// Use this for initialization public void Live() { vBuf = gameObject.AddComponent <vBuffer>() as vBuffer; updater = gameObject.AddComponent <vBuffUpdater>() as vBuffUpdater; updater.computeShader = physicsShader; updater.update = true; updater.resetOnStart = true; vbt = gameObject.AddComponent <vBuff_Transform>() as vBuff_Transform; tBuf = gameObject.AddComponent <tBuffer>() as tBuffer; dvbwt = gameObject.AddComponent <DisplayVertBufferWithTriangles>() as DisplayVertBufferWithTriangles; dvbwt.m = new Material(renderer); //dvbwt.enabled = false; vbh = gameObject.AddComponent <vBuff_Human>() as vBuff_Human; vbh.human = humanBuffer; vdo = gameObject.AddComponent <vBuff_DataOut>() as vBuff_DataOut; vdo.gatherShader = gatherShader; tBuf.Live(); vBuf.Live(); updater.Live(); vbt.Live(); vbh.Live(); vdo.Live(); dvbwt.Live(); GetComponent <MeshRenderer>().enabled = false; }
// Use this for initialization void Start() { vBuffer vBuf = GetComponent <vBuffer>() as vBuffer; tBuffer tBuf = GetComponent <tBuffer>() as tBuffer; hBuffer hBuf = GetComponent <hBuffer>() as hBuffer; vBuffUpdater baseUpdater = GetComponent <vBuffUpdater>() as vBuffUpdater; vBuff_Transform vbt = GetComponent <vBuff_Transform>() as vBuff_Transform; hBuffUpdater hairUpdater = GetComponent <hBuffUpdater>() as hBuffUpdater; hBuff_Transform hbt = GetComponent <hBuff_Transform>() as hBuff_Transform; DisplayHairBufferWithLines dhbwl = GetComponent <DisplayHairBufferWithLines>() as DisplayHairBufferWithLines; DisplayVertBufferWithLines dvbwl = GetComponent <DisplayVertBufferWithLines>() as DisplayVertBufferWithLines; tBuf.Live(); vBuf.Live(); hBuf.Live(); baseUpdater.Live(); hairUpdater.Live(); vbt.Live(); hbt.Live(); dhbwl.Live(); dvbwl.Live(); }
// Use this for initialization public void Live() { vBuf = gameObject.AddComponent <vBuffer>() as vBuffer; baseUpdater = gameObject.AddComponent <vBuffUpdater>() as vBuffUpdater; baseUpdater.computeShader = basePhysicsShader; baseUpdater.update = true; vbt = gameObject.AddComponent <vBuff_Transform>() as vBuff_Transform; tBuf = gameObject.AddComponent <tBuffer>() as tBuffer; hBuf = gameObject.AddComponent <hBuffer>() as hBuffer; hBuf.tBuf = tBuf; hBuf.vBuf = vBuf; hBuf.numVertsPerHair = vertsPerHair; hBuf.hairLength = hairLength; hBuf.totalHairs = totalHairs; // print("HAHWS"); hairUpdater = gameObject.AddComponent <hBuffUpdater>() as hBuffUpdater; hairUpdater.collisionShader = hairCollisionShader; hairUpdater.constraintShader = hairConstraintShader; hairUpdater.update = true; hbt = gameObject.AddComponent <hBuff_Transform>() as hBuff_Transform; hdo = gameObject.AddComponent <hBuff_DataOut>() as hBuff_DataOut; hdo.gatherShader = hairGatherShader; dhbwl = gameObject.AddComponent <DisplayHairBufferWithLines>() as DisplayHairBufferWithLines; dhbwl.m = new Material(hairLineRenderer); dvbwl = gameObject.AddComponent <DisplayVertBufferWithLines>() as DisplayVertBufferWithLines; dvbwl.m = new Material(baseLineRenderer); dvbwl.enabled = false; dvbwt = gameObject.AddComponent <DisplayVertBufferWithTriangles>() as DisplayVertBufferWithTriangles; dvbwt.m = new Material(baseRenderer); //dvbwt.enabled = false; hbh = gameObject.AddComponent <hBuff_Human>() as hBuff_Human; vbh = gameObject.AddComponent <vBuff_Human>() as vBuff_Human; hbh.human = humanBuffer; vbh.human = humanBuffer; tBuf.Live(); vBuf.Live(); hBuf.Live(); baseUpdater.Live(); hairUpdater.Live(); vbt.Live(); hbt.Live(); vbh.Live(); hbh.Live(); hdo.Live(); dhbwl.Live(); dvbwl.Live(); dvbwt.Live(); GetComponent <MeshRenderer>().enabled = false; }