去掉obi,使用自写绳索
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@@ -1,79 +0,0 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using Unity.Profiling;
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namespace Obi
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{
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[AddComponentMenu("Physics/Obi/Obi Rope Chain Renderer", 885)]
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[ExecuteInEditMode]
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public class ObiRopeChainRenderer : MonoBehaviour, ObiActorRenderer<ObiRopeChainRenderer>
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{
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[Serializable]
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public struct LinkModifier
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{
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public Vector3 translation;
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public Vector3 scale;
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public Vector3 rotation;
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public void Clear()
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{
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translation = Vector3.zero;
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scale = Vector3.one;
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rotation = Vector3.zero;
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}
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}
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public Mesh linkMesh;
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public Material linkMaterial;
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public Vector3 linkScale = Vector3.one; /**< Scale of chain links.*/
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[Range(0, 1)]
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public float twistAnchor = 0; /**< Normalized position of twisting origin along rope.*/
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public float linkTwist = 0; /**< Amount of twist applied to each section, in degrees.*/
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public List<LinkModifier> linkModifiers = new List<LinkModifier>();
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public RenderBatchParams renderParameters = new RenderBatchParams(true);
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public ObiActor actor { get; private set; }
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void Awake()
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{
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actor = GetComponent<ObiActor>();
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}
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public void OnEnable()
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{
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((ObiActorRenderer<ObiRopeChainRenderer>)this).EnableRenderer();
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}
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public void OnDisable()
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{
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((ObiActorRenderer<ObiRopeChainRenderer>)this).DisableRenderer();
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}
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public void OnValidate()
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{
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((ObiActorRenderer<ObiRopeChainRenderer>)this).SetRendererDirty(Oni.RenderingSystemType.ChainRope);
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}
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RenderSystem<ObiRopeChainRenderer> ObiRenderer<ObiRopeChainRenderer>.CreateRenderSystem(ObiSolver solver)
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{
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switch (solver.backendType)
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{
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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
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case ObiSolver.BackendType.Burst: return new BurstChainRopeRenderSystem(solver);
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#endif
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case ObiSolver.BackendType.Compute:
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default:
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if (SystemInfo.supportsComputeShaders)
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return new ComputeChainRopeRenderSystem(solver);
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return null;
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}
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}
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}
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}
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