示例#1
0
    public override void Create()
    {
        Lifes.Add(force);
        Lifes.Add(constrain);
        Forms.Add(verts);

        force._Create();
        constrain._Create();
        verts._Create();

        force.BindPrimaryForm("_VertBuffer", verts);
        force.BindForm("_SkeletonBuffer", skeleton);

        force.BindAttribute("_NumVertsPerHair", "numVertsPerHair", skeleton);
        force.BindAttribute("_NumHairs", "numHairs", skeleton);
        force.BindAttribute("_VertsPerVert", "vertsPerVert", verts);

        constrain.BindPrimaryForm("_VertBuffer", verts);
        constrain.BindForm("_SkeletonBuffer", skeleton);

        constrain.BindAttribute("_NumVertsPerHair", "numVertsPerHair", skeleton);
        constrain.BindAttribute("_NumHairs", "numHairs", skeleton);
        constrain.BindAttribute("_VertsPerVert", "vertsPerVert", verts);
        constrain.BindAttribute("_Length", "armLength", this);
    }
示例#2
0
    // Use this for initialization
    public override void Create()
    {
        Lifes.Add(place);
        Lifes.Add(bodyTransfer);
        Forms.Add(skin.verts);
        Forms.Add(verts);
        Forms.Add(bodyVerts);
        Forms.Add(bodyTris);



        verts._Create(skin.verts);

        bodyVerts._Create(verts);
        bodyTris._Create(bodyVerts);



        place._Create();
        bodyTransfer._Create();

        place.BindPrimaryForm("_VertBuffer", verts);
        place.BindForm("_SkinnedBuffer", skin.verts);
        place.BindAttribute("_Whirlwind", "whirlwindState", this);
        place.BindAttribute("_WhirlwindSpeed", "whirlwindSpeed", this);

        bodyTransfer.BindAttribute("_CameraUp", "cameraUp", this);
        bodyTransfer.BindAttribute("_CameraLeft", "cameraLeft", this);
        bodyTransfer.BindAttribute("_Radius", "radius", this);


        bodyTransfer.BindPrimaryForm("_VertBuffer", bodyVerts);
        bodyTransfer.BindForm("_ParticleBuffer", verts);
    }
示例#3
0
文件: HairTips.cs 项目: yazici/AVA
    public override void Create()
    {
        /*
         * All of this info should be visualizable!
         */

        Lifes.Add(FlowerTransfer);

        Forms.Add(FlowerVerts);
        Forms.Add(FlowerTriangles);


        FlowerTransfer._Create();
        FlowerVerts._Create();
        FlowerTriangles._Create();
        body._Create();



        FlowerTransfer.BindPrimaryForm("_VertBuffer", FlowerVerts);
        FlowerTransfer.BindForm("_HairBuffer", Hair);

        FlowerTransfer.BindAttribute("_NumVertsPerHair", "numVertsPerHair", Hair);
        FlowerTransfer.BindAttribute("_Size", "size", this);
    }
示例#4
0
    public override void Create()
    {
        Lifes.Add(smooth);
        Forms.Add(smoothed);

        smooth._Create();
        smoothed._Create();

        smooth.BindPrimaryForm("_VertBuffer", smoothed);
        smooth.BindForm("_SkeletonBuffer", hair);

        smooth.BindAttribute("_NumVertsPerHair", "numVertsPerHair", hair);
        smooth.BindAttribute("_NumHairs", "numHairs", hair);
        smooth.BindAttribute("_SmoothNumVertsPerHair", "numVertsPerHair", smoothed);
    }
示例#5
0
    // Use this for initialization
    public override void Create()
    {
        Lifes.Add(skin);
        Forms.Add(verts);
        Forms.Add(tris);
        Forms.Add(bones);

        skin._Create();

        verts._Create(verts);
        tris._Create(tris);
        bones._Create(bones);

        skin.BindPrimaryForm("_VertBuffer", verts);
        skin.BindForm("_BoneBuffer", bones);
    }
示例#6
0
    // Use this for initialization
    public override void Create()
    {
        Lifes.Add(intersect);
        Lifes.Add(place);
        Lifes.Add(bodyTransfer);
        Forms.Add(particles);
        Forms.Add(bodyVerts);
        Forms.Add(bodyTris);

        mesh = skin.gameObject.GetComponent <MeshFilter>();

        particles._Create(skin.verts);

        bodyVerts._Create(particles);
        bodyTris._Create(bodyVerts);

        place._Create();
        intersect._Create();
        bodyTransfer._Create();

        place.BindPrimaryForm("_VertBuffer", particles);
        place.BindForm("_SkinnedBuffer", skin.verts);
        place.BindAttribute("_Transform", "transformFloats", this);


        intersect.BindForm("_ParticleBuffer", particles);
        intersect.BindForm("_SkinnedVertBuffer", skin.verts);
        intersect.BindPrimaryForm("_SkinnedTriBuffer", skin.tris);
        intersect.BindAttribute("_RO", "RayOrigin", touch);
        intersect.BindAttribute("_RD", "RayDirection", touch);
        intersect.BindAttribute("_Transform", "transformFloats", this);

        bodyTransfer.BindAttribute("_CameraUp", "cameraUp", this);
        bodyTransfer.BindAttribute("_CameraLeft", "cameraLeft", this);
        bodyTransfer.BindAttribute("_Radius", "radius", this);

        bodyTransfer.BindPrimaryForm("_VertBuffer", bodyVerts);
        bodyTransfer.BindForm("_ParticleBuffer", particles);
    }
示例#7
0
    public override void Create()
    {
        transformArray = new float[16];


        /*
         * All of this info should be visualizable!
         */

        Lifes.Add(SetHairPosition);
        Lifes.Add(HairCollision);
        Lifes.Add(HairConstraint0);
        Lifes.Add(HairConstraint1);
        Lifes.Add(HairTransfer);

        Forms.Add(Base);
        Forms.Add(Hair);
        Forms.Add(TubeVerts);
        Forms.Add(TubeTriangles);


        SetHairPosition._Create();
        HairCollision._Create();
        HairConstraint0._Create();
        HairConstraint1._Create();

        Base._Create();
        Hair._Create();


        HairTransfer._Create();
        TubeVerts._Create();
        TubeTriangles._Create();


        SetHairPosition.BindPrimaryForm("_VertBuffer", Hair);
        SetHairPosition.BindForm("_BaseBuffer", Base);

        HairCollision.BindPrimaryForm("_VertBuffer", Hair);
        HairCollision.BindForm("_BaseBuffer", Base);

        HairConstraint0.BindInt("_Pass", 0);
        HairConstraint0.BindPrimaryForm("_VertBuffer", Hair);

        HairConstraint1.BindInt("_Pass", 1);
        HairConstraint1.BindPrimaryForm("_VertBuffer", Hair);

        HairTransfer.BindPrimaryForm("_VertBuffer", TubeVerts);
        HairTransfer.BindForm("_HairBuffer", Hair);

        HairTransfer.BindAttribute("_TubeWidth", "width", TubeVerts);
        HairTransfer.BindAttribute("_TubeLength", "length", TubeVerts);
        HairTransfer.BindAttribute("_NumVertsPerHair", "numVertsPerHair", Hair);
        HairTransfer.BindAttribute("_TubeRadius", "tubeRadius", this);

        SetHairPosition.BindAttribute("_HairLength", "length", Hair);
        SetHairPosition.BindAttribute("_NumVertsPerHair", "numVertsPerHair", Hair);

        // Don't need to bind for all of them ( constraints ) because same shader
        HairCollision.BindAttribute("_HairLength", "length", Hair);
        HairCollision.BindAttribute("_NumVertsPerHair", "numVertsPerHair", Hair);
        HairCollision.BindAttribute("transform", "transformArray", this);
    }