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- using UnityEngine;
- using System;
- using System.Threading;
- using System.Collections;
- using System.Collections.Generic;
- namespace Obi{
- [ExecuteInEditMode]
- [AddComponentMenu("Physics/Obi/Obi Particle Renderer")]
- [RequireComponent(typeof(ObiActor))]
- public class ObiParticleRenderer : MonoBehaviour
- {
- public bool render = true;
- public Shader shader;
- public Color particleColor = Color.white;
- public float radiusScale = 1;
- private ObiActor actor;
- private List<Mesh> meshes = new List<Mesh>();
- private Material material;
- // Geometry buffers:
- private List<Vector3> vertices = new List<Vector3>(4000);
- private List<Vector3> normals = new List<Vector3>(4000);
- private List<Color> colors = new List<Color>(4000);
- private List<int> triangles = new List<int>(6000);
- private List<Vector4> anisotropy1 = new List<Vector4>(4000);
- private List<Vector4> anisotropy2 = new List<Vector4>(4000);
- private List<Vector4> anisotropy3 = new List<Vector4>(4000);
- int particlesPerDrawcall = 0;
- int drawcallCount;
- private Vector3 particleOffset0 = new Vector3(1,1,0);
- private Vector3 particleOffset1 = new Vector3(-1,1,0);
- private Vector3 particleOffset2 = new Vector3(-1,-1,0);
- private Vector3 particleOffset3 = new Vector3(1,-1,0);
- public IEnumerable<Mesh> ParticleMeshes{
- get { return meshes; }
- }
- public Material ParticleMaterial{
- get { return material; }
- }
- public void Awake(){
- actor = GetComponent<ObiActor>();
- }
- public void OnEnable(){
- Camera.onPreCull += ScenePreCull;
- }
- public void OnDisable(){
- Camera.onPreCull -= ScenePreCull;
- ClearMeshes();
- GameObject.DestroyImmediate(material);
- }
- void CreateMaterialIfNeeded(){
- if (shader != null){
- if (!shader.isSupported)
- Debug.LogWarning("Particle rendering shader not suported.");
-
- if (material == null || material.shader != shader){
- GameObject.DestroyImmediate(material);
- material= new Material (shader);
- material.hideFlags = HideFlags.HideAndDontSave;
- }
- }
- }
-
- void ScenePreCull(Camera cam)
- {
- if (!isActiveAndEnabled || !actor.isActiveAndEnabled || !actor.Initialized){
- ClearMeshes();
- return;
- }
- CreateMaterialIfNeeded();
- ObiSolver solver = actor.Solver;
- // figure out the size of our drawcall arrays:
- particlesPerDrawcall = Constants.maxVertsPerMesh/4;
- drawcallCount = actor.positions.Length / particlesPerDrawcall + 1;
- particlesPerDrawcall = Mathf.Min(particlesPerDrawcall,actor.positions.Length);
- // If the amount of meshes we need to draw the particles has changed:
- if (drawcallCount != meshes.Count){
- // Re-generate meshes:
- ClearMeshes();
- for (int i = 0; i < drawcallCount; i++){
- Mesh mesh = new Mesh();
- mesh.name = "Particle imposters";
- mesh.hideFlags = HideFlags.HideAndDontSave;
- mesh.MarkDynamic();
- meshes.Add(mesh);
- }
- }
- Vector3 position;
- Vector4 basis1;
- Vector4 basis2;
- Vector4 basis3;
- Color color;
- //Convert particle data to mesh geometry:
- for (int i = 0; i < drawcallCount; i++){
- // Clear all arrays
- vertices.Clear();
- normals.Clear();
- colors.Clear();
- triangles.Clear();
- anisotropy1.Clear();
- anisotropy2.Clear();
- anisotropy3.Clear();
-
- int index = 0;
- int limit = Mathf.Min((i+1) * particlesPerDrawcall, actor.active.Length);
-
- for(int j = i * particlesPerDrawcall; j < limit; ++j)
- {
- if (actor.active[j]){
- position = actor.GetParticlePosition(j);
- actor.GetParticleAnisotropy(j,out basis1,out basis2,out basis3);
- color = (actor.colors != null && j < actor.colors.Length) ? actor.colors[j] : Color.white;
- vertices.Add(position);
- vertices.Add(position);
- vertices.Add(position);
- vertices.Add(position);
-
- normals.Add(particleOffset0);
- normals.Add(particleOffset1);
- normals.Add(particleOffset2);
- normals.Add(particleOffset3);
-
- colors.Add(color);
- colors.Add(color);
- colors.Add(color);
- colors.Add(color);
-
- anisotropy1.Add(basis1);
- anisotropy1.Add(basis1);
- anisotropy1.Add(basis1);
- anisotropy1.Add(basis1);
-
- anisotropy2.Add(basis2);
- anisotropy2.Add(basis2);
- anisotropy2.Add(basis2);
- anisotropy2.Add(basis2);
-
- anisotropy3.Add(basis3);
- anisotropy3.Add(basis3);
- anisotropy3.Add(basis3);
- anisotropy3.Add(basis3);
-
- triangles.Add(index+2);
- triangles.Add(index+1);
- triangles.Add(index);
- triangles.Add(index+3);
- triangles.Add(index+2);
- triangles.Add(index);
- index += 4;
- }
- }
- Apply(meshes[i]);
- }
-
- DrawParticles();
- }
- private void DrawParticles(){
- if (material != null){
- material.SetFloat("_RadiusScale",radiusScale);
- material.SetColor("_Color",particleColor);
- // Send the meshes to be drawn:
- if (render){
- foreach(Mesh mesh in meshes)
- Graphics.DrawMesh(mesh, Matrix4x4.identity, material, gameObject.layer);
- }
- }
- }
- private void Apply(Mesh mesh){
- mesh.Clear();
- mesh.SetVertices(vertices);
- mesh.SetNormals(normals);
- mesh.SetColors(colors);
- mesh.SetUVs(0,anisotropy1);
- mesh.SetUVs(1,anisotropy2);
- mesh.SetUVs(2,anisotropy3);
- mesh.SetTriangles(triangles,0,true);
- }
- private void ClearMeshes(){
- foreach(Mesh mesh in meshes)
- GameObject.DestroyImmediate(mesh);
- meshes.Clear();
- }
- }
- }
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