Files
jelito/Assets/jelycho/Code/GutRenderer.cs
2025-06-03 20:34:16 +02:00

134 lines
4.8 KiB
C#
Executable File

using System.Collections.Generic;
using Unity.Collections;
using Unity.Mathematics;
using UnityEngine;
using UnityEngine.Profiling;
namespace RealityReboot.jelycho {
[ExecuteInEditMode]
public class GutRenderer : MonoBehaviour {
static readonly List<Vector3> s_worldPositions = new(1024);
[SerializeField] Rope m_Rope;
[SerializeField] Material m_Material;
[SerializeField] float3[] m_Positions;
[SerializeField] float m_Radius = 0.2f;
[SerializeField, Range(3, 128)] int m_Resolution = 16;
[SerializeField] Mesh m_Mesh;
[SerializeField, Header("Debug")]
bool m_ShowPositions = false;
void Update() {
Profiler.BeginSample("GutRenderer.GenerateMesh");
GenerateMesh();
Profiler.EndSample();
Graphics.DrawMesh(m_Mesh, Matrix4x4.identity, m_Material, 0);
}
void OnDrawGizmos() {
Gizmos.color = Color.white;
for (int i = 0; i < m_Resolution; ++i) {
float angle = (float)i / m_Resolution * math.PI * 2.0f;
float3 pos = new(math.cos(angle), 0, math.sin(angle));
Gizmos.DrawSphere(pos, 0.1f);
}
if (m_ShowPositions) {
if (m_Positions.Length < 2) {
return;
}
for (int i = 0; i < m_Positions.Length - 1; i++) {
Gizmos.color = Color.white;
Gizmos.DrawLine(m_Positions[i], m_Positions[i + 1]);
Gizmos.color = Color.yellow;
Gizmos.DrawSphere(m_Positions[i], m_Radius);
}
Gizmos.DrawSphere(m_Positions[m_Positions.Length - 1], 0.1f);
}
}
void GenerateMesh() {
if (m_Mesh is null) {
m_Mesh = new Mesh {
name = "GutMesh",
indexFormat = UnityEngine.Rendering.IndexFormat.UInt32
};
m_Mesh.MarkDynamic();
}
if (m_Positions.Length < 2) {
return;
}
int segmentCount = m_Positions.Length - 1;
int vertexCount = m_Resolution * segmentCount;
int triangleCount = (segmentCount - 1) * m_Resolution * 2;
NativeList<float3> positions = new(vertexCount, Allocator.Temp);
NativeList<float3> normals = new(vertexCount, Allocator.Temp);
NativeList<float2> uvs = new(vertexCount, Allocator.Temp);
NativeList<int> indices = new(triangleCount * 3, Allocator.Temp);
for (int i = 0; i < m_Positions.Length - 1; i++) {
float3 pos0 = m_Positions[i];
float3 pos1 = m_Positions[i + 1];
float startV0 = (float)i / (m_Positions.Length - 1);
float startV1 = (float)(i + 1) / (m_Positions.Length - 1);
for (int j = 0; j < m_Resolution - 1; j++) {
float t0 = (float)j / m_Resolution;
float t1 = (float)(j + 1) / m_Resolution;
float angle0 = (float)j / m_Resolution * math.PI * 2.0f;
float angle1 = (float)(j + 1) / m_Resolution * math.PI * 2.0f;
float3 offset0 = new float3(math.cos(angle0), 0.0f, math.sin(angle0)) * m_Radius;
float3 offset1 = new float3(math.cos(angle1), 0.0f, math.sin(angle1)) * m_Radius;
int startIndex = positions.Length;
positions.Add(pos0 + offset0);
positions.Add(pos0 + offset1);
positions.Add(pos1 + offset0);
positions.Add(pos1 + offset1);
uvs.Add(new float2(t0, startV0));
uvs.Add(new float2(t0, startV1));
uvs.Add(new float2(t1, startV0));
uvs.Add(new float2(t1, startV1));
normals.Add(math.normalize(offset0));
normals.Add(math.normalize(offset1));
normals.Add(math.normalize(offset0));
normals.Add(math.normalize(offset1));
indices.Add(startIndex + 0);
indices.Add(startIndex + 1);
indices.Add(startIndex + 2);
indices.Add(startIndex + 3);
indices.Add(startIndex + 2);
indices.Add(startIndex + 1);
}
}
m_Mesh.Clear();
m_Mesh.SetVertices(positions.AsArray());
m_Mesh.SetNormals(normals.AsArray());
m_Mesh.SetUVs(0, uvs.AsArray());
m_Mesh.SetIndices(indices.AsArray(), MeshTopology.Triangles, 0, false);
}
}
}