public void SetSplatImplementation(SplatImplementation implementation)
 {
     if (implementation == _splatImplementationChoice)
     {
         return;
     }
     _particleContainer = SplatEnumToInstance(_splatImplementationChoice);
     _particleContainer.Initialise(_numParticles, _waveParticleKillThreshold);
 }
    public WaveParticleSystem(float particleSpeed, float particleRadius, int maxNumParticles, int horRes, int vertRes, float height, float width, float waveParticleKillThreshold)
    {
        _particleSpeed             = particleSpeed;
        _particleRadius            = particleRadius;
        _numParticles              = maxNumParticles;
        _waveParticleKillThreshold = waveParticleKillThreshold;
        _currentFrame              = 0;
        // TODO: move all relvant code to do with this to here!
        _frameCycleLength = WaveParticle.FRAME_CYCLE_LENGTH;

        _extendedHeightField = new ExtendedHeightField(width, height, horRes, vertRes);
        _extendedHeightField.Clear();

        _particleContainer = SplatEnumToInstance(_splatImplementationChoice);
        _particleContainer.Initialise(maxNumParticles, waveParticleKillThreshold);
        _heightFieldGenerator = ConvEnumToInstance(_convolutionImplementationChoice);
        _heightFieldGenerator.Initialise(_extendedHeightField.heightFieldInfo, _particleContainer);
    }
示例#3
0
    void Start()
    {
        waterMaterial = GetComponent <Renderer>().material;
        waveParticles.Initialise(numWaveParticles, waveParticleKillThreshold);
        {
            int   horRes  = 100;
            int   vertRes = 100;
            float height  = 8;
            float width   = 8;
            extendedHeightField = new ExtendedHeightField(width, height, horRes, vertRes);
            extendedHeightField.Clear();
        }

        _mesh     = GetComponent <MeshFilter>().mesh;
        vertices  = new Vector3[extendedHeightField.HoriRes * extendedHeightField.VertRes];
        uv        = new Vector2[extendedHeightField.HoriRes * extendedHeightField.VertRes];
        triangles = new int[(extendedHeightField.HoriRes - 1) * (extendedHeightField.VertRes - 1) * 6];

        heightFieldGenerator = HeightFieldGeneratorSelector.CreateAndInitialise(selectedHeightFieldGenerator, extendedHeightField.heightFieldInfo, waveParticles);


        // Initialise and set-up the mesh the wave particles will be rendered to
        {
            GenerateMeshFromHeightMap(extendedHeightField, vertices, uv, triangles, _mesh);
            Renderer rend = GetComponent <Renderer>();
            if (rend != null)
            {
                rend.material = waterMaterial;
                waterMaterial.SetTexture(Shader.PropertyToID("_MainTex"), extendedHeightField.textureHeightMap);
                waterMaterial.SetFloat(Shader.PropertyToID("_UnitX"), extendedHeightField.UnitX);
                waterMaterial.SetFloat(Shader.PropertyToID("_UnitY"), extendedHeightField.UnitY);
                waterMaterial.SetFloat(Shader.PropertyToID("_HoriResInverse"), 1f / ((float)extendedHeightField.HoriRes));
                waterMaterial.SetFloat(Shader.PropertyToID("_VertResInverse"), 1f / ((float)extendedHeightField.VertRes));
                waterMaterial.SetInt(Shader.PropertyToID("_VertexEnabled"), _useGpuForVertices ? 1 : 0);
            }
        }

        _hasStarted = true;
    }