// Create slices by mesh and pivots array public static List <RayfireRigid> CreateSlices(RayfireRigid scr) { // Fragments list List <RayfireRigid> scrArray = new List <RayfireRigid>(); // Stop if has no any meshes if (scr.meshes == null) { return(scrArray); } // Create RayFire manager if not created RayfireMan.RayFireManInit(); // Create root object and parent RFLimitations.CreateRoot(scr); // Vars int baseLayer = scr.meshDemolition.GetLayer(scr); string baseTag = scr.gameObject.tag; string baseName = scr.gameObject.name + fragmentStr; // Get original mats Material[] mats = scr.skinnedMeshRend != null ? scr.skinnedMeshRend.sharedMaterials : scr.meshRenderer.sharedMaterials; // Create fragment objects for (int i = 0; i < scr.meshes.Length; ++i) { // Get object from pool or create RayfireRigid rfScr = RayfireMan.inst == null ? RFPoolingFragment.CreateRigidInstance() : RayfireMan.inst.fragments.GetPoolObject(RayfireMan.inst.transForm); // Setup rfScr.transform.position = scr.transForm.position + scr.pivots[i]; rfScr.transform.parent = scr.rootChild; rfScr.name = baseName + i; rfScr.gameObject.tag = baseTag; rfScr.gameObject.layer = baseLayer; rfScr.meshFilter.sharedMesh = scr.meshes[i]; rfScr.rootParent = scr.rootChild; // Copy properties from parent to fragment node scr.CopyPropertiesTo(rfScr); // Copy particles RFParticles.CopyParticles(scr, rfScr); // Set collider RFPhysic.SetFragmentMeshCollider(rfScr, scr.meshes[i]); // Shadow casting if (RayfireMan.inst.advancedDemolitionProperties.sizeThreshold > 0 && RayfireMan.inst.advancedDemolitionProperties.sizeThreshold > scr.meshes[i].bounds.size.magnitude) { rfScr.meshRenderer.shadowCastingMode = ShadowCastingMode.Off; } // Turn on rfScr.gameObject.SetActive(true); // Set multymaterial RFSurface.SetMaterial(scr.subIds, mats, scr.materials, rfScr.meshRenderer, i, scr.meshes.Length); // Update depth level and amount rfScr.limitations.currentDepth = scr.limitations.currentDepth + 1; //rfScr.meshDemolition.amount = (int)(rfScr.meshDemolition.amount * rfScr.meshDemolition.depthFade); //if (rfScr.meshDemolition.amount < 2) // rfScr.meshDemolition.amount = 2; // Add in array scrArray.Add(rfScr); } // Empty lists scr.DeleteCache(); return(scrArray); }
// Create fragments by mesh and pivots array public static List <RayfireRigid> CreateFragments(RayfireRigid scr) { // Fragments list List <RayfireRigid> scrArray = new List <RayfireRigid>(); // Stop if has no any meshes if (scr.meshes == null) { return(scrArray); } // Create RayFire manager if not created RayfireMan.RayFireManInit(); // Create root object and parent RFLimitations.CreateRoot(scr); // Vars int baseLayer = scr.meshDemolition.GetLayer(scr); string baseTag = scr.gameObject.tag; string baseName = scr.gameObject.name + fragmentStr; // Save original rotation // Quaternion originalRotation = rootChild.transform.rotation; // Set rotation to precache rotation if (scr.demolitionType == DemolitionType.AwakePrecache) { scr.rootChild.transform.rotation = scr.cacheRotation; } // Get original mats Material[] mats = scr.skinnedMeshRend != null ? scr.skinnedMeshRend.sharedMaterials : scr.meshRenderer.sharedMaterials; // Create fragment objects for (int i = 0; i < scr.meshes.Length; ++i) { // Get object from pool or create RayfireRigid rfScr = RayfireMan.inst == null ? RFPoolingFragment.CreateRigidInstance() : RayfireMan.inst.fragments.GetPoolObject(RayfireMan.inst.transForm); // Setup rfScr.transform.position = scr.transForm.position + scr.pivots[i]; rfScr.transform.parent = scr.rootChild; rfScr.name = baseName + i; rfScr.gameObject.tag = baseTag; rfScr.gameObject.layer = baseLayer; rfScr.meshFilter.sharedMesh = scr.meshes[i]; rfScr.rootParent = scr.rootChild; // Copy properties from parent to fragment node scr.CopyPropertiesTo(rfScr); // Copy particles RFParticles.CopyParticles(scr, rfScr); // Set collider RFPhysic.SetFragmentMeshCollider(rfScr, scr.meshes[i]); // Shadow casting if (RayfireMan.inst.advancedDemolitionProperties.sizeThreshold > 0 && RayfireMan.inst.advancedDemolitionProperties.sizeThreshold > scr.meshes[i].bounds.size.magnitude) { rfScr.meshRenderer.shadowCastingMode = ShadowCastingMode.Off; } // Turn on rfScr.gameObject.SetActive(true); // Set multymaterial RFSurface.SetMaterial(scr.subIds, mats, scr.materials, rfScr.meshRenderer, i, scr.meshes.Length); // Update depth level and amount rfScr.limitations.currentDepth = scr.limitations.currentDepth + 1; rfScr.meshDemolition.amount = (int)(rfScr.meshDemolition.amount * rfScr.meshDemolition.depthFade); if (rfScr.meshDemolition.amount < 3) { rfScr.meshDemolition.amount = 3; } // Add in array scrArray.Add(rfScr); // Debug.Log (rfScr.rootParent); } // Fix transform for precached fragments if (scr.demolitionType == DemolitionType.AwakePrecache) { scr.rootChild.rotation = scr.transForm.rotation; } // Fix runtime caching rotation difference. Get rotation difference and add to root if (scr.demolitionType == DemolitionType.Runtime && scr.meshDemolition.runtimeCaching.type != CachingType.Disable) { Quaternion cacheRotationDif = scr.transForm.rotation * Quaternion.Inverse(scr.meshDemolition.cacheRotationStart); scr.rootChild.rotation = cacheRotationDif * scr.rootChild.rotation; } return(scrArray); }