3972 -0
  3. package/contracts/stable-session/admission-acquire-v1.schema.json +16 -0
  4. package/contracts/stable-session/admission-response-v1.schema.json +30 -0
  5. package/contracts/stable-session/admission-revoke-v1.schema.json +15 -0
  6. package/contracts/stable-session/admission-transport-v1.json +36 -0
  7. package/contracts/stable-session/bridge-request-v2.schema.json +26 -0
  8. package/contracts/stable-session/canonical-path-v1-golden.json +23 -0
  9. package/contracts/stable-session/completion-contract.schema.json +46 -0
  10. package/contracts/stable-session/direct-call-semantics.json +102 -0
  11. package/contracts/stable-session/editor-state.schema.json +92 -0
  12. package/contracts/stable-session/health-v3.schema.json +47 -0
  13. package/contracts/stable-session/instance-registry-v3.schema.json +152 -0
  14. package/contracts/stable-session/removal-map.json +27 -0
  15. package/contracts/stable-session/request-digest-v1-golden.json +7 -0
  16. package/contracts/stable-session/runtime-config-v2.schema.json +27 -0
  17. package/contracts/static-capability-catalog.json +48226 -0
  18. package/contracts/tool-completion-contract.json +11322 -0
  19. package/dist/args.d.ts +27 -0
  20. package/dist/args.js +109 -0
  21. package/dist/args.js.map +1 -0
  22. package/dist/bridge/admission.d.ts +28 -0
  23. package/dist/bridge/admission.js +29 -0
  24. package/dist/bridge/admission.js.map +1 -0
  25. package/dist/bridge/args.d.ts +16 -0
  26. package/dist/bridge/args.js +123 -0
  27. package/dist/bridge/args.js.map +1 -0
  28. package/dist/bridge/domains/animation.d.ts +2 -0
  29. package/dist/bridge/domains/animation.js +199 -0
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  31. package/dist/bridge/domains/asset.d.ts +2 -0
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  34. package/dist/bridge/domains/build.d.ts +2 -0
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  37. package/dist/bridge/domains/camera.d.ts +2 -0
  38. package/dist/bridge/domains/camera.js +54 -0
  39. package/dist/bridge/domains/camera.js.map +1 -0
  40. package/dist/bridge/domains/code.d.ts +2 -0
  41. package/dist/bridge/domains/code.js +17 -0
  42. package/dist/bridge/domains/code.js.map +1 -0
  43. package/dist/bridge/domains/console.d.ts +2 -0
  44. package/dist/bridge/domains/console.js +34 -0
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  46. package/dist/bridge/domains/diagnose.d.ts +2 -0
  47. package/dist/bridge/domains/diagnose.js +11 -0
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  49. package/dist/bridge/domains/editor.d.ts +2 -0
  50. package/dist/bridge/domains/editor.js +66 -0
  51. package/dist/bridge/domains/editor.js.map +1 -0
  52. package/dist/bridge/domains/extension.d.ts +8 -0
  53. package/dist/bridge/domains/extension.js +20 -0
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  55. package/dist/bridge/domains/game-object.d.ts +2 -0
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  58. package/dist/bridge/domains/graphics.d.ts +2 -0
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  60. package/dist/bridge/domains/graphics.js.map +1 -0
  61. package/dist/bridge/domains/material.d.ts +2 -0
  62. package/dist/bridge/domains/material.js +70 -0
  63. package/dist/bridge/domains/material.js.map +1 -0
  64. package/dist/bridge/domains/navmesh.d.ts +2 -0
  65. package/dist/bridge/domains/navmesh.js +34 -0
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  67. package/dist/bridge/domains/object.d.ts +2 -0
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  70. package/dist/bridge/domains/occlusion.d.ts +2 -0
  71. package/dist/bridge/domains/occlusion.js +12 -0
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  73. package/dist/bridge/domains/package.d.ts +2 -0
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  76. package/dist/bridge/domains/physics.d.ts +2 -0
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  79. package/dist/bridge/domains/prefab.d.ts +2 -0
  80. package/dist/bridge/domains/prefab.js +104 -0
  81. package/dist/bridge/domains/prefab.js.map +1 -0
  82. package/dist/bridge/domains/profiler.d.ts +2 -0
  83. package/dist/bridge/domains/profiler.js +105 -0
  84. package/dist/bridge/domains/profiler.js.map +1 -0
  85. package/dist/bridge/domains/project-tool.d.ts +2 -0
  86. package/dist/bridge/domains/project-tool.js +46 -0
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  88. package/dist/bridge/domains/reflection.d.ts +2 -0
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  91. package/dist/bridge/domains/runtime-tool.d.ts +2 -0
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  109. package/dist/bridge/domains/timeline.d.ts +2 -0
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  112. package/dist/bridge/domains/ui.d.ts +2 -0
  113. package/dist/bridge/domains/ui.js +193 -0
  114. package/dist/bridge/domains/ui.js.map +1 -0
  115. package/dist/bridge/index.d.ts +9 -0
  116. package/dist/bridge/index.js +124 -0
  117. package/dist/bridge/index.js.map +1 -0
  118. package/dist/bridge/registry.d.ts +19 -0
  119. package/dist/bridge/registry.js +114 -0
  120. package/dist/bridge/registry.js.map +1 -0
  121. package/dist/bridge/session-supervisor.d.ts +138 -0
  122. package/dist/bridge/session-supervisor.js +873 -0
  123. package/dist/bridge/session-supervisor.js.map +1 -0
  124. package/dist/bridge/types.d.ts +61 -0
  125. package/dist/bridge/types.js +17 -0
  126. package/dist/bridge/types.js.map +1 -0
  127. package/dist/capabilities.d.ts +5 -0
  128. package/dist/capabilities.js +84 -0
  129. package/dist/capabilities.js.map +1 -0
  130. package/dist/cli-commands/command.d.ts +7 -0
  131. package/dist/cli-commands/command.js +513 -0
  132. package/dist/cli-commands/command.js.map +1 -0
  133. package/dist/cli-commands/extension-auto-detect.d.ts +62 -0
  134. package/dist/cli-commands/extension-auto-detect.js +119 -0
  135. package/dist/cli-commands/extension-auto-detect.js.map +1 -0
  136. package/dist/cli-commands/extensions.d.ts +24 -0
  137. package/dist/cli-commands/extensions.js +428 -0
  138. package/dist/cli-commands/extensions.js.map +1 -0
  139. package/dist/cli-commands/package.d.ts +4 -0
  140. package/dist/cli-commands/package.js +151 -0
  141. package/dist/cli-commands/package.js.map +1 -0
  142. package/dist/cli-commands/skill-installer.d.ts +83 -0
  143. package/dist/cli-commands/skill-installer.js +703 -0
  144. package/dist/cli-commands/skill-installer.js.map +1 -0
  145. package/dist/cli-commands/types.d.ts +17 -0
  146. package/dist/cli-commands/types.js +2 -0
  147. package/dist/cli-commands/types.js.map +1 -0
  148. package/dist/cli.d.ts +17 -0
  149. package/dist/cli.js +302 -0
  150. package/dist/cli.js.map +1 -0
  151. package/dist/contracts/command-contract.d.ts +21 -0
  152. package/dist/contracts/command-contract.js +143 -0
  153. package/dist/contracts/command-contract.js.map +1 -0
  154. package/dist/contracts/csharp-command-extractor.d.ts +1 -0
  155. package/dist/contracts/csharp-command-extractor.js +89 -0
  156. package/dist/contracts/csharp-command-extractor.js.map +1 -0
  157. package/dist/contracts/validate-command-contract.d.ts +1 -0
  158. package/dist/contracts/validate-command-contract.js +86 -0
  159. package/dist/contracts/validate-command-contract.js.map +1 -0
  160. package/dist/doctor.d.ts +22 -0
  161. package/dist/doctor.js +498 -0
  162. package/dist/doctor.js.map +1 -0
  163. package/dist/editor-blocker-observer.d.ts +45 -0
  164. package/dist/editor-blocker-observer.js +55 -0
  165. package/dist/editor-blocker-observer.js.map +1 -0
  166. package/dist/editor-dialogs.d.ts +53 -0
  167. package/dist/editor-dialogs.js +79 -0
  168. package/dist/editor-dialogs.js.map +1 -0
  169. package/dist/extension-availability.d.ts +30 -0
  170. package/dist/extension-availability.js +83 -0
  171. package/dist/extension-availability.js.map +1 -0
  172. package/dist/extensions/.generated-bridge-domains/cinemachine.d.ts +2 -0
  173. package/dist/extensions/.generated-bridge-domains/cinemachine.js +104 -0
  174. package/dist/extensions/.generated-bridge-domains/cinemachine.js.map +1 -0
  175. package/dist/extensions/.generated-bridge-domains/hdrp.d.ts +2 -0
  176. package/dist/extensions/.generated-bridge-domains/hdrp.js +35 -0
  177. package/dist/extensions/.generated-bridge-domains/hdrp.js.map +1 -0
  178. package/dist/extensions/.generated-bridge-domains/probuilder.d.ts +13 -0
  179. package/dist/extensions/.generated-bridge-domains/probuilder.js +342 -0
  180. package/dist/extensions/.generated-bridge-domains/probuilder.js.map +1 -0
  181. package/dist/extensions/.generated-bridge-domains/urp.d.ts +2 -0
  182. package/dist/extensions/.generated-bridge-domains/urp.js +52 -0
  183. package/dist/extensions/.generated-bridge-domains/urp.js.map +1 -0
  184. package/dist/extensions/.generated-bridge-domains/vfx.d.ts +2 -0
  185. package/dist/extensions/.generated-bridge-domains/vfx.js +312 -0
  186. package/dist/extensions/.generated-bridge-domains/vfx.js.map +1 -0
  187. package/dist/extensions/.generated-registry-data.d.ts +7 -0
  188. package/dist/extensions/.generated-registry-data.js +895 -0
  189. package/dist/extensions/.generated-registry-data.js.map +1 -0
  190. package/dist/extensions/contribution-loader.d.ts +27 -0
  191. package/dist/extensions/contribution-loader.js +60 -0
  192. package/dist/extensions/contribution-loader.js.map +1 -0
  193. package/dist/extensions/descriptor-loader.d.ts +73 -0
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  196. package/dist/extensions/index.d.ts +19 -0
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  199. package/dist/extensions/installer.d.ts +80 -0
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  202. package/dist/extensions/metadata/index.d.ts +15 -0
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  208. package/dist/extensions/project-resolver.d.ts +35 -0
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  211. package/dist/extensions/registry.d.ts +86 -0
  212. package/dist/extensions/registry.js +262 -0
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  214. package/dist/extensions/tool-manifest.d.ts +29 -0
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  217. package/dist/extensions/types.d.ts +115 -0
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  220. package/dist/instances.d.ts +163 -0
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  223. package/dist/output.d.ts +119 -0
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  229. package/dist/platform.d.ts +3 -0
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  232. package/dist/project-identity.d.ts +48 -0
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  235. package/dist/project-tool-discovery.d.ts +23 -0
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  238. package/dist/protocol/envelope.d.ts +64 -0
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  241. package/dist/protocol/index.d.ts +7 -0
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  244. package/dist/runtime-code.d.ts +20 -0
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  247. package/dist/schema/any-json.d.ts +4 -0
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  1001. package/unitypkg/Editor/Tools/screenshot/orbit.cs +103 -0
  1002. package/unitypkg/Editor/Tools/screenshot/scene-view.cs +99 -0
  1003. package/unitypkg/Editor/Tools/screenshot/screen.cs +89 -0
  1004. package/unitypkg/Editor/Tools/screenshot/surround.cs +181 -0
  1005. package/unitypkg/Editor/Tools/scriptable-object/ScriptableObjectToolSupport.cs +196 -0
  1006. package/unitypkg/Editor/Tools/scriptable-object/create.cs +79 -0
  1007. package/unitypkg/Editor/Tools/scriptable-object/info.cs +49 -0
  1008. package/unitypkg/Editor/Tools/scriptable-object/list-types.cs +103 -0
  1009. package/unitypkg/Editor/Tools/scriptable-object/modify.cs +208 -0
  1010. package/unitypkg/Editor/Tools/shader/ShaderToolSupport.cs +326 -0
  1011. package/unitypkg/Editor/Tools/shader/create.cs +82 -0
  1012. package/unitypkg/Editor/Tools/shader/delete.cs +90 -0
  1013. package/unitypkg/Editor/Tools/shader/get-data.cs +125 -0
  1014. package/unitypkg/Editor/Tools/shader/info.cs +48 -0
  1015. package/unitypkg/Editor/Tools/shader/list.cs +82 -0
  1016. package/unitypkg/Editor/Tools/shader/read.cs +84 -0
  1017. package/unitypkg/Editor/Tools/shader/update.cs +71 -0
  1018. package/unitypkg/Editor/Tools/tests/list.cs +98 -0
  1019. package/unitypkg/Editor/Tools/texture/TextureToolSupport.cs +327 -0
  1020. package/unitypkg/Editor/Tools/texture/create.cs +182 -0
  1021. package/unitypkg/Editor/Tools/texture/delete.cs +89 -0
  1022. package/unitypkg/Editor/Tools/texture/generate.cs +189 -0
  1023. package/unitypkg/Editor/Tools/texture/import-settings.cs +104 -0
  1024. package/unitypkg/Editor/Tools/texture/info.cs +50 -0
  1025. package/unitypkg/Editor/Tools/texture/modify.cs +154 -0
  1026. package/unitypkg/Editor/Tools/texture/sprite.cs +132 -0
  1027. package/unitypkg/Editor/Tools/timeline/TimelineMutationToolSupport.cs +696 -0
  1028. package/unitypkg/Editor/Tools/timeline/TimelineReadToolSupport.cs +439 -0
  1029. package/unitypkg/Editor/Tools/timeline/TimelineToolSupport.cs +203 -0
  1030. package/unitypkg/Editor/Tools/timeline/clip/add.cs +93 -0
  1031. package/unitypkg/Editor/Tools/timeline/create.cs +88 -0
  1032. package/unitypkg/Editor/Tools/timeline/info.cs +54 -0
  1033. package/unitypkg/Editor/Tools/timeline/track/add.cs +91 -0
  1034. package/unitypkg/Editor/Tools/ui/UiToolSupport.cs +162 -0
  1035. package/unitypkg/Editor/Tools/ui/UiUguiToolSupport.cs +24 -0
  1036. package/unitypkg/Editor/Tools/ui/attach-document.cs +46 -0
  1037. package/unitypkg/Editor/Tools/ui/button/create.cs +58 -0
  1038. package/unitypkg/Editor/Tools/ui/canvas/create.cs +40 -0
  1039. package/unitypkg/Editor/Tools/ui/create-panel-settings.cs +44 -0
  1040. package/unitypkg/Editor/Tools/ui/detach-document.cs +41 -0
  1041. package/unitypkg/Editor/Tools/ui/document/create.cs +49 -0
  1042. package/unitypkg/Editor/Tools/ui/document/delete.cs +33 -0
  1043. package/unitypkg/Editor/Tools/ui/document/info.cs +33 -0
  1044. package/unitypkg/Editor/Tools/ui/document/update.cs +36 -0
  1045. package/unitypkg/Editor/Tools/ui/get-visual-tree.cs +34 -0
  1046. package/unitypkg/Editor/Tools/ui/hierarchy.cs +27 -0
  1047. package/unitypkg/Editor/Tools/ui/image/create.cs +47 -0
  1048. package/unitypkg/Editor/Tools/ui/link-stylesheet.cs +54 -0
  1049. package/unitypkg/Editor/Tools/ui/list-documents.cs +34 -0
  1050. package/unitypkg/Editor/Tools/ui/modify-visual-element.cs +76 -0
  1051. package/unitypkg/Editor/Tools/ui/render-preview.cs +128 -0
  1052. package/unitypkg/Editor/Tools/ui/text/create.cs +45 -0
  1053. package/unitypkg/Editor/Tools/ui/update-panel-settings.cs +49 -0
  1054. package/unitypkg/Editor/UnityCliBridge.cs +431 -0
  1055. package/unitypkg/Editor/UnityCliBridgeBuildInfo.cs +9 -0
  1056. package/unitypkg/Runtime/Infrastructure/UnityCliRuntimeBridge.cs +580 -0
  1057. package/unitypkg/Runtime/Infrastructure/UnityCliRuntimeJson.cs +232 -0
  1058. package/unitypkg/Runtime/Infrastructure/UnityCliRuntimeRegistry.cs +297 -0
  1059. package/unitypkg/Runtime/Tools/UnityCliRuntimeTools.cs +701 -0
  1060. package/unitypkg/Runtime/UnityCli.Runtime.asmdef +14 -0
  1061. package/unitypkg/Shared/UnityCli.Shared.asmdef +14 -0
  1062. package/unitypkg/Shared/UnityCliAdmissionPool.cs +426 -0
  1063. package/unitypkg/Tests/Editor/UnityCli.Editor.Tests.asmdef +15 -0
  1064. package/unitypkg/Tests/Editor/UnityCliAdmissionPoolTests.cs +262 -0
  1065. package/unitypkg/UnityCli.Editor.asmdef +26 -0
  1066. package/unitypkg/package.json +11 -0
@@ -0,0 +1,283 @@
1
+ #if UNITY_EDITOR
2
+ using System;
3
+ using System.Collections.Generic;
4
+ using System.Linq;
5
+ using UnityEngine;
6
+ using UnityEngine.ProBuilder;
7
+
8
+ namespace UnityCli.ProBuilder
9
+ {
10
+ /// <summary>仅接受一个独立三角面,逐句复演 ProBuilder 5.2.4 face extrusion 的可证明终态。</summary>
11
+ internal static class ProBuilderFaceExtrudeCompletionProof
12
+ {
13
+ private const int SmoothingNone = 0;
14
+ private const int SmoothRangeMax = 24;
15
+ private const int HardRangeMax = 42;
16
+
17
+ internal sealed class Plan
18
+ {
19
+ internal CanonicalMeshSnapshot Before;
20
+ internal Face[] FrozenFaces;
21
+ internal ExtrudeMethod Method;
22
+ internal float Distance;
23
+ internal int[] BoundaryRaw;
24
+ internal Vector3 Delta;
25
+ }
26
+
27
+ /// <summary>effect 前冻结 identity、完整 canonical snapshot、typed Face[] 和唯一的 face.edges 顺序。</summary>
28
+ internal static Plan TryCreate(GameObject go, ProBuilderMesh mesh, int[] requestedOccurrences, string method, float distance)
29
+ {
30
+ if (go == null || mesh == null || requestedOccurrences == null || requestedOccurrences.Length != 1 || requestedOccurrences[0] != 0
31
+ || !Finite(distance) || distance == 0f || !TryMethod(method, out var extrudeMethod)) return null;
32
+ var before = CanonicalMeshSnapshot.Capture(go, requestedOccurrences);
33
+ if (before == null || before.Faces.Length != 1 || before.RawVertices.Length != 3 || before.SharedVertices.Length != 3
34
+ || !before.HasSharedTextures || before.Faces[0].DirectedRawTriangleStream.Length != 3) return null;
35
+ var face = before.Faces[0]; var stream = face.DirectedRawTriangleStream;
36
+ var renderer = go.GetComponent<Renderer>(); var materials = renderer == null ? null : renderer.sharedMaterials;
37
+ if (materials == null || materials.Length != 1 || materials[0] == null || face.SubmeshIndex != 0
38
+ || stream.Distinct().Count() != 3 || face.DirectedSharedTriangleStream.Distinct().Count() != 3 || before.RawVertices.Any(raw => !Finite(raw.LocalPosition))
39
+ || before.RawVertices.Select(raw => raw.LocalPosition).Distinct().Count() != 3 || before.SharedVertices.Any(group => group.MemberRawIndexes.Length != 1)
40
+ || face.Boundary.Length != 3 || !stream.OrderBy(raw => raw).SequenceEqual(new[] { 0, 1, 2 }) || !HasFiniteNonDegenerateUv(before)) return null;
41
+ var typedFaces = mesh.faces;
42
+ if (typedFaces == null || typedFaces.Count != 1 || typedFaces[0] == null) return null;
43
+ var typedFace = typedFaces[0]; var typedIndexes = typedFace.indexes.ToArray();
44
+ if (!typedIndexes.SequenceEqual(stream)) return null;
45
+ var edges = typedFace.edges.ToArray();
46
+ if (edges == null || edges.Length != 3 || edges.Any(edge => edge.a < 0 || edge.b < 0)) return null;
47
+ // group path 的 HashSet perimeter 遍历在单面时仍须证明为 face.edges 的唯一顺序,不能自行猜测。
48
+ var boundary = edges.SelectMany(edge => new[] { edge.a, edge.b }).ToArray();
49
+ if (!BoundaryExactlyMatchesTriangle(boundary, stream)) return null;
50
+ var normal = UnityEngine.ProBuilder.Math.Normal(mesh, typedFaces[0]);
51
+ if (!Finite(normal) || normal.sqrMagnitude == 0f) return null;
52
+ var delta = normal * distance;
53
+ if (extrudeMethod != ExtrudeMethod.IndividualFaces)
54
+ {
55
+ var direction = normal;
56
+ direction.Normalize();
57
+ var modifier = extrudeMethod == ExtrudeMethod.FaceNormal
58
+ ? UnityEngine.ProBuilder.Math.Secant(Vector3.Angle(direction, normal) * Mathf.Deg2Rad)
59
+ : 1f;
60
+ direction.x *= distance * modifier;
61
+ direction.y *= distance * modifier;
62
+ direction.z *= distance * modifier;
63
+ delta = direction;
64
+ }
65
+ if (!FiniteExtrudedGeometry(before, boundary, delta)) return null;
66
+ return new Plan { Before = before, FrozenFaces = new[] { typedFace }, Method = extrudeMethod, Distance = distance, BoundaryRaw = boundary, Delta = delta };
67
+ }
68
+
69
+ /// <summary>逐顶点和逐 side triangle 证明预测终态有限,避免有限输入在 effect 后溢出。</summary>
70
+ private static bool FiniteExtrudedGeometry(CanonicalMeshSnapshot before, int[] boundary, Vector3 delta)
71
+ {
72
+ if (before == null || boundary == null || boundary.Length != 6 || !Finite(delta)) return false;
73
+ if (before.RawVertices.Any(raw => !Finite(raw.LocalPosition + delta)
74
+ || !Finite(before.LocalToWorldMatrix.MultiplyPoint3x4(raw.LocalPosition + delta)))) return false;
75
+ var capPositions = before.RawVertices.Select(raw => raw.LocalPosition + delta).ToArray();
76
+ if (!CanonicalMeshSnapshot.RefreshArithmeticFinite(capPositions, before.RawVertices.Select(raw => raw.Uvs[0]).ToArray(), before.Faces.Select(face => face.DirectedRawTriangleStream), before.Faces.Select(face => face.SmoothingGroup))) return false;
77
+ for (var edge = 0; edge < 3; edge++)
78
+ {
79
+ var x = boundary[edge * 2]; var y = boundary[edge * 2 + 1];
80
+ if (x < 0 || y < 0 || x >= before.RawVertices.Length || y >= before.RawVertices.Length) return false;
81
+ var a = before.RawVertices[x].LocalPosition; var b = before.RawVertices[y].LocalPosition; var c = a + delta; var d = b + delta;
82
+ var first = UnityEngine.ProBuilder.Math.Normal(a, b, c); var second = UnityEngine.ProBuilder.Math.Normal(b, d, c);
83
+ if (!Finite(first) || !Finite(second) || first.sqrMagnitude == 0f || second.sqrMagnitude == 0f
84
+ || !CanonicalMeshSnapshot.RefreshArithmeticFinite(
85
+ new[] { a, b, c, d },
86
+ new[] { new CanonicalMeshSnapshot.ChannelValue(true, new Vector2(0f, 0f)), new CanonicalMeshSnapshot.ChannelValue(true, new Vector2(1f, 0f)), new CanonicalMeshSnapshot.ChannelValue(true, new Vector2(0f, 1f)), new CanonicalMeshSnapshot.ChannelValue(true, new Vector2(1f, 1f)) },
87
+ new[] { new[] { 0, 1, 2, 1, 3, 2 } }, new[] { 0 })) return false;
88
+ }
89
+ return true;
90
+ }
91
+
92
+ internal static bool Matches(Plan plan, string target)
93
+ {
94
+ if (plan == null || plan.Before == null || plan.FrozenFaces == null || plan.FrozenFaces.Length != 1) return false;
95
+ var freshMesh = CanonicalMeshSnapshot.ResolveFreshMesh(target, plan.Before.Identity);
96
+ var after = freshMesh == null ? null : CanonicalMeshSnapshot.Capture(freshMesh.gameObject);
97
+ if (after == null || !IdentityAndTransformEqual(plan.Before, after) || after.RawVertices.Length != 15 || after.Faces.Length != 4 || !after.HasSharedTextures) return false;
98
+ if (!RawPositionsAndPayloadExactly(plan, after) || !FacesExactly(plan, after) || !SharedPartitionExactly(plan, after)
99
+ || !SharedTexturesExactly(plan, after) || !DerivedNormalsAndTangentsMatch(after)) return false;
100
+ return AllRawReferenced(after);
101
+ }
102
+
103
+ private static bool RawPositionsAndPayloadExactly(Plan plan, CanonicalMeshSnapshot after)
104
+ {
105
+ var before = plan.Before; var expectedPosition = new Vector3[15]; var source = new int[15];
106
+ for (var raw = 0; raw < 3; raw++) { expectedPosition[raw] = before.RawVertices[raw].LocalPosition + plan.Delta; source[raw] = raw; }
107
+ for (var edge = 0; edge < 3; edge++)
108
+ {
109
+ var offset = 3 + edge * 4; var x = plan.BoundaryRaw[edge * 2]; var y = plan.BoundaryRaw[edge * 2 + 1];
110
+ expectedPosition[offset] = before.RawVertices[x].LocalPosition; expectedPosition[offset + 1] = before.RawVertices[y].LocalPosition;
111
+ expectedPosition[offset + 2] = before.RawVertices[x].LocalPosition + plan.Delta; expectedPosition[offset + 3] = before.RawVertices[y].LocalPosition + plan.Delta;
112
+ source[offset] = source[offset + 2] = x; source[offset + 1] = source[offset + 3] = y;
113
+ }
114
+ for (var raw = 0; raw < 15; raw++)
115
+ {
116
+ if (!CanonicalMeshSnapshot.ExactEquals(after.RawVertices[raw].LocalPosition, expectedPosition[raw])) return false;
117
+ if (raw < 3 ? !ClonePayloadEquals(before.RawVertices[source[raw]], after.RawVertices[raw])
118
+ : !SidePayloadEquals(before.RawVertices[source[raw]], after.RawVertices[raw], (raw - 3) % 4)) return false;
119
+ }
120
+ return true;
121
+ }
122
+
123
+ private static bool FacesExactly(Plan plan, CanonicalMeshSnapshot after)
124
+ {
125
+ var beforeFace = plan.Before.Faces[0]; var cap = after.Faces[0];
126
+ var expectedSmoothing = plan.Method == ExtrudeMethod.IndividualFaces ? 0 : beforeFace.SmoothingGroup;
127
+ if (!FaceEquals(cap, beforeFace, beforeFace.DirectedRawTriangleStream, expectedSmoothing, -1, beforeFace.ElementGroup, beforeFace.ManualUv, beforeFace.Uv)) return false;
128
+ for (var edge = 0; edge < 3; edge++)
129
+ {
130
+ var offset = 3 + edge * 4;
131
+ if (!FaceEquals(after.Faces[edge + 1], beforeFace, new[] { offset, offset + 1, offset + 2, offset + 1, offset + 3, offset + 2 }, 0, -1, -1, true, beforeFace.Uv, CanonicalMeshSnapshot.WithSerializedFaceMaterial(beforeFace.Material, null))) return false;
132
+ }
133
+ return true;
134
+ }
135
+
136
+ private static bool SharedPartitionExactly(Plan plan, CanonicalMeshSnapshot after)
137
+ {
138
+ // 初始 lookup key 先按原 shared group/member 顺序枚举,因此所有 outer group 先确定 handle。
139
+ var expected = new List<List<int>>(); var outerByRaw = new Dictionary<int, List<int>>();
140
+ foreach (var sourceGroup in plan.Before.SharedVertices)
141
+ {
142
+ if (sourceGroup.MemberRawIndexes.Length != 1) return false;
143
+ var raw = sourceGroup.MemberRawIndexes[0];
144
+ if (outerByRaw.ContainsKey(raw)) return false;
145
+ var outer = new List<int> { raw }; outerByRaw.Add(raw, outer); expected.Add(outer);
146
+ }
147
+
148
+ // side raw key 随 boundary 顺序追加;old group 在 base clone 首遇时才获得 terminal handle。
149
+ var oldByRaw = new Dictionary<int, List<int>>();
150
+ for (var edge = 0; edge < 3; edge++)
151
+ {
152
+ var offset = 3 + edge * 4; var x = plan.BoundaryRaw[edge * 2]; var y = plan.BoundaryRaw[edge * 2 + 1];
153
+ if (!outerByRaw.TryGetValue(x, out var outerX) || !outerByRaw.TryGetValue(y, out var outerY)) return false;
154
+ if (!oldByRaw.TryGetValue(x, out var oldX)) { oldX = new List<int>(); oldByRaw.Add(x, oldX); expected.Add(oldX); }
155
+ oldX.Add(offset);
156
+ if (!oldByRaw.TryGetValue(y, out var oldY)) { oldY = new List<int>(); oldByRaw.Add(y, oldY); expected.Add(oldY); }
157
+ oldY.Add(offset + 1);
158
+ outerX.Add(offset + 2); outerY.Add(offset + 3);
159
+ }
160
+ return OrderedPartitionEquals(expected, after.SharedVertices.Select(group => group.MemberRawIndexes));
161
+ }
162
+
163
+ private static bool SharedTexturesExactly(Plan plan, CanonicalMeshSnapshot after)
164
+ {
165
+ var expected = plan.Before.SharedTextures.Select(group => group.MemberRawIndexes.Where(raw => raw >= 3).ToArray()).Where(group => group.Length > 0);
166
+ return PartitionEquals(expected, after.SharedTextures.Select(group => group.MemberRawIndexes));
167
+ }
168
+
169
+ /// <summary>按 5.2.4 Normals.CalculateNormals 的 hard-normal 与 shared/smoothing 分支复演,不将 Refresh 缓存当作未经验证的事实。</summary>
170
+ private static bool DerivedNormalsAndTangentsMatch(CanonicalMeshSnapshot snapshot)
171
+ {
172
+ var raw = snapshot.RawVertices; var normals = new Vector3[raw.Length]; var counts = new int[raw.Length];
173
+ foreach (var face in snapshot.Faces)
174
+ {
175
+ var stream = face.DirectedRawTriangleStream;
176
+ for (var index = 0; index < stream.Length; index += 3)
177
+ {
178
+ var a = stream[index]; var b = stream[index + 1]; var c = stream[index + 2];
179
+ var cross = UnityEngine.ProBuilder.Math.Normal(raw[a].LocalPosition, raw[b].LocalPosition, raw[c].LocalPosition);
180
+ cross.Normalize();
181
+ normals[a] += cross; normals[b] += cross; normals[c] += cross;
182
+ counts[a]++; counts[b]++; counts[c]++;
183
+ }
184
+ }
185
+ if (counts.Any(count => count == 0)) return false;
186
+ for (var index = 0; index < normals.Length; index++) normals[index] /= counts[index];
187
+ foreach (var group in snapshot.SharedVertices)
188
+ foreach (var smoothing in snapshot.Faces.Select(face => face.SmoothingGroup).Where(value => value > SmoothingNone && (value <= SmoothRangeMax || value >= HardRangeMax)).Distinct())
189
+ {
190
+ var members = group.MemberRawIndexes.Where(index => SmoothingAt(snapshot, index) == smoothing).ToArray();
191
+ if (members.Length == 0) continue;
192
+ var average = Vector3.zero; foreach (var member in members) average += normals[member]; average /= members.Length; average = EnsureUnitVector(average);
193
+ foreach (var member in members) normals[member] = average;
194
+ }
195
+ for (var index = 0; index < raw.Length; index++)
196
+ {
197
+ var actual = new Vector3(raw[index].LocalNormal.Value.x, raw[index].LocalNormal.Value.y, raw[index].LocalNormal.Value.z);
198
+ if (!raw[index].LocalNormal.IsPresent || !Finite(normals[index]) || !Finite(actual) || !CanonicalMeshSnapshot.ExactEquals(actual, normals[index])) return false;
199
+ }
200
+ return TangentsMatch(snapshot, normals);
201
+ }
202
+
203
+ /// <summary>按 5.2.4 Normals.CalculateTangents 复演;无 UV0 或奇异 UV 映射无法形成精确有限终态,预检已拒绝。</summary>
204
+ private static bool TangentsMatch(CanonicalMeshSnapshot snapshot, Vector3[] normals)
205
+ {
206
+ var raw = snapshot.RawVertices;
207
+ if (raw.Any(vertex => !vertex.Uvs[0].IsPresent || !vertex.Tangent.IsPresent)) return false;
208
+ var tan1 = new Vector3[raw.Length]; var tan2 = new Vector3[raw.Length];
209
+ foreach (var face in snapshot.Faces)
210
+ {
211
+ var stream = face.DirectedRawTriangleStream;
212
+ for (var index = 0; index < stream.Length; index += 3)
213
+ {
214
+ var a = stream[index]; var b = stream[index + 1]; var c = stream[index + 2];
215
+ var v1 = raw[a].LocalPosition; var v2 = raw[b].LocalPosition; var v3 = raw[c].LocalPosition;
216
+ var w1 = raw[a].Uvs[0].Value; var w2 = raw[b].Uvs[0].Value; var w3 = raw[c].Uvs[0].Value;
217
+ float x1 = v2.x - v1.x; float x2 = v3.x - v1.x; float y1 = v2.y - v1.y; float y2 = v3.y - v1.y; float z1 = v2.z - v1.z; float z2 = v3.z - v1.z;
218
+ float s1 = w2.x - w1.x; float s2 = w3.x - w1.x; float t1 = w2.y - w1.y; float t2 = w3.y - w1.y;
219
+ float r = 1.0f / (s1 * t2 - s2 * t1);
220
+ Vector3 sdir = new Vector3((t2 * x1 - t1 * x2) * r, (t2 * y1 - t1 * y2) * r, (t2 * z1 - t1 * z2) * r);
221
+ Vector3 tdir = new Vector3((s1 * x2 - s2 * x1) * r, (s1 * y2 - s2 * y1) * r, (s1 * z2 - s2 * z1) * r);
222
+ tan1[a] += sdir; tan1[b] += sdir; tan1[c] += sdir;
223
+ tan2[a] += tdir; tan2[b] += tdir; tan2[c] += tdir;
224
+ }
225
+ }
226
+ for (var index = 0; index < raw.Length; index++)
227
+ {
228
+ var normal = normals[index]; var tangent = EnsureUnitVector(tan1[index]); Vector3.OrthoNormalize(ref normal, ref tangent);
229
+ var expected = new Vector4(tangent.x, tangent.y, tangent.z, Vector3.Dot(Vector3.Cross(normal, tangent), tan2[index]) < 0f ? -1f : 1f);
230
+ if (!Finite(expected) || !Finite(raw[index].Tangent.Value) || !CanonicalMeshSnapshot.ExactEquals(raw[index].Tangent.Value, expected)) return false;
231
+ }
232
+ return true;
233
+ }
234
+
235
+ private static bool HasFiniteNonDegenerateUv(CanonicalMeshSnapshot snapshot) => CanonicalMeshSnapshot.RefreshArithmeticFinite(snapshot);
236
+ private static int SmoothingAt(CanonicalMeshSnapshot snapshot, int raw) => snapshot.Faces.First(face => face.DirectedRawTriangleStream.Contains(raw)).SmoothingGroup;
237
+ /// <summary>ToMesh 清除 mesh.uv2;其余 authoritative UV/color 必须逐 raw 保持 source payload。</summary>
238
+ private static bool ClonePayloadEquals(CanonicalMeshSnapshot.RawVertex source, CanonicalMeshSnapshot.RawVertex actual)
239
+ {
240
+ if (!CanonicalMeshSnapshot.ChannelValueEquals(source.Color, actual.Color)) return false;
241
+ var sourceUvs = source.Uvs; var actualUvs = actual.Uvs;
242
+ return !actualUvs[1].IsPresent && new[] { 0, 2, 3 }.All(channel => CanonicalMeshSnapshot.ChannelValueEquals(sourceUvs[channel], actualUvs[channel]));
243
+ }
244
+ private static bool SidePayloadEquals(CanonicalMeshSnapshot.RawVertex source, CanonicalMeshSnapshot.RawVertex actual, int quadRawIndex)
245
+ {
246
+ if (!CanonicalMeshSnapshot.ChannelValueEquals(source.Color, actual.Color)) return false;
247
+ var sourceUvs = source.Uvs; var actualUvs = actual.Uvs;
248
+ return actualUvs[0].IsPresent && CanonicalMeshSnapshot.ExactEquals(actualUvs[0].Value, SideUv(quadRawIndex))
249
+ && !actualUvs[1].IsPresent && new[] { 2, 3 }.All(channel => CanonicalMeshSnapshot.ChannelValueEquals(sourceUvs[channel], actualUvs[channel]));
250
+ }
251
+ private static Vector4 SideUv(int raw) => raw == 0 ? new Vector4(0f, 0f, 0f, 0f) : raw == 1 ? new Vector4(1f, 0f, 0f, 0f) : raw == 2 ? new Vector4(0f, 1f, 0f, 0f) : new Vector4(1f, 1f, 0f, 0f);
252
+ private static bool FaceEquals(CanonicalMeshSnapshot.FaceOccurrence actual, CanonicalMeshSnapshot.FaceOccurrence source, int[] stream, int smoothing, int texture, int element, bool manual, AutoUnwrapSettings uv, CanonicalMeshSnapshot.MaterialClaim expectedMaterial = null) => actual != null && actual.SubmeshIndex == source.SubmeshIndex && actual.SmoothingGroup == smoothing && actual.TextureGroup == texture && actual.ElementGroup == element && actual.ManualUv == manual && CanonicalMeshSnapshot.MaterialValueEquals(actual.Material, expectedMaterial ?? source.Material) && CanonicalMeshSnapshot.UvValueEquals(actual.Uv, uv) && actual.DirectedRawTriangleStream.SequenceEqual(stream);
253
+ private static bool BoundaryExactlyMatchesTriangle(int[] edges, int[] stream) => edges.Length == 6 && edges[0] == stream[0] && edges[1] == stream[1] && edges[2] == stream[1] && edges[3] == stream[2] && edges[4] == stream[2] && edges[5] == stream[0];
254
+ private static bool AllRawReferenced(CanonicalMeshSnapshot snapshot) => snapshot.RawVertices.All(raw => snapshot.Faces.Any(face => face.DirectedRawTriangleStream.Contains(raw.RawIndex)));
255
+ private static bool IdentityAndTransformEqual(CanonicalMeshSnapshot before, CanonicalMeshSnapshot after) => CanonicalMeshSnapshot.IdentityAndTransformEqual(before, after);
256
+ /// <summary>shared handle 与 first-member 都是后续操作语义,必须逐组逐成员保持 package 顺序。</summary>
257
+ private static bool OrderedPartitionEquals(IEnumerable<IEnumerable<int>> expected, IEnumerable<IEnumerable<int>> actual)
258
+ {
259
+ var left = expected.Select(group => group.ToArray()).ToArray(); var right = actual.Select(group => group.ToArray()).ToArray();
260
+ return left.Length == right.Length && left.Select((members, index) => members.SequenceEqual(right[index])).All(equal => equal);
261
+ }
262
+ private static bool PartitionEquals(IEnumerable<IEnumerable<int>> expected, IEnumerable<IEnumerable<int>> actual)
263
+ {
264
+ var left = expected.Select(group => group.OrderBy(raw => raw).ToArray()).ToList(); var right = actual.Select(group => group.OrderBy(raw => raw).ToArray()).ToList();
265
+ if (left.Count != right.Count) return false;
266
+ foreach (var group in left) { var index = right.FindIndex(candidate => group.SequenceEqual(candidate)); if (index < 0) return false; right.RemoveAt(index); }
267
+ return right.Count == 0;
268
+ }
269
+ private static bool TryMethod(string value, out ExtrudeMethod method)
270
+ {
271
+ method = ExtrudeMethod.VertexNormal;
272
+ if (value == "individual") { method = ExtrudeMethod.IndividualFaces; return true; }
273
+ if (value == "vertexNormal") { method = ExtrudeMethod.VertexNormal; return true; }
274
+ if (value == "faceNormal") { method = ExtrudeMethod.FaceNormal; return true; }
275
+ return false;
276
+ }
277
+ private static bool Finite(float value) => !float.IsNaN(value) && !float.IsInfinity(value);
278
+ private static bool Finite(Vector3 value) => Finite(value.x) && Finite(value.y) && Finite(value.z);
279
+ private static bool Finite(Vector4 value) => Finite(value.x) && Finite(value.y) && Finite(value.z) && Finite(value.w);
280
+ private static Vector3 EnsureUnitVector(Vector3 value) => Mathf.Abs(value.sqrMagnitude) < float.Epsilon ? Vector3.up : value.normalized;
281
+ }
282
+ }
283
+ #endif
@@ -0,0 +1,170 @@
1
+ #if UNITY_EDITOR
2
+ using System;
3
+ using System.Collections.Generic;
4
+ using System.Linq;
5
+ using UnityEngine;
6
+ using UnityEngine.ProBuilder;
7
+
8
+ namespace UnityCli.ProBuilder
9
+ {
10
+ /// <summary>flip-normals 与 duplicate-and-flip 的请求专属终态证明;planner 只读取 barrier 前快照。</summary>
11
+ internal static class ProBuilderFlipCompletionProof
12
+ {
13
+ private const int SmoothingNone = 0;
14
+ private const int SmoothRangeMax = 24;
15
+ private const int HardRangeMax = 42;
16
+
17
+ internal sealed class Plan
18
+ {
19
+ internal readonly CanonicalMeshSnapshot Before;
20
+ internal readonly Face[] FrozenFaces;
21
+ internal readonly RawPlan[] Raw;
22
+ internal readonly FacePlan[] Faces;
23
+ internal readonly int[][] Shared;
24
+ internal readonly int[][] SharedTextures;
25
+ internal readonly bool HasSharedTextures;
26
+ internal Plan(CanonicalMeshSnapshot before, Face[] frozen, IEnumerable<RawPlan> raw, IEnumerable<FacePlan> faces, IEnumerable<int[]> shared, bool hasTextures, IEnumerable<int[]> textures)
27
+ { Before = before; FrozenFaces = frozen.ToArray(); Raw = raw.ToArray(); Faces = faces.ToArray(); Shared = shared.Select(x => x.ToArray()).ToArray(); HasSharedTextures = hasTextures; SharedTextures = textures.Select(x => x.ToArray()).ToArray(); }
28
+ }
29
+ internal sealed class RawPlan
30
+ {
31
+ internal readonly Vector3 Position;
32
+ internal CanonicalMeshSnapshot.ChannelValue Normal, Tangent;
33
+ internal readonly CanonicalMeshSnapshot.ChannelValue Color;
34
+ internal readonly CanonicalMeshSnapshot.ChannelValue[] Uvs;
35
+ internal RawPlan(CanonicalMeshSnapshot.RawVertex raw) { Position = raw.LocalPosition; Normal = raw.LocalNormal; Tangent = raw.Tangent; Color = raw.Color; Uvs = raw.Uvs; }
36
+ }
37
+ internal sealed class FacePlan
38
+ {
39
+ internal readonly CanonicalMeshSnapshot.FaceOccurrence Source;
40
+ internal readonly int[] Stream;
41
+ internal FacePlan(CanonicalMeshSnapshot.FaceOccurrence source, IEnumerable<int> stream) { Source = source; Stream = stream.ToArray(); }
42
+ }
43
+
44
+ /// <summary>冻结 Face[] 与完整 canonical 状态;selected occurrence 必须去重且与 typed Face 引用一一对应。</summary>
45
+ internal static Plan CaptureFlip(GameObject target, Face[] faces, int[] occurrences)
46
+ {
47
+ var before = Capture(target, faces, occurrences);
48
+ if (before == null) return null;
49
+ var selected = new HashSet<int>(occurrences);
50
+ var raw = before.RawVertices.Select(x => new RawPlan(x)).ToArray();
51
+ var terminal = before.Faces.Select(face => new FacePlan(face, selected.Contains(face.OccurrenceIndex) ? face.DirectedRawTriangleStream.Reverse() : face.DirectedRawTriangleStream)).ToArray();
52
+ ClearUnityMeshUv2(raw);
53
+ if (!RefreshArithmeticFinite(raw, terminal) || !CalculateNormalsAndTangents(raw, terminal, before.SharedVertices.Select(x => x.MemberRawIndexes))) return null;
54
+ return new Plan(before, faces, raw, terminal, before.SharedVertices.Select(x => x.MemberRawIndexes), before.HasSharedTextures, before.SharedTextures.Select(x => x.MemberRawIndexes));
55
+ }
56
+
57
+ /// <summary>逐句镜像 5.2.4 DuplicateAndFlip:按冻结请求顺序及 raw 首遇顺序复制顶点,再用反向 mapped stream 重建 Face。</summary>
58
+ internal static Plan CaptureDuplicateAndFlip(GameObject target, Face[] faces, int[] occurrences)
59
+ {
60
+ var before = Capture(target, faces, occurrences);
61
+ if (before == null) return null;
62
+ var raw = before.RawVertices.Select(x => new RawPlan(x)).ToList();
63
+ var shared = before.SharedVertices.Select(x => x.MemberRawIndexes.ToList()).ToList();
64
+ var terminal = before.Faces.Select(face => new FacePlan(face, face.DirectedRawTriangleStream)).ToList();
65
+ foreach (var occurrence in occurrences)
66
+ {
67
+ // 5.2.4 在每个 FaceRebuildData group 内新建 map;共享 raw 被不同 selected face 各自独立复制。
68
+ var map = new Dictionary<int, int>();
69
+ var source = before.Faces.Single(face => face.OccurrenceIndex == occurrence);
70
+ foreach (var oldRaw in source.DirectedRawTriangleStream)
71
+ {
72
+ if (map.ContainsKey(oldRaw)) continue;
73
+ var newRaw = raw.Count; map.Add(oldRaw, newRaw); raw.Add(new RawPlan(before.RawVertices[oldRaw]));
74
+ shared[before.RawVertices[oldRaw].SharedHandle].Add(newRaw);
75
+ }
76
+ // FaceRebuildData.Apply 将每个 request group 的 raw 与其 duplicate face 依次 append;Face attrs 原样复制。
77
+ terminal.Add(new FacePlan(source, source.DirectedRawTriangleStream.Reverse().Select(oldRaw => map[oldRaw])));
78
+ }
79
+ ClearUnityMeshUv2(raw);
80
+ if (!RefreshArithmeticFinite(raw, terminal) || !CalculateNormalsAndTangents(raw, terminal, shared)) return null;
81
+ // SetSharedTextures 即使原值为 null 也会写入 non-null 分区;新 raw 不加入旧 texture group。
82
+ return new Plan(before, faces, raw, terminal, shared.Select(x => x.ToArray()), true, before.SharedTextures.Select(x => x.MemberRawIndexes));
83
+ }
84
+
85
+ private static bool RefreshArithmeticFinite(IEnumerable<RawPlan> raw, IEnumerable<FacePlan> faces)
86
+ {
87
+ var vertices = raw.ToArray(); var terminal = faces.ToArray();
88
+ return CanonicalMeshSnapshot.RefreshArithmeticFinite(vertices.Select(value => value.Position).ToArray(), vertices.Select(value => value.Uvs[0]).ToArray(), terminal.Select(face => face.Stream), terminal.Select(face => face.Source.SmoothingGroup), true);
89
+ }
90
+
91
+ /// <summary>effect 后只允许用 effect 前 identity fresh-resolve;逐 raw、逐 face、逐 partition 比较完整 terminal state。</summary>
92
+ internal static bool FlipMatches(Plan plan, string target) => Matches(plan, target);
93
+ internal static bool DuplicateAndFlipMatches(Plan plan, string target) => Matches(plan, target);
94
+ private static bool Matches(Plan plan, string target)
95
+ {
96
+ if (plan == null) return false;
97
+ var fresh = CanonicalMeshSnapshot.ResolveFreshMesh(target, plan.Before.Identity);
98
+ var after = fresh == null ? null : CanonicalMeshSnapshot.Capture(fresh.gameObject, Array.Empty<int>());
99
+ if (after == null || !Stable(plan.Before, after) || after.RawVertices.Length != plan.Raw.Length || after.Faces.Length != plan.Faces.Length || after.HasSharedTextures != plan.HasSharedTextures) return false;
100
+ for (var i = 0; i < plan.Raw.Length; i++) if (!RawEquals(after.RawVertices[i], plan.Raw[i])) return false;
101
+ for (var i = 0; i < plan.Faces.Length; i++) if (!FaceEquals(after.Faces[i], plan.Faces[i])) return false;
102
+ return PartitionsEqual(after.SharedVertices.Select(x => x.MemberRawIndexes), plan.Shared) && PartitionsEqual(after.SharedTextures.Select(x => x.MemberRawIndexes), plan.SharedTextures);
103
+ }
104
+
105
+ private static CanonicalMeshSnapshot Capture(GameObject target, Face[] faces, int[] occurrences)
106
+ {
107
+ if (target == null || faces == null || occurrences == null || faces.Length == 0 || faces.Length != occurrences.Length || occurrences.Distinct().Count() != occurrences.Length) return null;
108
+ var before = CanonicalMeshSnapshot.Capture(target, occurrences);
109
+ if (before == null || before.Faces.Length == 0 || !MaterialSlotsStable(target, before)) return null;
110
+ for (var i = 0; i < occurrences.Length; i++) if (occurrences[i] < 0 || occurrences[i] >= before.Faces.Length || !ReferenceEquals(faces[i], target.GetComponent<ProBuilderMesh>().faces[occurrences[i]])) return null;
111
+ return before;
112
+ }
113
+ /// <summary>ToMesh 会压缩空 submesh;只有所有 material slot 被一个合法 face 使用时,slot/material 对应关系才可完整证明。</summary>
114
+ private static bool MaterialSlotsStable(GameObject target, CanonicalMeshSnapshot before)
115
+ {
116
+ var renderer = target.GetComponent<Renderer>(); var materials = renderer == null ? null : renderer.sharedMaterials;
117
+ if (materials == null || materials.Length == 0) return false;
118
+ var used = new HashSet<int>();
119
+ foreach (var face in before.Faces)
120
+ {
121
+ if (face.SubmeshIndex < 0 || face.SubmeshIndex >= materials.Length) return false;
122
+ used.Add(face.SubmeshIndex);
123
+ }
124
+ return used.SetEquals(Enumerable.Range(0, materials.Length));
125
+ }
126
+ /// <summary>RefreshMeshPreservingVertexPayload 仍经 ToMesh,Unity Mesh 的 uv2 会被无条件清除。</summary>
127
+ private static void ClearUnityMeshUv2(IEnumerable<RawPlan> raw)
128
+ {
129
+ foreach (var vertex in raw) vertex.Uvs[1] = new CanonicalMeshSnapshot.ChannelValue(false, Vector4.zero);
130
+ }
131
+ private static bool Stable(CanonicalMeshSnapshot a, CanonicalMeshSnapshot b) => CanonicalMeshSnapshot.IdentityAndTransformEqual(a, b);
132
+ private static bool RawEquals(CanonicalMeshSnapshot.RawVertex actual, RawPlan expected) => CanonicalMeshSnapshot.ExactEquals(actual.LocalPosition, expected.Position) && CanonicalMeshSnapshot.ChannelValueEquals(actual.LocalNormal, expected.Normal) && CanonicalMeshSnapshot.ChannelValueEquals(actual.Tangent, expected.Tangent) && CanonicalMeshSnapshot.ChannelValueEquals(actual.Color, expected.Color) && actual.Uvs.Zip(expected.Uvs, CanonicalMeshSnapshot.ChannelValueEquals).All(x => x);
133
+ private static bool FaceEquals(CanonicalMeshSnapshot.FaceOccurrence actual, FacePlan expected) => actual.DirectedRawTriangleStream.SequenceEqual(expected.Stream) && actual.SubmeshIndex == expected.Source.SubmeshIndex && actual.SmoothingGroup == expected.Source.SmoothingGroup && actual.TextureGroup == expected.Source.TextureGroup && actual.ElementGroup == expected.Source.ElementGroup && actual.ManualUv == expected.Source.ManualUv && CanonicalMeshSnapshot.UvValueEquals(actual.Uv, expected.Source.Uv) && CanonicalMeshSnapshot.MaterialValueEquals(actual.Material, expected.Source.Material);
134
+ /// <summary>raw index 在此终态保持稳定;shared/sharedTexture 的每个 handle 与成员流均逐项精确比较。</summary>
135
+ private static bool PartitionsEqual(IEnumerable<IEnumerable<int>> actual, IEnumerable<IEnumerable<int>> expected)
136
+ {
137
+ var left = actual.Select(x => x.ToArray()).ToArray(); var right = expected.Select(x => x.ToArray()).ToArray();
138
+ return left.Length == right.Length && left.Select((members, index) => members.SequenceEqual(right[index])).All(value => value);
139
+ }
140
+
141
+ /// <summary>纯 5.2.4 Normals/CalculateTangents replay;先重建 normal,再由终态 position 与 UV0 得到 tangent。</summary>
142
+ private static bool CalculateNormalsAndTangents(IList<RawPlan> raw, IList<FacePlan> faces, IEnumerable<IEnumerable<int>> shared)
143
+ {
144
+ var normals = new Vector3[raw.Count]; var counts = new int[raw.Count];
145
+ foreach (var face in faces) for (var i = 0; i < face.Stream.Length; i += 3)
146
+ {
147
+ var a = face.Stream[i]; var b = face.Stream[i + 1]; var c = face.Stream[i + 2]; var normal = UnityEngine.ProBuilder.Math.Normal(raw[a].Position, raw[b].Position, raw[c].Position); normal.Normalize();
148
+ normals[a] += normal; normals[b] += normal; normals[c] += normal; counts[a]++; counts[b]++; counts[c]++;
149
+ }
150
+ if (counts.Any(x => x == 0)) return false;
151
+ for (var i = 0; i < raw.Count; i++) normals[i] /= counts[i];
152
+ var smoothing = new int[raw.Count]; var maximum = SmoothRangeMax;
153
+ foreach (var face in faces) foreach (var index in face.Stream.Distinct()) { smoothing[index] = face.Source.SmoothingGroup; if (smoothing[index] >= maximum) maximum = smoothing[index] + 1; }
154
+ foreach (var members in shared) { var sums = new Vector3[maximum]; var groupCounts = new float[maximum]; foreach (var i in members) { var group = smoothing[i]; if (group <= SmoothingNone || group > SmoothRangeMax && group < HardRangeMax) continue; sums[group] += normals[i]; groupCounts[group]++; } foreach (var i in members) { var group = smoothing[i]; if (group <= SmoothingNone || group > SmoothRangeMax && group < HardRangeMax) continue; normals[i] = EnsureUnitVector(sums[group] / groupCounts[group]); } }
155
+ for (var i = 0; i < raw.Count; i++) raw[i].Normal = new CanonicalMeshSnapshot.ChannelValue(true, normals[i]);
156
+ if (raw.Any(x => !x.Uvs[0].IsPresent)) { for (var i = 0; i < raw.Count; i++) raw[i].Tangent = new CanonicalMeshSnapshot.ChannelValue(true, Vector4.zero); return Finite(raw); }
157
+ var tan1 = new Vector3[raw.Count]; var tan2 = new Vector3[raw.Count];
158
+ foreach (var face in faces) for (var i = 0; i < face.Stream.Length; i += 3)
159
+ {
160
+ var a = face.Stream[i]; var b = face.Stream[i + 1]; var c = face.Stream[i + 2]; var p1 = raw[a].Position; var p2 = raw[b].Position; var p3 = raw[c].Position; var uv1 = raw[a].Uvs[0].Value; var uv2 = raw[b].Uvs[0].Value; var uv3 = raw[c].Uvs[0].Value; var r = 1f / ((uv2.x - uv1.x) * (uv3.y - uv1.y) - (uv3.x - uv1.x) * (uv2.y - uv1.y)); var s = new Vector3(((uv3.y-uv1.y)*(p2.x-p1.x)-(uv2.y-uv1.y)*(p3.x-p1.x))*r, ((uv3.y-uv1.y)*(p2.y-p1.y)-(uv2.y-uv1.y)*(p3.y-p1.y))*r, ((uv3.y-uv1.y)*(p2.z-p1.z)-(uv2.y-uv1.y)*(p3.z-p1.z))*r); var t = new Vector3(((uv2.x-uv1.x)*(p3.x-p1.x)-(uv3.x-uv1.x)*(p2.x-p1.x))*r, ((uv2.x-uv1.x)*(p3.y-p1.y)-(uv3.x-uv1.x)*(p2.y-p1.y))*r, ((uv2.x-uv1.x)*(p3.z-p1.z)-(uv3.x-uv1.x)*(p2.z-p1.z))*r); foreach (var x in new[] { a, b, c }) { tan1[x] += s; tan2[x] += t; }
161
+ }
162
+ for (var i = 0; i < raw.Count; i++) { var n = normals[i]; var t = EnsureUnitVector(tan1[i]); Vector3.OrthoNormalize(ref n, ref t); raw[i].Tangent = new CanonicalMeshSnapshot.ChannelValue(true, new Vector4(t.x, t.y, t.z, Vector3.Dot(Vector3.Cross(n, t), tan2[i]) < 0f ? -1f : 1f)); }
163
+ return Finite(raw);
164
+ }
165
+ private static bool Finite(IEnumerable<RawPlan> raw) => raw.All(x => Finite(x.Normal.Value) && Finite(x.Tangent.Value));
166
+ private static bool Finite(Vector4 x) => !float.IsNaN(x.x) && !float.IsInfinity(x.x) && !float.IsNaN(x.y) && !float.IsInfinity(x.y) && !float.IsNaN(x.z) && !float.IsInfinity(x.z) && !float.IsNaN(x.w) && !float.IsInfinity(x.w);
167
+ private static Vector3 EnsureUnitVector(Vector3 value) => Mathf.Abs(value.sqrMagnitude) < float.Epsilon ? Vector3.up : value.normalized;
168
+ }
169
+ }
170
+ #endif
@@ -0,0 +1,85 @@
1
+ #if UNITY_EDITOR
2
+ using System.Collections.Generic;
3
+ using System.Globalization;
4
+ using UnityEditor;
5
+ using UnityEngine;
6
+
7
+ namespace UnityCli.ProBuilder
8
+ {
9
+ /// <summary>
10
+ /// ProBuilder Tool 的场景对象解析 helper。
11
+ /// </summary>
12
+ internal static class ProBuilderInput
13
+ {
14
+ /// <summary>
15
+ /// 由两个顶点索引表示的边。
16
+ /// </summary>
17
+ public struct EdgePair
18
+ {
19
+ public int a;
20
+ public int b;
21
+ }
22
+
23
+ /// <summary>
24
+ /// 按 instance id、完整层级路径或名称唯一解析目标;存在多个同名候选时拒绝猜测。
25
+ /// </summary>
26
+ public static GameObject ResolveTarget(string target)
27
+ {
28
+ if (string.IsNullOrWhiteSpace(target)) return null;
29
+
30
+ int instanceId;
31
+ if (int.TryParse(target, NumberStyles.Integer, CultureInfo.InvariantCulture, out instanceId))
32
+ return EditorUtility.InstanceIDToObject(instanceId) as GameObject;
33
+
34
+ var candidates = new List<GameObject>();
35
+ foreach (var go in EnumerateLoadedObjects())
36
+ {
37
+ if (target.IndexOf('/') >= 0 ? HierarchyPath(go) == target.Trim('/') : go.name == target)
38
+ candidates.Add(go);
39
+ }
40
+ return candidates.Count == 1 ? candidates[0] : null;
41
+ }
42
+
43
+ /// <summary>
44
+ /// 批量解析必须全部唯一且互不重复;任何失败都不返回部分结果,并保持请求顺序。
45
+ /// </summary>
46
+ public static GameObject[] ResolveTargets(IEnumerable<string> targets)
47
+ {
48
+ if (targets == null) return new GameObject[0];
49
+
50
+ var results = new List<GameObject>();
51
+ var seen = new HashSet<int>();
52
+ foreach (var target in targets)
53
+ {
54
+ var go = ResolveTarget(target);
55
+ if (go == null || !seen.Add(go.GetInstanceID())) return new GameObject[0];
56
+ results.Add(go);
57
+ }
58
+ return results.ToArray();
59
+ }
60
+
61
+ private static IEnumerable<GameObject> EnumerateLoadedObjects()
62
+ {
63
+ for (var i = 0; i < UnityEngine.SceneManagement.SceneManager.sceneCount; i++)
64
+ {
65
+ var scene = UnityEngine.SceneManagement.SceneManager.GetSceneAt(i);
66
+ if (!scene.isLoaded) continue;
67
+ foreach (var root in scene.GetRootGameObjects())
68
+ {
69
+ yield return root;
70
+ foreach (var child in root.GetComponentsInChildren<Transform>(true))
71
+ if (child != root.transform) yield return child.gameObject;
72
+ }
73
+ }
74
+ }
75
+
76
+ private static string HierarchyPath(GameObject go)
77
+ {
78
+ var names = new Stack<string>();
79
+ for (var current = go.transform; current != null; current = current.parent)
80
+ names.Push(current.name);
81
+ return string.Join("/", names.ToArray());
82
+ }
83
+ }
84
+ }
85
+ #endif