Пример #1
0
        /// <summary>
        /// Creates or updates the underlying mesh data
        /// </summary>
        protected override void Initialize(bool setMesh = true)
        {
            base.Initialize(setMesh);

            m_MaxTrailPoints = Mathf.Max(m_MaxTrailPoints, 3);

            // If we already have the right amount of points and mesh, then we can get away with just clearing the curve out
            if (m_Points != null && m_MaxTrailPoints == m_Points.Length && m_XRMeshData != null)
            {
                Clear();
                return;
            }

            m_Points     = new Vector3[m_MaxTrailPoints];
            m_PointTimes = new float[m_MaxTrailPoints];

            // For a trail renderer we assume one big chain
            // We need a control point for each billboard and a control point for each pipe connecting them together
            // We make this a circular trail so the update logic is easier.  This gives us (position * 2)
            var neededPoints = Mathf.Max((m_MaxTrailPoints * 2), 0);

            if (m_XRMeshData == null)
            {
                m_XRMeshData = new XRMeshChain();
            }

            if (m_XRMeshData.reservedElements != neededPoints)
            {
                m_XRMeshData.worldSpaceData = true;
                m_XRMeshData.centerAtRoot   = true;
                m_XRMeshData.GenerateMesh(gameObject, true, neededPoints, setMesh);

                if (neededPoints == 0)
                {
                    return;
                }

                // Dirty all the VRMeshChain flags so everything gets refreshed
                m_MeshRenderer.enabled = false;
                m_XRMeshData.SetMeshDataDirty(XRMeshChain.MeshRefreshFlag.All);
                m_MeshNeedsRefreshing = true;
            }

            Clear();
        }
Пример #2
0
        /// <summary>
        /// Creates or updates the underlying mesh data
        /// </summary>
        protected override void Initialize(bool setMesh = true)
        {
            base.Initialize();
            CopyWorldSpaceDataFromMaterial();

            if (m_Positions == null)
            {
                m_Positions = new Vector3[0];
            }

            // For a line renderer we assume one big chain
            // We need a control point for each billboard and a control point for each pipe connecting them together
            // Except for the end, which must be capped with another billboard.  This gives us (positions * 2) - 1
            // If we're looping, then we do need one more pipe
            var neededPoints = m_Loop ? 1 : 0;

            neededPoints = Mathf.Max(neededPoints + (m_Positions.Length * 2) - 1, 0);

            if (m_XRMeshData == null)
            {
                m_XRMeshData = new XRMeshChain();
            }

            if (m_XRMeshData.reservedElements != neededPoints)
            {
                m_XRMeshData.worldSpaceData = useWorldSpace;
                m_XRMeshData.GenerateMesh(gameObject, true, neededPoints, setMesh);
            }

            // If we have no points, then just assume that stepping through a single point would take us through the whole line
            if (neededPoints == 0)
            {
                m_StepSize = 1.0f;
                return;
            }

            m_StepSize = 1.0f / Mathf.Max(m_Loop ? m_Positions.Length : m_Positions.Length - 1, 1.0f);

            var pointCounter   = 0;
            var elementCounter = 0;
            var stepPercent    = 0.0f;

            var lastColor = m_Color.Evaluate(stepPercent);
            var lastWidth = m_WidthCurve.Evaluate(stepPercent) * m_Width;

            // Initialize the single starting point
            m_XRMeshData.SetElementSize(elementCounter, lastWidth);
            m_XRMeshData.SetElementPosition(elementCounter, ref m_Positions[pointCounter]);
            m_XRMeshData.SetElementColor(elementCounter, ref lastColor);
            elementCounter++;
            pointCounter++;

            stepPercent += m_StepSize;

            // Now do the chain
            while (pointCounter < m_Positions.Length)
            {
                var currentWidth = m_WidthCurve.Evaluate(stepPercent) * m_Width;
                var currentColor = m_Color.Evaluate(stepPercent);

                // Create a pipe from the previous point to here
                m_XRMeshData.SetElementSize(elementCounter, lastWidth, currentWidth);
                m_XRMeshData.SetElementPipe(elementCounter, ref m_Positions[pointCounter - 1], ref m_Positions[pointCounter]);
                m_XRMeshData.SetElementColor(elementCounter, ref lastColor, ref currentColor);
                elementCounter++;

                // Now record our own point data
                m_XRMeshData.SetElementSize(elementCounter, currentWidth);
                m_XRMeshData.SetElementPosition(elementCounter, ref m_Positions[pointCounter]);
                m_XRMeshData.SetElementColor(elementCounter, ref currentColor);

                // Go onto the next point while retaining previous values we might need to lerp between
                lastWidth = currentWidth;
                lastColor = currentColor;
                elementCounter++;
                pointCounter++;
                stepPercent += m_StepSize;
            }

            if (m_Loop)
            {
                var currentWidth = m_WidthCurve.Evaluate(stepPercent) * m_Width;
                var currentColor = m_Color.Evaluate(stepPercent);
                m_XRMeshData.SetElementSize(elementCounter, lastWidth, currentWidth);
                m_XRMeshData.SetElementPipe(elementCounter, ref m_Positions[pointCounter - 1], ref m_Positions[0]);
                m_XRMeshData.SetElementColor(elementCounter, ref lastColor, ref currentColor);
            }

            // Dirty all the VRMeshChain flags so everything gets refreshed
            m_XRMeshData.SetMeshDataDirty(XRMeshChain.MeshRefreshFlag.All);
            m_MeshNeedsRefreshing = true;
        }