コード例 #1
0
ファイル: ShadowPatches.cs プロジェクト: Zetrith/Carousel
        static void Postfix(SectionLayer layer, Vector3 center)
        {
            LayerSubMesh mesh = layer.GetSubMesh(MatBases.SunShadowFade);

            if (mesh.verts.Count > 0)
            {
                mesh.uvs.Add(center - PrintPlanePatch.currentThingCenter ?? Vector3.zero);
            }
        }
コード例 #2
0
 public static bool GetSubMesh(SectionLayer __instance, ref LayerSubMesh __result, Material material)
 {
     if (allThreads2.TryGetValue(CurrentThread, out ThreadInfo threadInfo))
     {
         Func <object[], object> safeFunction = parameters => __instance.GetSubMesh((Material)parameters[0]);
         threadInfo.safeFunctionRequest = new object[] { safeFunction, new object[] { material } };
         mainThreadWaitHandle.Set();
         threadInfo.eventWaitStart.WaitOne();
         __result = (LayerSubMesh)threadInfo.safeFunctionResult;
         return(false);
     }
     return(true);
 }
コード例 #3
0
        public static bool ShouldDraw(SectionLayer __instance)
        {
            TerrainDef def = TerrainDef.Named("HardVacuum");
            Map        map = Find.CurrentMap;

            // if we aren't in space, abort!
            if (map.terrainGrid.TerrainAt(IntVec3.Zero).defName != def.defName)
            {
                return(true);
            }

            if (__instance.GetType().Name == "SectionLayer_SunShadows")
            {
                return(false);
            }

            if (__instance.GetType().Name == "SectionLayer_LightingOverlay")
            {
                oldSkyGlow = map.skyManager.CurSkyGlow;
                MatBases.LightOverlay.color = new Color(1.0f, 1.0f, 1.0f);
                map.skyManager.ForceSetCurSkyGlow(1.0f);
            }

            if (__instance.GetType().Name == "SectionLayer_Terrain")
            {
                float   num       = (float)UI.screenWidth / (float)UI.screenHeight;
                Vector3 center    = Find.CameraDriver.GetComponent <Camera>().transform.position;
                float   cellsHigh = UI.screenHeight / Find.CameraDriver.CellSizePixels;
                float   cellsWide = cellsHigh * num;

                //recalculate uvs for planet texture.
                LayerSubMesh mesh = __instance.GetSubMesh(RenderPlanetBehindMap.PlanetMaterial);
                if (mesh != null)
                {
                    mesh.Clear(MeshParts.UVs);
                    for (int i = 0; i < mesh.verts.Count; i++)
                    {
                        float xdiff     = mesh.verts[i].x - center.x;
                        float xfromEdge = xdiff + cellsWide / 2f;
                        float zdiff     = mesh.verts[i].z - center.z;
                        float zfromEdge = zdiff + cellsHigh / 2f;

                        mesh.uvs.Add(new Vector3(xfromEdge / cellsWide, zfromEdge / cellsHigh, 0.0f));
                    }
                    mesh.FinalizeMesh(MeshParts.UVs);
                }
            }

            return(true);
        }
コード例 #4
0
        public static bool GetSubMesh(SectionLayer __instance, ref LayerSubMesh __result, Material material)
        {
            int tID = Thread.CurrentThread.ManagedThreadId;

            if (RimThreaded.mainRequestWaits.TryGetValue(tID, out EventWaitHandle eventWaitStart))
            {
                Func <object[], object> safeFunction = p => __instance.GetSubMesh((Material)p[0]);
                object[] functionAndParameters       = new object[] { safeFunction, new object[] { material } };
                lock (RimThreaded.safeFunctionRequests)
                {
                    RimThreaded.safeFunctionRequests[tID] = functionAndParameters;
                }
                RimThreaded.mainThreadWaitHandle.Set();
                eventWaitStart.WaitOne();
                RimThreaded.safeFunctionResults.TryGetValue(tID, out object safeFunctionResult);
                __result = (LayerSubMesh)safeFunctionResult;
                return(false);
            }
            return(true);
        }
コード例 #5
0
        public override void PostPrintOnto(SectionLayer layer)
        {
            if (parent.def.graphicData.shadowData != null)
            {
                // shadow offset is not calculated in PrintShadow by default for some reason
                var shadow = parent.def.graphicData.shadowData;
                var offset = parent.TrueCenter() + parent.def.graphicData.shadowData.offset;

                var subMesh = layer.GetSubMesh(MatBases.SunShadowFade);
                var item = new Color32(255, 0, 0, (byte)(255f * shadow.BaseY));

                float num, num2;
                if (parent.Rotation == Rot4.North || parent.Rotation == Rot4.South)
                {
                    num = shadow.BaseX/2f;
                    num2 = shadow.BaseZ/2f;
                }
                else
                {
                    num = shadow.BaseZ/2f;
                    num2 = shadow.BaseX/2f;
                }

                var x = offset.x;
                var z = offset.z;
                var count = subMesh.verts.Count;
                subMesh.verts.Add(new Vector3(x - num, 1f, z - num2));
                subMesh.verts.Add(new Vector3(x - num, 1f, z + num2));
                subMesh.verts.Add(new Vector3(x + num, 1f, z + num2));
                subMesh.verts.Add(new Vector3(x + num, 1f, z - num2));
                subMesh.colors.Add(LowVertexColor);
                subMesh.colors.Add(LowVertexColor);
                subMesh.colors.Add(LowVertexColor);
                subMesh.colors.Add(LowVertexColor);
                subMesh.tris.Add(count);
                subMesh.tris.Add(count + 1);
                subMesh.tris.Add(count + 2);
                subMesh.tris.Add(count);
                subMesh.tris.Add(count + 2);
                subMesh.tris.Add(count + 3);
                var count2 = subMesh.verts.Count;
                subMesh.verts.Add(new Vector3(x - num, 1f, z - num2));
                subMesh.verts.Add(new Vector3(x - num, 1f, z + num2));
                subMesh.colors.Add(item);
                subMesh.colors.Add(item);
                subMesh.tris.Add(count);
                subMesh.tris.Add(count2);
                subMesh.tris.Add(count2 + 1);
                subMesh.tris.Add(count);
                subMesh.tris.Add(count2 + 1);
                subMesh.tris.Add(count + 1);
                var count3 = subMesh.verts.Count;
                subMesh.verts.Add(new Vector3(x + num, 1f, z + num2));
                subMesh.verts.Add(new Vector3(x + num, 1f, z - num2));
                subMesh.colors.Add(item);
                subMesh.colors.Add(item);
                subMesh.tris.Add(count + 2);
                subMesh.tris.Add(count3);
                subMesh.tris.Add(count3 + 1);
                subMesh.tris.Add(count3 + 1);
                subMesh.tris.Add(count + 3);
                subMesh.tris.Add(count + 2);
                var count4 = subMesh.verts.Count;
                subMesh.verts.Add(new Vector3(x - num, 1f, z - num2));
                subMesh.verts.Add(new Vector3(x + num, 1f, z - num2));
                subMesh.colors.Add(item);
                subMesh.colors.Add(item);
                subMesh.tris.Add(count);
                subMesh.tris.Add(count + 3);
                subMesh.tris.Add(count4);
                subMesh.tris.Add(count + 3);
                subMesh.tris.Add(count4 + 1);
                subMesh.tris.Add(count4);
            }
        }