ParticleComponent.cs 11 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377
  1. // Magica Cloth.
  2. // Copyright (c) MagicaSoft, 2020-2022.
  3. // https://magicasoft.jp
  4. using System.Collections.Generic;
  5. using Unity.Mathematics;
  6. using UnityEngine;
  7. namespace MagicaCloth
  8. {
  9. /// <summary>
  10. /// パーティクルゲームオブジェクト基底クラス
  11. /// オブジェクトは複数のチームから利用される可能性があり、その場合はチームごとにパーティクルを生成する
  12. /// </summary>
  13. public abstract class ParticleComponent : BaseComponent, IDataHash
  14. {
  15. /// <summary>
  16. /// パーティクルID
  17. /// チームごと(自身は0)
  18. /// </summary>
  19. protected Dictionary<int, ChunkData> particleDict = new Dictionary<int, ChunkData>();
  20. /// <summary>
  21. /// 実行状態
  22. /// </summary>
  23. protected RuntimeStatus status = new RuntimeStatus();
  24. public RuntimeStatus Status
  25. {
  26. get
  27. {
  28. return status;
  29. }
  30. }
  31. //=========================================================================================
  32. /// <summary>
  33. /// データを識別するハッシュコードを作成して返す
  34. /// </summary>
  35. /// <returns></returns>
  36. public abstract int GetDataHash();
  37. //=========================================================================================
  38. public int CenterParticleIndex
  39. {
  40. get
  41. {
  42. if (particleDict.ContainsKey(0))
  43. return particleDict[0].startIndex;
  44. return -1;
  45. }
  46. }
  47. //=========================================================================================
  48. protected virtual void Start()
  49. {
  50. Init();
  51. }
  52. public virtual void OnEnable()
  53. {
  54. status.SetEnable(true);
  55. status.UpdateStatus();
  56. }
  57. public virtual void OnDisable()
  58. {
  59. status.SetEnable(false);
  60. status.UpdateStatus();
  61. }
  62. protected virtual void OnDestroy()
  63. {
  64. OnDispose();
  65. status.SetDispose();
  66. }
  67. // 基本的にVerifyData()は常にtrueなので更新の必要なし
  68. //protected virtual void Update()
  69. //{
  70. // if (status.IsInitSuccess)
  71. // {
  72. // var error = !VerifyData();
  73. // status.SetRuntimeError(error);
  74. // UpdateStatus();
  75. // if (status.IsActive)
  76. // OnUpdate();
  77. // }
  78. //}
  79. //=========================================================================================
  80. /// <summary>
  81. /// 初期化
  82. /// 通常はStart()で呼ぶ
  83. /// </summary>
  84. /// <param name="vcnt"></param>
  85. void Init()
  86. {
  87. status.UpdateStatusAction = OnUpdateStatus;
  88. status.OwnerFunc = () => this;
  89. if (status.IsInitComplete || status.IsInitStart)
  90. return;
  91. status.SetInitStart();
  92. if (VerifyData() == false)
  93. {
  94. status.SetInitError();
  95. return;
  96. }
  97. OnInit();
  98. if (status.IsInitError)
  99. return;
  100. status.SetInitComplete();
  101. status.UpdateStatus();
  102. }
  103. // 実行状態の更新通知
  104. protected void OnUpdateStatus()
  105. {
  106. if (status.IsActive)
  107. {
  108. // 実行状態に入った
  109. OnActive();
  110. }
  111. else
  112. {
  113. // 実行状態から抜けた
  114. OnInactive();
  115. }
  116. }
  117. /// <summary>
  118. /// 現在のデータが正常(実行できる状態)か返す
  119. /// </summary>
  120. /// <returns></returns>
  121. public virtual bool VerifyData()
  122. {
  123. return true;
  124. }
  125. //=========================================================================================
  126. /// <summary>
  127. /// 初期化
  128. /// </summary>
  129. protected virtual void OnInit() { }
  130. /// <summary>
  131. /// 破棄
  132. /// </summary>
  133. protected virtual void OnDispose()
  134. {
  135. if (MagicaPhysicsManager.IsInstance() == false)
  136. return;
  137. // パーティクルを破棄する
  138. RemoveParticle();
  139. }
  140. /// <summary>
  141. /// 更新
  142. /// </summary>
  143. protected virtual void OnUpdate() { }
  144. /// <summary>
  145. /// 実行状態に入った場合に呼ばれます
  146. /// </summary>
  147. protected virtual void OnActive()
  148. {
  149. // パーティクル有効化
  150. EnableParticle();
  151. }
  152. /// <summary>
  153. /// 実行状態から抜けた場合に呼ばれます
  154. /// </summary>
  155. protected virtual void OnInactive()
  156. {
  157. // パーティクル無効化
  158. DisableParticle();
  159. }
  160. //=========================================================================================
  161. /// <summary>
  162. /// パーティクル有効化
  163. /// </summary>
  164. protected void EnableParticle()
  165. {
  166. foreach (var teamId in particleDict.Keys)
  167. {
  168. EnableTeamParticle(teamId);
  169. }
  170. }
  171. /// <summary>
  172. /// パーティクル無効化
  173. /// </summary>
  174. protected void DisableParticle()
  175. {
  176. if (MagicaPhysicsManager.IsInstance())
  177. {
  178. foreach (var teamId in particleDict.Keys)
  179. {
  180. DisableTeamParticle(teamId);
  181. }
  182. }
  183. }
  184. /// <summary>
  185. /// チームパーティクル有効化
  186. /// </summary>
  187. /// <param name="teamId"></param>
  188. protected void EnableTeamParticle(int teamId)
  189. {
  190. var c = particleDict[teamId];
  191. MagicaPhysicsManager.Instance.Particle.SetEnable(
  192. c,
  193. true,
  194. UserTransform,
  195. UserTransformLocalPosition,
  196. UserTransformLocalRotation
  197. );
  198. }
  199. /// <summary>
  200. /// チームパーティクル無効化
  201. /// </summary>
  202. /// <param name="teamId"></param>
  203. protected void DisableTeamParticle(int teamId)
  204. {
  205. var c = particleDict[teamId];
  206. MagicaPhysicsManager.Instance.Particle.SetEnable(
  207. c,
  208. false,
  209. UserTransform,
  210. UserTransformLocalPosition,
  211. UserTransformLocalRotation
  212. );
  213. }
  214. /// <summary>
  215. /// パーティクルのデータ更新を予約する
  216. /// </summary>
  217. protected void ReserveDataUpdate()
  218. {
  219. if (MagicaPhysicsManager.IsInstance())
  220. MagicaPhysicsManager.Instance.Component.ReserveDataUpdateParticleComponent(this);
  221. }
  222. /// <summary>
  223. /// パーティクルのデータ更新処理
  224. /// </summary>
  225. internal virtual void DataUpdate() { }
  226. /// <summary>
  227. /// 状態の更新
  228. /// </summary>
  229. internal void UpdateStatus()
  230. {
  231. status.UpdateStatus();
  232. }
  233. //=========================================================================================
  234. /// <summary>
  235. /// 指定チームのパーティクルを1つ作成
  236. /// </summary>
  237. /// <param name="radius"></param>
  238. /// <param name="mass"></param>
  239. /// <param name="gravity"></param>
  240. /// <param name="drag"></param>
  241. /// <param name="maxVelocity"></param>
  242. /// <param name="depth"></param>
  243. /// <param name="flags"></param>
  244. /// <returns></returns>
  245. protected ChunkData CreateParticle(
  246. uint flag,
  247. int teamId,
  248. float depth,
  249. float3 radius,
  250. float3 localPos
  251. )
  252. {
  253. // すでに登録済みならば無効(v1.9.3)
  254. if (particleDict.ContainsKey(teamId))
  255. {
  256. return new ChunkData();
  257. }
  258. // 自動追加フラグ
  259. if (MagicaPhysicsManager.Instance.Team.IsFlag(teamId, PhysicsManagerTeamData.Flag_UpdatePhysics))
  260. flag |= PhysicsManagerParticleData.Flag_Transform_UnityPhysics;
  261. var t = transform;
  262. var c = MagicaPhysicsManager.Instance.Particle.CreateParticle(
  263. flag,
  264. teamId,
  265. t.position,
  266. t.rotation,
  267. depth,
  268. radius,
  269. localPos
  270. );
  271. particleDict.Add(teamId, c);
  272. // 初期状態はDisable
  273. DisableTeamParticle(teamId);
  274. return c;
  275. }
  276. /// <summary>
  277. /// 指定チームのパーティクルを削除
  278. /// </summary>
  279. /// <param name="teamId"></param>
  280. protected void RemoveTeamParticle(int teamId)
  281. {
  282. if (MagicaPhysicsManager.IsInstance())
  283. {
  284. // パーティクル無効化
  285. DisableTeamParticle(teamId);
  286. // パーティクル削除
  287. var c = particleDict[teamId];
  288. MagicaPhysicsManager.Instance.Particle.RemoveParticle(c);
  289. particleDict.Remove(teamId);
  290. }
  291. }
  292. /// <summary>
  293. /// パーティクル削除
  294. /// </summary>
  295. protected void RemoveParticle()
  296. {
  297. if (MagicaPhysicsManager.IsInstance())
  298. {
  299. foreach (var teamId in particleDict.Keys)
  300. {
  301. RemoveTeamParticle(teamId);
  302. }
  303. }
  304. particleDict.Clear();
  305. }
  306. /// <summary>
  307. /// 頂点ごとの連動トランスフォーム設定(不要な場合はnull)
  308. /// </summary>
  309. /// <param name="vindex"></param>
  310. /// <returns></returns>
  311. protected Transform UserTransform(int vindex)
  312. {
  313. return transform;
  314. }
  315. /// <summary>
  316. /// 頂点ごとの連動トランスフォームのLocalPositionを返す(不要な場合は0)
  317. /// </summary>
  318. /// <param name="vindex"></param>
  319. /// <returns></returns>
  320. protected float3 UserTransformLocalPosition(int vindex)
  321. {
  322. return transform.localPosition;
  323. }
  324. /// <summary>
  325. /// 頂点ごとの連動トランスフォームのLocalRotationを返す(不要な場合はquaternion.identity)
  326. /// </summary>
  327. /// <param name="vindex"></param>
  328. /// <returns></returns>
  329. protected quaternion UserTransformLocalRotation(int vindex)
  330. {
  331. return transform.localRotation;
  332. }
  333. }
  334. }