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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
namespace XftWeapon {
public class XWeaponTrail : MonoBehaviour {
public class Element {
public Vector3 PointStart;
public Vector3 PointEnd;
public Vector3 Pos {
get {
return (PointStart + PointEnd) / 2f;
}
}
public Element(Vector3 start, Vector3 end) {
PointStart = start;
PointEnd = end;
}
public Element() {
}
}
public class ElementPool {
private readonly Stack<Element> _stack = new Stack<Element>();
public int CountAll { get; private set; }
public int CountActive { get { return CountAll - CountInactive; } }
public int CountInactive { get { return _stack.Count; } }
public ElementPool(int preCount) {
for (int i = 0; i < preCount; i++) {
Element element = new Element();
_stack.Push(element);
CountAll++;
}
}
public Element Get() {
Element element;
if (_stack.Count == 0) {
element = new Element();
CountAll++;
}
else {
element = _stack.Pop();
}
return element;
}
public void Release(Element element) {
if (_stack.Count > 0 && ReferenceEquals(_stack.Peek(), element)) {
Debug.LogError("Internal error. Trying to destroy object that is already released to pool.");
}
_stack.Push(element);
}
}
#region public members
public static string Version = "1.2.0";
public bool UseWith2D = false;
public string SortingLayerName;
public int SortingOrder;
public Transform PointStart;
public Transform PointEnd;
public int MaxFrame = 14;
public int Granularity = 60;
//public float Fps = 60f;
public Color MyColor = Color.white;
public Material MyMaterial;
#endregion
#region protected members
protected float mTrailWidth = 0f;
protected Element mHeadElem = new Element();
protected List<Element> mSnapshotList = new List<Element>();
protected ElementPool mElemPool;
protected Spline mSpline = new Spline();
protected float mFadeT = 1f;
protected bool mIsFading = false;
protected float mFadeTime = 1f;
protected float mElapsedTime = 0f;
protected float mFadeElapsedime = 0f;
protected GameObject mMeshObj;
protected VertexPool mVertexPool;
protected VertexPool.VertexSegment mVertexSegment;
protected bool mInited = false;
#endregion
#region property
//public float UpdateInterval {
// get {
// return 1f / Fps;
// }
//}
public Vector3 CurHeadPos {
get { return (PointStart.position + PointEnd.position) / 2f; }
}
public float TrailWidth {
get {
return mTrailWidth;
}
}
#endregion
#region API
//you may pre-init the trail to save some performance.
public void Init() {
if (mInited)
return;
mElemPool = new ElementPool(MaxFrame);
mTrailWidth = (PointStart.position - PointEnd.position).magnitude;
InitMeshObj();
InitOriginalElements();
InitSpline();
mInited = true;
}
public void Activate() {
Init();
gameObject.SetActive(true);
mVertexPool.SetMeshObjectActive(true);
mFadeT = 1f;
mIsFading = false;
mFadeTime = 1f;
mFadeElapsedime = 0f;
mElapsedTime = 0f;
//reset all elemts to head pos.
for (int i = 0; i < mSnapshotList.Count; i++) {
mSnapshotList[i].PointStart = PointStart.position;
mSnapshotList[i].PointEnd = PointEnd.position;
mSpline.ControlPoints[i].Position = mSnapshotList[i].Pos;
mSpline.ControlPoints[i].Normal = mSnapshotList[i].PointEnd - mSnapshotList[i].PointStart;
}
//reset vertex too.
RefreshSpline();
UpdateVertex();
}
public void Deactivate() {
gameObject.SetActive(false);
mVertexPool.SetMeshObjectActive(false);
}
public void StopSmoothly(float fadeTime) {
mIsFading = true;
mFadeTime = fadeTime;
}
#endregion
#region unity methods
void Update() {
if (!mInited)
return;
UpdateHeadElem();
//mElapsedTime += Time.deltaTime;
//if (mElapsedTime < UpdateInterval) {
// return;
//}
//mElapsedTime -= UpdateInterval;
RecordCurElem();
RefreshSpline();
UpdateFade();
UpdateVertex();
}
void LateUpdate() {
if (!mInited)
return;
mVertexPool.LateUpdate();
}
void OnDestroy() {
if (!mInited || mVertexPool == null) {
return;
}
mVertexPool.Destroy();
}
void Start() {
mInited = false;
Init();
}
void OnDrawGizmos() {
if (PointEnd == null || PointStart == null) {
return;
}
float dist = (PointStart.position - PointEnd.position).magnitude;
if (dist < Mathf.Epsilon)
return;
Gizmos.color = Color.red;
Gizmos.DrawSphere(PointStart.position, dist * 0.04f);
Gizmos.color = Color.blue;
Gizmos.DrawSphere(PointEnd.position, dist * 0.04f);
}
#endregion
#region local methods
void InitSpline() {
mSpline.Granularity = Granularity;
mSpline.Clear();
for (int i = 0; i < MaxFrame; i++) {
mSpline.AddControlPoint(CurHeadPos, PointStart.position - PointEnd.position);
}
}
void RefreshSpline() {
for (int i = 0; i < mSnapshotList.Count; i++) {
mSpline.ControlPoints[i].Position = mSnapshotList[i].Pos;
mSpline.ControlPoints[i].Normal = mSnapshotList[i].PointEnd - mSnapshotList[i].PointStart;
}
mSpline.RefreshSpline();
}
void UpdateVertex() {
VertexPool pool = mVertexSegment.Pool;
for (int i = 0; i < Granularity; i++) {
int baseIdx = mVertexSegment.VertStart + i * 3;
float uvSegment = (float)i / Granularity;
float fadeT = uvSegment * mFadeT;
Vector2 uvCoord = Vector2.zero;
Vector3 pos = mSpline.InterpolateByLen(fadeT);
//Debug.DrawRay(pos, Vector3.up, Color.red);
Vector3 up = mSpline.InterpolateNormalByLen(fadeT);
Vector3 pos0 = pos + (up.normalized * mTrailWidth * 0.5f);
Vector3 pos1 = pos - (up.normalized * mTrailWidth * 0.5f);
// pos0
pool.Vertices[baseIdx] = pos0;
pool.Colors[baseIdx] = MyColor;
uvCoord.x = 0f;
uvCoord.y = uvSegment;
pool.UVs[baseIdx] = uvCoord;
//pos
pool.Vertices[baseIdx + 1] = pos;
pool.Colors[baseIdx + 1] = MyColor;
uvCoord.x = 0.5f;
uvCoord.y = uvSegment;
pool.UVs[baseIdx + 1] = uvCoord;
//pos1
pool.Vertices[baseIdx + 2] = pos1;
pool.Colors[baseIdx + 2] = MyColor;
uvCoord.x = 1f;
uvCoord.y = uvSegment;
pool.UVs[baseIdx + 2] = uvCoord;
}
mVertexSegment.Pool.UVChanged = true;
mVertexSegment.Pool.VertChanged = true;
mVertexSegment.Pool.ColorChanged = true;
}
void UpdateIndices() {
VertexPool pool = mVertexSegment.Pool;
for (int i = 0; i < Granularity - 1; i++) {
int baseIdx = mVertexSegment.VertStart + i * 3;
int nextBaseIdx = mVertexSegment.VertStart + (i + 1) * 3;
int iidx = mVertexSegment.IndexStart + i * 12;
//triangle left
pool.Indices[iidx + 0] = nextBaseIdx;
pool.Indices[iidx + 1] = nextBaseIdx + 1;
pool.Indices[iidx + 2] = baseIdx;
pool.Indices[iidx + 3] = nextBaseIdx + 1;
pool.Indices[iidx + 4] = baseIdx + 1;
pool.Indices[iidx + 5] = baseIdx;
//triangle right
pool.Indices[iidx + 6] = nextBaseIdx + 1;
pool.Indices[iidx + 7] = nextBaseIdx + 2;
pool.Indices[iidx + 8] = baseIdx + 1;
pool.Indices[iidx + 9] = nextBaseIdx + 2;
pool.Indices[iidx + 10] = baseIdx + 2;
pool.Indices[iidx + 11] = baseIdx + 1;
}
pool.IndiceChanged = true;
}
void UpdateHeadElem() {
mSnapshotList[0].PointStart = PointStart.position;
mSnapshotList[0].PointEnd = PointEnd.position;
}
void UpdateFade() {
if (!mIsFading)
return;
mFadeElapsedime += Time.deltaTime;
float t = mFadeElapsedime / mFadeTime;
mFadeT = 1f - t;
if (mFadeT < 0f) {
Deactivate();
}
}
void RecordCurElem() {
//TODO: use element pool to avoid gc alloc.
//Element elem = new Element(PointStart.position, PointEnd.position);
Element elem = mElemPool.Get();
elem.PointStart = PointStart.position;
elem.PointEnd = PointEnd.position;
if (mSnapshotList.Count < MaxFrame) {
mSnapshotList.Insert(1, elem);
}
else {
mElemPool.Release(mSnapshotList[mSnapshotList.Count - 1]);
mSnapshotList.RemoveAt(mSnapshotList.Count - 1);
mSnapshotList.Insert(1, elem);
}
}
void InitOriginalElements() {
mSnapshotList.Clear();
//at least add 2 original elements
mSnapshotList.Add(new Element(PointStart.position, PointEnd.position));
mSnapshotList.Add(new Element(PointStart.position, PointEnd.position));
}
void InitMeshObj() {
//init vertexpool
mVertexPool = new VertexPool(MyMaterial, this);
mVertexSegment = mVertexPool.GetVertices(Granularity * 3, (Granularity - 1) * 12);
UpdateIndices();
}
#endregion
}
}
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