Update launch clamp module

• Use instancing instead of editing the mesh to extend the launch clamp girder
• Calculate length from local position when in editor to avoid slight delay
pull/684/head
Andrew Cassidy 5 years ago
parent e3f53ce64d
commit 7ab6df3bd4
No known key found for this signature in database
GPG Key ID: 963017B38FD477A1

@ -1,6 +1,4 @@
using System;
using System.Collections.Generic;
using System.Reflection;
using UnityEngine;
namespace Restock
@ -9,156 +7,88 @@ namespace Restock
{
[KSPField] public string trf_towerGirder_name = "";
[KSPField] public string trf_towerYoke_name = "";
[KSPField] public Transform towerPivot;
[KSPField] public Transform towerYoke;
[KSPField] public Transform towerAnchor;
[KSPField] public Transform towerGirder;
[KSPField] public Transform towerStretch;
[KSPField] public int maxSegments = 100;
[KSPField] public Mesh girderSegmentMesh;
[KSPField] public Mesh girderMesh;
private List<Vector3> _girderVerts;
private List<Vector2> _girderUVs;
private List<Vector3> _girderNormals;
private List<Vector4> _girderTangents;
private List<Color32> _girderColors;
private List<int> _girderTris;
private int _girderSegments;
private bool _girderHasTangents = false;
private bool _girderHasColors = false;
private int _girderVertCount;
private int _girderTriCount;
private bool _flightUpdate = false;
private Material _girderMaterial;
private Mesh _girderMesh;
private int _girderSegments;
private Matrix4x4[] _girderMatrices;
public override void OnLoad(ConfigNode node)
{
Debug.Log("OnLoad Called");
towerPivot = base.part.FindModelTransform(trf_towerPivot_name);
towerYoke = base.part.FindModelTransform(trf_towerYoke_name);
towerAnchor = base.part.FindModelTransform(trf_anchor_name);
towerGirder = base.part.FindModelTransform(trf_towerGirder_name);
towerStretch = base.part.FindModelTransform(trf_towerStretch_name);
girderMesh = towerGirder.GetComponent<MeshFilter>().mesh;
girderSegmentMesh = Instantiate<Mesh>(girderMesh);
base.OnLoad(node);
}
public override void OnStart(StartState state)
{
base.OnStart(state);
Debug.Log("OnStart Called");
Debug.Log(girderSegmentMesh == null);
girderMesh = towerGirder.GetComponent<MeshFilter>().mesh;
_girderVertCount = girderSegmentMesh.vertexCount;
_girderTriCount = girderSegmentMesh.triangles.Length;
var girderRenderer = towerGirder.GetComponent<MeshRenderer>();
_girderMaterial = girderRenderer.material;
_girderMesh = towerGirder.GetComponent<MeshFilter>().mesh;
girderRenderer.enabled = false; // we'll render manually from now on
_girderVerts = new List<Vector3>(girderSegmentMesh.vertices);
_girderUVs = new List<Vector2>(girderSegmentMesh.uv);
_girderNormals = new List<Vector3>(girderSegmentMesh.normals);
if (girderSegmentMesh.tangents.Length > 0)
{
_girderHasTangents = true;
_girderTangents = new List<Vector4>(girderSegmentMesh.tangents);
}
if (girderSegmentMesh.colors32.Length > 0)
_girderSegments = 0;
_girderMatrices = new Matrix4x4[maxSegments];
_girderMaterial.enableInstancing = true;
if (!_girderMaterial.enableInstancing)
{
_girderHasColors = true;
_girderColors = new List<Color32>(girderSegmentMesh.colors32);
this.LogError("Could not enable instancing! Aborting");
_girderSegments = -1;
return;
}
_girderTris = new List<int>(girderSegmentMesh.triangles);
_girderSegments = 1;
base.OnStart(state);
UpdateClamp();
}
public void LateUpdate()
{
if (_girderSegments < 0) return;
if (!HighLogic.LoadedSceneIsEditor)
{
if (_flightUpdate) return;
else _flightUpdate = true;
}
UpdateClamp();
}
public void UpdateClamp()
{
var height = base.height;
var initialHeight = base.initialHeight;
towerAnchor.position = towerStretch.position - (towerStretch.up * height);
var vec1 = Vector3.down;
var vec2 = towerAnchor.localPosition - towerYoke.localPosition ;
towerYoke.localRotation = Quaternion.FromToRotation(vec1, vec2);
var segments = Mathf.CeilToInt(height / initialHeight);
if (segments != _girderSegments)
{
UpdateGirder(segments);
}
}
var height1 = HighLogic.LoadedSceneIsEditor ? towerStretch.position.y : base.height;
var initialHeight1 = base.initialHeight;
private void UpdateGirder(int length)
{
if (length > _girderSegments)
{
for (int i = _girderSegments; i < length; i++)
{
var offset = Vector3.down * base.initialHeight * i;
var indexOffset = _girderVertCount * i;
for (int v = 0; v < _girderVertCount; v++)
{
_girderVerts.Add(girderSegmentMesh.vertices[v] + offset);
}
_girderNormals.AddRange(girderSegmentMesh.normals);
_girderUVs.AddRange(girderSegmentMesh.uv);
if (_girderHasTangents) _girderTangents.AddRange(girderSegmentMesh.tangents);
if (_girderHasColors) _girderColors.AddRange(girderSegmentMesh.colors32);
for (int t = 0; t < _girderTriCount; t++)
{
_girderTris.Add(girderSegmentMesh.triangles[t] + indexOffset);
}
}
towerAnchor.position = towerStretch.position - (towerStretch.up * height1);
}
else
{
var startIndex = length * _girderVertCount;
var count = (_girderSegments - length) * _girderVertCount;
_girderVerts.RemoveRange(startIndex, count);
_girderNormals.RemoveRange(startIndex, count);
_girderUVs.RemoveRange(startIndex, count);
if (_girderHasTangents) _girderTangents.RemoveRange(startIndex, count);
if (_girderHasColors) _girderColors.RemoveRange(startIndex, count);
_girderTris.RemoveRange(length * _girderTriCount, (_girderSegments - length) * _girderTriCount);
}
var vec1 = Vector3.down;
var vec2 = towerAnchor.localPosition - towerYoke.localPosition;
towerYoke.localRotation = Quaternion.FromToRotation(vec1, vec2);
girderMesh.Clear();
_girderSegments = Mathf.CeilToInt(height1 / base.initialHeight);
_girderSegments = Math.Min(_girderSegments, maxSegments);
_girderSegments = Math.Max(_girderSegments, 0);
girderMesh.SetVertices(_girderVerts);
girderMesh.SetNormals(_girderNormals);
girderMesh.SetUVs(0, _girderUVs);
if (_girderHasTangents) girderMesh.SetTangents(_girderTangents);
if (_girderHasColors) girderMesh.SetColors(_girderColors);
girderMesh.SetTriangles(_girderTris, 0);
var matrix = towerGirder.localToWorldMatrix;
var offset = Matrix4x4.Translate(matrix.MultiplyVector(Vector3.down * base.initialHeight));
girderMesh.RecalculateBounds();
_girderSegments = length;
for (int i = 0; i < _girderSegments; i++)
{
_girderMatrices[i] = matrix;
matrix *= offset;
}
Graphics.DrawMeshInstanced(_girderMesh, 0, _girderMaterial, _girderMatrices, _girderSegments, part.mpb);
}
}
}
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