Пример #1
0
    public void ApplyBlendOffsets()
    {
        BlendShapeLoader           loader      = BlendShapeLoader.GetComponent <BlendShapeLoader>();
        Dictionary <string, float> blendValues = loader.GetBlendShapeValues();

        foreach (GameObject gameObject in m_particleEntities.Values)
        {
            DynamicParticleComponent particle = gameObject.GetComponent <DynamicParticleComponent>();

            BodyShapeOffSetTable offsetsTable = particle.ParticleInfo.VertInfo.BodyShapeOffsetTable;

            Vector3 offset   = Vector3.zero;
            Vector3 original = m_particleSnapShot[particle.ParticleInfo.VertInfo.VertID];

            offset = original;
            foreach (KeyValuePair <string, Vector3> kvp in offsetsTable.Definitions)
            {
                if (blendValues.TryGetValue(kvp.Key, out float blendValue))
                {
                    offset += Vector3.Lerp(original, kvp.Value, blendValue) - original;
                }
            }
            gameObject.transform.position = offset;
        }

        foreach (GameObject gameObject in m_collisionEntities.Values)
        {
            DynamicCollisionComponent collision    = gameObject.GetComponent <DynamicCollisionComponent>();
            CollisionInfoShapeOffsets offsetsTable = collision.CollisionInfo.CollisionInfoDefinition.BodyShapeOffSets;
        }
    }
Пример #2
0
    public void GenerateParticleOffset(string blendShapeName)
    {
        SkinnedMeshRenderer        skinnedMeshRender = Model.GetComponentInChildren <SkinnedMeshRenderer>();
        BlendShapeLoader           loader            = BlendShapeLoader.GetComponent <BlendShapeLoader>();
        MeshCollider               meshCollider      = loader.CurrentModel.AddComponent <MeshCollider>();
        Dictionary <string, float> blendValues       = loader.GetBlendShapeValues();

        loader.SetBlendShapeValue(blendShapeName, 1.0f);
        Mesh bakedMesh = new Mesh();

        skinnedMeshRender.BakeMesh(bakedMesh);

        meshCollider.sharedMesh = bakedMesh;

        foreach (GameObject gameObject in m_particleEntities.Values)
        {
            DynamicParticleComponent particle = gameObject.GetComponent <DynamicParticleComponent>();
            BodyShapeOffSetTable     offsets  = particle.ParticleInfo.VertInfo.BodyShapeOffsetTable;
            float   colliderRadius            = particle.ParticleInfo.ConfigValues.m_colliderRadius;
            float   colliderRadiusScale       = particle.ParticleInfo.VertInfo.ColliderRadiusScale;
            Vector3 pointOnMesh = meshCollider.ClosestPoint(gameObject.transform.position);
            Vector3 dir         = (pointOnMesh - gameObject.transform.position).normalized;

            Vector3 finalPosition = pointOnMesh + dir * (colliderRadius * colliderRadiusScale);

            offsets.Definitions[blendShapeName] = finalPosition;
        }

        DestroyImmediate(meshCollider);
    }
Пример #3
0
    public override void OnInspectorGUI()
    {
        DynamicParticleComponent dynamicParticle = (DynamicParticleComponent)target;
        ClothSimEntity           clothSimEntity  = dynamicParticle.ClothSimEntity;

        VertInfo vertInfo = dynamicParticle.ParticleInfo.VertInfo;

        JointInfoTable.JointInfoDefinition jointInfo = dynamicParticle.ParticleInfo.JointInfo;
        BodyShapeOffSetTable bodyShapesOffsetsTable  = dynamicParticle.ParticleInfo.VertInfo.BodyShapeOffsetTable;

        int vertID = vertInfo.VertID;

        vertInfo.VertID = EditorGUILayout.IntField("Vert ID", vertID);
        dynamicParticle.gameObject.name = vertInfo.VertID != vertID ? "Particle VertID : " + vertInfo.VertID.ToString() : dynamicParticle.gameObject.name;

        vertInfo.MassScale           = EditorGUILayout.FloatField("Mass Scale", vertInfo.MassScale);
        vertInfo.PullToSkinScale     = EditorGUILayout.FloatField("Pull To Skin Scale", vertInfo.PullToSkinScale);
        vertInfo.ColliderRadiusScale = EditorGUILayout.FloatField("Collider Radius Scale", vertInfo.ColliderRadiusScale);
        vertInfo.Position            = EditorGUILayout.Vector3Field("Position", vertInfo.Position);
        vertInfo.IsStatic            = EditorGUILayout.Toggle("Static", vertInfo.IsStatic);

        //update vert id.


        JointInfoDisplay(jointInfo);

        if (GUILayout.Button("Skin Weights Editor"))
        {
        }

        if (GUILayout.Button("Constraints Editor"))
        {
            ClothSimConstraintsEditorWindow constraintsWindow = EditorWindow.GetWindow <ClothSimConstraintsEditorWindow>();
            constraintsWindow.ParticleComponent = dynamicParticle;
            constraintsWindow.Show();
        }

        if (jointInfo == null)
        {
            if (GUILayout.Button("AddJointInfo"))
            {
                JointInfoTable.JointInfoDefinition newJointInfo = new JointInfoTable.JointInfoDefinition();

                clothSimEntity.AddJointInfo(newJointInfo);
                dynamicParticle.ParticleInfo.JointInfo = newJointInfo;
            }
        }
        else
        {
            if (GUILayout.Button("RemoveJointInfo"))
            {
                clothSimEntity.RemoveJointInfo(jointInfo);
                dynamicParticle.ParticleInfo.JointInfo = null;
            }
        }

        if (GUILayout.Button("Delete Patricle"))
        {
            clothSimEntity.DeleteParticle(dynamicParticle.gameObject);
        }

        BlendShapeEditor(clothSimEntity, dynamicParticle, dynamicParticle.ParticleInfo.VertInfo.BodyShapeOffsetTable);
    }
Пример #4
0
    private void BlendShapeEditor(ClothSimEntity clothSimEntity, DynamicParticleComponent dynamicParticle, BodyShapeOffSetTable offsetsTable)
    {
        EditorGUILayout.LabelField("", GUI.skin.horizontalSlider);
        ShapeRenderer    shapeRenderer    = clothSimEntity.ShapeRenderer.GetComponent <ShapeRenderer>();
        BlendShapeLoader blendShapeLoader = clothSimEntity.BlendShapeLoader.GetComponent <BlendShapeLoader>();

        string[] opts = offsetsTable.Definitions.Keys.ToArray();

        m_currentOffsetsIndex = EditorGUILayout.Popup(m_currentOffsetsIndex, opts);
        Material modelMaterial = clothSimEntity.Model.GetComponentInChildren <SkinnedMeshRenderer>().material;

        //this is Blah
        if (opts.Count() > 0)
        {
            EditorGUILayout.BeginHorizontal();
            if (GUILayout.Button("Edit"))
            {
                if (!m_isEditMode)
                {
                    if (offsetsTable.Definitions.TryGetValue(opts[m_currentOffsetsIndex], out Vector3 outVector))
                    {
                        float radius      = dynamicParticle.ParticleInfo.ConfigValues.m_colliderRadius;
                        float radiusScale = dynamicParticle.ParticleInfo.VertInfo.ColliderRadiusScale;
                        shapeRenderer.Initialise(Shape.ShapeType.Sphere, dynamicParticle.transform.rotation, dynamicParticle.transform.position, radius * radiusScale);
                        blendShapeLoader.ClearBlendShapes();
                        blendShapeLoader.SetBlendShapeActive(true);
                        blendShapeLoader.SetBlendShapeValue(opts[m_currentOffsetsIndex], 1.0f);
                        dynamicParticle.transform.position = outVector;
                        modelMaterial.color = ClothSimEntity.Translucient;

                        m_isEditMode = true;
                    }
                }
                else
                {
                    dynamicParticle.transform.position = shapeRenderer.transform.position;
                    shapeRenderer.Clear();
                    m_isEditMode = false;
                    blendShapeLoader.ClearBlendShapes();
                    modelMaterial.color = ClothSimEntity.Opaque;
                }
            }
            EditorGUILayout.EndHorizontal();

            if (m_isEditMode)
            {
                EditorGUILayout.BeginHorizontal();
                dynamicParticle.transform.position = EditorGUILayout.Vector3Field("Position", dynamicParticle.transform.position);

                if (GUILayout.Button("Save"))
                {
                    offsetsTable.Definitions[opts[m_currentOffsetsIndex]] = dynamicParticle.transform.position;
                    dynamicParticle.transform.position = shapeRenderer.transform.position;

                    shapeRenderer.Clear();
                    blendShapeLoader.ClearBlendShapes();
                    modelMaterial.color = ClothSimEntity.Opaque;
                    m_isEditMode        = false;
                }

                EditorGUILayout.EndHorizontal();
            }
        }


        EditorGUILayout.BeginHorizontal();
        if (GUILayout.Button("Add Offset"))
        {
        }

        if (GUILayout.Button("Remove Offset"))
        {
        }
        EditorGUILayout.EndHorizontal();
        EditorGUILayout.LabelField("", GUI.skin.horizontalSlider);
    }