mirror of
https://github.com/PorktoberRevolution/ReStocked
synced 2024-09-01 17:34:42 +00:00
Get launch clamp code working
This commit is contained in:
parent
3e13dab645
commit
922dd5e282
@ -1 +1 @@
|
|||||||
Subproject commit 9bb51cacb47afca6ecda55304bff0af55d18f821
|
Subproject commit 864a8e82e28160d09be161af4af4c6a34cd46a4c
|
Binary file not shown.
@ -21,13 +21,13 @@
|
|||||||
trf_towerYoke_name = obj_yoke
|
trf_towerYoke_name = obj_yoke
|
||||||
trf_anchor_name = obj_ground
|
trf_anchor_name = obj_ground
|
||||||
trf_animationRoot_name = restock-clamp-1
|
trf_animationRoot_name = restock-clamp-1
|
||||||
anim_decouple_name = deploy
|
anim_decouple_name = RestockLaunchClamp_Deploy
|
||||||
}
|
}
|
||||||
|
|
||||||
MODULE
|
MODULE
|
||||||
{
|
{
|
||||||
name = ModuleAnimateGeneric
|
name = ModuleAnimateGeneric
|
||||||
animationName = extend
|
animationName = RestockLaunchClamp_Extend
|
||||||
startEventGUIName = #LOC_RestockPlus_light_rotate_on
|
startEventGUIName = #LOC_RestockPlus_light_rotate_on
|
||||||
endEventGUIName = #LOC_RestockPlus_light_rotate_off
|
endEventGUIName = #LOC_RestockPlus_light_rotate_off
|
||||||
actionGUIName = #LOC_RestockPlus_light_rotate_toggle
|
actionGUIName = #LOC_RestockPlus_light_rotate_toggle
|
||||||
|
Binary file not shown.
@ -16,8 +16,8 @@ namespace Restock
|
|||||||
[KSPField] public Transform towerGirder;
|
[KSPField] public Transform towerGirder;
|
||||||
[KSPField] public Transform towerStretch;
|
[KSPField] public Transform towerStretch;
|
||||||
|
|
||||||
[KSPField] private Mesh _girderSegmentMesh;
|
[KSPField] public Mesh girderSegmentMesh;
|
||||||
[KSPField] private Mesh _girderMesh;
|
[KSPField] public Mesh girderMesh;
|
||||||
|
|
||||||
private List<Vector3> _girderVerts;
|
private List<Vector3> _girderVerts;
|
||||||
private List<Vector2> _girderUVs;
|
private List<Vector2> _girderUVs;
|
||||||
@ -27,8 +27,6 @@ namespace Restock
|
|||||||
private List<int> _girderTris;
|
private List<int> _girderTris;
|
||||||
private int _girderSegments;
|
private int _girderSegments;
|
||||||
|
|
||||||
private float _girderHeight = -1f;
|
|
||||||
|
|
||||||
private bool _girderHasTangents = false;
|
private bool _girderHasTangents = false;
|
||||||
private bool _girderHasColors = false;
|
private bool _girderHasColors = false;
|
||||||
private int _girderVertCount;
|
private int _girderVertCount;
|
||||||
@ -38,45 +36,44 @@ namespace Restock
|
|||||||
|
|
||||||
public override void OnLoad(ConfigNode node)
|
public override void OnLoad(ConfigNode node)
|
||||||
{
|
{
|
||||||
base.OnLoad(node);
|
Debug.Log("OnLoad Called");
|
||||||
|
|
||||||
if (HighLogic.LoadedSceneIsEditor || HighLogic.LoadedSceneIsFlight) return;
|
|
||||||
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void OnStart(StartState state)
|
|
||||||
{
|
|
||||||
|
|
||||||
Debug.Log("OnStart Called");
|
|
||||||
towerPivot = base.part.FindModelTransform(trf_towerPivot_name);
|
towerPivot = base.part.FindModelTransform(trf_towerPivot_name);
|
||||||
towerYoke = base.part.FindModelTransform(trf_towerYoke_name);
|
towerYoke = base.part.FindModelTransform(trf_towerYoke_name);
|
||||||
towerAnchor = base.part.FindModelTransform(trf_anchor_name);
|
towerAnchor = base.part.FindModelTransform(trf_anchor_name);
|
||||||
towerGirder = base.part.FindModelTransform(trf_towerGirder_name);
|
towerGirder = base.part.FindModelTransform(trf_towerGirder_name);
|
||||||
towerStretch = base.part.FindModelTransform(trf_towerStretch_name);
|
towerStretch = base.part.FindModelTransform(trf_towerStretch_name);
|
||||||
|
|
||||||
_girderMesh = towerGirder.GetComponent<MeshFilter>().mesh;
|
girderMesh = towerGirder.GetComponent<MeshFilter>().mesh;
|
||||||
_girderSegmentMesh = Instantiate<Mesh>(_girderMesh);
|
girderSegmentMesh = Instantiate<Mesh>(girderMesh);
|
||||||
|
|
||||||
_girderHeight = Vector3.Distance(towerStretch.position, towerAnchor.position);
|
base.OnLoad(node);
|
||||||
|
}
|
||||||
|
|
||||||
_girderVertCount = _girderSegmentMesh.vertexCount;
|
public override void OnStart(StartState state)
|
||||||
_girderTriCount = _girderSegmentMesh.triangles.Length;
|
{
|
||||||
|
|
||||||
_girderVerts = new List<Vector3>(_girderSegmentMesh.vertices);
|
Debug.Log("OnStart Called");
|
||||||
_girderUVs = new List<Vector2>(_girderSegmentMesh.uv);
|
Debug.Log(girderSegmentMesh == null);
|
||||||
_girderNormals = new List<Vector3>(_girderSegmentMesh.normals);
|
girderMesh = towerGirder.GetComponent<MeshFilter>().mesh;
|
||||||
if (_girderSegmentMesh.tangents.Length > 0)
|
|
||||||
|
_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)
|
||||||
{
|
{
|
||||||
_girderHasTangents = true;
|
_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;
|
_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;
|
_girderSegments = 1;
|
||||||
|
|
||||||
base.OnStart(state);
|
base.OnStart(state);
|
||||||
@ -97,45 +94,50 @@ namespace Restock
|
|||||||
|
|
||||||
public void UpdateClamp()
|
public void UpdateClamp()
|
||||||
{
|
{
|
||||||
|
var height = base.height;
|
||||||
|
var initialHeight = base.initialHeight;
|
||||||
|
|
||||||
|
towerAnchor.position = towerStretch.position - (towerStretch.up * height);
|
||||||
|
|
||||||
var vec1 = Vector3.down;
|
var vec1 = Vector3.down;
|
||||||
var vec2 = towerAnchor.localPosition - towerYoke.localPosition ;
|
var vec2 = towerAnchor.localPosition - towerYoke.localPosition ;
|
||||||
towerYoke.localRotation = Quaternion.FromToRotation(vec1, vec2);
|
towerYoke.localRotation = Quaternion.FromToRotation(vec1, vec2);
|
||||||
|
|
||||||
var height = Vector3.Distance(towerStretch.position, towerAnchor.position);
|
var segments = Mathf.CeilToInt(height / initialHeight);
|
||||||
var segments = Mathf.CeilToInt(height / _girderHeight);
|
|
||||||
if (segments != _girderSegments)
|
if (segments != _girderSegments)
|
||||||
{
|
{
|
||||||
UpdateGirder(segments);
|
UpdateGirder(segments);
|
||||||
}
|
}
|
||||||
|
|
||||||
towerAnchor.position = towerStretch.position - (towerStretch.up * height);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void UpdateGirder(int length)
|
private void UpdateGirder(int length)
|
||||||
{
|
{
|
||||||
if (length > _girderSegments)
|
if (length > _girderSegments)
|
||||||
{
|
{
|
||||||
|
Debug.Log("lengthening to: " + length);
|
||||||
for (int i = _girderSegments; i < length; i++)
|
for (int i = _girderSegments; i < length; i++)
|
||||||
{
|
{
|
||||||
var offset = Vector3.down * _girderHeight * i;
|
var offset = Vector3.down * base.initialHeight * i;
|
||||||
var indexOffset = _girderVertCount * i;
|
var indexOffset = _girderVertCount * i;
|
||||||
for (int v = 0; v < _girderVertCount; v++)
|
for (int v = 0; v < _girderVertCount; v++)
|
||||||
{
|
{
|
||||||
_girderVerts.Add(_girderSegmentMesh.vertices[v] + offset);
|
_girderVerts.Add(girderSegmentMesh.vertices[v] + offset);
|
||||||
}
|
}
|
||||||
_girderNormals.AddRange(_girderSegmentMesh.normals);
|
_girderNormals.AddRange(girderSegmentMesh.normals);
|
||||||
_girderUVs.AddRange(_girderSegmentMesh.uv);
|
_girderUVs.AddRange(girderSegmentMesh.uv);
|
||||||
if (_girderHasTangents) _girderTangents.AddRange(_girderSegmentMesh.tangents);
|
if (_girderHasTangents) _girderTangents.AddRange(girderSegmentMesh.tangents);
|
||||||
if (_girderHasColors) _girderColors.AddRange(_girderSegmentMesh.colors32);
|
if (_girderHasColors) _girderColors.AddRange(girderSegmentMesh.colors32);
|
||||||
|
|
||||||
for (int t = 0; t < _girderTriCount; t++)
|
for (int t = 0; t < _girderTriCount; t++)
|
||||||
{
|
{
|
||||||
_girderTris.Add(_girderSegmentMesh.triangles[t] + indexOffset);
|
_girderTris.Add(girderSegmentMesh.triangles[t] + indexOffset);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
Debug.Log("shortening to: " + length);
|
||||||
var startIndex = length * _girderVertCount;
|
var startIndex = length * _girderVertCount;
|
||||||
var count = (_girderSegments - length) * _girderVertCount;
|
var count = (_girderSegments - length) * _girderVertCount;
|
||||||
Debug.Log("removing verts");
|
Debug.Log("removing verts");
|
||||||
@ -148,17 +150,18 @@ namespace Restock
|
|||||||
Debug.Log("removing tris");
|
Debug.Log("removing tris");
|
||||||
_girderTris.RemoveRange(length * _girderTriCount, (_girderSegments - length) * _girderTriCount);
|
_girderTris.RemoveRange(length * _girderTriCount, (_girderSegments - length) * _girderTriCount);
|
||||||
}
|
}
|
||||||
|
Debug.Log("vertex count: "+ _girderVerts.Count);
|
||||||
|
|
||||||
_girderMesh.Clear();
|
girderMesh.Clear();
|
||||||
|
|
||||||
_girderMesh.SetVertices(_girderVerts);
|
girderMesh.SetVertices(_girderVerts);
|
||||||
_girderMesh.SetNormals(_girderNormals);
|
girderMesh.SetNormals(_girderNormals);
|
||||||
_girderMesh.SetUVs(0, _girderUVs);
|
girderMesh.SetUVs(0, _girderUVs);
|
||||||
if (_girderHasTangents) _girderMesh.SetTangents(_girderTangents);
|
if (_girderHasTangents) girderMesh.SetTangents(_girderTangents);
|
||||||
if (_girderHasColors) _girderMesh.SetColors(_girderColors);
|
if (_girderHasColors) girderMesh.SetColors(_girderColors);
|
||||||
_girderMesh.SetTriangles(_girderTris, 0);
|
girderMesh.SetTriangles(_girderTris, 0);
|
||||||
|
|
||||||
_girderMesh.RecalculateBounds();
|
girderMesh.RecalculateBounds();
|
||||||
_girderSegments = length;
|
_girderSegments = length;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user