void RandomlySpread()
 {
     for (int i = 0; i < particleNum; ++i)                                                                                          //对于每个粒子
     {
         float midRadius = (maxRadius + minRadius) / 2;                                                                             //计算平均半径
         float minRate   = UnityEngine.Random.Range(1.0f, midRadius / minRadius);                                                   //在1到midRadius / minRadius之间产生一个随机数
         float maxRate   = UnityEngine.Random.Range(midRadius / maxRadius, 1.0f);                                                   //在midRadius / maxRadius到1之间产生一个随机数
         float _radius   = UnityEngine.Random.Range(minRadius * minRate, maxRadius * maxRate);                                      //在minRadius * minRate到maxRadius * maxRate之间产生一个随机数 设置为当前半径
         radius[i] = _radius;                                                                                                       //设置半径
         float collect_MidRadius = (collect_MaxRadius + collect_MinRadius) / 2;                                                     //计算平均半径
         float collect_outRate   = Random.Range(1.0f, collect_MidRadius / collect_MinRadius);;                                      //在1到midRadius / minRadius之间产生一个随机数
         float collect_inRate    = Random.Range(collect_MaxRadius / collect_MidRadius, 1f);                                         //在midRadius / maxRadius到1之间产生一个随机数
         float _collect_radius   = Random.Range(collect_MinRadius * collect_outRate, collect_MaxRadius * collect_inRate);           //在minRadius * minRate到maxRadius * maxRate之间产生一个随机数 设置为当前半径
         collect_radius[i] = _collect_radius;                                                                                       //设置半径
         float angle = UnityEngine.Random.Range(0.0f, 360.0f);                                                                      //随机获取角度
         float theta = angle / 180 * Mathf.PI;                                                                                      //计算角度出弧度制下对应的值
         float time  = UnityEngine.Random.Range(0.0f, 360.0f);                                                                      //随机获取时间
         if (isCollected == 0)                                                                                                      //当前为外圈
         {
             particles[i] = new particleData(_radius, angle, time);                                                                 //设置为外圈参数
         }
         else                                                                                                                       //当前为内圈
         {
             particles[i] = new particleData(_collect_radius, angle, time);                                                         //设置为内圈参数
         }
         particleArr[i].position = new Vector3(particles[i].radius * Mathf.Cos(theta), 0f, particles[i].radius * Mathf.Sin(theta)); //根据半径和角度计算出所处位置
     }
     parSys.SetParticles(particleArr, particleArr.Length);                                                                          //设定粒子数组
 }
Esempio n. 2
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    private void OnEnable()
    {
        //初始化
        int vector3stride = sizeof(float) * 3;     //值为12 计算3个FLOAT的大小  1个单精度float是4字节
        int colorStride   = sizeof(float) * 4;     //4字节*4=16

        stride = vector3stride + colorStride;      //统计一个结构体的长度  其值为12+16=28字节
        Buffer = new ComputeBuffer(count, stride); //count个粒子 每个粒子占用大小
        //Buffer=new ComputeBuffer(count,28);//这里吧stride改成28亦可
        kernelid = compute.FindKernel("ComputeParticle");

        //填充数据 给这几十万个粒子赋初始值
        datas = new particleData[count];
        for (int t = 0; t < datas.Length; t++)
        {
            datas[t] = new particleData();
        }

        Buffer.SetData(datas);                             //往buffer里填结构体数据
        compute.SetBuffer(kernelid, "outputData", Buffer); //把buffer里的数据传给compute shader去计算
        mymat.SetBuffer("inputbuffer", Buffer);            // 把buffer的数据也传给vertex/fragment shader去渲染
    }
Esempio n. 3
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	// Generates a single wind particle
	void createParticle(particleData thisData) {

	}