Files
2026-02-21 16:45:37 +08:00

170 lines
5.0 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
namespace AmplifyMotion
{
internal class ClothState : MotionState
{
private Cloth m_cloth;
private Renderer m_renderer;
public Matrix4x4 m_prevLocalToWorld;
public Matrix4x4 m_currLocalToWorld;
private int m_targetVertexCount;
private int[] m_targetRemap;
private Vector3[] m_prevVertices;
private Vector3[] m_currVertices;
private Mesh m_clonedMesh;
private MaterialDesc[] m_sharedMaterials;
private bool m_starting;
private bool m_wasVisible;
public ClothState(AmplifyMotionCamera owner, AmplifyMotionObjectBase obj)
: base(owner, obj)
{
m_cloth = m_obj.GetComponent<Cloth>();
}
internal override void Initialize()
{
if (m_cloth.vertices == null)
{
Debug.LogError("[AmplifyMotion] Invalid " + m_cloth.GetType().Name + " Vertices on object " + m_obj.name);
m_error = true;
return;
}
SkinnedMeshRenderer component = m_cloth.gameObject.GetComponent<SkinnedMeshRenderer>();
Mesh sharedMesh = component.sharedMesh;
if (sharedMesh == null || sharedMesh.vertices == null || sharedMesh.triangles == null)
{
Debug.LogError("[AmplifyMotion] Invalid Mesh on Cloth-enabled object " + m_obj.name);
m_error = true;
return;
}
base.Initialize();
m_renderer = m_cloth.gameObject.GetComponent<Renderer>();
int vertexCount = sharedMesh.vertexCount;
Vector3[] vertices = sharedMesh.vertices;
Vector2[] uv = sharedMesh.uv;
int[] triangles = sharedMesh.triangles;
m_targetRemap = new int[vertexCount];
if (m_cloth.vertices.Length == sharedMesh.vertices.Length)
{
for (int i = 0; i < vertexCount; i++)
{
m_targetRemap[i] = i;
}
}
else
{
Dictionary<Vector3, int> dictionary = new Dictionary<Vector3, int>();
int num = 0;
for (int j = 0; j < vertexCount; j++)
{
int value;
if (dictionary.TryGetValue(vertices[j], out value))
{
m_targetRemap[j] = value;
continue;
}
m_targetRemap[j] = num;
dictionary.Add(vertices[j], num++);
}
}
m_targetVertexCount = vertexCount;
m_prevVertices = new Vector3[m_targetVertexCount];
m_currVertices = new Vector3[m_targetVertexCount];
m_clonedMesh = new Mesh();
m_clonedMesh.vertices = vertices;
m_clonedMesh.normals = vertices;
m_clonedMesh.uv = uv;
m_clonedMesh.triangles = triangles;
m_sharedMaterials = ProcessSharedMaterials(m_renderer.sharedMaterials);
m_wasVisible = false;
}
internal override void Shutdown()
{
UnityEngine.Object.Destroy(m_clonedMesh);
}
internal override void UpdateTransform(CommandBuffer updateCB, bool starting)
{
if (!m_initialized)
{
Initialize();
return;
}
if (!starting && m_wasVisible)
{
m_prevLocalToWorld = m_currLocalToWorld;
}
bool isVisible = m_renderer.isVisible;
if (!m_error && (isVisible || starting) && !starting && m_wasVisible)
{
Array.Copy(m_currVertices, m_prevVertices, m_targetVertexCount);
}
m_currLocalToWorld = Matrix4x4.TRS(m_transform.position, m_transform.rotation, Vector3.one);
if (starting || !m_wasVisible)
{
m_prevLocalToWorld = m_currLocalToWorld;
}
m_starting = starting;
m_wasVisible = isVisible;
}
internal override void RenderVectors(Camera camera, CommandBuffer renderCB, float scale, Quality quality)
{
if (!m_initialized || m_error || !m_renderer.isVisible)
{
return;
}
bool flag = ((int)m_owner.Instance.CullingMask & (1 << m_obj.gameObject.layer)) != 0;
int num = ((!flag) ? 255 : m_owner.Instance.GenerateObjectId(m_obj.gameObject));
Vector3[] vertices = m_cloth.vertices;
for (int i = 0; i < m_targetVertexCount; i++)
{
m_currVertices[i] = vertices[m_targetRemap[i]];
}
if (m_starting || !m_wasVisible)
{
Array.Copy(m_currVertices, m_prevVertices, m_targetVertexCount);
}
m_clonedMesh.vertices = m_currVertices;
m_clonedMesh.normals = m_prevVertices;
Matrix4x4 value = ((!m_obj.FixedStep) ? (m_owner.PrevViewProjMatrixRT * m_prevLocalToWorld) : (m_owner.PrevViewProjMatrixRT * m_currLocalToWorld));
renderCB.SetGlobalMatrix("_AM_MATRIX_PREV_MVP", value);
renderCB.SetGlobalFloat("_AM_OBJECT_ID", (float)num * 0.003921569f);
renderCB.SetGlobalFloat("_AM_MOTION_SCALE", (!flag) ? 0f : scale);
int num2 = ((quality != Quality.Mobile) ? 2 : 0);
for (int j = 0; j < m_sharedMaterials.Length; j++)
{
MaterialDesc materialDesc = m_sharedMaterials[j];
int shaderPass = num2 + (materialDesc.coverage ? 1 : 0);
materialDesc.propertyBlock.Clear();
if (materialDesc.coverage)
{
materialDesc.propertyBlock.SetTexture("_MainTex", materialDesc.material.mainTexture);
if (materialDesc.cutoff)
{
materialDesc.propertyBlock.SetFloat("_Cutoff", materialDesc.material.GetFloat("_Cutoff"));
}
}
renderCB.DrawMesh(m_clonedMesh, m_currLocalToWorld, m_owner.Instance.ClothVectorsMaterial, j, shaderPass, materialDesc.propertyBlock);
}
}
}
}