void Start()
    {
        _drawArgsBuffer = new ComputeBuffer(
            1, 5 * sizeof(uint), ComputeBufferType.IndirectArguments
            );

        _drawArgsBuffer.SetData(new uint[5] {
            BoidMesh.GetIndexCount(0), (uint)BoidsCount, 0, 0, 0
        });

        this.boidsData    = new GPUBoid_Skinned_Affector[this.BoidsCount];
        this.kernelHandle = _ComputeFlock.FindKernel("CSMain");

        for (int i = 0; i < this.BoidsCount; i++)
        {
            this.boidsData[i] = this.CreateBoidData();
        }

        BoidBuffer = new ComputeBuffer(BoidsCount, 48);
        BoidBuffer.SetData(this.boidsData);

        AffectorBuffer = new ComputeBuffer(NbAffectorsPerRay, 20);

        GenerateSkinnedAnimationForGPUBuffer();

        var dataToPaths = new PointsFromData();

        dataToPaths.GeneratePointsFrom(DrawingAffectors, DrawingAffectorsOffset, new Vector3(0, 90, 0), ReverseYAxisDrawingAffectors, ScaleDrawingAffectors);
        GenerateDrawingAffectors(dataToPaths.Points.ToArray(), 2, 2);
    }
Exemplo n.º 2
0
    void Start()
    {
        BoidMaterial = new Material(BoidMaterial);

        _drawArgsBuffer = new ComputeBuffer(
            1, 5 * sizeof(uint), ComputeBufferType.IndirectArguments
            );

        _drawArgsBuffer.SetData(new uint[5] {
            BoidMesh.GetIndexCount(0), (uint)BoidsCount, 0, 0, 0
        });

        this.boidsData    = new GPUBoid[this.BoidsCount];
        this.kernelHandle = _ComputeFlock.FindKernel("CSMain");

        for (int i = 0; i < this.BoidsCount; i++)
        {
            this.boidsData[i] = this.CreateBoidData();
        }

        BoidBuffer = new ComputeBuffer(BoidsCount, Marshal.SizeOf(typeof(GPUBoid)));
        BoidBuffer.SetData(this.boidsData);

        GenerateSkinnedAnimationForGPUBuffer();

        if (UseAffectors)
        {
            if (UseMeshAffectors)
            {
                var bounds         = MeshAffectors.bounds;
                var scaledVertices = MeshAffectors.vertices.Select(v => (v) * (ReverseYAxisDrawingAffectors ? -1 : 1) * ScaleDrawingAffectors + DrawingAffectorsOffset).ToArray();
                GenerateDrawingAffectors(scaledVertices, 0, 0, 3);
            }
            else
            {
                var dataToPaths = new PointsFromData();
                dataToPaths.GeneratePointsFrom(DrawingAffectors, DrawingAffectorsOffset, new Vector3(0, 90, 0), ReverseYAxisDrawingAffectors, ScaleDrawingAffectors);
                GenerateDrawingAffectors(dataToPaths.Points.ToArray());
            }
        }
        else
        {
            AffectorBuffer = new ComputeBuffer(1, Marshal.SizeOf(typeof(GPUAffector)));
        }

        SetComputeData();
        SetMaterialData();

        if (DrawILoveUnity)
        {
            StartCoroutine(DrawILoveUnityForever());
        }
    }
Exemplo n.º 3
0
    IEnumerator DrawILoveUnityForever()
    {
        var dataToPaths = new PointsFromData();

        dataToPaths.GeneratePointsFrom(EyeDrawing, new Vector3(0, 2, -2), new Vector3(0, 90, 0), ReverseYAxisDrawingAffectors, 0.03f);
        var eyePoints = dataToPaths.Points.ToArray();

        dataToPaths.GeneratePointsFrom(HeartDrawing, new Vector3(0, 2, -2), new Vector3(0, 90, 0), ReverseYAxisDrawingAffectors, 0.05f);
        var heartPoints = dataToPaths.Points.ToArray();

        dataToPaths.GeneratePointsFrom(UnityDrawing, new Vector3(0, 0, -1), new Vector3(0, 90, 0), ReverseYAxisDrawingAffectors, 0.1f);
        var unityPoints = dataToPaths.Points.ToArray();

        yield return(new WaitForSeconds(3f));

        while (true)
        {
            GenerateDrawingAffectors(eyePoints, 0, 0, 0);
            yield return(new WaitForSeconds(3f));

            GenerateDrawingAffectors(new Vector3[1], 0, 0, 0);
            yield return(new WaitForSeconds(0.5f));

            GenerateDrawingAffectors(heartPoints, 0, 0, 0);
            yield return(new WaitForSeconds(3f));

            GenerateDrawingAffectors(new Vector3[1], 0, 0, 0);
            yield return(new WaitForSeconds(0.5f));

            GenerateDrawingAffectors(unityPoints, 2, 0, 0);
            yield return(new WaitForSeconds(4f));

            GenerateDrawingAffectors(new Vector3[1], 0, 0, 0);
            yield return(new WaitForSeconds(2f));
        }
    }