去掉obi,使用自写绳索
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@@ -1,74 +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 Extruded Renderer", 883)]
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[ExecuteInEditMode]
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[RequireComponent(typeof(ObiPathSmoother))]
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public class ObiRopeExtrudedRenderer : MonoBehaviour, ObiActorRenderer<ObiRopeExtrudedRenderer>
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{
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public ObiPathSmoother smoother { get; private set; } // Each renderer should have its own smoother. The renderer then has a method to get position and orientation at a point.
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public Material material;
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public RenderBatchParams renderParameters = new RenderBatchParams(true);
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[Range(0, 1)]
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public float uvAnchor = 0; /**< Normalized position of texture coordinate origin along rope.*/
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public Vector2 uvScale = Vector2.one; /**< Scaling of uvs along rope.*/
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public bool normalizeV = true;
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public ObiRopeSection section = null; /**< Section asset to be extruded along the rope.*/
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public float thicknessScale = 0.8f; /**< Scales section thickness.*/
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public ObiActor actor { get; private set; }
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public 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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smoother = GetComponent<ObiPathSmoother>();
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((ObiActorRenderer<ObiRopeExtrudedRenderer>)this).EnableRenderer();
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}
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public void OnDisable()
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{
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((ObiActorRenderer<ObiRopeExtrudedRenderer>)this).DisableRenderer();
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}
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public void OnValidate()
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{
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((ObiActorRenderer<ObiRopeExtrudedRenderer>)this).SetRendererDirty(Oni.RenderingSystemType.AllSmoothedRopes);
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}
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RenderSystem<ObiRopeExtrudedRenderer> ObiRenderer<ObiRopeExtrudedRenderer>.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 BurstExtrudedRopeRenderSystem(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 ComputeExtrudedRopeRenderSystem(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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