重新导入obi

This commit is contained in:
2026-04-06 11:35:18 +08:00
parent 05fa2d6e5e
commit ae3002a0e2
1643 changed files with 232496 additions and 13 deletions

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using System;
using System.Collections.Generic;
using UnityEngine;
using Unity.Profiling;
namespace Obi
{
[AddComponentMenu("Physics/Obi/Obi Rope Chain Renderer", 885)]
[ExecuteInEditMode]
public class ObiRopeChainRenderer : MonoBehaviour
{
static ProfilerMarker m_UpdateChainRopeRendererChunksPerfMarker = new ProfilerMarker("UpdateChainRopeRenderer");
[HideInInspector] [SerializeField] public List<GameObject> linkInstances = new List<GameObject>();
[SerializeProperty("RandomizeLinks")]
[SerializeField] private bool randomizeLinks = false;
public Vector3 linkScale = Vector3.one; /**< Scale of chain links.*/
public List<GameObject> linkPrefabs = new List<GameObject>();
[Range(0, 1)]
public float twistAnchor = 0; /**< Normalized position of twisting origin along rope.*/
public float sectionTwist = 0; /**< Amount of twist applied to each section, in degrees.*/
ObiPathFrame frame = new ObiPathFrame();
void Awake()
{
ClearChainLinkInstances();
}
public bool RandomizeLinks
{
get { return randomizeLinks; }
set
{
if (value != randomizeLinks)
{
randomizeLinks = value;
CreateChainLinkInstances(GetComponent<ObiRopeBase>());
}
}
}
void OnEnable()
{
GetComponent<ObiRopeBase>().OnInterpolate += UpdateRenderer;
}
void OnDisable()
{
GetComponent<ObiRopeBase>().OnInterpolate -= UpdateRenderer;
ClearChainLinkInstances();
}
/**
* Destroys all chain link instances. Used when the chain must be re-created from scratch, and when the actor is disabled/destroyed.
*/
public void ClearChainLinkInstances()
{
if (linkInstances == null)
return;
for (int i = 0; i < linkInstances.Count; ++i)
{
if (linkInstances[i] != null)
GameObject.DestroyImmediate(linkInstances[i]);
}
linkInstances.Clear();
}
public void CreateChainLinkInstances(ObiRopeBase rope)
{
ClearChainLinkInstances();
if (linkPrefabs.Count > 0)
{
for (int i = 0; i < rope.particleCount; ++i)
{
int index = randomizeLinks ? UnityEngine.Random.Range(0, linkPrefabs.Count) : i % linkPrefabs.Count;
GameObject linkInstance = null;
if (linkPrefabs[index] != null)
{
linkInstance = GameObject.Instantiate(linkPrefabs[index]);
linkInstance.transform.SetParent(rope.transform, false);
linkInstance.hideFlags = HideFlags.HideAndDontSave;
linkInstance.SetActive(false);
}
linkInstances.Add(linkInstance);
}
}
}
public void UpdateRenderer(ObiActor actor)
{
using (m_UpdateChainRopeRendererChunksPerfMarker.Auto())
{
var rope = actor as ObiRopeBase;
// In case there are no link prefabs to instantiate:
if (linkPrefabs.Count == 0)
return;
// Regenerate instances if needed:
if (linkInstances == null || linkInstances.Count < rope.particleCount)
{
CreateChainLinkInstances(rope);
}
var blueprint = rope.sourceBlueprint;
int elementCount = rope.elements.Count;
float twist = -sectionTwist * elementCount * twistAnchor;
//we will define and transport a reference frame along the curve using parallel transport method:
frame.Reset();
frame.SetTwist(twist);
int lastParticle = -1;
for (int i = 0; i < elementCount; ++i)
{
ObiStructuralElement elm = rope.elements[i];
Vector3 pos = rope.GetParticlePosition(elm.particle1);
Vector3 nextPos = rope.GetParticlePosition(elm.particle2);
Vector3 linkVector = nextPos - pos;
Vector3 tangent = linkVector.normalized;
if (rope.sourceBlueprint.usesOrientedParticles)
{
frame.Transport(nextPos, tangent, rope.GetParticleOrientation(elm.particle1) * Vector3.up, twist);
twist += sectionTwist;
}
else
{
frame.Transport(nextPos, tangent, sectionTwist);
}
if (linkInstances[i] != null)
{
linkInstances[i].SetActive(true);
Transform linkTransform = linkInstances[i].transform;
linkTransform.position = pos + linkVector * 0.5f;
linkTransform.localScale = rope.GetParticleMaxRadius(elm.particle1) * 2 * linkScale;
linkTransform.rotation = Quaternion.LookRotation(tangent, frame.normal);
}
lastParticle = elm.particle2;
}
for (int i = elementCount; i < linkInstances.Count; ++i)
{
if (linkInstances[i] != null)
linkInstances[i].SetActive(false);
}
}
}
}
}

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using System;
using System.Collections.Generic;
using UnityEngine;
using Unity.Profiling;
namespace Obi
{
[AddComponentMenu("Physics/Obi/Obi Rope Extruded Renderer", 883)]
[ExecuteInEditMode]
[RequireComponent(typeof(MeshRenderer))]
[RequireComponent(typeof(MeshFilter))]
[RequireComponent(typeof(ObiPathSmoother))]
public class ObiRopeExtrudedRenderer : MonoBehaviour
{
static ProfilerMarker m_UpdateExtrudedRopeRendererChunksPerfMarker = new ProfilerMarker("UpdateExtrudedRopeRenderer");
private List<Vector3> vertices = new List<Vector3>();
private List<Vector3> normals = new List<Vector3>();
private List<Vector4> tangents = new List<Vector4>();
private List<Vector2> uvs = new List<Vector2>();
private List<Color> vertColors = new List<Color>();
private List<int> tris = new List<int>();
ObiPathSmoother smoother; // Each renderer should have its own smoother. The renderer then has a method to get position and orientation at a point.
[HideInInspector] [NonSerialized] public Mesh extrudedMesh;
[Range(0, 1)]
public float uvAnchor = 0; /**< Normalized position of texture coordinate origin along rope.*/
public Vector2 uvScale = Vector2.one; /**< Scaling of uvs along rope.*/
public bool normalizeV = true;
public ObiRopeSection section = null; /**< Section asset to be extruded along the rope.*/
public float thicknessScale = 0.8f; /**< Scales section thickness.*/
void OnEnable()
{
smoother = GetComponent<ObiPathSmoother>();
smoother.OnCurveGenerated += UpdateRenderer;
CreateMeshIfNeeded();
}
void OnDisable()
{
smoother.OnCurveGenerated -= UpdateRenderer;
GameObject.DestroyImmediate(extrudedMesh);
}
private void CreateMeshIfNeeded()
{
if (extrudedMesh == null)
{
extrudedMesh = new Mesh();
extrudedMesh.name = "extrudedMesh";
extrudedMesh.MarkDynamic();
GetComponent<MeshFilter>().mesh = extrudedMesh;
}
}
public void UpdateRenderer(ObiActor actor)
{
using (m_UpdateExtrudedRopeRendererChunksPerfMarker.Auto())
{
if (section == null)
return;
var rope = actor as ObiRopeBase;
CreateMeshIfNeeded();
ClearMeshData();
int sectionIndex = 0;
int sectionSegments = section.Segments;
int verticesPerSection = sectionSegments + 1; // the last vertex in each section must be duplicated, due to uv wraparound.
float vCoord = -uvScale.y * rope.restLength * uvAnchor; // v texture coordinate.
float actualToRestLengthRatio = smoother.SmoothLength / rope.restLength;
Vector3 vertex = Vector3.zero, normal = Vector3.zero;
Vector4 texTangent = Vector4.zero;
Vector2 uv = Vector2.zero;
for (int c = 0; c < smoother.smoothChunks.Count; ++c)
{
ObiList<ObiPathFrame> curve = smoother.smoothChunks[c];
for (int i = 0; i < curve.Count; ++i)
{
// Calculate previous and next curve indices:
int prevIndex = Mathf.Max(i - 1, 0);
// advance v texcoord:
vCoord += uvScale.y * (Vector3.Distance(curve.Data[i].position, curve.Data[prevIndex].position) /
(normalizeV ? smoother.SmoothLength : actualToRestLengthRatio));
// calculate section thickness and scale the basis vectors by it:
float sectionThickness = curve.Data[i].thickness * thicknessScale;
// Loop around each segment:
int nextSectionIndex = sectionIndex + 1;
for (int j = 0; j <= sectionSegments; ++j)
{
// make just one copy of the section vertex:
Vector2 sectionVertex = section.vertices[j];
// calculate normal using section vertex, curve normal and binormal:
normal.x = (sectionVertex.x * curve.Data[i].normal.x + sectionVertex.y * curve.Data[i].binormal.x) * sectionThickness;
normal.y = (sectionVertex.x * curve.Data[i].normal.y + sectionVertex.y * curve.Data[i].binormal.y) * sectionThickness;
normal.z = (sectionVertex.x * curve.Data[i].normal.z + sectionVertex.y * curve.Data[i].binormal.z) * sectionThickness;
// offset curve position by normal:
vertex.x = curve.Data[i].position.x + normal.x;
vertex.y = curve.Data[i].position.y + normal.y;
vertex.z = curve.Data[i].position.z + normal.z;
// cross(normal, curve tangent)
texTangent.x = normal.y * curve.Data[i].tangent.z - normal.z * curve.Data[i].tangent.y;
texTangent.y = normal.z * curve.Data[i].tangent.x - normal.x * curve.Data[i].tangent.z;
texTangent.z = normal.x * curve.Data[i].tangent.y - normal.y * curve.Data[i].tangent.x;
texTangent.w = -1;
uv.x = (j / (float)sectionSegments) * uvScale.x;
uv.y = vCoord;
vertices.Add(vertex);
normals.Add(normal);
tangents.Add(texTangent);
vertColors.Add(curve.Data[i].color);
uvs.Add(uv);
if (j < sectionSegments && i < curve.Count - 1)
{
tris.Add(sectionIndex * verticesPerSection + j);
tris.Add(nextSectionIndex * verticesPerSection + j);
tris.Add(sectionIndex * verticesPerSection + (j + 1));
tris.Add(sectionIndex * verticesPerSection + (j + 1));
tris.Add(nextSectionIndex * verticesPerSection + j);
tris.Add(nextSectionIndex * verticesPerSection + (j + 1));
}
}
sectionIndex++;
}
}
CommitMeshData();
}
}
private void ClearMeshData()
{
extrudedMesh.Clear();
vertices.Clear();
normals.Clear();
tangents.Clear();
uvs.Clear();
vertColors.Clear();
tris.Clear();
}
private void CommitMeshData()
{
extrudedMesh.SetVertices(vertices);
extrudedMesh.SetNormals(normals);
extrudedMesh.SetTangents(tangents);
extrudedMesh.SetColors(vertColors);
extrudedMesh.SetUVs(0, uvs);
extrudedMesh.SetTriangles(tris, 0, true);
}
}
}

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using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using Unity.Profiling;
namespace Obi
{
[AddComponentMenu("Physics/Obi/Obi Rope Line Renderer", 884)]
[ExecuteInEditMode]
[RequireComponent(typeof(MeshRenderer))]
[RequireComponent(typeof(MeshFilter))]
[RequireComponent(typeof(ObiPathSmoother))]
public class ObiRopeLineRenderer : MonoBehaviour
{
static ProfilerMarker m_UpdateLineRopeRendererChunksPerfMarker = new ProfilerMarker("UpdateLineRopeRenderer");
private List<Vector3> vertices = new List<Vector3>();
private List<Vector3> normals = new List<Vector3>();
private List<Vector4> tangents = new List<Vector4>();
private List<Vector2> uvs = new List<Vector2>();
private List<Color> vertColors = new List<Color>();
private List<int> tris = new List<int>();
ObiRopeBase rope;
ObiPathSmoother smoother;
#if (UNITY_2019_1_OR_NEWER)
System.Action<ScriptableRenderContext, Camera> renderCallback;
#endif
[HideInInspector] [NonSerialized] public Mesh lineMesh;
[Range(0, 1)]
public float uvAnchor = 0; /**< Normalized position of texture coordinate origin along rope.*/
public Vector2 uvScale = Vector2.one; /**< Scaling of uvs along rope.*/
public bool normalizeV = true;
public float thicknessScale = 0.8f; /**< Scales section thickness.*/
void OnEnable()
{
CreateMeshIfNeeded();
#if (UNITY_2019_1_OR_NEWER)
renderCallback = new System.Action<ScriptableRenderContext, Camera>((cntxt, cam) => { UpdateRenderer(cam); });
RenderPipelineManager.beginCameraRendering += renderCallback;
#endif
Camera.onPreCull += UpdateRenderer;
rope = GetComponent<ObiRopeBase>();
smoother = GetComponent<ObiPathSmoother>();
}
void OnDisable()
{
#if (UNITY_2019_1_OR_NEWER)
RenderPipelineManager.beginCameraRendering -= renderCallback;
#endif
Camera.onPreCull -= UpdateRenderer;
GameObject.DestroyImmediate(lineMesh);
}
private void CreateMeshIfNeeded()
{
if (lineMesh == null)
{
lineMesh = new Mesh();
lineMesh.name = "extrudedMesh";
lineMesh.MarkDynamic();
GetComponent<MeshFilter>().mesh = lineMesh;
}
}
public void UpdateRenderer(Camera camera)
{
using (m_UpdateLineRopeRendererChunksPerfMarker.Auto())
{
if (camera == null || !rope.gameObject.activeInHierarchy)
return;
CreateMeshIfNeeded();
ClearMeshData();
float actualToRestLengthRatio = smoother.SmoothLength / rope.restLength;
float vCoord = -uvScale.y * rope.restLength * uvAnchor; // v texture coordinate.
int sectionIndex = 0;
Vector3 localSpaceCamera = rope.transform.InverseTransformPoint(camera.transform.position);
Vector3 vertex = Vector3.zero, normal = Vector3.zero;
Vector4 bitangent = Vector4.zero;
Vector2 uv = Vector2.zero;
for (int c = 0; c < smoother.smoothChunks.Count; ++c)
{
ObiList<ObiPathFrame> curve = smoother.smoothChunks[c];
for (int i = 0; i < curve.Count; ++i)
{
// Calculate previous and next curve indices:
int prevIndex = Mathf.Max(i - 1, 0);
// advance v texcoord:
vCoord += uvScale.y * (Vector3.Distance(curve.Data[i].position, curve.Data[prevIndex].position) /
(normalizeV ? smoother.SmoothLength : actualToRestLengthRatio));
// calculate section thickness (either constant, or particle radius based):
float sectionThickness = curve.Data[i].thickness * thicknessScale;
normal.x = curve.Data[i].position.x - localSpaceCamera.x;
normal.y = curve.Data[i].position.y - localSpaceCamera.y;
normal.z = curve.Data[i].position.z - localSpaceCamera.z;
normal.Normalize();
bitangent.x = -(normal.y * curve.Data[i].tangent.z - normal.z * curve.Data[i].tangent.y);
bitangent.y = -(normal.z * curve.Data[i].tangent.x - normal.x * curve.Data[i].tangent.z);
bitangent.z = -(normal.x * curve.Data[i].tangent.y - normal.y * curve.Data[i].tangent.x);
bitangent.w = 0;
bitangent.Normalize();
vertex.x = curve.Data[i].position.x - bitangent.x * sectionThickness;
vertex.y = curve.Data[i].position.y - bitangent.y * sectionThickness;
vertex.z = curve.Data[i].position.z - bitangent.z * sectionThickness;
vertices.Add(vertex);
vertex.x = curve.Data[i].position.x + bitangent.x * sectionThickness;
vertex.y = curve.Data[i].position.y + bitangent.y * sectionThickness;
vertex.z = curve.Data[i].position.z + bitangent.z * sectionThickness;
vertices.Add(vertex);
normals.Add(-normal);
normals.Add(-normal);
bitangent.w = 1;
tangents.Add(bitangent);
tangents.Add(bitangent);
vertColors.Add(curve.Data[i].color);
vertColors.Add(curve.Data[i].color);
uv.x = 0; uv.y = vCoord;
uvs.Add(uv);
uv.x = 1;
uvs.Add(uv);
if (i < curve.Count - 1)
{
tris.Add(sectionIndex * 2);
tris.Add((sectionIndex + 1) * 2);
tris.Add(sectionIndex * 2 + 1);
tris.Add(sectionIndex * 2 + 1);
tris.Add((sectionIndex + 1) * 2);
tris.Add((sectionIndex + 1) * 2 + 1);
}
sectionIndex++;
}
}
CommitMeshData();
}
}
private void ClearMeshData()
{
lineMesh.Clear();
vertices.Clear();
normals.Clear();
tangents.Clear();
uvs.Clear();
vertColors.Clear();
tris.Clear();
}
private void CommitMeshData()
{
lineMesh.SetVertices(vertices);
lineMesh.SetNormals(normals);
lineMesh.SetTangents(tangents);
lineMesh.SetColors(vertColors);
lineMesh.SetUVs(0, uvs);
lineMesh.SetTriangles(tris, 0, true);
}
}
}

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using System;
using System.Collections.Generic;
using UnityEngine;
using Unity.Profiling;
namespace Obi
{
[AddComponentMenu("Physics/Obi/Obi Rope Mesh Renderer", 886)]
[ExecuteInEditMode]
[RequireComponent(typeof(MeshRenderer))]
[RequireComponent(typeof(MeshFilter))]
[RequireComponent(typeof(ObiPathSmoother))]
public class ObiRopeMeshRenderer : MonoBehaviour
{
static ProfilerMarker m_UpdateMeshRopeRendererChunksPerfMarker = new ProfilerMarker("UpdateMeshRopeRenderer");
[SerializeProperty("SourceMesh")]
[SerializeField] private Mesh mesh;
[SerializeProperty("SweepAxis")]
[SerializeField] private ObiPathFrame.Axis axis;
public float volumeScaling = 0;
public bool stretchWithRope = true;
public bool spanEntireLength = true;
[SerializeProperty("Instances")]
[SerializeField] private int instances = 1;
[SerializeProperty("InstanceSpacing")]
[SerializeField] private float instanceSpacing = 1;
public float offset = 0;
public Vector3 scale = Vector3.one;
[HideInInspector] [SerializeField] private float meshSizeAlongAxis = 1;
private Vector3[] inputVertices;
private Vector3[] inputNormals;
private Vector4[] inputTangents;
private Vector3[] vertices;
private Vector3[] normals;
private Vector4[] tangents;
private int[] orderedVertices = new int[0];
private ObiPathSmoother smoother;
public Mesh SourceMesh
{
set { mesh = value; PreprocessInputMesh(); }
get { return mesh; }
}
public ObiPathFrame.Axis SweepAxis
{
set { axis = value; PreprocessInputMesh(); }
get { return axis; }
}
public int Instances
{
set { instances = value; PreprocessInputMesh(); }
get { return instances; }
}
public float InstanceSpacing
{
set { instanceSpacing = value; PreprocessInputMesh(); }
get { return instanceSpacing; }
}
[HideInInspector] [NonSerialized] public Mesh deformedMesh;
void OnEnable()
{
smoother = GetComponent<ObiPathSmoother>();
smoother.OnCurveGenerated += UpdateRenderer;
PreprocessInputMesh();
}
void OnDisable()
{
smoother.OnCurveGenerated -= UpdateRenderer;
GameObject.DestroyImmediate(deformedMesh);
}
private void PreprocessInputMesh()
{
if (deformedMesh == null)
{
deformedMesh = new Mesh();
deformedMesh.name = "deformedMesh";
deformedMesh.MarkDynamic();
GetComponent<MeshFilter>().mesh = deformedMesh;
}
deformedMesh.Clear();
if (mesh == null)
{
orderedVertices = new int[0];
return;
}
// Clamp instance count to a positive value.
instances = Mathf.Max(0, instances);
// combine all mesh instances into a single mesh:
Mesh combinedMesh = new Mesh();
CombineInstance[] meshInstances = new CombineInstance[instances];
Vector3 pos = Vector3.zero;
// initial offset for the combined mesh is half the size of its bounding box in the swept axis:
pos[(int)axis] = mesh.bounds.extents[(int)axis];
for (int i = 0; i < instances; ++i)
{
meshInstances[i].mesh = mesh;
meshInstances[i].transform = Matrix4x4.TRS(pos, Quaternion.identity, Vector3.one);
pos[(int)axis] = mesh.bounds.extents[(int)axis] + (i + 1) * mesh.bounds.size[(int)axis] * instanceSpacing;
}
combinedMesh.CombineMeshes(meshInstances, true, true);
// get combined mesh data:
inputVertices = combinedMesh.vertices;
inputNormals = combinedMesh.normals;
inputTangents = combinedMesh.tangents;
// sort vertices along curve axis:
float[] keys = new float[inputVertices.Length];
orderedVertices = new int[inputVertices.Length];
for (int i = 0; i < keys.Length; ++i)
{
keys[i] = inputVertices[i][(int)axis];
orderedVertices[i] = i;
}
Array.Sort(keys, orderedVertices);
// Copy the combined mesh data to deform it:
deformedMesh.vertices = combinedMesh.vertices;
deformedMesh.normals = combinedMesh.normals;
deformedMesh.tangents = combinedMesh.tangents;
deformedMesh.uv = combinedMesh.uv;
deformedMesh.uv2 = combinedMesh.uv2;
deformedMesh.uv3 = combinedMesh.uv3;
deformedMesh.uv4 = combinedMesh.uv4;
deformedMesh.colors = combinedMesh.colors;
deformedMesh.triangles = combinedMesh.triangles;
vertices = deformedMesh.vertices;
normals = deformedMesh.normals;
tangents = deformedMesh.tangents;
// Calculate scale along swept axis so that the mesh spans the entire lenght of the rope if required.
meshSizeAlongAxis = combinedMesh.bounds.size[(int)axis];
// destroy combined mesh:
GameObject.DestroyImmediate(combinedMesh);
}
public void UpdateRenderer(ObiActor actor)
{
using (m_UpdateMeshRopeRendererChunksPerfMarker.Auto())
{
if (mesh == null)
return;
if (smoother.smoothChunks.Count == 0)
return;
ObiList<ObiPathFrame> curve = smoother.smoothChunks[0];
if (curve.Count < 2)
return;
var rope = actor as ObiRopeBase;
float actualToRestLengthRatio = stretchWithRope ? smoother.SmoothLength / rope.restLength : 1;
// squashing factor, makes mesh thinner when stretched and thicker when compresssed.
float squashing = Mathf.Clamp(1 + volumeScaling * (1 / Mathf.Max(actualToRestLengthRatio, 0.01f) - 1), 0.01f, 2);
// Calculate scale along swept axis so that the mesh spans the entire lenght of the rope if required.
Vector3 actualScale = scale;
if (spanEntireLength)
actualScale[(int)axis] = rope.restLength / meshSizeAlongAxis;
float previousVertexValue = 0;
float meshLength = 0;
int index = 0;
int nextIndex = 1;
int prevIndex = 0;
float sectionMagnitude = Vector3.Distance(curve[index].position, curve[nextIndex].position);
// basis matrix for deforming the mesh:
Matrix4x4 basis = curve[0].ToMatrix(axis);
for (int i = 0; i < orderedVertices.Length; ++i)
{
int vIndex = orderedVertices[i];
float vertexValue = inputVertices[vIndex][(int)axis] * actualScale[(int)axis] + offset;
// Calculate how much we've advanced in the sort axis since the last vertex:
meshLength += (vertexValue - previousVertexValue) * actualToRestLengthRatio;
previousVertexValue = vertexValue;
// If we have advanced to the next section of the curve:
while (meshLength > sectionMagnitude && sectionMagnitude > Mathf.Epsilon)
{
meshLength -= sectionMagnitude;
index = Mathf.Min(index + 1, curve.Count - 1);
// Calculate previous and next curve indices:
nextIndex = Mathf.Min(index + 1, curve.Count - 1);
prevIndex = Mathf.Max(index - 1, 0);
// Calculate current tangent as the vector between previous and next curve points:
sectionMagnitude = Vector3.Distance(curve[index].position, curve[nextIndex].position);
// Update basis matrix:
basis = curve[index].ToMatrix(axis);
}
float sectionThickness = curve[index].thickness;
// calculate deformed vertex position:
Vector3 offsetFromCurve = Vector3.Scale(inputVertices[vIndex], actualScale * sectionThickness * squashing);
offsetFromCurve[(int)axis] = meshLength;
vertices[vIndex] = curve[index].position + basis.MultiplyVector(offsetFromCurve);
normals[vIndex] = basis.MultiplyVector(inputNormals[vIndex]);
tangents[vIndex] = basis * inputTangents[vIndex]; // avoids expensive implicit conversion from Vector4 to Vector3.
tangents[vIndex].w = inputTangents[vIndex].w;
}
CommitMeshData();
}
}
private void CommitMeshData()
{
deformedMesh.vertices = vertices;
deformedMesh.normals = normals;
deformedMesh.tangents = tangents;
deformedMesh.RecalculateBounds();
}
}
}

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