InTerra_Track.cs 21 KB

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  1. using UnityEngine;
  2. namespace InTerra
  3. {
  4. [AddComponentMenu("InTerra/InTerra Tracks")]
  5. public class InTerra_Track : MonoBehaviour
  6. {
  7. [SerializeField] public Material trackMaterial;
  8. [SerializeField] [Min(0.01f)] public float quadWidth = 0.45f;
  9. [SerializeField] [Min(0.01f)] public float quadLenght = 1.0f;
  10. [SerializeField] public float quadOffsetX = 0.0f;
  11. [SerializeField] public float quadOffsetZ = 0.0f;
  12. [SerializeField] float stepSize = 0.05f;
  13. [SerializeField] float lenghtUV = 3f;
  14. [SerializeField] [Min(0)] public float groundedCheckDistance = 0.6f;
  15. [SerializeField] public float startCheckDistance = 0.0f;
  16. [SerializeField] [Min(0)] float time = 0.1f;
  17. [SerializeField] [Min(25)] public float ereaseDistance = 75.0f;
  18. [SerializeField] public bool delete;
  19. private Vector3 lastPosition;
  20. private Vector3 lastVertexUp;
  21. private Vector3 lastVertexDown;
  22. private Vector3 lastVecForward;
  23. private float lastUV0_X;
  24. private float lastUV1_X;
  25. private float lastVertCreationTime;
  26. bool grounded;
  27. bool lastGrounded;
  28. bool directionSwitched;
  29. public float targetTime = 0;
  30. float groupSize = 0.5f;
  31. Vector3 groupLastPosition;
  32. bool wheelTrack;
  33. bool defaultTrack;
  34. bool initTrack;
  35. bool initTime;
  36. int c = 0;
  37. [SerializeField, HideInInspector] GameObject trackFadeOut;
  38. [SerializeField, HideInInspector] GameObject tracks;
  39. GameObject TrackMesh;
  40. private void Update()
  41. {
  42. if (trackMaterial != null)
  43. {
  44. if (trackMaterial.IsKeywordEnabled("_TRACKS"))
  45. {
  46. wheelTrack = true;
  47. }
  48. else if (!trackMaterial.IsKeywordEnabled("_FOOTPRINTS"))
  49. {
  50. defaultTrack = true;
  51. }
  52. if (InTerra_Data.TracksFadingEnabled())
  53. {
  54. trackMaterial.SetFloat("_TrackFadeTime", InTerra_Data.GetUpdaterScript().TracksFadingTime);
  55. trackMaterial.SetFloat("_TrackTime", Time.timeSinceLevelLoad);
  56. }
  57. }
  58. RaycastHit hit;
  59. bool meshTerrainHit = false;
  60. bool terrainHit = false;
  61. bool integratedObjectHit = false;
  62. grounded = false;
  63. Vector3 forwardVector = GetForwardVector();
  64. if (Physics.Raycast(transform.position - new Vector3(0, -startCheckDistance, 0), Vector3.down, out hit, groundedCheckDistance))
  65. {
  66. if (hit.collider.GetComponent<Terrain>() && InTerra_Data.CheckTerrainShader(hit.collider.GetComponent<Terrain>().materialTemplate))
  67. {
  68. terrainHit = true;
  69. }
  70. else if (hit.collider.GetComponent<Renderer>() && InTerra_Data.CheckMeshTerrainShader(hit.collider.GetComponent<Renderer>().sharedMaterial))
  71. {
  72. meshTerrainHit = true;
  73. }
  74. else if (hit.collider.GetComponent<Renderer>() && InTerra_Data.CheckObjectShader(hit.collider.GetComponent<Renderer>().sharedMaterial))
  75. {
  76. integratedObjectHit = true;
  77. }
  78. if (terrainHit || meshTerrainHit || integratedObjectHit)
  79. {
  80. grounded = true;
  81. }
  82. else
  83. {
  84. initTrack = false;
  85. }
  86. }
  87. if ((!initTrack) && grounded)
  88. {
  89. lastPosition = new Vector3(transform.position.x, 0, transform.position.z) - forwardVector * quadLenght;
  90. lastVertexUp = VertexPositions()[0] - forwardVector * quadLenght;
  91. lastVertexDown = VertexPositions()[1] - forwardVector * quadLenght;
  92. lastVertCreationTime = Time.timeSinceLevelLoad;
  93. CreateTrackMesh(0);
  94. lastPosition = new Vector3(transform.position.x, 0, transform.position.z);
  95. groupLastPosition = new Vector3(transform.position.x, 0, transform.position.z);
  96. if (wheelTrack)
  97. {
  98. CreateTrackMesh(2);
  99. }
  100. initTrack = true;
  101. if (!initTime && trackMaterial)
  102. {
  103. trackMaterial.SetFloat("_TrackTime", Time.timeSinceLevelLoad);
  104. initTime = true;
  105. }
  106. }
  107. else
  108. {
  109. float distance = Vector3.Distance(new Vector3(transform.position.x, 0, transform.position.z), lastPosition);
  110. if (wheelTrack)
  111. {
  112. if (distance > stepSize && lastGrounded)
  113. {
  114. if (wheelTrack && tracks.transform.childCount == 0)
  115. {
  116. lastPosition = new Vector3(transform.position.x, 0, transform.position.z) - forwardVector * quadLenght;
  117. lastVertexUp = VertexPositions()[0] - forwardVector * quadLenght;
  118. lastVertexDown = VertexPositions()[1] - forwardVector * quadLenght;
  119. lastVertCreationTime = Time.timeSinceLevelLoad;
  120. CreateTrackMesh(0);
  121. lastPosition = new Vector3(transform.position.x, 0, transform.position.z);
  122. groupLastPosition = new Vector3(transform.position.x, 0, transform.position.z);
  123. }
  124. CreateTrackMesh(1);
  125. CreateTrackMesh(2);
  126. lastPosition = new Vector3(transform.position.x, 0, transform.position.z);
  127. }
  128. }
  129. else
  130. {
  131. if (distance > stepSize && grounded && (targetTime <= 0.0f))
  132. {
  133. CreateTrackMesh(0);
  134. lastPosition = new Vector3(transform.position.x, 0, transform.position.z);
  135. targetTime = time;
  136. }
  137. }
  138. if (grounded)
  139. {
  140. targetTime -= Time.deltaTime;
  141. }
  142. else
  143. {
  144. targetTime = time;
  145. }
  146. }
  147. lastGrounded = grounded;
  148. if (InTerra_Data.TracksFadingEnabled())
  149. {
  150. if (tracks && tracks.transform.childCount > 0)
  151. {
  152. //Delte invisible stamps
  153. Mesh oldestStamp = tracks.transform.GetChild(0).GetComponent<MeshFilter>().mesh;
  154. Color vertexTime = oldestStamp.colors[oldestStamp.colors.Length - 3];
  155. if ((Time.timeSinceLevelLoad - vertexTime.b) > InTerra_Data.GetUpdaterScript().TracksFadingTime)
  156. {
  157. Destroy(tracks.transform.GetChild(0).gameObject);
  158. }
  159. }
  160. //Prevent the last created stamp to fade
  161. if (grounded && Vector3.Distance(new Vector3(transform.position.x, 0, transform.position.z), lastPosition) < stepSize && !wheelTrack)
  162. {
  163. Mesh lastCreatedStamp = tracks.transform.GetChild(tracks.transform.childCount - (1)).GetComponent<MeshFilter>().mesh;
  164. int vertLenth = lastCreatedStamp.uv3.Length;
  165. Color[] timeUpdate = new Color[vertLenth];
  166. lastCreatedStamp.uv3.CopyTo(timeUpdate, 0);
  167. timeUpdate[vertLenth - 1].b = Time.timeSinceLevelLoad;
  168. timeUpdate[vertLenth - 2].b = Time.timeSinceLevelLoad;
  169. timeUpdate[vertLenth - 3].b = Time.timeSinceLevelLoad;
  170. timeUpdate[vertLenth - 4].b = Time.timeSinceLevelLoad;
  171. lastCreatedStamp.colors = timeUpdate;
  172. }
  173. }
  174. }
  175. public void CreateTrackMesh(int positionIndex)
  176. {
  177. var dataScript = InTerra_Data.GetUpdaterScript();
  178. bool newObject = groupSize < Vector3.Distance(new Vector3(transform.position.x, 0, transform.position.z), groupLastPosition);
  179. if (tracks == null)
  180. {
  181. tracks = new GameObject("InTerra_Tracks_" + this.name);
  182. }
  183. Mesh tMesh;
  184. if (positionIndex == 2)
  185. {
  186. directionSwitched = Vector3.Angle(lastVecForward, GetForwardVectorFromPositions()) > 90;
  187. lastVecForward = initTrack ? GetForwardVectorFromPositions() : GetForwardVectorFromObject();
  188. if (lastGrounded)
  189. {
  190. if (!directionSwitched)
  191. {
  192. DestroyImmediate(trackFadeOut);
  193. }
  194. else
  195. {
  196. GameObject fadeCopy = Object.Instantiate(trackFadeOut);
  197. fadeCopy.transform.parent = tracks.transform;
  198. directionSwitched = false;
  199. }
  200. }
  201. trackFadeOut = new GameObject("Track Fade out Stamp " + c);
  202. trackFadeOut.AddComponent<MeshFilter>();
  203. trackFadeOut.AddComponent<MeshRenderer>();
  204. trackFadeOut.transform.parent = tracks.transform;
  205. tMesh = trackFadeOut.GetComponent<MeshFilter>().mesh;
  206. }
  207. else
  208. {
  209. if (TrackMesh == null || newObject)
  210. {
  211. c += 1;
  212. TrackMesh = new GameObject("Track Stamp " + c);
  213. TrackMesh.AddComponent<MeshFilter>();
  214. TrackMesh.AddComponent<MeshRenderer>();
  215. }
  216. tMesh = TrackMesh.GetComponent<MeshFilter>().mesh;
  217. }
  218. TrackMesh.transform.parent = tracks.transform;
  219. int vertLenght;
  220. int trianglesLenght;
  221. if (!newObject)
  222. {
  223. vertLenght = tMesh.vertices.Length + 4;
  224. trianglesLenght = tMesh.triangles.Length + 6;
  225. }
  226. else
  227. {
  228. tMesh = new Mesh();
  229. vertLenght = 4;
  230. trianglesLenght = 6;
  231. groupLastPosition = new Vector3(transform.position.x, 0, transform.position.z);
  232. }
  233. tMesh.name = "Track Mesh " + c;
  234. Vector3[] vertices = new Vector3[vertLenght];
  235. Vector2[] uv = new Vector2[vertLenght];
  236. Vector2[] uv2 = new Vector2[vertLenght];
  237. Color[] colors = new Color[vertLenght];
  238. int[] triangles = new int[trianglesLenght];
  239. Vector3 forwardVector = GetForwardVector();
  240. float distance;
  241. Vector3 newVertexUp;
  242. Vector3 newVertexDown;
  243. if (!newObject)
  244. {
  245. tMesh.vertices.CopyTo(vertices, 0);
  246. tMesh.uv.CopyTo(uv, 0);
  247. tMesh.uv2.CopyTo(uv2, 0);
  248. tMesh.colors.CopyTo(colors, 0);
  249. tMesh.triangles.CopyTo(triangles, 0);
  250. }
  251. int vIndex = vertices.Length - 4;
  252. if (positionIndex == 0)
  253. {
  254. if (wheelTrack)
  255. {
  256. newVertexUp = VertexPositions()[0];
  257. newVertexDown = VertexPositions()[1];
  258. SetFadingIn(vIndex, ref colors);
  259. lastVertCreationTime = Time.timeSinceLevelLoad;
  260. }
  261. else
  262. {
  263. lastVertexUp = VertexPositions()[0] - forwardVector * (quadLenght / 2);
  264. lastVertexDown = VertexPositions()[1] - forwardVector * (quadLenght / 2);
  265. newVertexUp = VertexPositions()[0] + forwardVector * (quadLenght / 2);
  266. newVertexDown = VertexPositions()[1] + forwardVector * (quadLenght / 2);
  267. SetDefaultFading(Time.timeSinceLevelLoad, vIndex, ref colors);
  268. }
  269. distance = Vector3.Distance(new Vector3(transform.position.x, 0, transform.position.z), lastPosition);
  270. }
  271. else
  272. {
  273. newVertexUp = VertexPositions()[0];
  274. newVertexDown = VertexPositions()[1];
  275. distance = Vector3.Distance(new Vector3(transform.position.x, 0, transform.position.z), lastPosition);
  276. float firstTwoVertsTime = wheelTrack ? lastVertCreationTime : Time.timeSinceLevelLoad;
  277. SetDefaultFading(firstTwoVertsTime, vIndex, ref colors);
  278. }
  279. if (positionIndex == 2)
  280. {
  281. if (Vector3.Angle(GetForwardVector(), GetForwardVectorFromPositions()) > 120)
  282. {
  283. forwardVector = GetForwardVectorFromObject() * -1.0f;
  284. }
  285. newVertexUp = VertexPositions()[0] + forwardVector * quadLenght;
  286. newVertexDown = VertexPositions()[1] + forwardVector * quadLenght;
  287. distance = Vector3.Distance(new Vector3(transform.position.x, 0, transform.position.z) + forwardVector * quadLenght, lastPosition);
  288. SetFadingOut(vIndex, ref colors);
  289. }
  290. else
  291. {
  292. dataScript.TrackDepthIndex += 0.0001f;
  293. }
  294. lastUV0_X = lastUV0_X % 1;
  295. lastUV1_X = lastUV1_X % 1;
  296. CreateQuad(vertices, newVertexUp, newVertexDown, vIndex, uv, triangles, distance);
  297. tMesh.vertices = vertices;
  298. tMesh.triangles = triangles;
  299. tMesh.uv = uv;
  300. tMesh.uv2 = uv;
  301. tMesh.colors = colors;
  302. lastVertCreationTime = Time.timeSinceLevelLoad;
  303. if (positionIndex != 2)
  304. {
  305. lastUV0_X = uv[vIndex + 2].x;
  306. lastUV1_X = uv[vIndex + 3].x;
  307. lastVertexUp = newVertexUp;
  308. lastVertexDown = newVertexDown;
  309. }
  310. if (positionIndex == 2)
  311. {
  312. trackFadeOut.GetComponent<MeshFilter>().mesh = tMesh;
  313. trackFadeOut.GetComponent<MeshRenderer>().sharedMaterial = trackMaterial;
  314. trackFadeOut.layer = InTerra_Data.GetGlobalData().trackLayer;
  315. }
  316. else
  317. {
  318. if (!TrackMesh.TryGetComponent<MeshFilter>(out MeshFilter mr))
  319. {
  320. TrackMesh.AddComponent<MeshRenderer>();
  321. TrackMesh.AddComponent<MeshFilter>();
  322. }
  323. TrackMesh.layer = InTerra_Data.GetGlobalData().trackLayer;
  324. TrackMesh.GetComponent<MeshFilter>().mesh = tMesh;
  325. if (newObject || TrackMesh.GetComponent<MeshRenderer>().sharedMaterial == null)
  326. {
  327. TrackMesh.GetComponent<MeshRenderer>().sharedMaterial = trackMaterial;
  328. TrackMesh.GetComponent<MeshRenderer>().shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
  329. TrackMesh.GetComponent<MeshRenderer>().lightProbeUsage = UnityEngine.Rendering.LightProbeUsage.Off;
  330. TrackMesh.GetComponent<MeshRenderer>().receiveShadows = false;
  331. }
  332. }
  333. if (tracks.transform.childCount != 0)
  334. {
  335. for (int i = 0; i < tracks.transform.childCount; i++)
  336. {
  337. Mesh m = tracks.transform.GetChild(i).GetComponent<MeshFilter>().mesh;
  338. if (Vector2.Distance(new Vector2(m.vertices[0].x, m.vertices[0].z), new Vector2(transform.position.x, transform.position.z)) > ereaseDistance)
  339. {
  340. Destroy(tracks.transform.GetChild(i).gameObject);
  341. }
  342. else
  343. {
  344. break;
  345. }
  346. }
  347. }
  348. }
  349. public Vector3 GetForwardVector()
  350. {
  351. if (initTrack && defaultTrack)
  352. {
  353. return GetForwardVectorFromPositions();
  354. }
  355. else
  356. {
  357. return GetForwardVectorFromObject();
  358. }
  359. }
  360. public Vector3 GetForwardVectorFromPositions()
  361. {
  362. return (new Vector3(transform.position.x, 0, transform.position.z) - lastPosition).normalized;
  363. }
  364. public Vector3 GetForwardVectorFromObject()
  365. {
  366. return Vector3.Cross((transform.right).normalized, new Vector3(0.0f, 1.0f, 0.0f));
  367. }
  368. Vector3[] VertexPositions()
  369. {
  370. Vector3[] vecPos = new Vector3[2];
  371. Vector3 normal2D = new Vector3(0, 1f, 0);
  372. Vector3 offsetPossition = OffsetedStampPosition();
  373. Vector3 position = new Vector3(offsetPossition.x, InTerra_Data.TracksStampYPosition(), offsetPossition.z);
  374. vecPos[0] = position + Vector3.Cross(GetForwardVector(), normal2D) * (quadWidth / 2);
  375. vecPos[1] = position + Vector3.Cross(GetForwardVector(), normal2D * -1f) * (quadWidth / 2);
  376. return vecPos;
  377. }
  378. public Vector3[] VertexDebugPositions()
  379. {
  380. Vector3[] vecPos = VertexPositions();
  381. Vector3[] debugVecPosition = new Vector3[2];
  382. debugVecPosition[0] = new Vector3(vecPos[0].x, transform.position.y, vecPos[0].z);
  383. debugVecPosition[1] = new Vector3(vecPos[1].x, transform.position.y, vecPos[1].z);
  384. return debugVecPosition;
  385. }
  386. private Vector3 OffsetedStampPosition()
  387. {
  388. Vector3 offsetedPos = transform.position + Vector3.Cross(GetForwardVector(), new Vector3(0, 1f, 0)) * (quadOffsetX);
  389. offsetedPos += GetForwardVector() * (quadOffsetZ);
  390. return offsetedPos;
  391. }
  392. void SetFadingIn(int vertLenght, ref Color[] color)
  393. {
  394. color[vertLenght + 0] = new Color(0, 0, lastVertCreationTime, 0);
  395. color[vertLenght + 1] = new Color(0, 0, lastVertCreationTime, 0);
  396. color[vertLenght + 2] = new Color(0, 0, Time.timeSinceLevelLoad, 1);
  397. color[vertLenght + 3] = new Color(0, 0, Time.timeSinceLevelLoad, 1);
  398. }
  399. void SetFadingOut(int vertLenght, ref Color[] color)
  400. {
  401. color[vertLenght + 0] = new Color(0, 0, Time.timeSinceLevelLoad, 1);
  402. color[vertLenght + 1] = new Color(0, 0, Time.timeSinceLevelLoad, 1);
  403. color[vertLenght + 2] = new Color(0, 0, Time.timeSinceLevelLoad, 0);
  404. color[vertLenght + 3] = new Color(0, 0, Time.timeSinceLevelLoad, 0);
  405. }
  406. void SetDefaultFading(float firstTwoVertsTime, int vertLenght, ref Color[] color)
  407. {
  408. color[vertLenght + 0] = new Color(0, 1, firstTwoVertsTime, 1);
  409. color[vertLenght + 1] = new Color(0, 1, firstTwoVertsTime, 1);
  410. color[vertLenght + 2] = new Color(0, 1, Time.timeSinceLevelLoad, 1);
  411. color[vertLenght + 3] = new Color(0, 1, Time.timeSinceLevelLoad, 1);
  412. }
  413. void CreateQuad(Vector3[] vertices, Vector3 newVertexUp, Vector3 newVertexDown, int vIndex, Vector2[] uv, int[] triangles, float distance)
  414. {
  415. vertices[vIndex + 0] = lastVertexDown;
  416. vertices[vIndex + 1] = lastVertexUp;
  417. vertices[vIndex + 2] = newVertexUp;
  418. vertices[vIndex + 3] = newVertexDown;
  419. if (wheelTrack)
  420. {
  421. uv[vIndex + 0] = new Vector2(lastUV0_X, 1);
  422. uv[vIndex + 1] = new Vector2(lastUV1_X, 0);
  423. uv[vIndex + 2] = new Vector2((lastUV0_X + (1 / lenghtUV * distance)), 0);
  424. uv[vIndex + 3] = new Vector2((lastUV1_X + (1 / lenghtUV * distance)), 1);
  425. }
  426. else
  427. {
  428. uv[vIndex + 0] = new Vector2(1, 1);
  429. uv[vIndex + 1] = new Vector2(1, 0);
  430. uv[vIndex + 2] = new Vector2(0, 0);
  431. uv[vIndex + 3] = new Vector2(0, 1);
  432. }
  433. int tIndex = triangles.Length - 6;
  434. Triangles(tIndex, vIndex, ref triangles);
  435. }
  436. private void Triangles(int tIndex, int vIndex, ref int[] triangles)
  437. {
  438. triangles[tIndex + 2] = vIndex + 0;
  439. triangles[tIndex + 1] = vIndex + 1;
  440. triangles[tIndex + 0] = vIndex + 2;
  441. triangles[tIndex + 5] = vIndex + 0;
  442. triangles[tIndex + 4] = vIndex + 2;
  443. triangles[tIndex + 3] = vIndex + 3;
  444. }
  445. }
  446. }