using System;
using UnityEngine;
using UnityEngine.Rendering;
public partial class MeshPainter
{
// --- Pipette (eyedropper) --- (semantics: see the pipette tooltip; per-surface routing: PickAtScreen)
[Header("Brush - pipette (eyedropper)")]
[Tooltip("Pipette mode: a click samples the channel values at the hit point on ANY surface " +
"(albedo, metallic, smoothness, emission) and adopts them into the brush (opacities/alphas " +
"left untouched) instead of painting. Height (occlusion) and fur length are adopted and their " +
"toggles enabled only when our own paint mesh is picked; any other surface disables those " +
"toggles and keeps their values. On a " +
"foreign object the data channels are read texel-exact from the material; albedo follows " +
"'Pipette Albedo From Screen'. Held button picks once.")]
public bool pipette = false;
[Tooltip("On a foreign-object pick, where albedo comes from. OFF (default): albedo is read " +
"texel-exact from the material like the other channels (raw, unlit). ON: albedo is taken " +
"from the lit on-screen pixel ('what you see' - honours baked lightmaps/ambient/SSAO). " +
"The data channels (metallic/smoothness/emission) always come from the material.")]
[SerializeField] private bool pipetteAlbedoFromScreen = false;
///
/// Raised after a successful pick, once the brush has adopted the sampled values and all four
/// paint-channel flags have been enabled. The in-game HUD listens to re-sync its widgets.
///
public event Action Picked;
private bool _pickHeld; // edge tracking so a held button picks once, not every frame
// A terrain hit higher than this above the heightfield is a tree (trees share the terrain
// collider but stand proud of the ground); on the surface it is bare ground.
private const float TerrainFoliageHeightEpsilon = 0.3f;
///
/// Raycasts at a screen position against ANY collider (regardless of which channels are toggled),
/// samples the channel values at the hit and adopts them into the brush (toggle rules: see
/// ). Pick paths, by what was hit:
/// - our paint mesh -> texel-exact from the painted maps (full PBR);
/// - terrain ground -> blend of the terrain layers by their splat weights (full PBR);
/// - terrain tree / detail -> the rendered on-screen colour (no per-instance renderer/UV);
/// - any foreign object -> data channels texel-exact from the material; albedo from the
/// material or the lit on-screen pixel per pipetteAlbedoFromScreen;
/// - anything else / sky -> the rendered on-screen colour.
///
private void PickAtScreen(Vector2 screenPos)
{
bool ok;
bool pickedHeight = false; // height is only meaningful off our OWN painted maps
if (TryRaycastAny(screenPos, out RaycastHit hit))
{
if (hit.collider == _collider)
{
ok = PickFromPaintTextures(hit);
pickedHeight = ok;
}
else
{
Terrain terrain = hit.collider is TerrainCollider ? hit.collider.GetComponent() : null;
if (terrain)
ok = PickFromTerrain(terrain, hit, screenPos);
else
ok = PickFromForeignHybrid(hit, screenPos);
}
}
else
{
// Ray left the scene entirely (e.g. foliage against the sky) - only the screen pixel remains.
ok = PickFromScreen(screenPos);
}
if (!ok) return;
FinalizePick(pickedHeight);
}
///
/// Common tail of every successful pick: enables the sampled paint channels (height only when our
/// own paint mesh was picked - any other surface disables its toggle and keeps the value), leaves
/// pipette mode (one-shot) and notifies listeners (the HUD) to re-sync their widgets.
///
private void FinalizePick(bool pickedHeight)
{
paintAlbedo = true;
paintMetallicSmoothness = true;
paintOcclusion = pickedHeight;
paintEmission = true;
// Fur mirrors height/occlusion: adopted and its toggle enabled only when our OWN paint mesh was
// picked (pickedHeight, where furLength was sampled); any other surface disables the fur toggle
// and keeps furLength.
fur = pickedHeight;
pipette = false;
Picked?.Invoke();
}
/// Adopts a sampled colour as the brush albedo, preserving the brush's paint opacity (alpha).
private void AdoptAlbedo(Color c) =>
brushColor = new Color(Mathf.Clamp01(c.r), Mathf.Clamp01(c.g), Mathf.Clamp01(c.b), brushColor.a);
/// Zeroes the emission colour, preserving its paint opacity (alpha).
private void ClearEmissionRgb() =>
emissionColor = new Color(0f, 0f, 0f, emissionColor.a);
///
/// Picks from our own painted maps at the hit texel (bit-exact, backend-agnostic).
///
private bool PickFromPaintTextures(RaycastHit hit)
{
if (_verts == null || _uvs == null || _tris == null || hit.triangleIndex < 0) return false;
int t = hit.triangleIndex;
if (t * 3 + 2 >= _tris.Length) return false;
int i0 = _tris[t * 3], i1 = _tris[t * 3 + 1], i2 = _tris[t * 3 + 2];
// UV at the hit via barycentric interpolation of the cached UVs - same UV space the
// brush paints into, so the sampled texel is exactly the one that would be painted.
Vector3 bc = hit.barycentricCoordinate;
Vector2 uv = _uvs[i0] * bc.x + _uvs[i1] * bc.y + _uvs[i2] * bc.z;
int px = Mathf.Clamp(Mathf.FloorToInt(uv.x * textureSize), 0, textureSize - 1);
int py = Mathf.Clamp(Mathf.FloorToInt(uv.y * textureSize), 0, textureSize - 1);
int idx = py * textureSize + px;
// ReadCanonical gives material layout for either backend:
// albedo -> sRGB RGB
// MSO -> R = metallic, G = occlusion, A = smoothness (linear data)
// emission -> sRGB RGB
Color32[] alb = ReadCanonical(MAP_ALBEDO);
Color32[] mso = ReadCanonical(MAP_MSO);
Color32[] em = ReadCanonical(MAP_EM);
Color32[] fur = ReadCanonical(MAP_FUR);
if (idx < 0 || idx >= alb.Length || idx >= mso.Length || idx >= em.Length || idx >= fur.Length) return false;
Color32 a = alb[idx];
Color32 m = mso[idx];
Color32 e = em[idx];
// sRGB bytes map straight back into the gamma-space brush colours (round-trips exactly). The
// alpha (paint opacity) is deliberately preserved, not overwritten - a pick changes only the colour.
brushColor = new Color(a.r / 255f, a.g / 255f, a.b / 255f, brushColor.a);
metallic = m.r / 255f;
smoothness = m.a / 255f;
occlusion = m.g / 255f; // the painted HEIGHT - adopted only off our own mesh (FinalizePick)
emissionColor = new Color(e.r / 255f, e.g / 255f, e.b / 255f, emissionColor.a);
furLength = fur[idx].r / 255f; // fur map carries only R = painted length (linear data)
return true;
}
///
/// Foreign-object pick: data channels always texel-exact from the material (raw, unlit); albedo
/// optionally overwritten with the fully-lit on-screen pixel ().
/// Falls back to a pure screen pick when no texel-exact material read is possible.
///
private bool PickFromForeignHybrid(RaycastHit hit, Vector2 screenPos)
{
if (PickFromForeignMaterial(hit))
{
// No camera (headless) -> keep the material's raw albedo rather than failing.
if (pipetteAlbedoFromScreen && TrySampleScreenColor(screenPos, out Color lit))
AdoptAlbedo(lit);
return true;
}
return PickFromScreen(screenPos);
}
///
/// Picks from a foreign object's material at the hit UV: texel-exact texture samples
/// (where a UV at the hit can be resolved and the map exists) combined with the material
/// scalars per the URP/Lit conventions, with scalar fallbacks everywhere else.
///
private bool PickFromForeignMaterial(RaycastHit hit)
{
Collider col = hit.collider;
if (!col) return false;
Renderer rend = col.GetComponent();
if (!rend) rend = col.GetComponentInParent();
if (!rend) return false;
// hit.textureCoord is only populated for a NON-convex MeshCollider (convex/primitive colliders
// return zero) - recover the UV from the renderer's own mesh then. The hit SUBMESH is resolved
// alongside so a multi-material renderer reads the covering sub-material, not always slot 0.
Vector2 uv;
bool hasUv;
int subMesh;
if (col is MeshCollider mc && !mc.convex && hit.triangleIndex >= 0)
{
uv = hit.textureCoord;
hasUv = true;
subMesh = SubMeshFromIndex(mc.sharedMesh, hit.triangleIndex * 3);
}
else
{
hasUv = TryRecoverMeshUv(rend, hit, out uv, out subMesh);
}
// One material per submesh: pick the slot the hit submesh maps to (clamped, so a renderer with
// fewer materials than submeshes still reads). Reads the shared material - never instances it.
Material[] mats = rend.sharedMaterials;
Material mat = (mats != null && mats.Length > 0)
? mats[Mathf.Clamp(subMesh, 0, mats.Length - 1)]
: null;
if (!mat) return false;
// Base map but no UV resolvable: defer to the on-screen pixel (which at least reflects the
// texture) rather than silently picking the flat _BaseColor.
if (!hasUv && GetTexProp(mat, "_BaseMap", "_MainTex", "_Albedo")) return false;
// --- Albedo: BaseMap (sRGB) * BaseColor ---
// AVP/* shaders name the map "_Albedo" and the tint "_AlbedoColor" (Glass tints via "_Color").
Color baseCol = GetColorProp(mat, Color.white, "_BaseColor", "_AlbedoColor", "_Color");
Texture baseTex = GetTexProp(mat, "_BaseMap", "_MainTex", "_Albedo");
Color albedo = baseCol;
if (hasUv && baseTex)
albedo = SampleTexel(baseTex, ApplyST(mat, uv, "_BaseMap", "_MainTex", "_Albedo"), true) * baseCol;
AdoptAlbedo(albedo);
// --- Metallic: mask map .r * power, else flat scalar (linear) ---
// URP/Lit: _MetallicGlossMap.r (or the flat _Metallic scalar when no map). AVP name the mask
// "_Metallic" (a TEXTURE) and POM multiplies it by "_Metallic_Power"; Glass' "_Metallic" is a
// flat FLOAT. The type-checked reads resolve the "_Metallic" texture-vs-float collision per shader.
Texture metTex = GetTexProp(mat, "_MetallicGlossMap", "_Metallic");
float metallicVal;
if (hasUv && metTex)
metallicVal = SampleTexel(metTex, ApplyST(mat, uv, "_MetallicGlossMap", "_Metallic"), false).r
* GetFloatProp(mat, 1f, "_Metallic_Power"); // POM power; neutral 1 for URP/Velvet
else
metallicVal = GetFloatProp(mat, 0f, "_Metallic"); // URP/Glass flat scalar
metallic = Mathf.Clamp01(metallicVal);
// --- Smoothness: mask map .a * scalar (linear) ---
// Alpha source: URP _MetallicGlossMap, AVP POM/Velvet/Curtains the "_Metallic" mask, Glass a
// dedicated "_Smoothness" TEXTURE. Scalar: _Smoothness/_Glossiness (URP/Velvet) or _SmoothnessPower
// (POM); Glass has none -> neutral 1 so smoothness = map.a. ("_Smoothness" is a float in Velvet but
// a texture in Glass - both handled by the type-checked reads.)
Texture smTex = GetTexProp(mat, "_MetallicGlossMap", "_Metallic", "_Smoothness");
float smoothVal;
if (hasUv && smTex)
smoothVal = SampleTexel(smTex, ApplyST(mat, uv, "_MetallicGlossMap", "_Metallic", "_Smoothness"), false).a
* GetFloatProp(mat, 1f, "_Smoothness", "_Glossiness", "_SmoothnessPower");
else
smoothVal = GetFloatProp(mat, 0.5f, "_Smoothness", "_Glossiness", "_SmoothnessPower");
smoothness = Mathf.Clamp01(smoothVal);
// Occlusion is deliberately NOT sampled (that channel drives painted height now, see FinalizePick).
// --- Emission: EmissionMap (sRGB) * tint/intensity ---
// URP/Standard: _EmissionMap * _EmissionColor. AVP Velvet/Curtains: "_Emission" TEXTURE *
// "_Emission_Power" (a scalar intensity, no colour tint). POM/Glass have no emission.
Texture emTex = GetTexProp(mat, "_EmissionMap", "_Emission");
float emPower = GetFloatProp(mat, -1f, "_Emission_Power"); // >=0 marks the AVP intensity path
Color emCol;
if (emPower >= 0f)
emCol = (hasUv && emTex)
? SampleTexel(emTex, ApplyST(mat, uv, "_EmissionMap", "_Emission"), true) * emPower
: Color.black;
else
{
Color emColor = GetColorProp(mat, Color.black, "_EmissionColor");
emCol = (hasUv && emTex)
? SampleTexel(emTex, ApplyST(mat, uv, "_EmissionMap", "_Emission"), true) * emColor
: emColor;
}
emissionColor = new Color(Mathf.Clamp01(emCol.r), Mathf.Clamp01(emCol.g), Mathf.Clamp01(emCol.b), emissionColor.a);
return true;
}
///
/// Picks at a terrain hit. The TerrainCollider also carries the painted TREES (which sit above
/// the heightfield and expose no per-instance renderer/UV here), and grass/mushroom DETAILS have
/// no collider at all:
/// - hit above the surface -> a tree: adopt the rendered on-screen colour;
/// - hit on a cell that has grass/mushroom detail -> adopt the on-screen colour;
/// - otherwise (bare ground) -> blend the terrain layers by their splat weights (full PBR).
///
private bool PickFromTerrain(Terrain terrain, RaycastHit hit, Vector2 screenPos)
{
TerrainData td = terrain.terrainData;
if (!td) return false;
Vector3 tpos = terrain.transform.position;
Vector3 size = td.size;
if (size.x <= 1e-4f || size.z <= 1e-4f) return false;
// Trees share the terrain collider but stand proud of the heightfield.
float surfaceY = terrain.SampleHeight(hit.point) + tpos.y;
if (hit.point.y > surfaceY + TerrainFoliageHeightEpsilon)
return PickFromScreen(screenPos);
Vector3 local = hit.point - tpos;
float nx = Mathf.Clamp01(local.x / size.x);
float nz = Mathf.Clamp01(local.z / size.z);
// Grass/mushroom detail rendered on this ground cell -> what's visible there is the
// foliage (which has no collider of its own), so trust the screen pixel.
if (TerrainHasDetail(td, nx, nz))
return PickFromScreen(screenPos);
return PickFromTerrainLayers(td, local, nx, nz);
}
///
/// Blends the terrain's layers at a ground point by their splat (alphamap) weights: the weighted
/// diffuse colour becomes albedo and the weighted per-layer metallic/smoothness scalars feed
/// those channels; emission is black (occlusion is left as the brush's height value). Terrain has no Renderer/material, so this
/// is the only way to read its surface.
///
private bool PickFromTerrainLayers(TerrainData td, Vector3 local, float nx, float nz)
{
int aw = td.alphamapWidth, ah = td.alphamapHeight;
int mapX = Mathf.Clamp(Mathf.FloorToInt(nx * aw), 0, aw - 1);
int mapZ = Mathf.Clamp(Mathf.FloorToInt(nz * ah), 0, ah - 1);
float[,,] weights = td.GetAlphamaps(mapX, mapZ, 1, 1);
TerrainLayer[] layers = td.terrainLayers;
int count = Mathf.Min(layers.Length, weights.GetLength(2));
Color albedo = Color.black;
float metallicVal = 0f, smoothVal = 0f, weightSum = 0f;
for (int i = 0; i < count; i++)
{
TerrainLayer L = layers[i];
if (!L) continue;
float w = weights[0, 0, i];
if (w <= 0f) continue;
Color col = Color.gray;
if (L.diffuseTexture)
{
// Terrain tiles each layer across the world by tileSize (metres); sample that texel.
Vector2 uv = new Vector2(
(local.x - L.tileOffset.x) / Mathf.Max(1e-4f, L.tileSize.x),
(local.z - L.tileOffset.y) / Mathf.Max(1e-4f, L.tileSize.y));
col = SampleTexel(L.diffuseTexture, uv, true);
}
albedo += col * w;
metallicVal += L.metallic * w;
smoothVal += L.smoothness * w;
weightSum += w;
}
if (weightSum <= 1e-4f) return false;
float inv = 1f / weightSum; // alphamap weights normally sum to 1, but guard anyway
AdoptAlbedo(albedo * inv);
metallic = Mathf.Clamp01(metallicVal * inv);
smoothness = Mathf.Clamp01(smoothVal * inv);
ClearEmissionRgb(); // occlusion left untouched (now painted height)
return true;
}
///
/// True when any grass/mushroom detail layer has coverage at the given normalized terrain
/// position - i.e. foliage (which carries no collider) is rendered on that ground cell.
///
private static bool TerrainHasDetail(TerrainData td, float nx, float nz)
{
int dw = td.detailWidth, dh = td.detailHeight;
if (dw <= 0 || dh <= 0) return false;
int dx = Mathf.Clamp(Mathf.FloorToInt(nx * dw), 0, dw - 1);
int dy = Mathf.Clamp(Mathf.FloorToInt(nz * dh), 0, dh - 1);
int layerCount = td.detailPrototypes.Length;
for (int i = 0; i < layerCount; i++)
{
int[,] d = td.GetDetailLayer(dx, dy, 1, 1, i);
if (d[0, 0] > 0) return true;
}
return false;
}
///
/// Fallback colour pick: reads the rendered pixel under the cursor (the paint camera re-rendered
/// to a temporary target, so it works on either render pipeline). Used for surfaces that can't be
/// sampled texel-exact - terrain trees and grass/mushroom details (no per-instance renderer/UV)
/// and anything hit without a readable material, plus rays that miss all geometry. Only albedo is
/// meaningful from a screen pixel; the data channels default to matte/unoccluded/no-emission.
///
private bool PickFromScreen(Vector2 screenPos)
{
if (!TrySampleScreenColor(screenPos, out Color c)) return false;
AdoptAlbedo(c);
metallic = 0f;
smoothness = 0f;
ClearEmissionRgb(); // occlusion left untouched (now painted height)
return true;
}
///
/// Reads the rendered pixel under the cursor (the paint camera re-rendered to a temporary target,
/// so it works on either render pipeline) without touching any brush channel. Returns the fully-lit
/// on-screen colour - what is visible, including baked lightmaps/ambient/SSAO. False when no camera
/// is bound (headless). Shared by and the hybrid albedo override.
///
private bool TrySampleScreenColor(Vector2 screenPos, out Color color)
{
color = default;
Camera cam = paintCamera;
if (!cam) return false;
int w = Mathf.Max(1, cam.pixelWidth), h = Mathf.Max(1, cam.pixelHeight);
RenderTexture rt = RenderTexture.GetTemporary(w, h, 24, RenderTextureFormat.ARGB32, RenderTextureReadWrite.sRGB);
RenderTexture prevTarget = cam.targetTexture;
RenderTexture prevActive = RenderTexture.active;
cam.targetTexture = rt;
cam.Render();
RenderTexture.active = rt;
var tmp = new Texture2D(1, 1, TextureFormat.RGBA32, false, false);
int px = Mathf.Clamp(Mathf.RoundToInt(screenPos.x), 0, w - 1);
int py = Mathf.Clamp(Mathf.RoundToInt(screenPos.y), 0, h - 1);
tmp.ReadPixels(new Rect(px, py, 1, 1), 0, 0, false);
tmp.Apply(false);
color = tmp.GetPixel(0, 0);
cam.targetTexture = prevTarget;
RenderTexture.active = prevActive;
RenderTexture.ReleaseTemporary(rt);
if (Application.isPlaying) Destroy(tmp); else DestroyImmediate(tmp);
return true;
}
// --- Material read helpers (name-tolerant: URP and legacy Standard) ---
// A name can collide across types (e.g. AVP names "_Metallic"/"_Smoothness" as a TEXTURE while
// URP/Lit uses them as floats). HasProperty ignores type, so GetFloat/GetColor on the wrong-typed
// property spams a Unity error every hover frame - match the expected type before reading.
private static bool HasProp(Material m, string n, ShaderPropertyType type)
{
if (n == null) return false;
Shader s = m.shader;
int i = s.FindPropertyIndex(n);
if (i < 0) return false;
ShaderPropertyType t = s.GetPropertyType(i);
return type == ShaderPropertyType.Float ? (t == ShaderPropertyType.Float || t == ShaderPropertyType.Range)
: type == ShaderPropertyType.Color ? (t == ShaderPropertyType.Color || t == ShaderPropertyType.Vector)
: t == type;
}
// Names are tried in order; first match of the right type wins. Covers URP/Lit, legacy Standard
// AND the bespoke AVP/* naming (_Albedo / _AlbedoColor) from one call site.
private static Color GetColorProp(Material m, Color fallback, params string[] names)
{
foreach (string n in names)
if (HasProp(m, n, ShaderPropertyType.Color)) return m.GetColor(n);
return fallback;
}
private static float GetFloatProp(Material m, float fallback, params string[] names)
{
foreach (string n in names)
if (HasProp(m, n, ShaderPropertyType.Float)) return m.GetFloat(n);
return fallback;
}
private static Texture GetTexProp(Material m, params string[] names)
{
foreach (string n in names)
if (HasProp(m, n, ShaderPropertyType.Texture)) { Texture t = m.GetTexture(n); if (t) return t; }
return null;
}
private static Vector2 ApplyST(Material m, Vector2 uv, params string[] names)
{
string prop = null;
foreach (string n in names)
if (HasProp(m, n, ShaderPropertyType.Texture)) { prop = n; break; }
if (prop == null) return uv;
Vector2 s = m.GetTextureScale(prop);
Vector2 o = m.GetTextureOffset(prop);
return new Vector2(uv.x * s.x + o.x, uv.y * s.y + o.y);
}
///
/// Samples a single texel from a texture at a UV (texel-exact). Uses GetPixelBilinear when the
/// texture is CPU-readable; otherwise blits it to a temporary RenderTexture and reads back the
/// one texel, so it works regardless of the texture's "Read/Write" import flag. selects the colour space so the returned value matches the readable path
/// (gamma for colour maps, linear for data maps).
///
private static Color SampleTexel(Texture tex, Vector2 uv, bool srgb)
{
Texture2D t2d = tex as Texture2D;
if (t2d && t2d.isReadable)
return t2d.GetPixelBilinear(uv.x, uv.y);
int w = Mathf.Max(1, tex.width), h = Mathf.Max(1, tex.height);
var rw = srgb ? RenderTextureReadWrite.sRGB : RenderTextureReadWrite.Linear;
RenderTexture rt = RenderTexture.GetTemporary(w, h, 0, RenderTextureFormat.ARGB32, rw);
RenderTexture prev = RenderTexture.active;
Graphics.Blit(tex, rt);
RenderTexture.active = rt;
var tmp = new Texture2D(1, 1, TextureFormat.RGBA32, false, !srgb);
int px = Mathf.Clamp(Mathf.FloorToInt(Mathf.Repeat(uv.x, 1f) * w), 0, w - 1);
int py = Mathf.Clamp(Mathf.FloorToInt(Mathf.Repeat(uv.y, 1f) * h), 0, h - 1);
tmp.ReadPixels(new Rect(px, py, 1, 1), 0, 0, false);
tmp.Apply(false);
Color c = tmp.GetPixel(0, 0);
RenderTexture.active = prev;
RenderTexture.ReleaseTemporary(rt);
if (Application.isPlaying) Destroy(tmp); else DestroyImmediate(tmp);
return c;
}
///
/// Recovers the UV at a hit point by intersecting the camera ray with the renderer's own mesh
/// (Moller-Trumbore against each triangle, nearest hit wins). Needed when the collider that was
/// hit cannot supply hit.textureCoord - a convex MeshCollider or any primitive collider. Requires
/// a MeshFilter whose mesh is readable and UV-mapped; returns false otherwise so the caller can
/// fall back. A one-shot click cost, so the O(triangles) sweep is acceptable.
///
private bool TryRecoverMeshUv(Renderer rend, RaycastHit hit, out Vector2 uv, out int subMesh)
{
uv = default;
subMesh = 0;
if (!rend) return false;
MeshFilter mf = rend.GetComponent();
Mesh mesh = mf ? mf.sharedMesh : null;
if (!mesh || !mesh.isReadable) return false;
Vector2[] uvs = mesh.uv;
if (uvs == null || uvs.Length == 0) return false;
Vector3[] verts = mesh.vertices;
int[] tris = mesh.triangles;
// Ray from the paint camera through the surface point (its UV is what we want). Fall back to
// shooting along the inverted hit normal when no camera is bound.
Vector3 ro, rd;
if (paintCamera)
{
ro = paintCamera.transform.position;
rd = (hit.point - ro).normalized;
}
else
{
rd = -hit.normal;
ro = hit.point - rd * 0.01f;
}
Matrix4x4 l2w = rend.transform.localToWorldMatrix;
float bestT = float.MaxValue;
Vector3 bestBary = default;
int bestTri = -1;
for (int i = 0; i + 2 < tris.Length; i += 3)
{
Vector3 a = l2w.MultiplyPoint3x4(verts[tris[i]]);
Vector3 b = l2w.MultiplyPoint3x4(verts[tris[i + 1]]);
Vector3 c = l2w.MultiplyPoint3x4(verts[tris[i + 2]]);
if (RayTriangle(ro, rd, a, b, c, out float t, out float u, out float v) && t < bestT)
{
bestT = t;
bestBary = new Vector3(1f - u - v, u, v);
bestTri = i;
}
}
if (bestTri < 0) return false;
uv = uvs[tris[bestTri]] * bestBary.x + uvs[tris[bestTri + 1]] * bestBary.y + uvs[tris[bestTri + 2]] * bestBary.z;
subMesh = SubMeshFromIndex(mesh, bestTri); // bestTri is the offset into the flattened index buffer
return true;
}
///
/// Resolves which submesh a triangle belongs to, given its offset into the mesh's flattened index
/// buffer (triangleNumber * 3, matching the layout). Submesh index then
/// maps 1:1 onto the renderer's material slots. Returns 0 for a single-material mesh (the common
/// case, no descriptor lookup) or when the mesh is missing.
///
private static int SubMeshFromIndex(Mesh mesh, int indexOffset)
{
if (!mesh) return 0;
int subCount = mesh.subMeshCount;
if (subCount <= 1) return 0;
for (int s = 0; s < subCount; s++)
{
UnityEngine.Rendering.SubMeshDescriptor d = mesh.GetSubMesh(s);
if (indexOffset >= d.indexStart && indexOffset < d.indexStart + d.indexCount)
return s;
}
return 0;
}
///
/// Moller-Trumbore ray/triangle intersection. On a hit, is the ray distance
/// and (, ) are the barycentric weights of vertices b and
/// c (vertex a's weight is 1 - u - v). Small epsilons admit edge hits.
///
private static bool RayTriangle(Vector3 ro, Vector3 rd, Vector3 a, Vector3 b, Vector3 c,
out float t, out float u, out float v)
{
t = u = v = 0f;
const float eps = 1e-7f;
Vector3 e1 = b - a, e2 = c - a;
Vector3 p = Vector3.Cross(rd, e2);
float det = Vector3.Dot(e1, p);
if (det > -eps && det < eps) return false; // ray parallel to the triangle
float inv = 1f / det;
Vector3 tvec = ro - a;
u = Vector3.Dot(tvec, p) * inv;
if (u < -1e-4f || u > 1f + 1e-4f) return false;
Vector3 q = Vector3.Cross(tvec, e1);
v = Vector3.Dot(rd, q) * inv;
if (v < -1e-4f || u + v > 1f + 1e-4f) return false;
t = Vector3.Dot(e2, q) * inv;
return t > eps;
}
}