Пример #1
0
        private Mesh MeshOfDecalsMeshRenderer(DecalsMeshRenderer a_DecalsMeshRenderer)
        {
            Mesh sharedMesh;

            if (Application.isPlaying)
            {
                if (a_DecalsMeshRenderer.MeshFilter.mesh != null)
                {
                    sharedMesh = a_DecalsMeshRenderer.MeshFilter.mesh;
                    sharedMesh.Clear();
                }
                else
                {
                    sharedMesh = new Mesh {
                        name = "Decal Mesh"
                    };
                    a_DecalsMeshRenderer.MeshFilter.mesh = sharedMesh;
                }
            }
            else if (a_DecalsMeshRenderer.MeshFilter.sharedMesh != null)
            {
                sharedMesh = a_DecalsMeshRenderer.MeshFilter.sharedMesh;
                sharedMesh.Clear();
            }
            else
            {
                sharedMesh = new Mesh {
                    name = "Decal Mesh"
                };
                a_DecalsMeshRenderer.MeshFilter.sharedMesh = sharedMesh;
            }
            return(sharedMesh);
        }
Пример #2
0
        private void PopDecalsMeshRenderer()
        {
            DecalsMeshRenderer renderer = this.m_DecalsMeshRenderers[this.m_DecalsMeshRenderers.Count - 1];

            if (Application.isPlaying)
            {
                Destroy(renderer.MeshFilter.mesh);
                Destroy(renderer.gameObject);
            }
            this.m_DecalsMeshRenderers.RemoveAt(this.m_DecalsMeshRenderers.Count - 1);
        }
Пример #3
0
        private void PushDecalsMeshRenderer()
        {
            GameObject obj2      = new GameObject("Decals Mesh Renderer");
            Transform  transform = obj2.transform;

            transform.parent        = base.transform;
            transform.localPosition = Vector3.zero;
            transform.localRotation = Quaternion.identity;
            transform.localScale    = Vector3.one;
            DecalsMeshRenderer item = this.AddDecalsMeshRendererComponentToGameObject(obj2);

            item.MeshRenderer.material = base.CurrentMaterial;
            this.m_DecalsMeshRenderers.Add(item);
        }
Пример #4
0
        public override void InitializeDecalsMeshRenderers()
        {
            this.m_DecalsMeshRenderers.Clear();
            Transform cachedTransform = base.CachedTransform;

            for (int i = 0; i < cachedTransform.childCount; i++)
            {
                DecalsMeshRenderer component = cachedTransform.GetChild(i).GetComponent <DecalsMeshRenderer>();
                if (component != null)
                {
                    this.m_DecalsMeshRenderers.Add(component);
                }
            }
        }
Пример #5
0
        private void ApplyToDecalsMeshRenderer(DecalsMeshRenderer a_DecalsMeshRenderer, DecalsMesh a_DecalsMesh)
        {
            Mesh mesh = this.MeshOfDecalsMeshRenderer(a_DecalsMeshRenderer);

            mesh.Clear();
            if (!Edition.IsDX11)
            {
                mesh.MarkDynamic();
            }
            mesh.vertices = a_DecalsMesh.Vertices.ToArray();
            mesh.normals  = (base.CurrentNormalsMode == NormalsMode.None) ? null : a_DecalsMesh.Normals.ToArray();
            mesh.tangents = (base.CurrentTangentsMode == TangentsMode.None) ? null : a_DecalsMesh.Tangents.ToArray();
            if (!base.UseVertexColors)
            {
                mesh.colors = null;
            }
            else
            {
                Color[] colorArray = a_DecalsMesh.VertexColors.ToArray();
                if (a_DecalsMesh.PreserveVertexColorArrays)
                {
                    a_DecalsMesh.PreservedVertexColorArrays.Add(colorArray);
                }
                mesh.colors = colorArray;
            }
            Vector2[] item = a_DecalsMesh.UVs.ToArray();
            if (a_DecalsMesh.PreserveProjectedUVArrays)
            {
                a_DecalsMesh.PreservedProjectedUVArrays.Add(item);
            }
            mesh.uv = item;
            if (base.CurrentUV2Mode == UV2Mode.None)
            {
                mesh.uv2 = null;
            }
            else
            {
                Vector2[] vectorArray2 = a_DecalsMesh.UV2s.ToArray();
                if (a_DecalsMesh.PreserveProjectedUV2Arrays)
                {
                    a_DecalsMesh.PreservedProjectedUV2Arrays.Add(vectorArray2);
                }
                mesh.uv2 = vectorArray2;
            }
            mesh.triangles = a_DecalsMesh.Triangles.ToArray();
        }
Пример #6
0
        public override void UpdateVertexColors(DecalsMesh a_DecalsMesh)
        {
            base.UpdateVertexColors(a_DecalsMesh);
            int num  = 0;
            int num2 = 0;

            for (int i = 0; i < this.m_DecalsMeshRenderers.Count; i++)
            {
                DecalsMeshRenderer renderer = this.m_DecalsMeshRenderers[i];
                Mesh mesh = !Application.isPlaying ? renderer.MeshFilter.sharedMesh : renderer.MeshFilter.mesh;
                num2 = (num2 + mesh.vertexCount) - 1;
                Color[] colorArray = a_DecalsMesh.PreservedVertexColorArrays[i];
                CopyListRangeToArray <Color>(ref colorArray, a_DecalsMesh.VertexColors, num, num2);
                mesh.colors = colorArray;
                num         = num2;
            }
        }
Пример #7
0
        public override void UpdateProjectedUVs(DecalsMesh a_DecalsMesh)
        {
            base.UpdateProjectedUVs(a_DecalsMesh);
            int num  = 0;
            int num2 = 0;

            for (int i = 0; i < this.m_DecalsMeshRenderers.Count; i++)
            {
                DecalsMeshRenderer renderer = this.m_DecalsMeshRenderers[i];
                Mesh mesh = !Application.isPlaying ? renderer.MeshFilter.sharedMesh : renderer.MeshFilter.mesh;
                num2 = (num2 + mesh.vertexCount) - 1;
                Vector2[] vectorArray = a_DecalsMesh.PreservedProjectedUVArrays[i];
                CopyListRangeToArray <Vector2>(ref vectorArray, a_DecalsMesh.UVs, num, num2);
                mesh.uv = vectorArray;
                num     = num2;
            }
        }
Пример #8
0
 public override void UpdateDecalsMeshes(DecalsMesh a_DecalsMesh)
 {
     base.UpdateDecalsMeshes(a_DecalsMesh);
     if (a_DecalsMesh.Vertices.Count <= 0xffff)
     {
         if (this.m_DecalsMeshRenderers.Count == 0)
         {
             this.PushDecalsMeshRenderer();
         }
         else if (this.m_DecalsMeshRenderers.Count > 1)
         {
             while (this.m_DecalsMeshRenderers.Count > 1)
             {
                 this.PopDecalsMeshRenderer();
             }
         }
         DecalsMeshRenderer renderer = this.m_DecalsMeshRenderers[0];
         this.ApplyToDecalsMeshRenderer(renderer, a_DecalsMesh);
     }
     else
     {
         int num  = 0;
         int num2 = 0;
         while (true)
         {
             if (num2 >= a_DecalsMesh.Projectors.Count)
             {
                 while ((num + 1) < this.m_DecalsMeshRenderers.Count)
                 {
                     this.PopDecalsMeshRenderer();
                 }
                 break;
             }
             GenericDecalProjectorBase base2 = a_DecalsMesh.Projectors[num2];
             GenericDecalProjectorBase base3 = a_DecalsMesh.Projectors[num2];
             if (num >= this.m_DecalsMeshRenderers.Count)
             {
                 this.PushDecalsMeshRenderer();
             }
             DecalsMeshRenderer renderer2 = this.m_DecalsMeshRenderers[num];
             int num3 = 0;
             int num4 = num2;
             GenericDecalProjectorBase base4 = a_DecalsMesh.Projectors[num2];
             while (true)
             {
                 if ((num2 >= a_DecalsMesh.Projectors.Count) || ((num3 + base4.DecalsMeshVertexCount) > 0xffff))
                 {
                     if (num4 != num2)
                     {
                         this.ApplyToDecalsMeshRenderer(renderer2, a_DecalsMesh, base2, base3);
                         num++;
                     }
                     num2++;
                     break;
                 }
                 base3 = base4;
                 num3 += base4.DecalsMeshVertexCount;
                 num2++;
                 if (num2 < a_DecalsMesh.Projectors.Count)
                 {
                     base4 = a_DecalsMesh.Projectors[num2];
                 }
             }
         }
     }
     base.SetDecalsMeshesAreNotOptimized();
 }
Пример #9
0
        private void ApplyToDecalsMeshRenderer(DecalsMeshRenderer a_DecalsMeshRenderer, DecalsMesh a_DecalsMesh, GenericDecalProjectorBase a_FirstProjector, GenericDecalProjectorBase a_LastProjector)
        {
            int  decalsMeshLowerVertexIndex   = a_FirstProjector.DecalsMeshLowerVertexIndex;
            int  decalsMeshUpperVertexIndex   = a_LastProjector.DecalsMeshUpperVertexIndex;
            int  decalsMeshLowerTriangleIndex = a_FirstProjector.DecalsMeshLowerTriangleIndex;
            int  decalsMeshUpperTriangleIndex = a_LastProjector.DecalsMeshUpperTriangleIndex;
            Mesh mesh = this.MeshOfDecalsMeshRenderer(a_DecalsMeshRenderer);

            mesh.Clear();
            if (!Edition.IsDX11)
            {
                mesh.MarkDynamic();
            }
            Vector3[] vectorArray = new Vector3[(decalsMeshUpperVertexIndex - decalsMeshLowerVertexIndex) + 1];
            CopyListRangeToArray <Vector3>(ref vectorArray, a_DecalsMesh.Vertices, decalsMeshLowerVertexIndex, decalsMeshUpperVertexIndex);
            mesh.vertices = vectorArray;
            int[] numArray = new int[(decalsMeshUpperTriangleIndex - decalsMeshLowerTriangleIndex) + 1];
            CopyListRangeToArray <int>(ref numArray, a_DecalsMesh.Triangles, decalsMeshLowerTriangleIndex, decalsMeshUpperTriangleIndex);
            for (int i = 0; i < numArray.Length; i++)
            {
                numArray[i] -= decalsMeshLowerVertexIndex;
            }
            mesh.triangles = numArray;
            Vector2[] vectorArray2 = new Vector2[(decalsMeshUpperVertexIndex - decalsMeshLowerVertexIndex) + 1];
            CopyListRangeToArray <Vector2>(ref vectorArray2, a_DecalsMesh.UVs, decalsMeshLowerVertexIndex, decalsMeshUpperVertexIndex);
            if (a_DecalsMesh.PreserveProjectedUVArrays)
            {
                a_DecalsMesh.PreservedProjectedUVArrays.Add(vectorArray2);
            }
            mesh.uv = vectorArray2;
            if ((base.CurrentUV2Mode == UV2Mode.None) || (base.CurrentUV2Mode == UV2Mode.Lightmapping))
            {
                mesh.uv2 = null;
            }
            else
            {
                Vector2[] vectorArray3 = new Vector2[(decalsMeshUpperVertexIndex - decalsMeshLowerVertexIndex) + 1];
                CopyListRangeToArray <Vector2>(ref vectorArray3, a_DecalsMesh.UV2s, decalsMeshLowerVertexIndex, decalsMeshUpperVertexIndex);
                if (a_DecalsMesh.PreserveProjectedUV2Arrays)
                {
                    a_DecalsMesh.PreservedProjectedUV2Arrays.Add(vectorArray3);
                }
                mesh.uv2 = vectorArray3;
            }
            if (base.CurrentNormalsMode == NormalsMode.None)
            {
                mesh.normals = null;
            }
            else
            {
                Vector3[] vectorArray4 = new Vector3[(decalsMeshUpperVertexIndex - decalsMeshLowerVertexIndex) + 1];
                CopyListRangeToArray <Vector3>(ref vectorArray4, a_DecalsMesh.Normals, decalsMeshLowerVertexIndex, decalsMeshUpperVertexIndex);
                mesh.normals = vectorArray4;
            }
            if (base.CurrentTangentsMode == TangentsMode.None)
            {
                mesh.tangents = null;
            }
            else
            {
                Vector4[] vectorArray5 = new Vector4[(decalsMeshUpperVertexIndex - decalsMeshLowerVertexIndex) + 1];
                CopyListRangeToArray <Vector4>(ref vectorArray5, a_DecalsMesh.Tangents, decalsMeshLowerVertexIndex, decalsMeshUpperVertexIndex);
                mesh.tangents = vectorArray5;
            }
            if (!base.UseVertexColors)
            {
                mesh.colors = null;
            }
            else
            {
                Color[] colorArray = new Color[(decalsMeshUpperVertexIndex - decalsMeshLowerVertexIndex) + 1];
                CopyListRangeToArray <Color>(ref colorArray, a_DecalsMesh.VertexColors, decalsMeshLowerVertexIndex, decalsMeshUpperVertexIndex);
                if (a_DecalsMesh.PreserveVertexColorArrays)
                {
                    a_DecalsMesh.PreservedVertexColorArrays.Add(colorArray);
                }
                mesh.colors = colorArray;
            }
        }