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