Files
Fishing2/Assets/Obi/Scripts/RopeAndRod/Rendering/ObiRopeExtrudedRenderer.cs
2026-01-01 22:00:33 +08:00

177 lines
7.3 KiB
C#

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);
}
}
}