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