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ReStocked/Source/Restock/LaunchClampGirderFactory.cs

133 lines
4.9 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace Restock
{
public class LaunchClampGirderFactory : ScriptableObject
{
public Mesh girderSegmentMesh;
[SerializeField] private Mesh[] _girderMeshCache;
[SerializeField] private int _maxLength;
private float _girderSegmentHeight;
private bool _girderHasTangents;
private bool _girderHasColors;
private int _girderVertCount;
private int _girderTriCount;
private int _girderSegments;
private List<Vector3> _girderVerts;
private List<Vector2> _girderUVs;
private List<Vector3> _girderNormals;
private List<Vector4> _girderTangents;
private List<Color32> _girderColors;
private List<int> _girderTris;
public void Initialize(Mesh girderSegmentMesh, float girderSegmentHeight, int maxLength = 100)
{
this.girderSegmentMesh = girderSegmentMesh;
_girderSegmentHeight = girderSegmentHeight;
_maxLength = maxLength;
_girderMeshCache = new Mesh[maxLength];
_girderMeshCache[0] = new Mesh();
_girderMeshCache[1] = girderSegmentMesh;
_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;
_girderTangents = new List<Vector4>(girderSegmentMesh.tangents);
}
if (girderSegmentMesh.colors32.Length > 0)
{
_girderHasColors = true;
_girderColors = new List<Color32>(girderSegmentMesh.colors32);
}
_girderTris = new List<int>(girderSegmentMesh.triangles);
_girderSegments = 1;
}
public Mesh makeGirder(int length)
{
if (length < 0) length = 0;
if (length > _maxLength) length = _maxLength;
if (_girderMeshCache[length] == null)
{
Debug.Log("Girder mesh not generated, making it now...");
var girderMesh = makeGirderMesh(length);
_girderMeshCache[length] = girderMesh;
}
return _girderMeshCache[length];
}
private Mesh makeGirderMesh(int length)
{
if (length < 1)
{
return new Mesh();
}
var girderMesh = new Mesh();
if (length > _girderSegments)
{
for (int i = _girderSegments; i < length ; i++)
{
var offset = Vector3.down * _girderSegmentHeight * 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);
}
}
}
else if (length < _girderSegments)
{
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);
}
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();
_girderSegments = length;
return girderMesh;
}
}
}