Пример #1
0
        public void UpdateSimulating(CarAnimationData animData, UnityEngine.Mesh animBakingMesh, float eventTime, float deltaTime)
        {
            if (crAnimation_ == null)
            {
                return;
            }

            crAnimation_.Update(deltaTime);
            float targetTime = eventTime + deltaTime;

            for (int i = 0; i < arrSkinnedMeshRenderer_.Length; ++i)
            {
                uint idBody = arrIdBodySkinnedGameObjects_[i];
                SkinnedMeshRenderer smRenderer = arrSkinnedMeshRenderer_[i];

                GameObject gameObject = smRenderer.gameObject;

                smRenderer.BakeMesh(animBakingMesh);

                if (idBody != uint.MaxValue)
                {
                    Matrix4x4 m_MODEL_TO_WORLD = gameObject.transform.localToWorldMatrix;
                    RigidbodyManager.Rg_addEventTargetArrPos_WORLD((double)eventTime, (double)targetTime, idBody, ref m_MODEL_TO_WORLD, animBakingMesh.vertices);
                }
            }

            for (int i = 0; i < arrNormalMeshRenderer_.Length; ++i)
            {
                uint         idBody     = arrIdBodyNormalGameObjects_[i];
                MeshRenderer renderer   = arrNormalMeshRenderer_[i];
                GameObject   gameObject = renderer.gameObject;

                if (idBody != uint.MaxValue)
                {
                    Matrix4x4 m_MODEL_TO_WORLD = gameObject.transform.localToWorldMatrix;

                    if (crAnimation_.IsVertexAnimated(gameObject))
                    {
                        MeshFilter mf   = gameObject.GetComponent <MeshFilter>();
                        Mesh       mesh = mf.sharedMesh;
                        RigidbodyManager.Rg_addEventTargetArrPos_WORLD((double)eventTime, (double)targetTime, idBody, ref m_MODEL_TO_WORLD, mesh.vertices);
                    }
                    else
                    {
                        RigidbodyManager.Rg_addEventTargetPos_WORLD((double)eventTime, (double)targetTime, idBody, ref m_MODEL_TO_WORLD, 0.01);
                    }
                }
            }
            animData.timeAnimated_ += deltaTime;
        }
            public void UpdateSimulating(CRAnimationData animData, UnityEngine.Mesh animBakingMesh, float eventTime, float deltaTime)
            {
                animator_.Update(deltaTime);

                double targetTime = eventTime + deltaTime;

                for (int i = 0; i < arrSkinnedMeshRenderer_.Length; ++i)
                {
                    uint idBody = arrIdBodySkinnedGameObjects_[i];
                    SkinnedMeshRenderer smRenderer = arrSkinnedMeshRenderer_[i];

                    GameObject gameObject = smRenderer.gameObject;

                    smRenderer.BakeMesh(animBakingMesh);

                    if (idBody != uint.MaxValue)
                    {
                        Matrix4x4 m_MODEL_TO_WORLD = gameObject.transform.localToWorldMatrix;

                        RigidbodyManager.Rg_addEventTargetArrPos_WORLD((double)eventTime, targetTime, idBody, ref m_MODEL_TO_WORLD, animBakingMesh.vertices);
                    }
                }

                for (int i = 0; i < arrNormalMeshRenderer_.Length; ++i)
                {
                    uint         idBody     = arrIdBodyNormalGameObjects_[i];
                    MeshRenderer renderer   = arrNormalMeshRenderer_[i];
                    GameObject   gameObject = renderer.gameObject;

                    if (idBody != uint.MaxValue)
                    {
                        Matrix4x4 m_MODEL_TO_WORLD = gameObject.transform.localToWorldMatrix;

                        RigidbodyManager.Rg_addEventTargetPos_WORLD((double)eventTime, targetTime, idBody, ref m_MODEL_TO_WORLD, 0.01);
                    }
                }
                animData.timeAnimated_ += deltaTime;
            }