Cache generated girder meshes for later use
Should help with vessels that have large numbers of launch clampspull/850/head
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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namespace Restock
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{
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public class LaunchClampGirderFactory : ScriptableObject
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{
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public Mesh girderSegmentMesh;
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[SerializeField] private Mesh[] _girderMeshCache;
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[SerializeField] private int _maxLength;
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private float _girderSegmentHeight;
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private bool _girderHasTangents;
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private bool _girderHasColors;
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private int _girderVertCount;
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private int _girderTriCount;
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private int _girderSegments;
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private List<Vector3> _girderVerts;
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private List<Vector2> _girderUVs;
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private List<Vector3> _girderNormals;
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private List<Vector4> _girderTangents;
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private List<Color32> _girderColors;
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private List<int> _girderTris;
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public void Initialize(Mesh girderSegmentMesh, float girderSegmentHeight, int maxLength = 100)
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{
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this.girderSegmentMesh = girderSegmentMesh;
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_girderSegmentHeight = girderSegmentHeight;
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_maxLength = maxLength;
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_girderMeshCache = new Mesh[maxLength];
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_girderMeshCache[0] = new Mesh();
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_girderMeshCache[1] = girderSegmentMesh;
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_girderVertCount = girderSegmentMesh.vertexCount;
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_girderTriCount = girderSegmentMesh.triangles.Length;
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_girderVerts = new List<Vector3>(girderSegmentMesh.vertices);
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_girderUVs = new List<Vector2>(girderSegmentMesh.uv);
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_girderNormals = new List<Vector3>(girderSegmentMesh.normals);
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if (girderSegmentMesh.tangents.Length > 0)
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{
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_girderHasTangents = true;
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_girderTangents = new List<Vector4>(girderSegmentMesh.tangents);
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}
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if (girderSegmentMesh.colors32.Length > 0)
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{
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_girderHasColors = true;
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_girderColors = new List<Color32>(girderSegmentMesh.colors32);
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}
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_girderTris = new List<int>(girderSegmentMesh.triangles);
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_girderSegments = 1;
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}
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public Mesh makeGirder(int length)
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{
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if (length < 0) length = 0;
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if (length > _maxLength) length = _maxLength;
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if (_girderMeshCache[length] == null)
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{
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Debug.Log("Girder mesh not generated, making it now...");
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var girderMesh = makeGirderMesh(length);
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_girderMeshCache[length] = girderMesh;
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}
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return _girderMeshCache[length];
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}
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private Mesh makeGirderMesh(int length)
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{
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if (length < 1)
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{
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return new Mesh();
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}
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var girderMesh = new Mesh();
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if (length > _girderSegments)
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{
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for (int i = _girderSegments; i < length ; i++)
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{
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var offset = Vector3.down * _girderSegmentHeight * i;
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var indexOffset = _girderVertCount * i;
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for (int v = 0; v < _girderVertCount; v++)
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{
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_girderVerts.Add(girderSegmentMesh.vertices[v] + offset);
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}
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_girderNormals.AddRange(girderSegmentMesh.normals);
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_girderUVs.AddRange(girderSegmentMesh.uv);
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if (_girderHasTangents) _girderTangents.AddRange(girderSegmentMesh.tangents);
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if (_girderHasColors) _girderColors.AddRange(girderSegmentMesh.colors32);
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for (int t = 0; t < _girderTriCount; t++)
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{
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_girderTris.Add(girderSegmentMesh.triangles[t] + indexOffset);
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}
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}
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}
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else if (length < _girderSegments)
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{
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var startIndex = length * _girderVertCount;
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var count = (_girderSegments - length) * _girderVertCount;
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_girderVerts.RemoveRange(startIndex, count);
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_girderNormals.RemoveRange(startIndex, count);
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_girderUVs.RemoveRange(startIndex, count);
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if (_girderHasTangents) _girderTangents.RemoveRange(startIndex, count);
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if (_girderHasColors) _girderColors.RemoveRange(startIndex, count);
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_girderTris.RemoveRange(length * _girderTriCount,
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(_girderSegments - length) * _girderTriCount);
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}
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girderMesh.SetVertices(_girderVerts);
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girderMesh.SetNormals(_girderNormals);
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girderMesh.SetUVs(0, _girderUVs);
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if (_girderHasTangents) girderMesh.SetTangents(_girderTangents);
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if (_girderHasColors) girderMesh.SetColors(_girderColors);
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girderMesh.SetTriangles(_girderTris, 0);
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girderMesh.RecalculateBounds();
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_girderSegments = length;
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return girderMesh;
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}
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}
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}
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