ThrowBall/Assets/Plugins/RayFire/Scripts/Classes/Rigid/RFDemolitionMesh.cs

834 lines
30 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Serialization;
using Object = UnityEngine.Object;
#if (UNITY_EDITOR || UNITY_STANDALONE || UNITY_IOS || UNITY_ANDROID || UNITY_XBOXONE)
using RayFire.DotNet;
#endif
namespace RayFire
{
[Serializable]
public class RFDemolitionMesh
{
public enum MeshInputType
{
AtStart = 3,
AtInitialization = 6,
AtDemolition = 9
}
public enum ConvertType
{
Disabled = 0,
ConnectedCluster = 2,
Connectivity = 4
}
[FormerlySerializedAs ("amount")] public int am;
[FormerlySerializedAs ("variation")] public int var;
[FormerlySerializedAs ("depthFade")] public float dpf;
[FormerlySerializedAs ("contactBias")] public float bias;
[FormerlySerializedAs ("seed")] public int sd;
[FormerlySerializedAs ("useShatter")] public bool use;
[FormerlySerializedAs ("addChildren")] public bool cld;
[FormerlySerializedAs ("simType")] public FragSimType sim;
public ConvertType cnv;
[FormerlySerializedAs ("meshInput")] public MeshInputType inp;
[FormerlySerializedAs ("properties")] public RFFragmentProperties prp;
[FormerlySerializedAs ("runtimeCaching")] public RFRuntimeCaching ch;
[FormerlySerializedAs ("scrShatter")] public RayfireShatter sht;
// Non serialized
[NonSerialized] public int badMesh;
[NonSerialized] public int shatterMode;
[NonSerialized] public int totalAmount;
[NonSerialized] public int innerSubId;
[NonSerialized] public Mesh mesh;
[NonSerialized] public RFShatter rfShatter;
// Hidden
[HideInInspector] public Quaternion rotStart;
static string fragmentStr = "_fr_";
/// /////////////////////////////////////////////////////////
/// Constructor
/// /////////////////////////////////////////////////////////
// Constructor
public RFDemolitionMesh()
{
InitValues();
LocalReset();
prp = new RFFragmentProperties();
ch = new RFRuntimeCaching();
}
// Starting values
void InitValues()
{
am = 15;
var = 0;
dpf = 0.5f;
bias = 0f;
sd = 1;
use = false;
cld = true;
cnv = 0;
sim = FragSimType.Dynamic;
inp = MeshInputType.AtDemolition;
sht = null;
shatterMode = 1;
innerSubId = 0;
rotStart = Quaternion.identity;
mesh = null;
rfShatter = null;
}
// Reset
public void LocalReset()
{
badMesh = 0;
totalAmount = 0;
}
// Pool Reset
public void GlobalReset()
{
InitValues();
LocalReset();
prp.InitValues();
ch.InitValues();
}
// Copy from
public void CopyFrom (RFDemolitionMesh source)
{
am = source.am;
var = source.var;
dpf = source.dpf;
sd = source.sd;
bias = source.bias;
use = false;
cld = source.cld;
cnv = source.cnv;
sim = source.sim;
inp = source.inp;
inp = MeshInputType.AtDemolition;
prp.CopyFrom (source.prp);
ch = new RFRuntimeCaching();
LocalReset();
shatterMode = 1;
innerSubId = 0;
rotStart = Quaternion.identity;
mesh = null;
rfShatter = null;
}
/// /////////////////////////////////////////////////////////
/// Static
/// /////////////////////////////////////////////////////////
// Demolish single mesh to fragments
public static bool DemolishMesh (RayfireRigid scr)
{
// Object demolition
if (scr.objTp != ObjectType.Mesh && scr.objTp != ObjectType.SkinnedMesh)
return true;
// Skip if reference
if (scr.dmlTp == DemolitionType.ReferenceDemolition)
return true;
// Already has fragments
if (scr.HasFragments == true)
{
// Set tm
scr.rtC.position = scr.tsf.position;
scr.rtC.rotation = scr.tsf.rotation;
// Set parent
RayfireMan.SetParentByManager (scr.rtC.transform);
// Activate root and fragments
scr.rtC.gameObject.SetActive (true);
// Set demolished state
scr.limitations.demolished = true;
// Skip coroutines start if Awake prefragment and Convert
if (scr.dmlTp == DemolitionType.AwakePrefragment && scr.mshDemol.cnv != ConvertType.Disabled)
return true;
// Start all coroutines
for (int i = 0; i < scr.fragments.Count; i++)
scr.fragments[i].StartAllCoroutines();
return true;
}
// Has unity meshes - create fragments
if (scr.HasMeshes == true)
{
scr.fragments = CreateFragments (scr);
scr.limitations.demolished = true;
return true;
}
// Still has no Unity meshes - cache Unity meshes
if (scr.HasMeshes == false)
{
// Cache unity meshes
CacheRuntime (scr);
// Caching in progress. Stop demolition
if (scr.mshDemol.ch.inProgress == true)
return false;
// Fragmentation on not supported platforms. approve and set dml to none
if (scr.meshes == null)
{
scr.limitations.demolished = false;
return true;
}
// Has unity meshes - create fragments
if (scr.HasMeshes == true)
{
scr.fragments = CreateFragments (scr);
scr.limitations.demolished = true;
return true;
}
}
return false;
}
// Create fragments by mesh and pivots array
static List<RayfireRigid> CreateFragments (RayfireRigid scr)
{
// Fragments list
List<RayfireRigid> scrArray = new List<RayfireRigid>(scr.meshes.Length);
// Stop if has no any meshes
if (scr.meshes == null)
return scrArray;
// Create RayFire manager if not created
RayfireMan.RayFireManInit();
// Create root object and parent
RFLimitations.CreateRoot (scr);
// Name
string baseName = scr.gameObject.name + fragmentStr;
// Set rotation to precache rotation
if (scr.dmlTp == DemolitionType.AwakePrecache)
scr.rtC.transform.rotation = scr.chRot;
// Create fragment objects
MeshesToObjects (scr, scrArray, baseName);
// Fix transform for precached fragments
if (scr.dmlTp == DemolitionType.AwakePrecache)
scr.rtC.rotation = scr.tsf.rotation;
// Fix runtime caching rotation difference. Get rotation difference and add to root
if (scr.dmlTp == DemolitionType.Runtime && scr.mshDemol.ch.tp != CachingType.Disabled)
{
Quaternion cacheRotationDif = scr.tsf.rotation * Quaternion.Inverse (scr.mshDemol.rotStart);
scr.rtC.rotation = cacheRotationDif * scr.rtC.rotation;
}
// Reset scale for mesh fragments. IMPORTANT: skinned mesh fragments root should not be rescaled
if (scr.skr == null)
scr.rtC.localScale = Vector3.one;
// Set root to manager
RayfireMan.SetParentByManager (scr.rtC);
// Ignore neib collisions
RFPhysic.SetIgnoreColliders (scr.physics, scrArray);
return scrArray;
}
// SLice mesh
public static bool SliceMesh(RayfireRigid scr)
{
// Empty lists
scr.DeleteCache();
scr.DeleteFragments();
// SLice
RFFragment.SliceMeshes (ref scr.meshes, ref scr.pivots, ref scr.subIds, scr, scr.limitations.slicePlanes);
// TODO check if has slicePlanes
// Remove plane info
Plane forcePlane = new Plane (scr.limitations.slicePlanes[1], scr.limitations.slicePlanes[0]);
scr.limitations.slicePlanes.Clear();
// Stop
if (scr.HasMeshes == false)
return false;
// Get fragments
scr.fragments = CreateSlices(scr);
// Check for sliced inactive/kinematic with unyielding
RayfireUnyielding.SetUnyieldingFragments (scr, true);
// TODO check for fragments
// Set demolition
scr.limitations.demolished = true;
// Fragments initialisation
scr.InitMeshFragments();
// Add force
if (scr.limitations.sliceForce != 0)
{
foreach (var frag in scr.fragments)
{
// Skip inactive fragments
if (scr.limitations.affectInactive == false && frag.simTp == SimType.Inactive)
continue;
// Apply force
Vector3 closestPoint = forcePlane.ClosestPointOnPlane (frag.transform.position);
Vector3 normalVector = (frag.tsf.position - closestPoint).normalized;
frag.physics.rb.AddForce (normalVector * scr.limitations.sliceForce, ForceMode.VelocityChange);
/* TODO force to spin fragments based on blades direction
normalVector = new Vector3 (-1, 0, 0);
frag.physics.rigidBody.AddForceAtPosition (normalVector * scr.limitations.sliceForce, closestPoint, ForceMode.VelocityChange);
*/
}
}
return true;
}
// Create slices by mesh and pivots array
static List<RayfireRigid> CreateSlices (RayfireRigid scr)
{
// Fragments list
List<RayfireRigid> scrArray = new List<RayfireRigid>(scr.meshes.Length);
// Stop if has no any meshes
if (scr.meshes == null)
return scrArray;
// Create RayFire manager if not created
RayfireMan.RayFireManInit();
// Create root object and parent
RFLimitations.CreateRoot (scr);
// Name
string baseName = scr.gameObject.name + "_";
// Create fragment objects
MeshesToObjects (scr, scrArray, baseName);
// Reset scale for mesh fragments. IMPORTANT: skinned mesh fragments root should not be rescaled
if (scr.skr == null)
scr.rtC.localScale = Vector3.one;
// Set root to manager
RayfireMan.SetParentByManager (scr.rtC);
// Empty lists
scr.DeleteCache();
return scrArray;
}
// Create objects for meshes
static void MeshesToObjects(RayfireRigid scr, List<RayfireRigid> scrArray, string baseName)
{
// Tag and layer
int baseLayer = RFFragmentProperties.GetLayer(scr);
string baseTag = RFFragmentProperties.GetTag(scr);
// Set tag and layer to root. IMPORTANT. Some overlaps uses mask by root layer
scr.rtC.gameObject.layer = baseLayer;
scr.rtC.gameObject.tag = baseTag;
// Get original mats
Material[] mats = scr.skr != null
? scr.skr.sharedMaterials
: scr.mRnd.sharedMaterials;
// Create fragment objects
for (int i = 0; i < scr.meshes.Length; ++i)
{
// Get object from pool or create
RayfireRigid rfScr = RayfireMan.inst.fragments.rgInst == null
? RayfireMan.inst.fragments.CreateRigidInstance()
: RayfireMan.inst.fragments.GetPoolObject();
// Setup
rfScr.tsf.position = scr.tsf.position + scr.pivots[i];
rfScr.tsf.parent = scr.rtC;
rfScr.name = baseName + i;
rfScr.gameObject.tag = baseTag;
rfScr.gameObject.layer = baseLayer;
rfScr.mFlt.sharedMesh = scr.meshes[i];
rfScr.rtP = scr.rtC;
// Copy properties from parent to fragment node
scr.CopyPropertiesTo (rfScr);
// Set custom fragment simulation type if not inherited
SetFragmentSimulationType (rfScr, scr.simTp);
// Copy particles
RFPoolingParticles.CopyParticlesRigid (scr, rfScr);
// Set collider
RFPhysic.SetFragmentCollider (rfScr, scr.meshes[i]);
// Copy Renderer properties
CopyRenderer (scr, rfScr.mRnd, scr.meshes[i].bounds);
// Turn on
rfScr.gameObject.SetActive (true);
// Update depth level and amount
rfScr.limitations.currentDepth = scr.limitations.currentDepth + 1;
rfScr.mshDemol.am = (int)(rfScr.mshDemol.am * rfScr.mshDemol.dpf);
if (rfScr.mshDemol.am < 3)
rfScr.mshDemol.am = 3;
// Disable outer mat for depth fragments
if (rfScr.limitations.currentDepth >= 1)
rfScr.materials.oMat = null;
// Set multymaterial
RFSurface.SetMaterial (scr.subIds, mats, scr.materials, rfScr.mRnd, i, scr.meshes.Length);
// Set mass by mass value accordingly to parent
if (rfScr.physics.mb == MassType.MassProperty)
RFPhysic.SetMassByParent (rfScr.physics, rfScr.limitations.bboxSize, scr.physics.ms, scr.limitations.bboxSize);
// Add in array
scrArray.Add (rfScr);
}
}
// Set custom fragment simulation type if not inherited
public static void SetFragmentSimulationType (RayfireRigid frag, SimType sim)
{
frag.simTp = sim;
if (frag.mshDemol.sim != FragSimType.Inherit)
frag.simTp = (SimType)frag.mshDemol.sim;
}
// Set custom fragment simulation type if not inherited
public static void SetClusterSimulationType (RayfireRigid frag, SimType sim)
{
frag.simTp = sim;
if (frag.clsDemol.sim != FragSimType.Inherit)
frag.simTp = (SimType)frag.clsDemol.sim;
}
// Copy mesh renderer properties
static void CopyRenderer (RayfireRigid scr, MeshRenderer trg, Bounds bounds)
{
// Shadow casting
if (RayfireMan.inst.advancedDemolitionProperties.sizeThreshold > 0 &&
RayfireMan.inst.advancedDemolitionProperties.sizeThreshold > bounds.size.magnitude)
trg.shadowCastingMode = ShadowCastingMode.Off;
/*
trg.receiveGI = scr.meshRenderer.receiveGI;
trg.rayTracingMode = scr.meshRenderer.rayTracingMode;
trg.lightProbeUsage = scr.meshRenderer.lightProbeUsage;
trg.reflectionProbeUsage = scr.meshRenderer.reflectionProbeUsage;
trg.allowOcclusionWhenDynamic = scr.meshRenderer.allowOcclusionWhenDynamic;
*/
}
/// /////////////////////////////////////////////////////////
/// Caching
/// /////////////////////////////////////////////////////////
// Start cache fragment meshes. Instant or runtime
static void CacheRuntime (RayfireRigid scr)
{
// Reuse existing cache
if (scr.reset.action == RFReset.PostDemolitionType.DeactivateToReset &&
scr.reset.mesh == RFReset.MeshResetType.ReuseFragmentMeshes)
if (scr.HasMeshes == true)
return;
// Clear all mesh data
scr.DeleteCache();
// Cache meshes
if (scr.mshDemol.ch.tp == CachingType.Disabled)
CacheInstant(scr);
else
scr.CacheFrames();
}
// Instant caching into meshes
static void CacheInstant (RayfireRigid scr)
{
// Input mesh, setup
if (RFFragment.InputMesh (scr) == false)
return;
// Create fragments
RFFragment.CacheMeshesInst (ref scr.meshes, ref scr.pivots, ref scr.subIds, scr);
}
/// /////////////////////////////////////////////////////////
/// Precache and Prefragment
/// /////////////////////////////////////////////////////////
// Precache meshes at awake
public static void Awake(RayfireRigid scr)
{
// Not mesh
if (scr.objTp != ObjectType.Mesh)
return;
// Precache
if (scr.dmlTp == DemolitionType.AwakePrecache)
PreCache(scr);
// Precache and prefragment
if (scr.dmlTp == DemolitionType.AwakePrefragment)
{
PreCache(scr);
Prefragment(scr);
}
}
// PreCache meshes
static void PreCache(RayfireRigid scr)
{
// Save and disable bias
float bias = scr.mshDemol.bias;
scr.mshDemol.bias = 0;
// Cache frag meshes
CacheInstant (scr);
// Restore bias
scr.mshDemol.bias = bias;
}
// Predefine fragments
static void Prefragment(RayfireRigid scr)
{
// Delete existing
scr.DeleteFragments();
// Create fragments from cache
scr.fragments = CreateFragments(scr);
// Stop
if (scr.HasFragments == false)
{
scr.dmlTp = DemolitionType.None;
return;
}
// Set physics properties
for (int i = 0; i < scr.fragments.Count; i++)
{
scr.fragments[i].SetComponentsBasic();
scr.fragments[i].SetComponentsPhysics();
scr.fragments[i].SetObjectType();
// Increment demolition depth. Disable if last
scr.fragments[i].limitations.currentDepth = 1;
if (scr.limitations.depth == 1)
scr.fragments[i].dmlTp = DemolitionType.None;
}
// Copy Uny state to fragments in case object has Uny components
RayfireUnyielding.SetUnyieldingFragments(scr, false);
// Clusterize awake fragments
SetupRuntimeConnectedCluster (scr, true);
// Deactivate fragments root
if (scr.rtC != null)
scr.rtC.gameObject.SetActive (false);
// Setup awake connectivity
SetupRuntimeConnectivity(scr, true);
}
// Clusterize runtime fragments
public static bool SetupRuntimeConnectedCluster (RayfireRigid rigid, bool awake)
{
// Clusterize disabled
if (rigid.mshDemol.cnv != ConvertType.ConnectedCluster)
return false;
// Skip if Runtime init and fragments already clusterized in awake.
if (rigid.dmlTp == DemolitionType.AwakePrefragment && rigid.limitations.demolished == true)
return false;
// Not mesh demolition
if (rigid.objTp != ObjectType.Mesh)
return false;
// Not runtime
if (rigid.dmlTp == DemolitionType.None ||
rigid.dmlTp == DemolitionType.ReferenceDemolition)
return false;
// No fragments
if (rigid.HasFragments == false)
return false;
// Create Connected cluster Rigid
RayfireRigid clsRigid = rigid.rtC.gameObject.AddComponent<RayfireRigid>();
// Copy properties
rigid.CopyPropertiesTo (clsRigid);
// Copy particles
RFPoolingParticles.CopyParticlesRigid (rigid, clsRigid);
// Destroy particles on fragments
for (int i = rigid.fragments.Count - 1; i >= 0; i--)
{
// Destroy Debris/Dust for all fragments
if (rigid.fragments[i].HasDebris)
for (int d = rigid.fragments[i].debrisList.Count - 1; d >= 0; d--)
Object.Destroy (rigid.fragments[i].debrisList[d]);
if (rigid.fragments[i].HasDust)
for (int d = rigid.fragments[i].dustList.Count - 1; d >= 0; d--)
Object.Destroy (rigid.fragments[i].dustList[d]);
}
// Set properties
clsRigid.objTp = ObjectType.ConnectedCluster;
clsRigid.dmlTp = DemolitionType.Runtime;
clsRigid.clsDemol.cluster = new RFCluster();
// Init
clsRigid.Initialize();
// Set uny states and sim
RayfireUnyielding[] unyArray = rigid.GetComponents<RayfireUnyielding>();
if (unyArray.Length > 0)
for (int i = 0; i < unyArray.Length; i++)
if (unyArray[i].enabled == true)
RayfireUnyielding.ClusterOverlap(unyArray[i], clsRigid);
// Stop if awake connected cluster
if (awake == true)
{
DestroyComponents (rigid.fragments);
return true;
}
// Set contact point for demolition
clsRigid.limitations.contactPoint = rigid.limitations.contactPoint;
clsRigid.limitations.contactNormal = rigid.limitations.contactNormal;
clsRigid.limitations.contactVector3 = rigid.limitations.contactVector3;
// Inherit velocity
clsRigid.physics.velocity = rigid.physics.velocity;
clsRigid.physics.rb.velocity = rigid.physics.velocity;
// Demolish cluster and get solo shards
List<RFShard> detachShards = RFDemolitionCluster.DemolishConnectedCluster (clsRigid);
// No Shards to detach
if (detachShards == null || detachShards.Count == 0)
{
DestroyComponents (rigid.fragments);
return true;
}
// Get has for all detached objects to keep their Rigid and rigidbody. Should be used even if no detach shards.
HashSet<Transform> detachTms = new HashSet<Transform>();
for (int i = 0; i < detachShards.Count; i++)
detachTms.Add (detachShards[i].tm);
// Destroy fragments rigid, rigidbody for NOT detached shards
for (int i = rigid.fragments.Count - 1; i >= 0; i--)
{
// Destroy rb, rigid
if (detachTms.Contains (rigid.fragments[i].tsf) == false)
{
Object.Destroy (rigid.fragments[i].physics.rb);
Object.Destroy (rigid.fragments[i]);
rigid.fragments.RemoveAt (i);
}
}
// TODO add main and child clusters to fragments list. get them in scr.fragments
// Delete if cluster was completely demolished
if (clsRigid.limitations.demolished == true)
RayfireMan.DestroyFragment (clsRigid, null);
return true;
}
// Destroy fragments rigid, rigidbody
static void DestroyComponents(List<RayfireRigid> list)
{
for (int i = list.Count - 1; i >= 0; i--)
{
Object.Destroy (list[i].physics.rb);
Object.Destroy (list[i]);
}
}
// Setup Connectivity, Unyielding and MeshRoot
public static void SetupRuntimeConnectivity(RayfireRigid scr, bool awake)
{
// Connectivity disabled
if (scr.mshDemol.cnv != ConvertType.Connectivity)
return;
// Component check
scr.activation.cnt = scr.GetComponent<RayfireConnectivity>();
// Debug message and return
if (scr.activation.cnt == null)
{
RayfireMan.Log (RFLimitations.rigidStr + scr.name + " Convert property set to " + scr.mshDemol.cnv.ToString() + " but object has no Connectivity component. Convertation disabled.", scr.gameObject);
scr.mshDemol.cnv = ConvertType.Disabled;
return;
}
// Add meshroot Rigid
RayfireRigid mRoot = scr.rtC.gameObject.GetComponent<RayfireRigid>();
// Skip if Runtime init and fragments already connected in awake.
if (mRoot != null)
return;
mRoot = scr.rtC.gameObject.AddComponent<RayfireRigid>();
// Set MeshRoot properties
scr.CopyPropertiesTo (mRoot);
mRoot.initialization = RayfireRigid.InitType.AtStart;
mRoot.objTp = ObjectType.MeshRoot;
mRoot.dmlTp = DemolitionType.None;
mRoot.simTp = scr.simTp;
mRoot.activation.con = true;
/*
// TODO set mRoot fragments Rigid sim type to FragSimType
put SetUnyieldingFragments after this method
Debug.Log (mRoot.simTp);
// Set sim type for root as well.
if (mRoot.mshDemol.sim != FragSimType.Inherit)
mRoot.simTp = (SimType)scr.mshDemol.sim;
Debug.Log (mRoot.simTp);
*/
// Set Connectivity activation for fragments
for (int i = 0; i < scr.fragments.Count; i++)
scr.fragments[i].activation.con = true;
// Add Connectivity
RayfireConnectivity mRootConnectivity = scr.rtC.gameObject.AddComponent<RayfireConnectivity>();
// Copy Connectivity properties
RayfireConnectivity.CopyTo (scr.activation.cnt, mRootConnectivity);
// Activate to initialize
scr.rtC.gameObject.SetActive (true);
// DeActivate in awake / init at runtime
if (awake == true)
scr.rtC.gameObject.SetActive (false);
else
{
mRoot.Initialize();
}
}
/// /////////////////////////////////////////////////////////
/// Children ops
/// /////////////////////////////////////////////////////////
// Set children with mesh as additional fragments
public static void ChildrenToFragments(RayfireRigid scr)
{
// Not for clusters
if (scr.IsCluster == true)
return;
// Disabled
if (scr.mshDemol.cld == false)
return;
// No children
if (scr.tsf.childCount == 0)
return;
// Iterate children TODO precache in awake and use now. Set init type to by method at awake.
Transform child;
int childCount = scr.tsf.childCount;
for (int i = childCount - 1; i >= 0; i--)
{
// Get child
child = scr.tsf.GetChild (i);
// Skip if has no mesh
if (child.GetComponent<MeshFilter>() == false)
continue;
// Set parent to main fragments root
child.parent = scr.rtC;
// Get Already applied Rigid
RayfireRigid childScr = child.GetComponent<RayfireRigid>();
// Add new if has no. Copy properties
if (childScr == null)
{
childScr = child.gameObject.AddComponent<RayfireRigid>();
childScr.initialization = RayfireRigid.InitType.ByMethod;
scr.CopyPropertiesTo (childScr);
// Enable use shatter
childScr.mshDemol.sht = child.GetComponent<RayfireShatter>();
if (childScr.mshDemol.sht != null)
childScr.mshDemol.use = true;
}
// Set custom fragment simulation type if not inherited
SetFragmentSimulationType (childScr, scr.simTp);
// Init
childScr.Initialize();
// Update depth level and amount
childScr.limitations.currentDepth = scr.limitations.currentDepth + 1;
// Collect
scr.fragments.Add (childScr);
}
}
}
}