Get launch clamp code working

pull/767/head
Andrew Cassidy 5 years ago
parent 3e13dab645
commit 922dd5e282
No known key found for this signature in database
GPG Key ID: 963017B38FD477A1

@ -1 +1 @@
Subproject commit 9bb51cacb47afca6ecda55304bff0af55d18f821
Subproject commit 864a8e82e28160d09be161af4af4c6a34cd46a4c

@ -21,13 +21,13 @@
trf_towerYoke_name = obj_yoke
trf_anchor_name = obj_ground
trf_animationRoot_name = restock-clamp-1
anim_decouple_name = deploy
anim_decouple_name = RestockLaunchClamp_Deploy
}
MODULE
{
name = ModuleAnimateGeneric
animationName = extend
animationName = RestockLaunchClamp_Extend
startEventGUIName = #LOC_RestockPlus_light_rotate_on
endEventGUIName = #LOC_RestockPlus_light_rotate_off
actionGUIName = #LOC_RestockPlus_light_rotate_toggle

@ -16,8 +16,8 @@ namespace Restock
[KSPField] public Transform towerGirder;
[KSPField] public Transform towerStretch;
[KSPField] private Mesh _girderSegmentMesh;
[KSPField] private Mesh _girderMesh;
[KSPField] public Mesh girderSegmentMesh;
[KSPField] public Mesh girderMesh;
private List<Vector3> _girderVerts;
private List<Vector2> _girderUVs;
@ -27,8 +27,6 @@ namespace Restock
private List<int> _girderTris;
private int _girderSegments;
private float _girderHeight = -1f;
private bool _girderHasTangents = false;
private bool _girderHasColors = false;
private int _girderVertCount;
@ -38,45 +36,44 @@ namespace Restock
public override void OnLoad(ConfigNode node)
{
base.OnLoad(node);
if (HighLogic.LoadedSceneIsEditor || HighLogic.LoadedSceneIsFlight) return;
Debug.Log("OnLoad Called");
}
public override void OnStart(StartState state)
{
Debug.Log("OnStart 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);
}
_girderMesh = towerGirder.GetComponent<MeshFilter>().mesh;
_girderSegmentMesh = Instantiate<Mesh>(_girderMesh);
public override void OnStart(StartState state)
{
_girderHeight = Vector3.Distance(towerStretch.position, towerAnchor.position);
Debug.Log("OnStart Called");
Debug.Log(girderSegmentMesh == null);
girderMesh = towerGirder.GetComponent<MeshFilter>().mesh;
_girderVertCount = _girderSegmentMesh.vertexCount;
_girderTriCount = _girderSegmentMesh.triangles.Length;
_girderVertCount = girderSegmentMesh.vertexCount;
_girderTriCount = girderSegmentMesh.triangles.Length;
_girderVerts = new List<Vector3>(_girderSegmentMesh.vertices);
_girderUVs = new List<Vector2>(_girderSegmentMesh.uv);
_girderNormals = new List<Vector3>(_girderSegmentMesh.normals);
if (_girderSegmentMesh.tangents.Length > 0)
_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);
_girderTangents = new List<Vector4>(girderSegmentMesh.tangents);
}
if (_girderSegmentMesh.colors32.Length > 0)
if (girderSegmentMesh.colors32.Length > 0)
{
_girderHasColors = true;
_girderColors = new List<Color32>(_girderSegmentMesh.colors32);
_girderColors = new List<Color32>(girderSegmentMesh.colors32);
}
_girderTris = new List<int>(_girderSegmentMesh.triangles);
_girderTris = new List<int>(girderSegmentMesh.triangles);
_girderSegments = 1;
base.OnStart(state);
@ -97,45 +94,50 @@ namespace Restock
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 height = Vector3.Distance(towerStretch.position, towerAnchor.position);
var segments = Mathf.CeilToInt(height / _girderHeight);
var segments = Mathf.CeilToInt(height / initialHeight);
if (segments != _girderSegments)
{
UpdateGirder(segments);
}
towerAnchor.position = towerStretch.position - (towerStretch.up * height);
}
private void UpdateGirder(int length)
{
if (length > _girderSegments)
{
Debug.Log("lengthening to: " + length);
for (int i = _girderSegments; i < length; i++)
{
var offset = Vector3.down * _girderHeight * 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);
_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);
_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);
_girderTris.Add(girderSegmentMesh.triangles[t] + indexOffset);
}
}
}
else
{
Debug.Log("shortening to: " + length);
var startIndex = length * _girderVertCount;
var count = (_girderSegments - length) * _girderVertCount;
Debug.Log("removing verts");
@ -148,17 +150,18 @@ namespace Restock
Debug.Log("removing tris");
_girderTris.RemoveRange(length * _girderTriCount, (_girderSegments - length) * _girderTriCount);
}
Debug.Log("vertex count: "+ _girderVerts.Count);
_girderMesh.Clear();
girderMesh.Clear();
_girderMesh.SetVertices(_girderVerts);
_girderMesh.SetNormals(_girderNormals);
_girderMesh.SetUVs(0, _girderUVs);
if (_girderHasTangents) _girderMesh.SetTangents(_girderTangents);
if (_girderHasColors) _girderMesh.SetColors(_girderColors);
_girderMesh.SetTriangles(_girderTris, 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);
_girderMesh.RecalculateBounds();
girderMesh.RecalculateBounds();
_girderSegments = length;
}
}

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