ECM2
This commit is contained in:
402
Assets/VolumetricLightBeam/Scripts/VolumetricDustParticles.cs
Normal file
402
Assets/VolumetricLightBeam/Scripts/VolumetricDustParticles.cs
Normal file
@@ -0,0 +1,402 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace VLB
|
||||
{
|
||||
[ExecuteInEditMode]
|
||||
[DisallowMultipleComponent]
|
||||
[RequireComponent(typeof(VolumetricLightBeamAbstractBase))]
|
||||
[HelpURL(Consts.Help.UrlDustParticles)]
|
||||
[AddComponentMenu(Consts.Help.AddComponentMenuDustParticles)]
|
||||
public class VolumetricDustParticles : MonoBehaviour
|
||||
{
|
||||
public const string ClassName = "VolumetricDustParticles";
|
||||
|
||||
/// <summary>
|
||||
/// Max alpha of the particles
|
||||
/// </summary>
|
||||
[Range(0f, 1f)]
|
||||
public float alpha = Consts.DustParticles.AlphaDefault;
|
||||
|
||||
/// <summary>
|
||||
/// Max size of the particles
|
||||
/// </summary>
|
||||
public float size = Consts.DustParticles.SizeDefault;
|
||||
|
||||
/// <summary>
|
||||
/// Direction of the particles.
|
||||
/// </summary>
|
||||
public ParticlesDirection direction = Consts.DustParticles.DirectionDefault;
|
||||
|
||||
/// <summary>
|
||||
/// Movement speed of the particles.
|
||||
/// </summary>
|
||||
public Vector3 velocity = Consts.DustParticles.VelocityDefault;
|
||||
|
||||
[System.Obsolete("Use 'velocity' instead")]
|
||||
public float speed = 0.03f;
|
||||
|
||||
/// <summary>
|
||||
/// Control how many particles are spawned. The higher the density, the more particles are spawned, the higher the performance cost is.
|
||||
/// </summary>
|
||||
public float density = Consts.DustParticles.DensityDefault;
|
||||
|
||||
/// <summary>
|
||||
/// The distance range (from the light source) where the particles are spawned.
|
||||
/// - Min bound: the higher it is, the more the particles are spawned away from the light source.
|
||||
/// - Max bound: the lower it is, the more the particles are gathered near the light source.
|
||||
/// </summary>
|
||||
[MinMaxRange(0.0f, 1.0f)]
|
||||
public MinMaxRangeFloat spawnDistanceRange = Consts.DustParticles.SpawnDistanceRangeDefault;
|
||||
|
||||
[System.Obsolete("Use 'spawnDistanceRange' instead")]
|
||||
public float spawnMinDistance = 0f;
|
||||
|
||||
[System.Obsolete("Use 'spawnDistanceRange' instead")]
|
||||
public float spawnMaxDistance = 0.7f;
|
||||
|
||||
/// <summary>
|
||||
/// Enable particles culling based on the distance with the FadeOut Camera identified through the VLB Config's 'fadeOutCameraTag' property.
|
||||
/// We highly recommend to enable this feature to keep good runtime performances.
|
||||
/// </summary>
|
||||
public bool cullingEnabled = Consts.DustParticles.CullingEnabledDefault;
|
||||
|
||||
/// <summary>
|
||||
/// If culling is enabled, the particles will not be rendered if they are further than cullingMaxDistance to the FadeOut Camera.
|
||||
/// </summary>
|
||||
public float cullingMaxDistance = Consts.DustParticles.CullingMaxDistanceDefault;
|
||||
|
||||
/// <summary>
|
||||
/// Is the particle system currently culled (no visible) because too far from the FadeOut Camera?
|
||||
/// </summary>
|
||||
public bool isCulled { get; private set; }
|
||||
|
||||
|
||||
[SerializeField] float m_AlphaAdditionalRuntime = 1.0f;
|
||||
public float alphaAdditionalRuntime
|
||||
{
|
||||
get { return m_AlphaAdditionalRuntime; }
|
||||
set { if (m_AlphaAdditionalRuntime != value) { m_AlphaAdditionalRuntime = value; m_RuntimePropertiesDirty = true; } }
|
||||
}
|
||||
|
||||
public bool particlesAreInstantiated { get { return m_Particles; } }
|
||||
public int particlesCurrentCount { get { return m_Particles ? m_Particles.particleCount : 0; } }
|
||||
public int particlesMaxCount { get { return m_Particles ? m_Particles.main.maxParticles : 0; } }
|
||||
|
||||
public ParticleSystemRenderer FindRenderer()
|
||||
{
|
||||
if (m_Renderer)
|
||||
{
|
||||
return m_Renderer;
|
||||
}
|
||||
else
|
||||
{
|
||||
return m_Particles.GetComponent<ParticleSystemRenderer>();
|
||||
}
|
||||
}
|
||||
|
||||
ParticleSystem m_Particles = null;
|
||||
ParticleSystemRenderer m_Renderer = null;
|
||||
Material m_Material = null;
|
||||
Gradient m_GradientCached = new Gradient();
|
||||
bool m_RuntimePropertiesDirty = true;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
void OnValidate()
|
||||
{
|
||||
density = Mathf.Clamp(density, Consts.DustParticles.DensityMin, Consts.DustParticles.DensityMax);
|
||||
cullingMaxDistance = Mathf.Max(cullingMaxDistance, Consts.DustParticles.CullingMaxDistanceMin);
|
||||
Play(); // support instant refresh when modifying properties from inspector
|
||||
}
|
||||
#endif // UNITY_EDITOR
|
||||
|
||||
VolumetricLightBeamAbstractBase m_Master = null;
|
||||
|
||||
void Start()
|
||||
{
|
||||
isCulled = false;
|
||||
|
||||
m_Master = GetComponent<VolumetricLightBeamAbstractBase>();
|
||||
Debug.Assert(m_Master);
|
||||
HandleBackwardCompatibility(m_Master._INTERNAL_pluginVersion, Version.Current);
|
||||
|
||||
InstantiateParticleSystem();
|
||||
|
||||
SetActiveAndPlay();
|
||||
}
|
||||
|
||||
void InstantiateParticleSystem()
|
||||
{
|
||||
// If we duplicate (from Editor and Playmode) the VLB, the children are also duplicated (like the dust particles)
|
||||
// we have to make sure to properly destroy them before creating our proper procedural particle instance.
|
||||
gameObject.ForeachComponentsInDirectChildrenOnly<ParticleSystem>(ps => DestroyImmediate(ps.gameObject), true);
|
||||
|
||||
m_Particles = Config.Instance.NewVolumetricDustParticles();
|
||||
|
||||
if (m_Particles)
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
if (m_Master)
|
||||
{
|
||||
UnityEditor.GameObjectUtility.SetStaticEditorFlags(m_Particles.gameObject, m_Master.GetStaticEditorFlagsForSubObjects());
|
||||
m_Particles.gameObject.SetSameSceneVisibilityStatesThan(m_Master.gameObject);
|
||||
}
|
||||
#endif // UNITY_EDITOR
|
||||
m_Particles.transform.SetParent(transform, false);
|
||||
|
||||
m_Renderer = m_Particles.GetComponent<ParticleSystemRenderer>();
|
||||
Debug.Assert(m_Renderer);
|
||||
|
||||
m_Material = new Material(m_Renderer.sharedMaterial);
|
||||
Debug.Assert(m_Material);
|
||||
m_Renderer.material = m_Material;
|
||||
}
|
||||
}
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
SetActiveAndPlay();
|
||||
}
|
||||
|
||||
void SetActive(bool active)
|
||||
{
|
||||
if (m_Particles) m_Particles.gameObject.SetActive(active);
|
||||
}
|
||||
|
||||
void SetActiveAndPlay()
|
||||
{
|
||||
SetActive(true);
|
||||
Play();
|
||||
}
|
||||
|
||||
void Play()
|
||||
{
|
||||
if (m_Particles)
|
||||
{
|
||||
SetParticleProperties();
|
||||
m_Particles.Simulate(0f);
|
||||
m_Particles.Play(true);
|
||||
}
|
||||
}
|
||||
|
||||
void OnDisable()
|
||||
{
|
||||
SetActive(false);
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
if (m_Particles)
|
||||
{
|
||||
DestroyImmediate(m_Particles.gameObject); // Make sure to delete the GAO
|
||||
m_Particles = null;
|
||||
}
|
||||
|
||||
if (m_Material)
|
||||
{
|
||||
DestroyImmediate(m_Material);
|
||||
m_Material = null;
|
||||
}
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
if(!Application.isPlaying)
|
||||
{
|
||||
if (m_Particles == null)
|
||||
InstantiateParticleSystem();
|
||||
|
||||
Play();
|
||||
}
|
||||
else
|
||||
#endif // UNITY_EDITOR
|
||||
{
|
||||
UpdateCulling();
|
||||
|
||||
if (UtilsBeamProps.CanChangeDuringPlaytime(m_Master))
|
||||
SetParticleProperties();
|
||||
}
|
||||
|
||||
if (m_RuntimePropertiesDirty && m_Material != null)
|
||||
{
|
||||
m_Material.SetColor(ShaderProperties.ParticlesTintColor, new Color(1.0f, 1.0f, 1.0f, alphaAdditionalRuntime));
|
||||
m_RuntimePropertiesDirty = false;
|
||||
}
|
||||
}
|
||||
|
||||
void SetParticleProperties()
|
||||
{
|
||||
if (m_Particles && m_Particles.gameObject.activeSelf)
|
||||
{
|
||||
// set these props here instead of from InstantiateParticleSystem to support dimension change in editor
|
||||
m_Particles.transform.localRotation = UtilsBeamProps.GetInternalLocalRotation(m_Master);
|
||||
m_Particles.transform.localScale = m_Master.IsScalable() ? Vector3.one : Vector3.one.Divide(m_Master.GetLossyScale());
|
||||
|
||||
var coneLength = UtilsBeamProps.GetFallOffEnd(m_Master) * (spawnDistanceRange.maxValue - spawnDistanceRange.minValue);
|
||||
var ratePerSec = coneLength * density;
|
||||
int maxParticles = (int)(ratePerSec * 4);
|
||||
|
||||
var main = m_Particles.main;
|
||||
|
||||
var startLifetime = main.startLifetime;
|
||||
startLifetime.mode = ParticleSystemCurveMode.TwoConstants;
|
||||
startLifetime.constantMin = 4f;
|
||||
startLifetime.constantMax = 6f;
|
||||
main.startLifetime = startLifetime;
|
||||
|
||||
var startSize = main.startSize;
|
||||
startSize.mode = ParticleSystemCurveMode.TwoConstants;
|
||||
startSize.constantMin = size * 0.9f;
|
||||
startSize.constantMax = size * 1.1f;
|
||||
main.startSize = startSize;
|
||||
|
||||
var startColor = main.startColor;
|
||||
|
||||
if (UtilsBeamProps.GetColorMode(m_Master) == ColorMode.Flat)
|
||||
{
|
||||
startColor.mode = ParticleSystemGradientMode.Color;
|
||||
var colorMax = UtilsBeamProps.GetColorFlat(m_Master);
|
||||
colorMax.a *= alpha;
|
||||
startColor.color = colorMax;
|
||||
}
|
||||
else
|
||||
{
|
||||
startColor.mode = ParticleSystemGradientMode.Gradient;
|
||||
|
||||
// Duplicate gradient and apply alpha
|
||||
var gradientRef = UtilsBeamProps.GetColorGradient(m_Master);
|
||||
Debug.Assert(gradientRef != null);
|
||||
var colorKeys = gradientRef.colorKeys;
|
||||
var alphaKeys = gradientRef.alphaKeys;
|
||||
|
||||
for(int i=0; i< alphaKeys.Length; ++i)
|
||||
alphaKeys[i].alpha *= alpha;
|
||||
|
||||
Debug.Assert(m_GradientCached != null);
|
||||
m_GradientCached.SetKeys(colorKeys, alphaKeys);
|
||||
startColor.gradient = m_GradientCached;
|
||||
}
|
||||
main.startColor = startColor;
|
||||
|
||||
{
|
||||
var startSpeed = main.startSpeed;
|
||||
startSpeed.constant = (direction == ParticlesDirection.Random) ? Mathf.Abs(velocity.z) : 0.0f;
|
||||
main.startSpeed = startSpeed;
|
||||
}
|
||||
|
||||
{
|
||||
var velocityOverLifetime = m_Particles.velocityOverLifetime;
|
||||
velocityOverLifetime.enabled = (direction != ParticlesDirection.Random);
|
||||
velocityOverLifetime.space = (direction == ParticlesDirection.LocalSpace) ? ParticleSystemSimulationSpace.Local : ParticleSystemSimulationSpace.World;
|
||||
velocityOverLifetime.xMultiplier = velocity.x;
|
||||
velocityOverLifetime.yMultiplier = velocity.y;
|
||||
velocityOverLifetime.zMultiplier = velocity.z;
|
||||
}
|
||||
|
||||
main.maxParticles = maxParticles;
|
||||
|
||||
{
|
||||
float thickness = UtilsBeamProps.GetThickness(m_Master);
|
||||
float fallOffEnd = UtilsBeamProps.GetFallOffEnd(m_Master);
|
||||
|
||||
var shape = m_Particles.shape;
|
||||
shape.shapeType = ParticleSystemShapeType.ConeVolume;
|
||||
|
||||
float coneAngle = UtilsBeamProps.GetConeAngle(m_Master) * Mathf.Lerp(0.7f, 1f, thickness);
|
||||
shape.angle = coneAngle * 0.5f;
|
||||
|
||||
float radiusStart = UtilsBeamProps.GetConeRadiusStart(m_Master) * Mathf.Lerp(0.3f, 1.0f, thickness);
|
||||
float radiusEnd = Utils.ComputeConeRadiusEnd(fallOffEnd, coneAngle);
|
||||
shape.radius = Mathf.Lerp(radiusStart, radiusEnd, spawnDistanceRange.minValue);
|
||||
|
||||
shape.length = coneLength;
|
||||
|
||||
var localOffset = fallOffEnd * spawnDistanceRange.minValue;
|
||||
#if UNITY_2017_1_OR_NEWER
|
||||
shape.position = new Vector3(0f, 0f, localOffset);
|
||||
#else
|
||||
m_Particles.transform.localPosition = m_Master.beamLocalForward * localOffset;
|
||||
#endif
|
||||
shape.arc = 360f;
|
||||
shape.randomDirectionAmount = (direction == ParticlesDirection.Random) ? 1f : 0f;
|
||||
}
|
||||
|
||||
var emission = m_Particles.emission;
|
||||
var rate = emission.rateOverTime;
|
||||
rate.constant = ratePerSec;
|
||||
emission.rateOverTime = rate;
|
||||
|
||||
if(m_Renderer)
|
||||
{
|
||||
m_Renderer.sortingLayerID = UtilsBeamProps.GetSortingLayerID(m_Master);
|
||||
m_Renderer.sortingOrder = UtilsBeamProps.GetSortingOrder(m_Master);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void HandleBackwardCompatibility(int serializedVersion, int newVersion)
|
||||
{
|
||||
if (serializedVersion == -1) return; // freshly new spawned entity: nothing to do
|
||||
if (serializedVersion == newVersion) return; // same version: nothing to do
|
||||
|
||||
#pragma warning disable 0618
|
||||
if (serializedVersion < 1880)
|
||||
{
|
||||
// Version 1880 changed the order of ParticlesDirection enum and add WorldSpace option
|
||||
if ((int)direction == 0) direction = (ParticlesDirection)1;
|
||||
else direction = (ParticlesDirection)0;
|
||||
|
||||
// Version 1880 changed from single float speed to 3D velocity vector
|
||||
velocity = new Vector3(0.0f, 0.0f, speed);
|
||||
}
|
||||
|
||||
if (serializedVersion < 1940)
|
||||
{
|
||||
spawnDistanceRange = new MinMaxRangeFloat(spawnMinDistance, spawnMaxDistance);
|
||||
}
|
||||
#pragma warning restore 0618
|
||||
|
||||
Utils.MarkCurrentSceneDirty();
|
||||
}
|
||||
|
||||
#region Culling
|
||||
void UpdateCulling()
|
||||
{
|
||||
if (m_Particles)
|
||||
{
|
||||
bool visible = true;
|
||||
bool isFadeOutEnabled = UtilsBeamProps.GetFadeOutEnabled(m_Master);
|
||||
if ((cullingEnabled || isFadeOutEnabled) && m_Master.hasGeometry)
|
||||
{
|
||||
if (Config.Instance.fadeOutCameraTransform)
|
||||
{
|
||||
var maxDist = cullingMaxDistance;
|
||||
if (isFadeOutEnabled) maxDist = Mathf.Min(maxDist, UtilsBeamProps.GetFadeOutEnd(m_Master));
|
||||
var maxDistSqr = maxDist * maxDist;
|
||||
var distSqr = m_Master.bounds.SqrDistance(Config.Instance.fadeOutCameraTransform.position);
|
||||
visible = distSqr <= maxDistSqr;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogErrorFormat(gameObject
|
||||
, "Fail to retrieve the camera with tag '{0}' (specified in VLB Config's 'fadeOutCameraTag') for the {1} Culling feature."
|
||||
, Config.Instance.fadeOutCameraTag
|
||||
, VolumetricDustParticles.ClassName
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
if (m_Particles.gameObject.activeSelf != visible)
|
||||
{
|
||||
SetActive(visible);
|
||||
isCulled = !visible;
|
||||
}
|
||||
|
||||
if (visible && !m_Particles.isPlaying)
|
||||
m_Particles.Play();
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user