public void Awake()
 {
     skidmarks = new markSection[maxMarks];
     for (var i = 0; i < maxMarks; i++)
         skidmarks[i] = new markSection();
     if (GetComponent<MeshFilter>().mesh == null)
         GetComponent<MeshFilter>().mesh = new Mesh();
 }
예제 #2
0
// Initiallizes the array holding the skidmark sections.
void Awake()
{
	skidmarks = new markSection[maxMarks];
	for(int i = 0; i < maxMarks; i++)
		skidmarks[i]=new markSection();
	if(((MeshFilter)GetComponent(typeof(MeshFilter))).mesh == null)
		((MeshFilter)GetComponent(typeof(MeshFilter))).mesh = new Mesh();
}
예제 #3
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 // Initiallizes the array holding the skidmark sections.
 void Awake()
 {
     Ins       = this;
     skidmarks = new markSection[maxMarks];
     for (var i = 0; i < maxMarks; i++)
     {
         skidmarks[i] = new markSection();
     }
     mesh = new Mesh();
     GetComponent <MeshFilter>().sharedMesh = mesh;
 }
예제 #4
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 // Initiallizes the array holding the skidmark sections.
 void  Awake()
 {
     skidmarks = new markSection[maxMarks];
     for (int i = 0; i < maxMarks; i++)
     {
         skidmarks[i] = new markSection();
     }
     if (GetComponent <MeshFilter>().mesh == null)
     {
         GetComponent <MeshFilter>().mesh = new Mesh();
     }
 }
예제 #5
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// Initiallizes the array holding the skidmark sections.
    void Awake()
    {
        skidmarks = new markSection[maxMarks];
        for (int i = 0; i < maxMarks; i++)
        {
            skidmarks[i] = new markSection();
        }
        if (((MeshFilter)GetComponent(typeof(MeshFilter))).mesh == null)
        {
            ((MeshFilter)GetComponent(typeof(MeshFilter))).mesh = new Mesh();
        }
    }
예제 #6
0
    // Initiallizes the array holding the skidmark sections.
    void Awake()
    {
        skidmarks = new markSection[maxMarks];

        for (int i = 0; i < maxMarks; i++)
        {
            skidmarks[i] = new markSection();
        }

        meshFilter = GetComponent <MeshFilter> ();
        mesh       = meshFilter.mesh;
    }
예제 #7
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    // Function called by the wheels that is skidding. Gathers all the information needed to
    // create the mesh later. Sets the intensity of the skidmark section b setting the alpha
    // of the vertex color.
    public int AddSkidMark(Vector3 pos, Vector3 normal, float intensity, int lastIndex)
    {
        if (intensity > 1f)
        {
            intensity = 1f;
        }
        if (intensity < 0f)
        {
            return(-1);
        }

        if (lastIndex > 0)
        {
            float sqrDistance = (pos - skidmarks [lastIndex % maxMarks].pos).sqrMagnitude;

            if (sqrDistance < minDistance)
            {
                return(lastIndex);
            }
        }

        markSection curr = skidmarks[numMarks % maxMarks];

        curr.pos       = pos + normal * groundOffset;
        curr.normal    = normal;
        curr.intensity = intensity;
        curr.lastIndex = lastIndex;

        if (lastIndex != -1)
        {
            markSection last = skidmarks[lastIndex % maxMarks];
            Vector3     dir  = (curr.pos - last.pos);
            Vector3     xDir = Vector3.Cross(dir, normal).normalized;

            curr.posl    = curr.pos + xDir * markWidth * 0.5f;
            curr.posr    = curr.pos - xDir * markWidth * 0.5f;
            curr.tangent = new Vector4(xDir.x, xDir.y, xDir.z, 1);

            if (last.lastIndex == -1)
            {
                last.tangent = curr.tangent;
                last.posl    = curr.pos + xDir * markWidth * 0.5f;
                last.posr    = curr.pos - xDir * markWidth * 0.5f;
            }
        }
        numMarks++;
        updated = true;
        return(numMarks - 1);
    }
예제 #8
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    void  Start()
    {
        Instance = this;

        if (transform.position != Vector3.zero)
        {
            transform.position = Vector3.zero;
        }

                #if ClientCode
        skidmarks = new markSection[maxMarks];
        for (int i = 0; i < maxMarks; i++)
        {
            skidmarks[i] = new markSection();
        }

        mesh = GetComponent <MeshFilter>().mesh;

        if (mesh == null)
        {
            GetComponent <MeshFilter>().mesh = new Mesh();
        }
                #endif
    }
예제 #9
0
    // If the mesh needs to be updated, i.e. a new section has been added,
    // the current mesh is removed, and a new mesh for the skidmarks is generated.
    void  LateUpdate()
    {
        if (!updated)
        {
            return;
        }
        updated = false;

        Mesh mesh = GetComponent <MeshFilter>().mesh;

        mesh.Clear();
        int segmentCount = 0;

        for (int j = 0; j < numMarks && j < maxMarks; j++)
        {
            if (skidmarks[j].lastIndex != -1 && skidmarks[j].lastIndex > numMarks - maxMarks)
            {
                segmentCount++;
            }
        }

        Vector3[] vertices  = new Vector3[segmentCount * 4];
        Vector3[] normals   = new Vector3[segmentCount * 4];
        Vector4[] tangents  = new Vector4[segmentCount * 4];
        Color[]   colors    = new Color[segmentCount * 4];
        Vector2[] uvs       = new Vector2[segmentCount * 4];
        int[]     triangles = new int[segmentCount * 6];
        segmentCount = 0;
        for (int i = 0; i < numMarks && i < maxMarks; i++)
        {
            if (skidmarks[i].lastIndex != -1 && skidmarks[i].lastIndex > numMarks - maxMarks)
            {
                markSection curr = skidmarks[i];
                markSection last = skidmarks[curr.lastIndex % maxMarks];
                vertices[segmentCount * 4 + 0] = last.posl;
                vertices[segmentCount * 4 + 1] = last.posr;
                vertices[segmentCount * 4 + 2] = curr.posl;
                vertices[segmentCount * 4 + 3] = curr.posr;

                normals[segmentCount * 4 + 0] = last.normal;
                normals[segmentCount * 4 + 1] = last.normal;
                normals[segmentCount * 4 + 2] = curr.normal;
                normals[segmentCount * 4 + 3] = curr.normal;

                tangents[segmentCount * 4 + 0] = last.tangent;
                tangents[segmentCount * 4 + 1] = last.tangent;
                tangents[segmentCount * 4 + 2] = curr.tangent;
                tangents[segmentCount * 4 + 3] = curr.tangent;

                colors[segmentCount * 4 + 0] = new Color(0, 0, 0, last.intensity);
                colors[segmentCount * 4 + 1] = new Color(0, 0, 0, last.intensity);
                colors[segmentCount * 4 + 2] = new Color(0, 0, 0, curr.intensity);
                colors[segmentCount * 4 + 3] = new Color(0, 0, 0, curr.intensity);

                uvs[segmentCount * 4 + 0] = new Vector2(0, 0);
                uvs[segmentCount * 4 + 1] = new Vector2(1, 0);
                uvs[segmentCount * 4 + 2] = new Vector2(0, 1);
                uvs[segmentCount * 4 + 3] = new Vector2(1, 1);

                triangles[segmentCount * 6 + 0] = segmentCount * 4 + 0;
                triangles[segmentCount * 6 + 2] = segmentCount * 4 + 1;
                triangles[segmentCount * 6 + 1] = segmentCount * 4 + 2;

                triangles[segmentCount * 6 + 3] = segmentCount * 4 + 2;
                triangles[segmentCount * 6 + 5] = segmentCount * 4 + 1;
                triangles[segmentCount * 6 + 4] = segmentCount * 4 + 3;
                segmentCount++;
            }
        }
        mesh.vertices  = vertices;
        mesh.normals   = normals;
        mesh.tangents  = tangents;
        mesh.triangles = triangles;
        mesh.colors    = colors;
        mesh.uv        = uvs;
    }
예제 #10
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    void LateUpdate()
    {
        //Debug.LogWarning("We need to rewrite this aaaaaa");

        WheelCollider[] wheels = FindObjectsOfType(typeof(WheelCollider)) as WheelCollider[];

        foreach (WheelCollider wheel in wheels)
        {
            if (!skidmake)
            {
                wheel.gameObject.AddComponent <WheelSkidmarks>();
            }
        }

        skidmake = true;

        if (!updated)
        {
            return;
        }
        updated = false;

        Mesh mesh = GetComponent <MeshFilter>().mesh;

        mesh.Clear();
        int segmentCount = 0;

        for (int j = 0; j < numMarks && j < maxMarks; j++)
        {
            if (skidmarks[j].lastIndex != -1 && skidmarks[j].lastIndex > numMarks - maxMarks)
            {
                segmentCount++;
            }
        }

        Vector3[] vertices  = new Vector3[segmentCount * 4];
        Vector3[] normals   = new Vector3[segmentCount * 4];
        Vector4[] tangents  = new Vector4[segmentCount * 4];
        Color[]   colors    = new Color[segmentCount * 4];
        Vector2[] uvs       = new Vector2[segmentCount * 4];
        int[]     triangles = new int[segmentCount * 6];
        segmentCount = 0;

        for (int i = 0; i < numMarks && i < maxMarks; i++)
        {
            if (skidmarks[i].lastIndex != -1 && skidmarks[i].lastIndex > numMarks - maxMarks)
            {
                markSection curr = skidmarks[i];
                markSection last = skidmarks[curr.lastIndex % maxMarks];

                vertices[segmentCount * 4 + 0] = last.posl;
                vertices[segmentCount * 4 + 1] = last.posr;
                vertices[segmentCount * 4 + 2] = curr.posl;
                vertices[segmentCount * 4 + 3] = curr.posr;

                normals[segmentCount * 4 + 0] = last.normal;
                normals[segmentCount * 4 + 1] = last.normal;
                normals[segmentCount * 4 + 2] = curr.normal;
                normals[segmentCount * 4 + 3] = curr.normal;

                tangents[segmentCount * 4 + 0] = last.tangent;
                tangents[segmentCount * 4 + 1] = last.tangent;
                tangents[segmentCount * 4 + 2] = curr.tangent;
                tangents[segmentCount * 4 + 3] = curr.tangent;

                colors[segmentCount * 4 + 0] = new Color(0, 0, 0, last.intensity);
                colors[segmentCount * 4 + 1] = new Color(0, 0, 0, last.intensity);
                colors[segmentCount * 4 + 2] = new Color(0, 0, 0, curr.intensity);
                colors[segmentCount * 4 + 3] = new Color(0, 0, 0, curr.intensity);

                uvs[segmentCount * 4 + 0] = new Vector2(0, 0);
                uvs[segmentCount * 4 + 1] = new Vector2(1, 0);
                uvs[segmentCount * 4 + 2] = new Vector2(0, 1);
                uvs[segmentCount * 4 + 3] = new Vector2(1, 1);

                triangles[segmentCount * 6 + 0] = segmentCount * 4 + 0;
                triangles[segmentCount * 6 + 2] = segmentCount * 4 + 1;
                triangles[segmentCount * 6 + 1] = segmentCount * 4 + 2;

                triangles[segmentCount * 6 + 3] = segmentCount * 4 + 2;
                triangles[segmentCount * 6 + 5] = segmentCount * 4 + 1;
                triangles[segmentCount * 6 + 4] = segmentCount * 4 + 3;
                segmentCount++;
            }
        }

        mesh.vertices  = vertices;
        mesh.normals   = normals;
        mesh.tangents  = tangents;
        mesh.triangles = triangles;
        mesh.colors    = colors;
        mesh.uv        = uvs;
    }
예제 #11
0
파일: OilSpill.cs 프로젝트: BBJV/camachi
 // Initiallizes the array holding the skidmark sections.
 void Awake()
 {
     skidmarks = new markSection[maxMarks];
     for(int i = 0; i < maxMarks; i++)
         skidmarks[i]=new markSection();
     if(GetComponent<MeshFilter>().mesh == null)
         GetComponent<MeshFilter>().mesh = new Mesh();
     mc = GetComponent<MeshCollider>();
 }
예제 #12
0
    // If the mesh needs to be updated, i.e. a new section has been added,
    // the current mesh is removed, and a new mesh for the skidmarks is generated.

    void LateUpdate()
    {
        if (!updated)
        {
            return;
        }
        updated = false;

        this.mesh.Clear();

        int segmentCount = 0;

//		for (int j = 0; j < numMarks && j < maxMarks; j++) {
//			if (skidmarks[j].lastIndex != -1 && skidmarks[j].lastIndex > numMarks - maxMarks) {
//				segmentCount++;
//			}
//		}
//
//		segmentCount = 0;

        for (int i = 0; i < numMarks && i < maxMarks; i++)
        {
            if (skidmarks[i].lastIndex != -1 && skidmarks[i].lastIndex > numMarks - maxMarks)
            {
                markSection curr = skidmarks[i];
                markSection last = skidmarks[curr.lastIndex % maxMarks];

                vertices[segmentCount * 4 + 0] = last.posl;
                vertices[segmentCount * 4 + 1] = last.posr;
                vertices[segmentCount * 4 + 2] = curr.posl;
                vertices[segmentCount * 4 + 3] = curr.posr;

                normals[segmentCount * 4 + 0] = last.normal;
                normals[segmentCount * 4 + 1] = last.normal;
                normals[segmentCount * 4 + 2] = curr.normal;
                normals[segmentCount * 4 + 3] = curr.normal;

                tangents[segmentCount * 4 + 0] = last.tangent;
                tangents[segmentCount * 4 + 1] = last.tangent;
                tangents[segmentCount * 4 + 2] = curr.tangent;
                tangents[segmentCount * 4 + 3] = curr.tangent;

                colors[segmentCount * 4 + 0] = new Color(0, 0, 0, last.intensity);
                colors[segmentCount * 4 + 1] = new Color(0, 0, 0, last.intensity);
                colors[segmentCount * 4 + 2] = new Color(0, 0, 0, curr.intensity);
                colors[segmentCount * 4 + 3] = new Color(0, 0, 0, curr.intensity);

                uvs[segmentCount * 4 + 0] = new Vector2(0, 0);
                uvs[segmentCount * 4 + 1] = new Vector2(1, 0);
                uvs[segmentCount * 4 + 2] = new Vector2(0, 1);
                uvs[segmentCount * 4 + 3] = new Vector2(1, 1);

                triangles[segmentCount * 6 + 0] = segmentCount * 4 + 0;
                triangles[segmentCount * 6 + 2] = segmentCount * 4 + 1;
                triangles[segmentCount * 6 + 1] = segmentCount * 4 + 2;

                triangles[segmentCount * 6 + 3] = segmentCount * 4 + 2;
                triangles[segmentCount * 6 + 5] = segmentCount * 4 + 1;
                triangles[segmentCount * 6 + 4] = segmentCount * 4 + 3;
                segmentCount++;
            }
        }
        mesh.vertices  = vertices;
        mesh.normals   = normals;
        mesh.tangents  = tangents;
        mesh.triangles = triangles;
        mesh.colors    = colors;
        mesh.uv        = uvs;
    }