_xiaofang/xiaofang/Assets/Obi/Scripts/RopeAndRod/Rendering/ObiRopeLineRenderer.cs
杨号敬 bcc74f0465 add
2024-12-18 02:18:45 +08:00

69 lines
2.0 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using Unity.Profiling;
namespace Obi
{
[AddComponentMenu("Physics/Obi/Obi Rope Line Renderer", 884)]
[ExecuteInEditMode]
[RequireComponent(typeof(ObiPathSmoother))]
public class ObiRopeLineRenderer : MonoBehaviour, ObiActorRenderer<ObiRopeLineRenderer>
{
public ObiActor actor { get; private set; }
public Material material;
public RenderBatchParams renderParams = new RenderBatchParams(true);
[Range(0, 1)]
public float uvAnchor = 0; /**< Normalized position of texture coordinate origin along rope.*/
public Vector2 uvScale = Vector2.one; /**< Scaling of uvs along rope.*/
public bool normalizeV = true;
public float thicknessScale = 0.8f; /**< Scales section thickness.*/
public void Awake()
{
actor = GetComponent<ObiActor>();
}
void OnEnable()
{
((ObiActorRenderer<ObiRopeLineRenderer>)this).EnableRenderer();
}
void OnDisable()
{
((ObiActorRenderer<ObiRopeLineRenderer>)this).DisableRenderer();
}
public void OnValidate()
{
((ObiActorRenderer<ObiRopeLineRenderer>)this).SetRendererDirty(Oni.RenderingSystemType.LineRope);
}
RenderSystem<ObiRopeLineRenderer> ObiRenderer<ObiRopeLineRenderer>.CreateRenderSystem(ObiSolver solver)
{
switch (solver.backendType)
{
#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
case ObiSolver.BackendType.Burst: return new BurstLineRopeRenderSystem(solver);
#endif
case ObiSolver.BackendType.Compute:
default:
if (SystemInfo.supportsComputeShaders)
return new ComputeLineRopeRenderSystem(solver);
return null;
}
}
}
}