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| author | Bryan Galdrikian <[email protected]> | 2017-02-24 09:32:20 -0800 |
|---|---|---|
| committer | Bryan Galdrikian <[email protected]> | 2017-02-24 09:32:20 -0800 |
| commit | e1bf674c16e3c8472b29574159c789cd3f0c64e0 (patch) | |
| tree | 9f0cfce09c71a2c27ff19589fcad6cd83504477c /NvBlast/examples/UnityExample/Assets/Scripts/CubeFamily.cs | |
| parent | first commit (diff) | |
| download | blast-e1bf674c16e3c8472b29574159c789cd3f0c64e0.tar.xz blast-e1bf674c16e3c8472b29574159c789cd3f0c64e0.zip | |
Updating to [email protected] and [email protected] with a new directory structure.
NvBlast folder is gone, files have been moved to top level directory. README is changed to reflect this.
Diffstat (limited to 'NvBlast/examples/UnityExample/Assets/Scripts/CubeFamily.cs')
| -rw-r--r-- | NvBlast/examples/UnityExample/Assets/Scripts/CubeFamily.cs | 202 |
1 files changed, 0 insertions, 202 deletions
diff --git a/NvBlast/examples/UnityExample/Assets/Scripts/CubeFamily.cs b/NvBlast/examples/UnityExample/Assets/Scripts/CubeFamily.cs deleted file mode 100644 index fda0760..0000000 --- a/NvBlast/examples/UnityExample/Assets/Scripts/CubeFamily.cs +++ /dev/null @@ -1,202 +0,0 @@ -using System; -using System.Collections; -using System.Collections.Generic; -using System.Runtime.InteropServices; -using UnityEngine; - - -public class CubeFamily : MonoBehaviour -{ - public void Initialize(CubeAsset asset) - { - // Blast asset creation - _cubeAsset = asset; - - NvBlastAssetDesc desc = _cubeAsset.solverAssetDesc; - _blastAsset = new NvBlastAsset(desc); - Debug.Log(_blastAsset.leafChunkCount); - - // Actual Cubes - var cubePrefab = Resources.Load<GameObject>("CubePrefab"); - _cubes = new GameObject[desc.chunkCount]; - for (int i = 0; i < desc.chunkCount; ++i) - { - GameObject cube = GameObject.Instantiate<GameObject>(cubePrefab); - cube.transform.parent = transform; - cube.transform.localScale = _cubeAsset.chunks[i].extents; - cube.transform.localPosition = _cubeAsset.chunks[i].position; - cube.transform.localRotation = Quaternion.identity; - cube.SetActive(false); - Color color = Color.HSVToRGB(UnityEngine.Random.Range(0f, 1f), 0.42f, 1.0f); - cube.GetComponent<Renderer>().material.color = color; - _cubes[i] = cube; - } - - // First actor - _blastFamily = new NvBlastFamily(_blastAsset); - - NvBlastActorDesc actorDesc = new NvBlastActorDesc(); - actorDesc.uniformInitialBondHealth = 1.0f; - actorDesc.uniformInitialLowerSupportChunkHealth = 1.0f; - var actor = new NvBlastActor(_blastFamily, actorDesc); - Debug.Log(actor.visibleChunkCount); - - OnActorCreated(actor, Vector3.zero, Quaternion.identity); - - // Reserved buffers - _fractureBuffers = new NvBlastFractureBuffers(); - _fractureBuffers.chunkFractures = Marshal.AllocHGlobal((int)desc.chunkCount * Marshal.SizeOf(typeof(NvBlastChunkFractureData))); - _fractureBuffers.bondFractures = Marshal.AllocHGlobal((int)desc.bondCount * Marshal.SizeOf(typeof(NvBlastBondFractureData))); - _leafChunkCount = (uint)_blastAsset.leafChunkCount; - _newActorsBuffer = Marshal.AllocHGlobal((int)_leafChunkCount * Marshal.SizeOf(typeof(IntPtr))); - } - - private void OnActorCreated(NvBlastActor actor, Vector3 localPosition, Quaternion localRotation) - { - var rigidBodyGO = new GameObject("RigidActor"); - rigidBodyGO.transform.SetParent(this.transform, false); - var rigidbody = rigidBodyGO.AddComponent<Rigidbody>(); - rigidbody.transform.localPosition = localPosition; - rigidbody.transform.localRotation = localRotation; - - // chunks - var chunkIndices = actor.visibleChunkIndices; - foreach (var chunkIndex in chunkIndices) - { - var chunkCube = _cubes[chunkIndex]; - chunkCube.transform.SetParent(rigidbody.transform, false); - chunkCube.SetActive(true); - } - - // search for static chunks - var graphNodeIndices = actor.graphNodeIndices; - var chunkGraph = _blastAsset.chunkGraph; - foreach(var node in graphNodeIndices) - { - var chunkIndex = Marshal.ReadInt32(chunkGraph.chunkIndices, Marshal.SizeOf(typeof(UInt32)) * (int)node); - var chunkCube = _cubeAsset.chunks[chunkIndex]; - if(chunkCube.isStatic) - { - rigidbody.isKinematic = true; - break; - } - } - - actor.userData = rigidbody; - _actors.Add(rigidbody, actor); - } - - private void OnActorDestroyed(NvBlastActor actor) - { - var chunkIndices = actor.visibleChunkIndices; - foreach (var chunkIndex in chunkIndices) - { - var chunkCube = _cubes[chunkIndex]; - chunkCube.transform.SetParent(transform, false); - chunkCube.SetActive(false); - } - - var rigidbody = (actor.userData as Rigidbody); - _actors.Remove(rigidbody); - Destroy(rigidbody.gameObject); - actor.userData = null; - } - - public void ApplyRadialDamage(Vector3 position, float minRadius, float maxRadius, float compressive) - { - var hits = Physics.OverlapSphere(position, maxRadius); - foreach (var hit in hits) - { - var rb = hit.GetComponentInParent<Rigidbody>(); - if (rb != null) - { - ApplyRadialDamage(rb, position, minRadius, maxRadius, compressive); - } - } - } - - public bool ApplyRadialDamage(Rigidbody rb, Vector3 position, float minRadius, float maxRadius, float compressive) - { - if (_actors.ContainsKey(rb)) - { - Vector3 localPosition = rb.transform.InverseTransformPoint(position); - ApplyRadialDamage(_actors[rb], localPosition, minRadius, maxRadius, compressive); - return true; - } - return false; - } - - private void ApplyRadialDamage(NvBlastActor actor, Vector3 localPosition, float minRadius, float maxRadius, float compressive) - { - _fractureBuffers.chunkFractureCount = _cubeAsset.solverAssetDesc.chunkCount; - _fractureBuffers.bondFractureCount = _cubeAsset.solverAssetDesc.bondCount; - - NvBlastExtRadialDamageDesc desc = new NvBlastExtRadialDamageDesc(); - desc.minRadius = minRadius; - desc.maxRadius = maxRadius; - desc.compressive = compressive; - desc.p0 = localPosition.x; - desc.p1 = localPosition.y; - desc.p2 = localPosition.z; - - if (actor.DamageRadialFalloff(_fractureBuffers, desc, 1, null)) - { - Split(actor); - } - } - - private void Split(NvBlastActor actor) - { - NvBlastActorSplitEvent split = new NvBlastActorSplitEvent(); - split.newActors = _newActorsBuffer; - var count = actor.Split(split, _leafChunkCount); - - Vector3 localPosition = Vector3.zero; - Quaternion localRotation = Quaternion.identity; - - if (split.deletedActor != IntPtr.Zero) - { - if (actor.userData != null) - { - var parentRigidbody = (actor.userData as Rigidbody); - localPosition = parentRigidbody.transform.localPosition; - localRotation = parentRigidbody.transform.localRotation; - } - OnActorDestroyed(actor); - } - for (int i = 0; i < count; i++) - { - int elementSize = Marshal.SizeOf(typeof(IntPtr)); - var ptr = Marshal.ReadIntPtr(split.newActors, elementSize * i); - OnActorCreated(new NvBlastActor(_blastFamily, ptr), localPosition, localRotation); - } - } - - private void OnDestroy() - { - if (_fractureBuffers != null) - { - Marshal.FreeHGlobal(_fractureBuffers.chunkFractures); - Marshal.FreeHGlobal(_fractureBuffers.bondFractures); - _fractureBuffers = null; - } - - if (_newActorsBuffer != IntPtr.Zero) - { - Marshal.FreeHGlobal(_newActorsBuffer); - } - - _actors.Clear(); - _blastFamily = null; - _blastAsset = null; - } - - private CubeAsset _cubeAsset; - private NvBlastAsset _blastAsset; - private NvBlastFamily _blastFamily; - private Dictionary<Rigidbody, NvBlastActor> _actors = new Dictionary<Rigidbody, NvBlastActor>(); - private GameObject[] _cubes; - private NvBlastFractureBuffers _fractureBuffers; - private IntPtr _newActorsBuffer; - private uint _leafChunkCount; -}
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