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ReStocked/Source/Restock/ModuleRestockLaunchClamp.cs

84 lines
3.0 KiB
C#

using System;
using UnityEngine;
namespace Restock
{
public class ModuleRestockLaunchClamp : LaunchClamp
{
private Material _girderMaterial;
private Matrix4x4[] _girderMatrices;
private Mesh _girderMesh;
private int _girderSegments;
[KSPField] public int maxSegments = 100;
[KSPField] public Transform towerAnchor;
[KSPField] public Transform towerGirder;
[KSPField] public Transform towerPivot;
[KSPField] public Transform towerStretch;
[KSPField] public Transform towerYoke;
[KSPField] public string trf_towerGirder_name = "";
[KSPField] public string trf_towerYoke_name = "";
public override void OnLoad(ConfigNode node)
{
towerPivot = part.FindModelTransform(trf_towerPivot_name);
towerYoke = part.FindModelTransform(trf_towerYoke_name);
towerAnchor = part.FindModelTransform(trf_anchor_name);
towerGirder = part.FindModelTransform(trf_towerGirder_name);
towerStretch = part.FindModelTransform(trf_towerStretch_name);
base.OnLoad(node);
}
public override void OnStart(StartState state)
{
base.OnStart(state);
var girderRenderer = towerGirder.GetComponent<MeshRenderer>();
_girderMaterial = girderRenderer.material;
_girderMesh = towerGirder.GetComponent<MeshFilter>().mesh;
girderRenderer.enabled = false; // we'll render manually from now on
_girderSegments = 0;
_girderMatrices = new Matrix4x4[maxSegments];
_girderMaterial.enableInstancing = true;
if (!_girderMaterial.enableInstancing)
{
this.LogError("Could not enable instancing! Aborting");
_girderSegments = -1;
}
}
public void LateUpdate()
{
if (_girderSegments < 0) return;
var height = HighLogic.LoadedSceneIsEditor ? towerStretch.position.y : this.height;
var initialHeight = this.initialHeight;
towerAnchor.position = towerStretch.position - towerStretch.up * height;
var vec1 = Vector3.down;
var vec2 = towerAnchor.localPosition - towerYoke.localPosition;
towerYoke.localRotation = Quaternion.FromToRotation(vec1, vec2);
_girderSegments = Mathf.CeilToInt(height / this.initialHeight);
_girderSegments = Math.Min(_girderSegments, maxSegments);
_girderSegments = Math.Max(_girderSegments, 0);
var matrix = towerGirder.localToWorldMatrix;
var offset = Matrix4x4.Translate(towerGirder.TransformVector(Vector3.down * initialHeight));
for (var i = 0; i < _girderSegments; i++)
{
_girderMatrices[i] = matrix;
matrix = offset * matrix;
}
Graphics.DrawMeshInstanced(_girderMesh, 0, _girderMaterial, _girderMatrices, _girderSegments, part.mpb);
}
}
}