_xiaofang/xiaofang/Assets/Obi/Scripts/RopeAndRod/Rendering/ObiRopeMeshRenderer.cs

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2024-12-18 02:18:45 +08:00
using System.Collections.Generic;
using UnityEngine;
namespace Obi
{
[AddComponentMenu("Physics/Obi/Obi Rope Mesh Renderer", 886)]
[ExecuteInEditMode]
[RequireComponent(typeof(ObiPathSmoother))]
public class ObiRopeMeshRenderer : MonoBehaviour, ObiActorRenderer<ObiRopeMeshRenderer>, IMeshDataProvider
{
public Renderer sourceRenderer { get; protected set; }
public ObiActor actor { get; private set; }
public uint meshInstances { get {return instances;} }
[field: SerializeField]
public Mesh sourceMesh { get; set; }
[field: SerializeField]
public Material[] materials { get; set; }
public virtual int vertexCount { get { return sourceMesh ? sourceMesh.vertexCount : 0; } }
public virtual int triangleCount { get { return sourceMesh ? sourceMesh.triangles.Length / 3 : 0; } }
public RenderBatchParams renderParameters = new RenderBatchParams(true);
public ObiPathFrame.Axis axis;
public float volumeScaling = 0;
public bool stretchWithRope = true;
public bool spanEntireLength = true;
public uint instances = 1;
public float instanceSpacing = 0;
public float offset = 0;
public Vector3 scale = Vector3.one;
public void Awake()
{
actor = GetComponent<ObiActor>();
sourceRenderer = GetComponent<MeshRenderer>();
}
public void OnEnable()
{
((ObiActorRenderer<ObiRopeMeshRenderer>)this).EnableRenderer();
}
public void OnDisable()
{
((ObiActorRenderer<ObiRopeMeshRenderer>)this).DisableRenderer();
}
public void OnValidate()
{
((ObiActorRenderer<ObiRopeMeshRenderer>)this).SetRendererDirty(Oni.RenderingSystemType.MeshRope);
}
RenderSystem<ObiRopeMeshRenderer> ObiRenderer<ObiRopeMeshRenderer>.CreateRenderSystem(ObiSolver solver)
{
switch (solver.backendType)
{
#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
case ObiSolver.BackendType.Burst: return new BurstMeshRopeRenderSystem(solver);
#endif
case ObiSolver.BackendType.Compute:
default:
if (SystemInfo.supportsComputeShaders)
return new ComputeMeshRopeRenderSystem(solver);
return null;
}
}
public virtual void GetVertices(List<Vector3> vertices) { sourceMesh.GetVertices(vertices); }
public virtual void GetNormals(List<Vector3> normals) { sourceMesh.GetNormals(normals); }
public virtual void GetTangents(List<Vector4> tangents) { sourceMesh.GetTangents(tangents); }
public virtual void GetColors(List<Color> colors) { sourceMesh.GetColors(colors); }
public virtual void GetUVs(int channel, List<Vector2> uvs) { sourceMesh.GetUVs(channel, uvs); }
public virtual void GetTriangles(List<int> triangles) { triangles.Clear(); triangles.AddRange(sourceMesh.triangles); }
}
}