Beispiel #1
0
 public static void AddRelations(GameObject parentFx, GameObject[] arrGameObject, List <Tuple2 <Caronte_Fx, int> > listCaronteFx)
 {
     for (int i = 0; i < arrGameObject.Length; i++)
     {
         GameObject go      = arrGameObject[i];
         Caronte_Fx fxChild = go.GetComponent <Caronte_Fx>();
         if (fxChild != null)
         {
             int depth = go.GetFxHierachyDepthFrom(parentFx);
             listCaronteFx.Add(Tuple2.New(fxChild, depth));
         }
     }
 }
Beispiel #2
0
        private static void CreateMeshCollapsedUnity(string name, MeshComplex mesh_COLLAPSED_car, ArrayIndex mesh_COLLAPSED_info, GameObject boundsObject,
                                                     List <Material> listMaterial, out GameObject[] arrGameObject, out Mesh[] arrMesh)
        {
            UnityEngine.Mesh[]  arrMesh_COLLAPSED_un;
            Tuple2 <int, int>[] arrSubmeshRange;

            CRGeometryUtils.CreateMeshesFromComplex(mesh_COLLAPSED_car, out arrMesh_COLLAPSED_un, out arrSubmeshRange);

            int nMeshUnity = arrMesh_COLLAPSED_un.Length;

            List <GameObject> listGameObject = new List <GameObject>();
            List <Mesh>       listMesh       = new List <Mesh>();

            for (int i = 0; i < nMeshUnity; i++)
            {
                Mesh mesh_COLLAPSED_un = arrMesh_COLLAPSED_un[i];
                mesh_COLLAPSED_un.name = name + "_" + i;
                listMesh.Add(mesh_COLLAPSED_un);

                GameObject go = Object.Instantiate(boundsObject);
                go.name = name + "_" + i;
                go.AddMesh(mesh_COLLAPSED_un);
                listGameObject.Add(go);

                Tuple2 <int, int> submeshRange = arrSubmeshRange[i];

                List <Material> collapsedMaterials = new List <Material>();
                uint[]          arrMaterialIdx     = mesh_COLLAPSED_info.arrIdx_;

                for (int j = submeshRange.First; j <= submeshRange.Second; j++)
                {
                    uint materialIdx = arrMaterialIdx[j];
                    if (materialIdx != uint.MaxValue)
                    {
                        Material mat = listMaterial[(int)materialIdx];
                        collapsedMaterials.Add(mat);
                    }
                    else
                    {
                        collapsedMaterials.Add(null);
                    }
                }

                Renderer renderer = go.GetComponent <Renderer>();
                renderer.sharedMaterials = collapsedMaterials.ToArray();
            }

            arrGameObject = listGameObject.ToArray();
            arrMesh       = listMesh.ToArray();
        }
Beispiel #3
0
    private void UpdateSoftBody( Transform tr, BodyInfo bdInfo )
    {
      SoftBodyInfo softInfo = (SoftBodyInfo)bdInfo;

      tr.localPosition = softInfo.center_;
      tr.localRotation = Quaternion.identity;
      tr.localScale    = Vector3.one;

      GameObject go = tr.gameObject;
      Caronte_Fx_Body cfxBody = go.GetComponent<Caronte_Fx_Body>();

      if (cfxBody != null && entityManager_.HasBodyMeshColliderRef(bdInfo.idBody_) )
      {
        UnityEngine.Mesh meshCollider = entityManager_.GetBodyMeshColliderRef(bdInfo.idBody_);

        if (meshCollider != null)
        {
          meshCollider.vertices = softInfo.arrVerticesCollider_;     
          meshCollider.RecalculateNormals();
          meshCollider.RecalculateBounds();
        }

        if (cfxBody.colliderMesh_ != meshCollider)
        {
          meshCollider.name = cfxBody.colliderMesh_.name;
          cfxBody.colliderMesh_ = meshCollider; 
        }
      }
     
      Tuple2<UnityEngine.Mesh, MeshUpdater> meshRenderData = entityManager_.GetBodyMeshRenderUpdaterRef(bdInfo.idBody_);
      UnityEngine.Mesh meshToUpdate = meshRenderData.First;
      MeshUpdater meshUpdater       = meshRenderData.Second;

      meshToUpdate.vertices = softInfo.arrVerticesRender_; 
      
      mcForUpdates.Clear();
      mcForUpdates.SetForUpdate(meshToUpdate);
      
      CaronteSharp.Tools.UpdateVertexNormalsAndTangents( meshUpdater, mcForUpdates );

      meshToUpdate.normals  = mcForUpdates.arrNormal_;
      meshToUpdate.tangents = mcForUpdates.arrTan_;

      meshToUpdate.RecalculateBounds();
    }
        private void CreateNewObjects(Vector3 position, List <GameObject> listParentGO, List <GameObject> listChoppedParentGO, CaronteSharp.MeshParentInfo[] arrMeshParentInfo,
                                      UnityEngine.Mesh[] arrMeshPieceUnity, Tuple2 <int, int>[] arrSubmeshRange, int[] arrMeshComplexIdx, Vector3[] arrMeshPosition, uint[] arrOutsideInsideIdx)
        {
            List <GameObject> listChoppedGO = new List <GameObject>();

            List <Tuple2 <GameObject, GameObject> > listOutsideInsideGOParent = new List <Tuple2 <GameObject, GameObject> >();
            bool hasBeenSplitted = arrOutsideInsideIdx != null;

            // Create InsideOutSidePieces
            for (int i = 0; i < listParentGO.Count; i++)
            {
                GameObject parentGO     = listParentGO[i];
                GameObject chopParentGO = listChoppedParentGO[i];

                if (hasBeenSplitted)
                {
                    GameObject outsideGO = parentGO.CreateDummy(parentGO.name + "_outside");
                    GameObject insideGO  = parentGO.CreateDummy(parentGO.name + "_inside");

                    outsideGO.transform.parent = chopParentGO.transform;
                    insideGO.transform.parent  = chopParentGO.transform;

                    listOutsideInsideGOParent.Add(Tuple2.New(outsideGO, insideGO));
                }

                if (Data.HideParentObjectAuto)
                {
                    Undo.RecordObject(parentGO, "Change activate state - " + parentGO.name);
                    parentGO.SetActive(false);
                    EditorUtility.SetDirty(parentGO);
                }
            }

            //Create Chopped Pieces
            Dictionary <GameObject, int> dictChoppedGOInteriorSubmeshIdx = new Dictionary <GameObject, int>();

            int nMeshPieces = arrMeshPieceUnity.Length;

            for (int i = 0; i < nMeshPieces; i++)
            {
                UnityEngine.Mesh  meshPiece    = arrMeshPieceUnity[i];
                Tuple2 <int, int> submeshRange = arrSubmeshRange[i];
                int     meshComplexIdx         = arrMeshComplexIdx[i];
                Vector3 goPosition             = arrMeshPosition[i];

                MeshParentInfo parentInfo = arrMeshParentInfo[meshComplexIdx];
                int            parentIdx  = (int)parentInfo.parentMeshIdx_;

                GameObject parentGO     = listParentGO[parentIdx];
                GameObject chopParentGO = listChoppedParentGO[parentIdx];

                int        interiorPieceSubmeshIdx;
                GameObject goPiece = CRGeometryUtils.CreatePiece(i, meshPiece, parentInfo, goPosition, submeshRange,
                                                                 Data.InteriorMaterial, parentGO, chopParentGO, out interiorPieceSubmeshIdx);

                if (hasBeenSplitted)
                {
                    Tuple2 <GameObject, GameObject> tupleOutsideInside = listOutsideInsideGOParent[parentIdx];

                    GameObject outsideGO = tupleOutsideInside.First;
                    GameObject insideGO  = tupleOutsideInside.Second;

                    uint outsideInsideIdx = arrOutsideInsideIdx[meshComplexIdx];
                    if (outsideInsideIdx == 0)
                    {
                        goPiece.transform.parent = outsideGO.transform;
                        goPiece.name             = parentGO.name + "_out_" + i;
                    }
                    else if (outsideInsideIdx == 1)
                    {
                        goPiece.transform.parent = insideGO.transform;
                        goPiece.name             = parentGO.name + "_in_" + i;
                    }
                }

                listChoppedGO.Add(goPiece);
                dictChoppedGOInteriorSubmeshIdx.Add(goPiece, interiorPieceSubmeshIdx);
            }



            GameObject chopRoot = new GameObject(Data.Name + "_output");

            chopRoot.transform.position = position;
            Undo.RegisterCreatedObjectUndo(chopRoot, "Created " + Data.Name + "_output");

            Data.GameObjectChoppedRoot = chopRoot;

            for (int i = 0; i < listChoppedParentGO.Count; i++)
            {
                GameObject chopParentGO = listChoppedParentGO[i];

                chopParentGO.transform.parent = Data.GameObjectChoppedRoot.transform;
                chopParentGO.transform.SetAsFirstSibling();
            }

            Selection.activeGameObject = Data.GameObjectChoppedRoot;

            SaveNewChopInfo(dictChoppedGOInteriorSubmeshIdx);
        }
Beispiel #5
0
        private static void CreateMeshesFromComplex(CaronteSharp.MeshComplex inputMesh, out UnityEngine.Mesh[] outputMeshes, out Tuple2 <int, int>[] outputSubmeshRange)
        {
            Vector3[] vertices = inputMesh.arrPosition_;
            Vector3[] normals  = inputMesh.arrNormal_;
            Vector4[] tangents = inputMesh.arrTan_;
            Vector2[] uv       = inputMesh.arrUV_;

            bool hasNormals  = (normals != null) && (normals.Length > 0);
            bool hasTangents = (tangents != null) && (tangents.Length > 0);
            bool hasUVs      = (uv != null) && (uv.Length > 0);

            int maxVertexesPerMesh = 65533;

            List <UnityEngine.Mesh>    listMeshes       = new List <UnityEngine.Mesh>();
            List <Tuple2 <int, int>  > listSubmeshRange = new List <Tuple2 <int, int> >();

            List <Vector3> listCurPos = new List <Vector3>();
            List <Vector3> listCurNor = new List <Vector3>();
            List <Vector4> listCurTan = new List <Vector4>();
            List <Vector2> listCurUVs = new List <Vector2>();

            List <List <int> > listListCurIndices = new List <List <int> >();

            Dictionary <int, int> dictOldIndexToNew = new Dictionary <int, int>();

            int indexMin = 0;
            int indexMax = 0;

            int submeshIdMin = 0;

            int[] subMeshesIdx = inputMesh.arrSubmeshIdx_;
            int   nSubmeshIdx  = subMeshesIdx.Length;

            for (int i = 0; i < nSubmeshIdx; i++)
            {
                indexMin = indexMax;
                indexMax = subMeshesIdx[i] * 3;

                List <int> listCurIndices = new List <int>();
                listListCurIndices.Add(listCurIndices);

                for (int j = indexMin; j < indexMax; j++)
                {
                    int oldIndex = inputMesh.arrIndex_[j];
                    if (!dictOldIndexToNew.ContainsKey(oldIndex))
                    {
                        dictOldIndexToNew.Add(oldIndex, listCurPos.Count);

                        listCurPos.Add(vertices[oldIndex]);
                        if (hasNormals)
                        {
                            listCurNor.Add(normals[oldIndex]);
                        }
                        if (hasTangents)
                        {
                            listCurTan.Add(tangents[oldIndex]);
                        }
                        if (hasUVs)
                        {
                            listCurUVs.Add(uv[oldIndex]);
                        }
                    }

                    int index = dictOldIndexToNew[oldIndex];
                    listCurIndices.Add(index);

                    bool isTriangleEnd      = ((j % 3) == 2);
                    bool isMaxVertexReached = (listCurPos.Count >= maxVertexesPerMesh);
                    bool isLastMeshTriangle = ((i == (nSubmeshIdx - 1)) && (j == (indexMax - 1)));

                    if ((isMaxVertexReached && isTriangleEnd) || isLastMeshTriangle)
                    {
                        Mesh mesh;
                        GenerateUnityMesh(listCurPos, listCurNor, listCurTan, listCurUVs, listListCurIndices, out mesh);

                        listMeshes.Add(mesh);
                        listSubmeshRange.Add(Tuple2.New(submeshIdMin, i));

                        submeshIdMin = i;

                        listListCurIndices.Add(listCurIndices);
                        dictOldIndexToNew.Clear();
                    }
                }
            }

            outputMeshes       = listMeshes.ToArray();
            outputSubmeshRange = listSubmeshRange.ToArray();
        }
Beispiel #6
0
        public static void TessellateObjects(GameObject[] arrGameObjectToTessellate, float maxEdgeLength, bool limitByMeshDimensions, out GameObject[] arrGameObjectTessellated, out Mesh[] arrMeshTessellated)
        {
            int nGameObject = arrGameObjectToTessellate.Length;

            List <GameObject>         listGameObjectTessellated      = new List <GameObject>();
            List <Mesh>               listMeshTessellated            = new List <Mesh>();
            List <Tuple2 <int, int> > listMeshTessellatedSubmesRange = new List <Tuple2 <int, int> >();

            Dictionary <Mesh, List <int> > dictMeshListMeshIdx = new Dictionary <Mesh, List <int> >();
            MeshComplex auxMesh = new MeshComplex();

            double tssDistance = (double)maxEdgeLength;

            for (int i = 0; i < nGameObject; i++)
            {
                GameObject go   = arrGameObjectToTessellate[i];
                Mesh       mesh = go.GetMesh();

                if (mesh != null)
                {
                    bool alreadyTessellated = dictMeshListMeshIdx.ContainsKey(mesh);
                    if (!alreadyTessellated)
                    {
                        if (limitByMeshDimensions)
                        {
                            Bounds  bounds = mesh.bounds;
                            Vector3 size   = bounds.size;

                            float minDistance = size.magnitude / 50f;
                            tssDistance = (double)Mathf.Clamp(maxEdgeLength, minDistance, float.MaxValue);
                        }

                        auxMesh.Set(mesh);
                        MeshComplex tessellatedMesh;
                        CaronteSharp.Tools.TessellateMesh(auxMesh, (double)tssDistance, out tessellatedMesh);

                        if (tessellatedMesh == null)
                        {
                            arrGameObjectTessellated = null;
                            arrMeshTessellated       = null;
                            return;
                        }

                        Mesh[] auxArrMeshTessellated;
                        Tuple2 <int, int>[] auxArrSubmeshRange;

                        CreateMeshesFromComplex(tessellatedMesh, out auxArrMeshTessellated, out auxArrSubmeshRange);

                        List <int> listMeshTessellatedIdx = new List <int>();
                        for (int j = 0; j < auxArrMeshTessellated.Length; j++)
                        {
                            Mesh auxMeshTessellated           = auxArrMeshTessellated[j];
                            Tuple2 <int, int> auxSubmeshRange = auxArrSubmeshRange[j];
                            auxMeshTessellated.name = mesh.name + "_" + j + "_tss";

                            listMeshTessellatedIdx.Add(listMeshTessellated.Count);
                            listMeshTessellated.Add(auxMeshTessellated);
                            listMeshTessellatedSubmesRange.Add(auxSubmeshRange);
                        }


                        dictMeshListMeshIdx.Add(mesh, listMeshTessellatedIdx);
                    }

                    List <int> listMeshIdx = dictMeshListMeshIdx[mesh];
                    for (int j = 0; j < listMeshIdx.Count; j++)
                    {
                        GameObject goTessellated = Object.Instantiate <GameObject>(go);

                        goTessellated.name                    = go.name + "_" + j + "_tss";
                        goTessellated.transform.parent        = go.transform.parent;
                        goTessellated.transform.localPosition = go.transform.localPosition;
                        goTessellated.transform.localRotation = go.transform.localRotation;
                        goTessellated.transform.localScale    = go.transform.localScale;

                        int  idx             = listMeshIdx[j];
                        Mesh meshTessellated = listMeshTessellated[idx];

                        MeshFilter mf = goTessellated.GetComponent <MeshFilter>();
                        if (mf != null)
                        {
                            mf.sharedMesh = meshTessellated;
                        }

                        Renderer rn = goTessellated.GetComponent <Renderer>();
                        if (rn != null)
                        {
                            Tuple2 <int, int> submeshRange = listMeshTessellatedSubmesRange[idx];
                            Material[]        arrMaterial  = rn.sharedMaterials;

                            List <Material> listMaterial = new List <Material>();
                            for (int k = 0; k < arrMaterial.Length; k++)
                            {
                                if (k >= submeshRange.First && k <= submeshRange.Second)
                                {
                                    Material mat = arrMaterial[k];
                                    listMaterial.Add(mat);
                                }
                            }
                            rn.sharedMaterials = listMaterial.ToArray();
                        }

                        SkinnedMeshRenderer smr = goTessellated.GetComponent <SkinnedMeshRenderer>();
                        if (smr != null)
                        {
                            smr.sharedMesh = meshTessellated;
                        }

                        listGameObjectTessellated.Add(goTessellated);
                    }
                }
            }

            arrGameObjectTessellated = listGameObjectTessellated.ToArray();
            arrMeshTessellated       = listMeshTessellated.ToArray();
        }
Beispiel #7
0
        private static void AssignPieceMaterials(GameObject pieceGO, GameObject parentGO, MeshParentInfo parentInfo, Material interiorMaterial, Tuple2 <int, int> submeshRange, out int interiorSubmeshIdx)
        {
            interiorSubmeshIdx = -1;

            MeshRenderer pieceRenderer  = pieceGO.GetComponent <MeshRenderer>();
            MeshRenderer parentRenderer = parentGO.GetComponent <MeshRenderer>();

            if (parentRenderer != null)
            {
                Material[]      arrMaterials   = parentRenderer.sharedMaterials;
                List <Material> pieceMaterials = new List <Material>();

                uint[] arrParentSubmeshIdx = parentInfo.arrParentSubMeshIdx_;

                for (int i = submeshRange.First; i <= submeshRange.Second; i++)
                {
                    uint submeshIndex = arrParentSubmeshIdx[i];
                    if (submeshIndex == uint.MaxValue)
                    {
                        pieceMaterials.Add(interiorMaterial);
                        interiorSubmeshIdx = i;
                    }
                    else
                    {
                        pieceMaterials.Add(arrMaterials[submeshIndex]);
                    }
                }
                pieceRenderer.sharedMaterials = pieceMaterials.ToArray();
            }
        }
Beispiel #8
0
        public static GameObject CreatePiece(int id, Mesh mesh, MeshParentInfo parentInfo, Vector3 goPosition, Tuple2 <int, int> submeshRange,
                                             Material interiorMaterial, GameObject parentGO, GameObject chopGO, out int interiorSubmeshIdx)
        {
            string     name    = parentGO.name + "_" + id;
            GameObject pieceGO = new GameObject(name);

            mesh.name = name;

            pieceGO.transform.parent   = chopGO.transform;
            pieceGO.transform.position = goPosition;

            pieceGO.AddMesh(mesh);

            AssignPieceMaterials(pieceGO, parentGO, parentInfo, interiorMaterial, submeshRange, out interiorSubmeshIdx);

            return(pieceGO);
        }