Use bounds to choose projection targets

feature-multiSDF
Andrew Cassidy 4 years ago
parent 23c309fa9a
commit b09695d602

@ -142,6 +142,7 @@ namespace ConformalDecals {
private Material _decalMaterial;
private Material _previewMaterial;
private BoxCollider _boundsCollider;
internal bool _shouldRender;
@ -320,6 +321,8 @@ namespace ConformalDecals {
var boundsBehaviour = decalBoundsTransform.gameObject.AddComponent<DecalBoundsBehaviour>();
boundsBehaviour.decalRenderer = this;
_boundsCollider = decalBoundsTransform.GetComponent<BoxCollider>();
UpdateMaterials();
if (HighLogic.LoadedSceneIsGame) {
@ -481,7 +484,7 @@ namespace ConformalDecals {
// update projection
foreach (var target in _targets) {
target.Project(_orthoMatrix, decalProjectorTransform, useBaseNormal);
target.Project(_orthoMatrix, decalProjectorTransform, _boundsCollider.bounds, useBaseNormal);
}
}
else {

@ -20,9 +20,10 @@ namespace ConformalDecals {
_decalMPB = new MaterialPropertyBlock();
}
public void Project(Matrix4x4 orthoMatrix, Transform projector, bool useBaseNormal) {
_projectionEnabled = true;
public void Project(Matrix4x4 orthoMatrix, Transform projector, Bounds projectorBounds, bool useBaseNormal) {
if (projectorBounds.Intersects(_targetRenderer.bounds)) {
_projectionEnabled = true;
var targetMaterial = _targetRenderer.sharedMaterial;
var projectorToTargetMatrix = target.worldToLocalMatrix * projector.localToWorldMatrix;
@ -46,6 +47,10 @@ namespace ConformalDecals {
_decalMPB.SetTexture(DecalPropertyIDs._BumpMap, DecalConfig.BlankNormal);
}
}
else {
_projectionEnabled = false;
}
}
public bool Render(Material decalMaterial, MaterialPropertyBlock partMPB, Camera camera) {
if (_projectionEnabled) {

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