Installed Surge, fixed compile errors, moved a bunch of external stuff into folder
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96
Assets/External/Pixelplacement/Surge/Spline/Utilities/SplineControlledParticleSystem.cs
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96
Assets/External/Pixelplacement/Surge/Spline/Utilities/SplineControlledParticleSystem.cs
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/// <summary>
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/// SURGE FRAMEWORK
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/// Author: Bob Berkebile
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/// Email: bobb@pixelplacement.com
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///
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/// Forces a referenced particle system to flow along this spline. To optimize performance limit Max Particles to just what is necessary. Particle speed along the path is determined by Start Lifetime.
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///
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/// </summary>
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Pixelplacement;
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[ExecuteInEditMode]
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[RequireComponent (typeof (Spline))]
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public class SplineControlledParticleSystem : MonoBehaviour
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{
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//Public Variables:
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public float startRadius;
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public float endRadius;
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//Private Variables:
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[SerializeField] ParticleSystem _particleSystem = null;
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Spline _spline;
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ParticleSystem.Particle[] _particles;
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const float _previousDiff = .01f;
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//Init:
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void Awake ()
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{
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_spline = GetComponent<Spline> ();
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}
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//Loops:
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void LateUpdate ()
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{
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if (_particleSystem == null) return;
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if (_particles == null) _particles = new ParticleSystem.Particle[_particleSystem.main.maxParticles];
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int aliveParticlesCount = _particleSystem.GetParticles (_particles);
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for (int i = 0; i < aliveParticlesCount; i++)
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{
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//get calculation pieces:
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float seedMax = Mathf.Pow(10, _particles[i].randomSeed.ToString().Length);
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float seedAsPercent = _particles[i].randomSeed / seedMax;
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float travelPercentage = 1 - (_particles[i].remainingLifetime / _particles[i].startLifetime);
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//bypass issue while running at edit time when particles haven't reached the spline end:
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if (_spline.GetDirection(travelPercentage, false) == Vector3.zero) continue;
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//get a direction off our current point on the path - rotating by 1080 results in better distribution since Unity's randomSeed for particles favors lower numbers:
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Vector3 offshootDirection = Quaternion.AngleAxis(1080 * seedAsPercent, -_spline.GetDirection(travelPercentage, false)) * _spline.Up(travelPercentage);
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Vector3 previousOffshootDirection = Quaternion.AngleAxis(1080 * seedAsPercent, -_spline.GetDirection(travelPercentage - _previousDiff, false)) * _spline.Up(travelPercentage - _previousDiff, false);
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//cache our positions:
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Vector3 position = _spline.GetPosition(travelPercentage, false);
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//cache a previous position for velocity if possible:
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Vector3 lastPosition = position;
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if (travelPercentage - .01f >= 0) lastPosition = _spline.GetPosition(travelPercentage - _previousDiff, false);
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//decide how far to offshoot from the spline based on where we are between the start and end radius:
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float offset = Mathf.Lerp(startRadius, endRadius, travelPercentage);
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float previousOffset = Mathf.Lerp(startRadius, endRadius, travelPercentage - _previousDiff);
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//place particles depending on simulation space:
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Vector3 currentPosition = Vector3.zero;
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Vector3 previousPosition = Vector3.zero;
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switch (_particleSystem.main.simulationSpace)
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{
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case ParticleSystemSimulationSpace.Local:
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currentPosition = _particleSystem.transform.InverseTransformPoint(position + offshootDirection * offset);
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previousPosition = _particleSystem.transform.InverseTransformPoint(lastPosition + previousOffshootDirection * previousOffset);
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break;
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case ParticleSystemSimulationSpace.World:
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case ParticleSystemSimulationSpace.Custom:
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currentPosition = position + offshootDirection * offset;
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previousPosition = position + previousOffshootDirection * previousOffset;
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break;
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}
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//apply:
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_particles[i].position = currentPosition;
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_particles[i].velocity = currentPosition - previousPosition;
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}
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//apply the particle changes back to the system:
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_particleSystem.SetParticles (_particles, _particles.Length);
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}
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}
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