コード例 #1
0
        private static void Build(MeshBuilder builder, Decal decal, GameObject gameObject)
        {
            MeshFilter   filter   = decal.GetComponent <MeshFilter>() ?? decal.gameObject.AddComponent <MeshFilter>();
            MeshRenderer renderer = decal.GetComponent <MeshRenderer>() ?? decal.gameObject.AddComponent <MeshRenderer>();

            if (filter.sharedMesh != null && !filter.sharedMesh.isReadable)
            {
                return;
            }

            if (decal.material == null)
            {
                Object.DestroyImmediate(filter.sharedMesh);
                filter.sharedMesh       = null;
                renderer.sharedMaterial = null;
                return;
            }

            Build(builder, decal, gameObject.GetComponent <MeshFilter>());
            builder.Push(decal.pushDistance);

            if (filter.sharedMesh == null)
            {
                filter.sharedMesh      = new Mesh();
                filter.sharedMesh.name = "Decal";
            }

            builder.ToMesh(filter.sharedMesh);
            filter.sharedMesh.UploadMeshData(true);

            renderer.sharedMaterial = decal.material;
        }
コード例 #2
0
    protected void Splat(Collision collision)
    {
        //old splash-mechanic with particles

        //SplatParticle splatParticle = new SplatParticle();
        //splatParticle.position = collision.contacts[0].point;
        //splatParticle.position += collision.contacts[0].normal * 0.001f;
        //splatParticle.rotation = Quaternion.LookRotation(collision.contacts[0].normal).eulerAngles;
        //splatParticle.rotation.z = UnityEngine.Random.Range(0.0f, 360.0f);
        //splatParticle.size = UnityEngine.Random.Range(splatMinSize, splatMaxSize);
        //splatParticle.color = meshRenderer.material.color;
        //splatParticleSystem.AddSplatParticle(splatParticle);


        //new splash-mechanic with decals ("SimpleDecalSystem" from DENI35 is used (Unity Asset Store))
        //splat needs an empty gameobject as parent for scaling
        GameObject parentSplat = decalPool.SpawnDecal();

        parentSplat.transform.position = collision.contacts[0].point;
        parentSplat.transform.rotation = Quaternion.identity;
        parentSplat.transform.parent   = collision.gameObject.transform;
        GameObject splat = parentSplat.transform.GetChild(0).gameObject;

        float newX = 0;

        _Decal.Decal decal = splat.GetComponent <_Decal.Decal>();
        if (decal)
        {
            decal.transform.forward = -collision.contacts[0].normal;
            decal.material          = splatMaterial;
            decal.maxAngle          = 1;

            //randomize x, scale accordingly
            newX = UnityEngine.Random.Range(splatMinSize, splatMaxSize);
            Vector3 scale = new Vector3(newX, newX / (decal.sprite.rect.width / decal.sprite.rect.height), splat.transform.localScale.z);
            splat.transform.localScale = scale;

            //randomize z-angle
            Vector3 euler = splat.transform.eulerAngles;
            euler.z = UnityEngine.Random.Range(0f, 360f);
            splat.transform.eulerAngles = euler;

            _Decal.DecalBuilder.BuildAndSetDirty(decal);
        }

        parentSplat.transform.position   += collision.contacts[0].normal * ZFighting.ZFightingDistanceStart;
        ZFighting.ZFightingDistanceStart += ZFighting.ZFightingDistanceStep;


        dropletParticleSystem.gameObject.transform.position = collision.contacts[0].point;
        dropletParticleSystem.gameObject.transform.rotation = Quaternion.LookRotation(collision.contacts[0].normal);
        ParticleSystem.ShapeModule shapeModule = dropletParticleSystem.shape;
        shapeModule.radius = 0.25f * newX;
        //shapeModule.radius = 0.25f * splatParticle.size;
        ParticleSystem.MainModule mainModule = dropletParticleSystem.main;
        mainModule.startColor = meshRenderer.material.color;
        dropletParticleSystem.Emit(UnityEngine.Random.Range(3, 6));
    }
コード例 #3
0
ファイル: DecalEditor.cs プロジェクト: boluobao1/NatureLight
        public override void OnInspectorGUI()
        {
            Decal decal = (Decal)target;

            decal.material = GUIUtils.DrawMaterialChooser(decal.material, materialPaths);

            if (decal.texture != null)
            {
                EditorGUILayout.Separator();
                decal.sprite = GUIUtils.DrawSpriteList(decal.sprite, LoadSprites(decal.texture));
                decal.sprite = GUIUtils.AssetField("Sprite", decal.sprite);
            }

            if (decal.sprite != null && decal.sprite.texture != decal.texture)
            {
                decal.sprite = null;
            }



            EditorGUILayout.Separator();
            decal.maxAngle       = EditorGUILayout.FloatField("Max Angle", decal.maxAngle);
            decal.maxAngle       = Mathf.Clamp(decal.maxAngle, 1, 180);
            decal.pushDistance   = EditorGUILayout.FloatField("Push Distance", decal.pushDistance);
            decal.pushDistance   = Mathf.Clamp(decal.pushDistance, 0.01f, 0.1f);
            decal.affectedLayers = GUIUtils.LayerMaskField("Affected Layers", decal.affectedLayers);

            EditorGUILayout.Separator();
            if (GUILayout.Button("Build"))
            {
                GUI.changed = true;
            }


            if (affectedObjects != null && affectedObjects.Length > 0)
            {
                EditorGUILayout.Separator();
                EditorGUILayout.Separator();
                GUILayout.Label("Affected Objects");
                foreach (GameObject go in affectedObjects)
                {
                    EditorGUILayout.ObjectField(go, typeof(GameObject), true);
                }
            }


            EditorGUILayout.Separator();
            EditorGUILayout.Separator();
            EditorGUILayout.HelpBox("Left Ctrl + Left Mouse Button - put decal on surface", MessageType.Info);


            if (GUI.changed)
            {
                affectedObjects = DecalBuilder.BuildAndSetDirty(decal);
            }
        }
コード例 #4
0
ファイル: DecalEditor.cs プロジェクト: boluobao1/NatureLight
        void OnSceneGUI()
        {
            Decal decal = (Decal)target;

            if (Event.current.control)
            {
                HandleUtility.AddDefaultControl(GUIUtility.GetControlID(FocusType.Passive));
            }

            if (Event.current.control && Event.current.type == EventType.MouseDown)
            {
                Ray        ray = HandleUtility.GUIPointToWorldRay(Event.current.mousePosition);
                RaycastHit hit = new RaycastHit();
                if (Physics.Raycast(ray, out hit, 50))
                {
                    decal.transform.position = hit.point;
                    decal.transform.forward  = -hit.normal;
                }
            }


            Vector3 scale  = decal.transform.localScale;
            Sprite  sprite = decal.sprite;

            if (sprite != null)
            {
                float ratio = sprite.rect.width / sprite.rect.height;

                if (!Mathf.Approximately(oldScale.x, scale.x))
                {
                    scale.y = scale.x / ratio;
                }
                if (!Mathf.Approximately(oldScale.y, scale.y))
                {
                    scale.x = scale.y * ratio;
                }

                if (!Mathf.Approximately(scale.x / scale.y, ratio))
                {
                    scale.x = scale.y * ratio;
                }
            }
            decal.transform.localScale = scale;
            oldScale = scale;


            if (decal.transform.hasChanged)
            {
                decal.transform.hasChanged = false;
                affectedObjects            = DecalBuilder.BuildAndSetDirty(decal);
            }
        }
コード例 #5
0
ファイル: DecalUtils.cs プロジェクト: Paladin-Danse/3D-FPS
        public static MeshFilter[] GetAffectedObjects(Decal decal) {
            Bounds bounds = GetBounds( decal.transform );

            return GameObject.FindObjectsOfType<MeshRenderer>()
                .Where( obj => obj.gameObject.isStatic )
                .Where( obj => HasLayer( decal.affectedLayers, obj.gameObject.layer ) )
                .Where( obj => obj.GetComponent<Decal>() == null )
                .Where( obj => bounds.Intersects( obj.bounds ) )

                .Select( obj => obj.GetComponent<MeshFilter>() )
                .Where( obj => obj != null && obj.sharedMesh != null )
                .ToArray();
        }
コード例 #6
0
ファイル: DecalBuilder.cs プロジェクト: Paladin-Danse/3D-FPS
        private static void AddTriangle(MeshBuilder builder, Decal decal, Vector3 v1, Vector3 v2, Vector3 v3)
        {
            Rect    uvRect = To01(decal.sprite.textureRect, decal.sprite.texture);
            Vector3 normal = Vector3.Cross(v2 - v1, v3 - v1).normalized;

            if (Vector3.Angle(Vector3.forward, -normal) <= decal.maxAngle)
            {
                var poly = PolygonClippingUtils.Clip(v1, v2, v3);
                if (poly.Length > 0)
                {
                    builder.AddPolygon(poly, normal, uvRect);
                }
            }
        }
コード例 #7
0
ファイル: DecalBuilder.cs プロジェクト: Paladin-Danse/3D-FPS
        public static GameObject[] BuildAndSetDirty(Decal decal)
        {
            var affectedObjects = Build(builder, decal);

            if (decal.gameObject.scene.IsValid())
            {
                if (!EditorApplication.isPlaying)
                {
                    EditorSceneManager.MarkSceneDirty(decal.gameObject.scene);
                }
            }
            else
            {
                EditorUtility.SetDirty(decal.gameObject);
            }

            return(affectedObjects);
        }
コード例 #8
0
ファイル: DecalBuilder.cs プロジェクト: Paladin-Danse/3D-FPS
        private static GameObject[] Build(MeshBuilder builder, Decal decal)
        {
            MeshFilter   filter   = decal.GetComponent <MeshFilter>() ?? decal.gameObject.AddComponent <MeshFilter>();
            MeshRenderer renderer = decal.GetComponent <MeshRenderer>() ?? decal.gameObject.AddComponent <MeshRenderer>();


            if (filter.sharedMesh != null && !filter.sharedMesh.isReadable)
            {
                return(null);
            }

            if (decal.material == null || decal.sprite == null)
            {
                Object.DestroyImmediate(filter.sharedMesh);
                filter.sharedMesh       = null;
                renderer.sharedMaterial = null;
                return(null);
            }


            var objects = DecalUtils.GetAffectedObjects(decal);

            foreach (var obj in objects)
            {
                Build(builder, decal, obj);
            }
            builder.Push(decal.pushDistance);


            if (filter.sharedMesh == null)
            {
                filter.sharedMesh      = new Mesh();
                filter.sharedMesh.name = "Decal";
            }

            builder.ToMesh(filter.sharedMesh);
            renderer.sharedMaterial = decal.material;

            return(objects.Select(i => i.gameObject).ToArray());
        }
コード例 #9
0
ファイル: DecalBuilder.cs プロジェクト: Paladin-Danse/3D-FPS
        private static void Build(MeshBuilder builder, Decal decal, MeshFilter @object)
        {
            Matrix4x4 objToDecalMatrix = decal.transform.worldToLocalMatrix * @object.transform.localToWorldMatrix;

            Mesh mesh = @object.sharedMesh;

            Vector3[] vertices  = mesh.vertices;
            int[]     triangles = mesh.triangles;

            for (int i = 0; i < triangles.Length; i += 3)
            {
                int i1 = triangles[i];
                int i2 = triangles[i + 1];
                int i3 = triangles[i + 2];

                Vector3 v1 = objToDecalMatrix.MultiplyPoint(vertices[i1]);
                Vector3 v2 = objToDecalMatrix.MultiplyPoint(vertices[i2]);
                Vector3 v3 = objToDecalMatrix.MultiplyPoint(vertices[i3]);

                AddTriangle(builder, decal, v1, v2, v3);
            }
        }
コード例 #10
0
 public static void BuildAndSetDirty(Decal decal, GameObject gameObject)
 {
     Build(builder, decal, gameObject);
 }
コード例 #11
0
        public static GameObject[] BuildAndSetDirty(Decal decal)
        {
            var affectedObjects = Build(builder, decal);

            return(affectedObjects);
        }