Exemplo n.º 1
0
        /// /////////////////////////////////////////////////////////
        /// Manual methods
        /// /////////////////////////////////////////////////////////

        // Predefine fragments
        void Prefragment()
        {
            // Delete existing
            DeleteFragments();

            // Create fragments from cache
            fragments = RFDemolitionMesh.CreateFragments(this);

            // Stop
            if (HasFragments == false)
            {
                demolitionType = DemolitionType.None;
                return;
            }

            // Set physics properties
            for (int i = 0; i < fragments.Count; i++)
            {
                fragments[i].SetComponentsBasic();
                //fragments[i].SetParticleComponents();
                fragments[i].SetComponentsPhysics();
                fragments[i].SetObjectType();
            }

            // Deactivate fragments root
            if (rootChild != null)
            {
                rootChild.gameObject.SetActive(false);
            }
        }
Exemplo n.º 2
0
        // Copy from
        public void CopyFrom(RFDemolitionMesh demolition)
        {
            amount      = demolition.amount;
            variation   = demolition.variation;
            depthFade   = demolition.depthFade;
            seed        = demolition.seed;
            contactBias = demolition.contactBias;
            useShatter  = false;

            // TODO input mesh for fragments ?? turn off for now
            meshInput = demolition.meshInput;
            meshInput = MeshInputType.AtDemolition;

            properties.CopyFrom(demolition.properties);
            runtimeCaching = new RFRuntimeCaching();

            Reset();

            shatterMode        = 1;
            innerSubId         = 0;
            compressPrefab     = true;
            cacheRotationStart = Quaternion.identity;

            mesh      = null;
            rfShatter = null;
        }
Exemplo n.º 3
0
 // Precache meshes at awake
 void AwakePrecache()
 {
     if (demolitionType == DemolitionType.AwakePrecache && objectType == ObjectType.Mesh)
     {
         RFDemolitionMesh.CacheInstant(this);
     }
 }
Exemplo n.º 4
0
        // Predefine fragments
        void AwakePrefragment()
        {
            if (demolitionType == DemolitionType.AwakePrefragment && objectType == ObjectType.Mesh)
            {
                // Cache meshes
                RFDemolitionMesh.CacheInstant(this);

                // Predefine fragments
                Prefragment();
            }
        }
Exemplo n.º 5
0
 // Slice object
 public void Slice()
 {
     if (objectType == ObjectType.Mesh || objectType == ObjectType.SkinnedMesh)
     {
         RFDemolitionMesh.SliceMesh(this);
     }
     else if (objectType == ObjectType.ConnectedCluster)
     {
         RFDemolitionCluster.SliceConnectedCluster(this);
     }
 }
Exemplo n.º 6
0
        // Precache meshes in editor
        public void ManualPrecache()
        {
            if (demolitionType == DemolitionType.ManualPrecache && objectType == ObjectType.Mesh)
            {
                // Set components
                SetComponentsBasic();

                // Set components
                SetComponentsPhysics();

                // Cache meshes
                RFDemolitionMesh.CacheInstant(this);
            }
            else if (demolitionType == DemolitionType.ManualPrecache && objectType != ObjectType.Mesh)
            {
                Debug.Log("RayFire Rigid: " + name + " Object Type is not Mesh. Set to Mesh type to Precache.", gameObject);
            }
        }
Exemplo n.º 7
0
        // Precache meshes for prefab in editor
        public void PrefabPrecache()
        {
            if (demolitionType == DemolitionType.ManualPrefabPrecache && objectType == ObjectType.Mesh)
            {
                // Set components for mesh / skinned mesh / clusters
                SetComponentsBasic();

                // Cache meshes
                RFDemolitionMesh.CacheInstant(this);

                // Convert meshes to RFmeshes
                if (HasMeshes == true)
                {
                    rfMeshes = new RFMesh[meshes.Length];
                    for (int i = 0; i < meshes.Length; i++)
                    {
                        rfMeshes[i] = new RFMesh(meshes[i], meshDemolition.compressPrefab);
                    }
                }
                meshes = null;
            }
        }
Exemplo n.º 8
0
        // SLice mesh
        public static void SliceMesh(RayfireRigid scr)
        {
            // Empty lists
            scr.DeleteCache();
            scr.DeleteFragments();

            // SLice
            RFFragment.SliceMeshes(ref scr.meshes, ref scr.pivots, ref scr.subIds, scr, scr.limitations.slicePlanes);

            // Remove plane info
            scr.limitations.slicePlanes.Clear();

            // Stop
            if (scr.HasMeshes == false)
            {
                return;
            }

            // Get fragments
            scr.fragments = RFDemolitionMesh.CreateSlices(scr);

            // TODO check for fragments

            // Set demolition
            scr.limitations.demolished = true;

            // Fragments initialisation
            scr.InitMeshFragments();

            // Event
            scr.demolitionEvent.InvokeLocalEvent(scr);
            RFDemolitionEvent.InvokeGlobalEvent(scr);

            // Destroy original
            RayfireMan.DestroyFragment(scr, scr.rootParent);
        }
Exemplo n.º 9
0
        // Demolish object
        public void Demolish()
        {
            // Profiler.BeginSample ("Demolition");
            // Debug.Log (limitations.demolitionShould);

            // Initialize if not
            if (initialized == false)
            {
                Initialize();
            }

            // Timestamp
            float t1 = Time.realtimeSinceStartup;

            // Restore position and rotation to prevent high collision offset
            transForm.position = physics.position;
            transForm.rotation = physics.rotation;

            // Demolish mesh or cluster to reference
            if (RFReferenceDemolition.DemolishReference(this) == false)
            {
                return;
            }

            // Demolish mesh and create fragments. Stop if runtime caching or no meshes/fragments were created
            if (RFDemolitionMesh.DemolishMesh(this) == false)
            {
                return;
            }

            /* EXPERIMENTAL
             * // TODO Clusterize
             * bool clusterize = true;
             * if (clusterize == true && objectType == ObjectType.Mesh && demolitionType == DemolitionType.Runtime)
             * {
             *
             *  foreach (var frag in fragments)
             *  {
             *      Destroy (frag.physics.rigidBody);
             *      Destroy (frag);
             *  }
             *
             *  RayfireRigid scr = this.rootChild.gameObject.AddComponent<RayfireRigid>();
             *  this.CopyPropertiesTo (scr);
             *  scr.demolitionType = DemolitionType.Runtime;
             *  scr.objectType     = ObjectType.ConnectedCluster;
             *
             *  scr.limitations.contactPoint   = this.limitations.contactPoint;
             *  scr.limitations.contactNormal  = this.limitations.contactNormal;
             *  scr.limitations.contactVector3 = this.limitations.contactVector3;
             *
             *  scr.physics.velocity = this.physics.velocity;
             *
             *  scr.clusterDemolition.cluster  = new RFCluster();
             *  scr.Initialize();
             *
             *  scr.physics.rigidBody.velocity   = this.physics.velocity;
             *  scr.limitations.demolitionShould = true;
             *  //scr.Demolish();
             *  RayfireMan.DestroyFragment (this, rootParent);
             *  return;
             * }
             */


            // Demolish cluster to children nodes
            if (RFDemolitionCluster.DemolishCluster(this) == true)
            {
                return;
            }

            // Check fragments and proceed TODO separate flow for connected cls demolition
            if (limitations.demolished == false)
            {
                limitations.demolitionShould = false;
                demolitionType = DemolitionType.None;
                return;
            }

            // Connectivity check
            activation.CheckConnectivity();

            // Fragments initialisation
            InitMeshFragments();

            // Sum total demolition time
            RayfireMan.inst.maxTimeThisFrame += Time.realtimeSinceStartup - t1;

            // Init particles
            RFParticles.InitDemolitionParticles(this);

            // Init sound
            RFSound.DemolitionSound(sound, limitations.bboxSize);

            // Event
            demolitionEvent.InvokeLocalEvent(this);
            RFDemolitionEvent.InvokeGlobalEvent(this);

            // Destroy demolished object
            RayfireMan.DestroyFragment(this, rootParent);

            // Timestamp
            // float t2 = Time.realtimeSinceStartup;
            // Debug.Log (t2 - t1);
            // Profiler.EndSample();
        }
Exemplo n.º 10
0
        // Demolish object
        public void Demolish()
        {
            // Profiler.BeginSample ("Demolition");
            // Debug.Log (limitations.demolitionShould);

            // Initialize if not
            if (initialized == false)
            {
                Initialize();
            }

            // Timestamp
            float t1 = Time.realtimeSinceStartup;

            // Restore position and rotation to prevent high collision offset
            transForm.position = physics.position;
            transForm.rotation = physics.rotation;

            // Demolish mesh or cluster to reference
            if (RFReferenceDemolition.DemolishReference(this) == false)
            {
                return;
            }

            // Demolish mesh and create fragments. Stop if runtime caching or no meshes/fragments were created
            if (RFDemolitionMesh.DemolishMesh(this) == false)
            {
                return;
            }

            // Demolish cluster to children nodes
            if (RFDemolitionCluster.DemolishCluster(this) == true)
            {
                return;
            }

            // Check fragments and proceed TODO separate flow for connected cls demolition
            if (limitations.demolished == false)
            {
                limitations.demolitionShould = false;
                demolitionType = DemolitionType.None;
                return;
            }

            // Connectivity check
            activation.CheckConnectivity();

            // Fragments initialisation
            InitMeshFragments();

            // Sum total demolition time
            RayfireMan.inst.maxTimeThisFrame += Time.realtimeSinceStartup - t1;

            // Init particles
            RFParticles.InitDemolitionParticles(this);

            // Event
            demolitionEvent.InvokeLocalEvent(this);
            RFDemolitionEvent.InvokeGlobalEvent(this);

            // Destroy demolished object
            RayfireMan.DestroyFragment(this, rootParent);

            // Timestamp
            // float t2 = Time.realtimeSinceStartup;
            // Debug.Log (t2 - t1);
            // Profiler.EndSample();
        }
Exemplo n.º 11
0
        // Demolish object to reference
        public static bool DemolishReference(RayfireRigid scr)
        {
            if (scr.demolitionType == DemolitionType.ReferenceDemolition)
            {
                // Get instance
                GameObject referenceGo = scr.referenceDemolition.GetReference();

                // Has reference
                if (referenceGo != null)
                {
                    // Instantiate turned off reference
                    bool refState = referenceGo.activeSelf;
                    referenceGo.SetActive(false);
                    GameObject fragRoot = scr.InstantiateGo(referenceGo);
                    referenceGo.SetActive(refState);
                    fragRoot.name = referenceGo.name;

                    // Set tm
                    scr.rootChild                  = fragRoot.transform;
                    scr.rootChild.position         = scr.transForm.position;
                    scr.rootChild.rotation         = scr.transForm.rotation;
                    scr.rootChild.transform.parent = RayfireMan.inst.transForm;

                    // Clear list for fragments
                    scr.fragments = new List <RayfireRigid>();

                    // Check root for rigid props
                    RayfireRigid rootScr = fragRoot.gameObject.GetComponent <RayfireRigid>();

                    // Reference Root has not rigid. Add to
                    if (rootScr == null && scr.referenceDemolition.addRigid == true)
                    {
                        // Add rigid and copy
                        rootScr = fragRoot.gameObject.AddComponent <RayfireRigid>();
                        rootScr.initialization = RayfireRigid.InitType.AtStart;

                        scr.CopyPropertiesTo(rootScr);

                        // Copy particles
                        RFParticles.CopyParticles(scr, rootScr);

                        // Single mesh TODO improve
                        if (fragRoot.transform.childCount == 0)
                        {
                            rootScr.objectType = ObjectType.Mesh;
                        }

                        // Multiple meshes
                        if (fragRoot.transform.childCount > 0)
                        {
                            rootScr.objectType = ObjectType.MeshRoot;
                        }
                    }

                    // Activate and init rigid
                    scr.rootChild.gameObject.SetActive(true);

                    // Reference has rigid
                    if (rootScr != null)
                    {
                        // Create rigid for root children
                        if (rootScr.objectType == ObjectType.MeshRoot)
                        {
                            for (int i = 0; i < rootScr.fragments.Count; i++)
                            {
                                rootScr.fragments[i].limitations.currentDepth++;
                            }
                            scr.fragments.AddRange(rootScr.fragments);
                            scr.DestroyRigid(rootScr);
                        }

                        // Get ref rigid
                        else if (rootScr.objectType == ObjectType.Mesh ||
                                 rootScr.objectType == ObjectType.SkinnedMesh)
                        {
                            rootScr.meshDemolition.runtimeCaching.type = CachingType.Disable;
                            RFDemolitionMesh.DemolishMesh(rootScr);

                            // TODO COPY MESH DATA FROM ROOTSCR TO THIS TO REUSE

                            scr.fragments.AddRange(rootScr.fragments);
                            RayfireMan.DestroyFragment(rootScr, rootScr.rootParent, 1f);
                        }

                        // Get ref rigid
                        else if (rootScr.objectType == ObjectType.NestedCluster ||
                                 rootScr.objectType == ObjectType.ConnectedCluster)
                        {
                            rootScr.Default();
                            rootScr.limitations.contactPoint = scr.limitations.contactPoint;
                            RFDemolitionCluster.DemolishCluster(rootScr);
                            rootScr.physics.exclude = true;
                            scr.fragments.AddRange(rootScr.fragments);
                            RayfireMan.DestroyFragment(rootScr, rootScr.rootParent, 1f);
                        }

                        // Has rigid by has No fragments. Stop demolition
                        if (scr.HasFragments == false)
                        {
                            scr.demolitionType = DemolitionType.None;
                            return(false);
                        }
                    }
                }

                // Has no rigid, has No fragments, but demolished
                scr.limitations.demolished = true;
            }

            return(true);
        }
Exemplo n.º 12
0
        // Demolish object to reference
        public static bool DemolishReference(RayfireRigid scr)
        {
            if (scr.demolitionType == DemolitionType.ReferenceDemolition)
            {
                // Demolished
                scr.limitations.demolished = true;

                // Turn off original
                scr.gameObject.SetActive(false);

                // Get instance
                GameObject refGo = scr.referenceDemolition.GetReference();

                // Has no reference
                if (refGo == null)
                {
                    return(true);
                }

                // Instantiate turned off reference with null parent
                GameObject instGo = Object.Instantiate(refGo, scr.transForm.position, scr.transForm.rotation);
                instGo.name = refGo.name;

                // Set root to manager or to the same parent
                if (RayfireMan.inst != null && RayfireMan.inst.advancedDemolitionProperties.parent == RFManDemolition.FragmentParentType.Manager)
                {
                    instGo.transform.parent = RayfireMan.inst.transform;
                }
                else
                {
                    instGo.transform.parent = scr.transForm.parent;
                }

                // Set tm
                scr.rootChild = instGo.transform;

                // Copy scale
                if (scr.referenceDemolition.inheritScale == true)
                {
                    scr.rootChild.localScale = scr.transForm.localScale;
                }

                // Clear list for fragments
                scr.fragments = new List <RayfireRigid>();

                // Check root for rigid props
                RayfireRigid refScr = instGo.gameObject.GetComponent <RayfireRigid>();

                // Reference Root has not rigid. Add to
                if (refScr == null && scr.referenceDemolition.addRigid == true)
                {
                    // Add rigid and copy
                    refScr = instGo.gameObject.AddComponent <RayfireRigid>();

                    // Copy rigid
                    scr.CopyPropertiesTo(refScr);

                    // Copy particles
                    RFParticles.CopyParticles(scr, refScr);

                    // Single mesh TODO improve
                    if (instGo.transform.childCount == 0)
                    {
                        refScr.objectType = ObjectType.Mesh;
                    }

                    // Multiple meshes
                    if (instGo.transform.childCount > 0)
                    {
                        refScr.objectType = ObjectType.MeshRoot;
                    }
                }

                // Activate and init rigid
                instGo.transform.gameObject.SetActive(true);

                // Reference has rigid
                if (refScr != null)
                {
                    // Init if not initialized yet
                    refScr.Initialize();

                    // Create rigid for root children
                    if (refScr.objectType == ObjectType.MeshRoot)
                    {
                        for (int i = 0; i < refScr.fragments.Count; i++)
                        {
                            refScr.fragments[i].limitations.currentDepth++;
                        }
                        scr.fragments.AddRange(refScr.fragments);
                        scr.DestroyRigid(refScr);
                    }

                    // Get ref rigid
                    else if (refScr.objectType == ObjectType.Mesh ||
                             refScr.objectType == ObjectType.SkinnedMesh)
                    {
                        refScr.meshDemolition.runtimeCaching.type = CachingType.Disable;
                        RFDemolitionMesh.DemolishMesh(refScr);

                        // TODO COPY MESH DATA FROM ROOTSCR TO THIS TO REUSE

                        scr.fragments.AddRange(refScr.fragments);


                        RayfireMan.DestroyFragment(refScr, refScr.rootParent, 1f);
                    }

                    // Get ref rigid
                    else if (refScr.objectType == ObjectType.NestedCluster ||
                             refScr.objectType == ObjectType.ConnectedCluster)
                    {
                        refScr.Default();

                        // Copy contact data
                        refScr.limitations.contactPoint   = scr.limitations.contactPoint;
                        refScr.limitations.contactVector3 = scr.limitations.contactVector3;
                        refScr.limitations.contactNormal  = scr.limitations.contactNormal;

                        // Demolish
                        RFDemolitionCluster.DemolishCluster(refScr);

                        // Collect new fragments
                        scr.fragments.AddRange(refScr.fragments);


                        //refScr.physics.exclude = true;
                        //RayfireMan.DestroyFragment (refScr, refScr.rootParent, 1f);
                    }
                }
            }

            return(true);
        }