1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
|
//----------------------------------------------
// Xffect Editor
// Copyright © 2012- Shallway Studio
// http://shallway.net
//----------------------------------------------
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
namespace XftWeapon {
public class VertexPool
{
public class VertexSegment
{
public int VertStart;
public int IndexStart;
public int VertCount;
public int IndexCount;
public VertexPool Pool;
public VertexSegment(int start, int count, int istart, int icount, VertexPool pool)
{
VertStart = start;
VertCount = count;
IndexCount = icount;
IndexStart = istart;
Pool = pool;
}
public void ClearIndices()
{
for (int i = IndexStart; i < IndexStart + IndexCount; i++)
{
Pool.Indices[i] = 0;
}
Pool.IndiceChanged = true;
}
}
public Vector3[] Vertices;
public int[] Indices;
public Vector2[] UVs;
public Color[] Colors;
public bool IndiceChanged;
public bool ColorChanged;
public bool UVChanged;
public bool VertChanged;
public bool UV2Changed;
protected int VertexTotal;
protected int VertexUsed;
protected int IndexTotal = 0;
protected int IndexUsed = 0;
public bool FirstUpdate = true;
protected bool VertCountChanged;
public const int BlockSize = 108;
public float BoundsScheduleTime = 1f;
public float ElapsedTime = 0f;
protected XWeaponTrail _owner;
protected MeshFilter _meshFilter;
protected Mesh _mesh2d;
protected Material _material;
public Mesh MyMesh {
get {
if (!_owner.UseWith2D) {
return _mesh2d;
}
else {
if (_meshFilter == null || _meshFilter.gameObject == null) {
return null;
}
return _meshFilter.sharedMesh;
}
}
}
public void RecalculateBounds()
{
MyMesh.RecalculateBounds();
}
public void SetMeshObjectActive(bool flag) {
if (_meshFilter == null) {
return;
}
_meshFilter.gameObject.SetActive(flag);
}
void CreateMeshObj(XWeaponTrail owner, Material material) {
GameObject obj = new GameObject("_XWeaponTrailMesh:" + "|material:" + material.name);
obj.layer = owner.gameObject.layer;
obj.AddComponent<MeshFilter>();
obj.AddComponent<MeshRenderer>();
obj.transform.position = Vector3.zero;
obj.transform.rotation = Quaternion.identity;
MeshRenderer Meshrenderer;
_meshFilter = (MeshFilter)obj.GetComponent(typeof(MeshFilter));
Meshrenderer = (MeshRenderer)obj.GetComponent(typeof(MeshRenderer));
#if UNITY_4_5 || UNITY_4_6 || UNITY_4_7 || UNITY_4_8
Meshrenderer.castShadows = false;
#else
Meshrenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
#endif
Meshrenderer.receiveShadows = false;
Meshrenderer.GetComponent<Renderer>().sharedMaterial = material;
Meshrenderer.sortingLayerName = _owner.SortingLayerName;
Meshrenderer.sortingOrder = _owner.SortingOrder;
_meshFilter.sharedMesh = new Mesh();
}
public void Destroy() {
if (!_owner.UseWith2D) {
Mesh.DestroyImmediate(_mesh2d);
}
else {
if (_meshFilter != null) {
GameObject.Destroy(_meshFilter.gameObject);
}
}
}
public VertexPool(Material material, XWeaponTrail owner)
{
VertexTotal = VertexUsed = 0;
VertCountChanged = false;
_owner = owner;
if (owner.UseWith2D) {
CreateMeshObj(owner, material);
}
else {
_mesh2d = new Mesh();
}
_material = material;
InitArrays();
IndiceChanged = ColorChanged = UVChanged = UV2Changed = VertChanged = true;
}
public VertexSegment GetVertices(int vcount, int icount)
{
int vertNeed = 0;
int indexNeed = 0;
if (VertexUsed + vcount >= VertexTotal)
{
vertNeed = (vcount / BlockSize + 1) * BlockSize;
}
if (IndexUsed + icount >= IndexTotal)
{
indexNeed = (icount / BlockSize + 1) * BlockSize;
}
VertexUsed += vcount;
IndexUsed += icount;
if (vertNeed != 0 || indexNeed != 0)
{
EnlargeArrays(vertNeed, indexNeed);
VertexTotal += vertNeed;
IndexTotal += indexNeed;
}
VertexSegment ret = new VertexSegment(VertexUsed - vcount, vcount, IndexUsed - icount, icount, this);
return ret;
}
protected void InitArrays()
{
Vertices = new Vector3[4];
UVs = new Vector2[4];
Colors = new Color[4];
Indices = new int[6];
VertexTotal = 4;
IndexTotal = 6;
}
public void EnlargeArrays(int count, int icount)
{
Vector3[] tempVerts = Vertices;
Vertices = new Vector3[Vertices.Length + count];
tempVerts.CopyTo(Vertices, 0);
Vector2[] tempUVs = UVs;
UVs = new Vector2[UVs.Length + count];
tempUVs.CopyTo(UVs, 0);
Color[] tempColors = Colors;
Colors = new Color[Colors.Length + count];
tempColors.CopyTo(Colors, 0);
int[] tempTris = Indices;
Indices = new int[Indices.Length + icount];
tempTris.CopyTo(Indices, 0);
VertCountChanged = true;
IndiceChanged = true;
ColorChanged = true;
UVChanged = true;
VertChanged = true;
UV2Changed = true;
}
public void LateUpdate()
{
if (VertCountChanged)
{
MyMesh.Clear();
}
// we assume the vertices are always changed.
MyMesh.vertices = Vertices;
if (UVChanged)
{
MyMesh.uv = UVs;
}
if (ColorChanged)
{
MyMesh.colors = Colors;
}
if (IndiceChanged)
{
MyMesh.triangles = Indices;
}
ElapsedTime += Time.deltaTime;
if (ElapsedTime > BoundsScheduleTime || FirstUpdate)
{
RecalculateBounds();
ElapsedTime = 0f;
}
if (ElapsedTime > BoundsScheduleTime)
FirstUpdate = false;
VertCountChanged = false;
IndiceChanged = false;
ColorChanged = false;
UVChanged = false;
UV2Changed = false;
VertChanged = false;
if (_owner.UseWith2D) {
}
else {
//Matrix4x4 matrix = Matrix4x4.TRS(Vector3.zero, Quaternion.identity, Vector3.one);
Graphics.DrawMesh(MyMesh, Matrix4x4.identity, _material, _owner.gameObject.layer, null, 0, null, false, false);
}
}
}
}
|