예제 #1
0
        private GameObject FindOrCreate(string name)
        {
            var        childTransform = generated.transform.Find(name);
            GameObject res;

            if (childTransform == null)
            {
                res = UOUtility.Create(name,
                                       generated,
                                       typeof(MeshFilter),
                                       typeof(MeshRenderer),
                                       typeof(MeshBender),
                                       typeof(MeshCollider));
                res.isStatic = true;
            }
            else
            {
                res = childTransform.gameObject;
            }
            res.GetComponent <MeshRenderer>().material = material;
            res.GetComponent <MeshCollider>().material = physicMaterial;
            MeshBender mb = res.GetComponent <MeshBender>();

            mb.Source = SourceMesh.Build(mesh)
                        .Translate(translation)
                        .Rotate(Quaternion.Euler(rotation))
                        .Scale(scale);
            mb.Mode = mode;
            return(res);
        }
예제 #2
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        private ref SourceMesh GetCurrentRepeatSource(int repeatStep, int repetitionCount)
        {
            UnityEngine.Random.InitState(repeatStep);
            if (null != extraSources && 0 < extraSources.Length)
            {
                for (int i = 0; i < extraSources.Length; ++i)
                {
                    ref SourceMesh extraSource = ref extraSources[i];
                    switch (extraSource.placeType)
                    {
                    case MeshPlaceType.Sequence:
                    {
                        int seqIndex = Mathf.RoundToInt(extraSource.placeWeight);
                        if (0 <= Mathf.Sign(extraSource.placeWeight) && seqIndex == repeatStep)
                        {
                            return(ref extraSource);
                        }
                        if (-0 >= Mathf.Sign(extraSource.placeWeight) && seqIndex == (repeatStep - (repetitionCount - 1)))
                        {
                            return(ref extraSource);
                        }
                    }
                    break;

                    case MeshPlaceType.Random:
                        if (UnityEngine.Random.value <= extraSource.placeWeight)
                        {
                            return(ref extraSource);
                        }
                        break;
                    }
                }
            }
예제 #3
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        private void Init()
        {
            string generatedName     = "generated by " + GetType().Name;
            var    generatedTranform = transform.Find(generatedName);

            generated = generatedTranform != null ? generatedTranform.gameObject : UOUtility.Create(generatedName, gameObject,
                                                                                                    typeof(MeshFilter),
                                                                                                    typeof(MeshRenderer),
                                                                                                    typeof(MeshBender));

            generated.GetComponent <MeshRenderer>().material = material;

            if (generated.GetComponent <DecrepitEffect>() == null)
            {
                generated.AddComponent <DecrepitEffect>();
            }
            meshBender = generated.GetComponent <MeshBender>();
            spline     = GetComponent <Spline>();

            meshBender.Source = SourceMesh.Build(mesh)
                                .Rotate(Quaternion.Euler(rotation))
                                .Scale(scale);
            meshBender.Mode = MeshBender.FillingMode.StretchToInterval;
            meshBender.SetInterval(spline, 0, 0.01f);
        }
 /// <summary>
 /// copy constructor
 /// </summary>
 /// <param name="other"></param>
 private SourceMesh(SourceMesh other)
 {
     mesh        = other.mesh;
     translation = other.translation;
     rotation    = other.rotation;
     scale       = other.scale;
 }
예제 #5
0
        private GameObject FindOrCreate(string name)
        {
            var        childTransform = generated.transform.Find(name);
            GameObject res;

            if (childTransform == null)
            {
                res = UOUtility.Create(name,
                                       generated,
                                       typeof(MeshFilter),
                                       typeof(MeshRenderer),
                                       typeof(MeshBender),
                                       typeof(MeshCollider));
                res.isStatic = !updateInPlayMode;
            }
            else
            {
                res = childTransform.gameObject;
            }
            res.GetComponent <MeshRenderer>().material = material;
            res.GetComponent <MeshCollider>().material = physicMaterial;
            MeshBender mb = res.GetComponent <MeshBender>();

            mb.Source = SourceMesh.Build(mesh)
                        .Translate(translation)
                        .Rotate(Quaternion.Euler(rotation))
                        .Scale(scale);
            if (null != extraMeshes && 0 < extraMeshes.Length)
            {
                List <Material> materials = new List <Material>();
                materials.Add(material);

                SourceMesh[] extraSourceMeshes = new SourceMesh[extraMeshes.Length];
                for (int i = 0; i < extraMeshes.Length; ++i)
                {
                    var T = translation;
                    var R = rotation;
                    var S = scale;
                    if (extraMeshes[i].useCustomTRS)
                    {
                        T = extraMeshes[i].customTranslation;
                        R = extraMeshes[i].customRotation;
                    }
                    extraSourceMeshes[i] = SourceMesh.Build(extraMeshes[i].mesh)
                                           .Translate(T)
                                           .Rotate(Quaternion.Euler(R))
                                           .Scale(S);
                    extraSourceMeshes[i].placeType   = extraMeshes[i].placeType;
                    extraSourceMeshes[i].placeWeight = extraMeshes[i].placeWeight;
                    materials.Add(extraMeshes[i].material);
                }
                Array.Sort(extraSourceMeshes, (x, y) => (int)x.placeType - (int)y.placeType);
                mb.ExtraSources = extraSourceMeshes;
                res.GetComponent <MeshRenderer>().materials = materials.ToArray();
            }
            mb.Mode = mode;
            return(res);
        }
예제 #6
0
파일: SourceMesh.cs 프로젝트: CHE6yp/Logic
        public SourceMesh Scale(Vector3 scale)
        {
            var res = new SourceMesh(this)
            {
                scale = scale
            };

            return(res);
        }
예제 #7
0
파일: SourceMesh.cs 프로젝트: CHE6yp/Logic
        public SourceMesh Rotate(Quaternion rotation)
        {
            var res = new SourceMesh(this)
            {
                rotation = rotation
            };

            return(res);
        }
예제 #8
0
파일: SourceMesh.cs 프로젝트: CHE6yp/Logic
        public SourceMesh Translate(Vector3 translation)
        {
            var res = new SourceMesh(this)
            {
                translation = translation
            };

            return(res);
        }
예제 #9
0
        public void CreateMeshes()
        {
            List <GameObject> used = new List <GameObject>();

            for (int i = 0; i < spline.GetCurves().Count; i++)
            {
                var curve = spline.GetCurves()[i];
                foreach (var tm in segments[i].transformedMeshes)
                {
                    if (tm.mesh == null)
                    {
                        // if there is no mesh specified for this segment, we ignore it.
                        continue;
                    }

                    // we try to find a game object previously generated. this avoids destroying/creating
                    // game objects at each update, wich is faster.
                    var        childName      = "segment " + i + " mesh " + segments[i].transformedMeshes.IndexOf(tm);
                    var        childTransform = generated.transform.Find(childName);
                    GameObject go;
                    if (childTransform == null)
                    {
                        go = UOUtility.Create(childName,
                                              generated,
                                              typeof(MeshFilter),
                                              typeof(MeshRenderer),
                                              typeof(MeshBender),
                                              typeof(MeshCollider));
                        go.isStatic = true;
                    }
                    else
                    {
                        go = childTransform.gameObject;
                    }
                    go.GetComponent <MeshRenderer>().material = tm.material;
                    go.GetComponent <MeshCollider>().material = tm.physicMaterial;

                    // we update the data in the bender. It will decide itself if the bending must be recalculated.
                    MeshBender mb = go.GetComponent <MeshBender>();
                    mb.Source = SourceMesh.Build(tm.mesh)
                                .Translate(tm.translation)
                                .Rotate(Quaternion.Euler(tm.rotation))
                                .Scale(tm.scale);
                    mb.SetInterval(curve);
                    mb.ComputeIfNeeded();
                    used.Add(go);
                }
            }

            // finally, we destroy the unused objects
            foreach (var go in generated.transform
                     .Cast <Transform>()
                     .Select(child => child.gameObject).Except(used))
            {
                UOUtility.Destroy(go);
            }
        }
예제 #10
0
파일: SourceMesh.cs 프로젝트: CHE6yp/Logic
 /// <summary>
 /// copy constructor
 /// </summary>
 /// <param name="other"></param>
 private SourceMesh(SourceMesh other)
 {
     Mesh        = other.Mesh;
     translation = other.translation;
     rotation    = other.rotation;
     scale       = other.scale;
     vertices    = null;
     triangles   = null;
     minX        = 0;
     length      = 0;
 }
        private void Init()
        {
            for (int i = 0; i < meshes.Count; i++)
            {
                string generatedName     = i + ". generated by " + GetType().Name;
                var    generatedTranform = transform.Find(generatedName);

                GameObject generated = generatedTranform != null ? generatedTranform.gameObject : UOUtility.Create(generatedName, gameObject,
                                                                                                                   typeof(MeshFilter),
                                                                                                                   typeof(MeshRenderer),
                                                                                                                   typeof(MeshBender));

                // some harmless bug TODO
                if (generatedList.Count < i + 1)
                {
                    generatedList.Add(generated);
                }
                else
                {
                    generatedList[i] = generated;
                }

                generatedList[i].GetComponent <MeshRenderer>().material = materials[i];

                MeshBender meshBender = generatedList[i].GetComponent <MeshBender>();

                if (meshBenders.Count < i + 1)
                {
                    meshBenders.Add(meshBender);
                }
                else
                {
                    meshBenders[i] = meshBender;
                }

                meshBenders[i] = generatedList[i].GetComponent <MeshBender>();
                spline         = GetComponent <Spline>();

                meshBenders[i].Source = SourceMesh.Build(meshes[i])
                                        .Translate(translations[i])
                                        .Rotate(Quaternion.Euler(rotations[i]))
                                        .Scale(scales[i]);
                meshBenders[i].Mode = MeshBender.FillingMode.Repeat;
                meshBenders[i].SetInterval(spline, 0);
            }

            // First mesh determines lenght of generation
            contortionLength = meshBenders[0].Source.Length * ((float)(Repeat) + 0.1f);
        }
예제 #12
0
 private void UpdateSourceMeshes()
 {
     if (null == sourceMeshes || sourceMeshes.Length != meshInfos.Length)
     {
         sourceMeshes = new SourceMesh[meshInfos.Length];
     }
     for (int i = 0; i < meshInfos.Length; ++i)
     {
         var newSourceMesh = SourceMesh.Build(meshInfos[i].mesh)
                             .Translate(meshInfos[i].translation)
                             .Rotate(Quaternion.Euler(meshInfos[i].rotation))
                             .Scale(meshInfos[i].scale);
         if (false == sourceMeshes[i].Equals(newSourceMesh))
         {
             sourceMeshes[i] = newSourceMesh;
         }
     }
 }
예제 #13
0
        private GameObject FindOrCreateRender(string parentName, string name)
        {
            var childTransform = generated.transform.Find(name);

            if (collider)
            {
                var parentTransform = generated.transform.Find(parentName);
                childTransform = parentTransform.Find(name);
            }
            GameObject res;

            if (childTransform == null)
            {
                res = UOUtility.Create(name,
                                       generated,
                                       typeof(MeshFilter),
                                       typeof(MeshRenderer),
                                       typeof(MeshBender));
                res.isStatic = true;
            }
            else
            {
                res = childTransform.gameObject;
            }
            res.GetComponent <MeshRenderer>().material = material;
            MeshBender mb = res.GetComponent <MeshBender>();

            mb.Source = SourceMesh.Build(mesh)
                        .Translate(translation)
                        .Rotate(Quaternion.Euler(rotation))
                        .Scale(scale);
            if (mode == MeshBender.FillingMode.CustomIntervals)
            {
                mb.SetCustomInterval(customIntervalStart, customIntervalEnd);
            }
            mb.Mode = mode;
            return(res);
        }
예제 #14
0
        public void CreateMeshes()
        {
            if (null == spline || null == meshInfos || 0 == meshInfos.Length)
            {
                return;
            }

            UpdateSourceMeshes();
            UpdateDecisionParts();

            string generatedName     = "generated by " + GetType().Name;
            var    generatedTranform = transform.Find(generatedName);

            generated          = generatedTranform != null ? generatedTranform.gameObject : UOUtility.Create(generatedName, gameObject);
            generated.isStatic = false == updateInPlayMode;
            generated.layer    = gameObject.layer;

            var generatedChildren = generated.transform.Cast <Transform>().ToList();

            foreach (var child in generatedChildren)
            {
                if (null == child)
                {
                    continue;
                }

                var meshCollider = child.GetComponent <MeshCollider>();
                if (meshCollider)
                {
                    meshCollider.enabled = false;
                }
            }

            var meshChunkDict = new Dictionary <Material, List <MeshChunk> >();
            var sampleCache   = new Dictionary <float, CurveSample>();

            float offset = 0;

            for (int i = 0; i < decisionParts.Count; ++i)
            {
                int index = decisionParts[i];

                if (false == meshChunkDict.ContainsKey(meshInfos[index].material))
                {
                    meshChunkDict.Add(meshInfos[index].material, new List <MeshChunk>());
                }

                var meshChunkList = meshChunkDict[meshInfos[index].material];

                int vertexCount = meshInfos[index].mesh.vertices.Length;

                bool isReachedMaxVertices = 0 < meshChunkList.Count && PerChunkMaxVertices < (meshChunkList.Last().bentVertices.Count + vertexCount);
                bool isReachedMaxLength   = 0 < meshChunkList.Count && PerChunkMaxLength < meshChunkList.Last().length;
                if (0 == meshChunkList.Count || isReachedMaxVertices || isReachedMaxLength)
                {
                    meshChunkList.Add(new MeshChunk()
                    {
                        bentVertices = new List <MeshVertex>(vertexCount),
                        triangles    = new List <int>(vertexCount / 3),
                        uv           = new List <Vector2> [8],
                        length       = 0
                    });
                }

                var meshChunk = meshChunkList.Last();

                ref SourceMesh sourceMesh = ref sourceMeshes[index];

                meshChunk.triangles.AddRange(sourceMesh.Triangles.Select(idx => idx + meshChunk.bentVertices.Count));
                List <Vector2> UV = new List <Vector2>();
                for (int channel = 0; channel < 8; ++channel)
                {
                    UV.Clear();
                    sourceMesh.Mesh.GetUVs(channel, UV);
                    if (0 < UV.Count)
                    {
                        if (null == meshChunk.uv[channel])
                        {
                            meshChunk.uv[channel] = new List <Vector2>();
                        }
                        int fillCount = Mathf.Max(0, (meshChunk.bentVertices.Count - UV.Count) - meshChunk.uv[channel].Count);
                        if (0 < fillCount)
                        {
                            meshChunk.uv[channel].AddRange(Enumerable.Repeat(Vector2.zero, fillCount));
                        }
                        meshChunk.uv[channel].AddRange(UV);
                    }
                }

                foreach (var vertex in sourceMesh.Vertices)
                {
                    var vert = new MeshVertex(vertex.position, vertex.normal, vertex.uv);

                    vert.position.x *= partsScale;

                    float distance = vert.position.x - sourceMesh.MinX * partsScale + offset;

                    distance = Mathf.Clamp(distance, 0, spline.Length);

                    CurveSample sample;
                    if (false == sampleCache.TryGetValue(distance, out sample))
                    {
                        sample = spline.GetSampleAtDistance(distance);
                        if (heightSync)
                        {
                            var        sampleLocationWS = spline.transform.TransformPoint(sample.location);
                            RaycastHit hitInfo;
                            if (Physics.Raycast(sampleLocationWS + Vector3.up * heightSyncTraceRange, -Vector3.up, out hitInfo, heightSyncTraceRange * 2, heightSyncLayerMask))
                            {
                                var newSampleLocation = spline.transform.InverseTransformPoint(hitInfo.point);
                                var newSampleUp       = heightNormalSync ? spline.transform.InverseTransformDirection(hitInfo.normal) : sample.up;
                                sample = new CurveSample(newSampleLocation, sample.tangent, newSampleUp, sample.scale, sample.roll, sample.distanceInCurve, sample.timeInCurve, sample.curve);
                            }
                        }

                        sampleCache.Add(distance, sample);
                    }

                    MeshVertex bentVertex = sample.GetBent(vert);
                    meshChunk.bentVertices.Add(bentVertex);
                }

                offset           += sourceMeshes[index].Length * partsScale;
                meshChunk.length += sourceMeshes[index].Length * partsScale;
            }