123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567 |
-
- // =================================
- // Namespaces.
- // =================================
- using UnityEngine;
- using System.Collections.Generic;
- // =================================
- // Define namespace.
- // =================================
- namespace MirzaBeig
- {
- namespace Scripting
- {
- namespace Effects
- {
- // =================================
- // Classes.
- // =================================
- public abstract class ParticleForceField : MonoBehaviour
- {
- // =================================
- // Nested classes and structures.
- // =================================
- // ...
- protected struct GetForceParameters
- {
- public float distanceToForceFieldCenterSqr;
- public Vector3 scaledDirectionToForceFieldCenter;
- public Vector3 particlePosition;
- }
- // =================================
- // Variables.
- // =================================
- // ...
- [Header("Common Controls")]
- [Tooltip("Force field spherical range.")]
- public float radius = Mathf.Infinity;
- [Tooltip("Maximum baseline force.")]
- public float force = 5.0f;
- [Tooltip("Internal force field position offset.")]
- public Vector3 center = Vector3.zero;
- public float scaledRadius
- {
- get
- {
- return radius * transform.lossyScale.x;
- }
- }
- float _radius;
- float radiusSqr;
- float forceDeltaTime;
- Vector3 transformPosition;
- float[] particleSystemExternalForcesMultipliers;
- [Tooltip("Force scale as determined by distance to individual particles.")]
- public AnimationCurve forceOverDistance = new AnimationCurve(
- new Keyframe(0.0f, 1.0f),
- new Keyframe(1.0f, 1.0f)
- );
- // If (attached to a particle system): forces will be LOCAL.
- // Else if (attached to a particle system): forces will be SELECTIVE.
- // Else: forces will be GLOBAL.
- new ParticleSystem particleSystem;
- [Tooltip(
- "If nothing no particle systems are assigned, this force field will operate globally on ALL particle systems in the scene (NOT recommended).\n\n" +
- "If attached to a particle system, the force field will operate only on that system.\n\n" +
- "If specific particle systems are assigned, then the force field will operate on those systems only, even if attached to a particle system.")]
- public List<ParticleSystem> _particleSystems;
- int particleSystemsCount;
- // All required particle systems that will actually be used.
- List<ParticleSystem> particleSystems = new List<ParticleSystem>();
- // Particles in each system.
- // Second dimension initialized to max particle count
- // and not modified unless max particle count for that system changes.
- // Prevents allocations each frame.
- ParticleSystem.Particle[][] particleSystemParticles;
- ParticleSystem.MainModule[] particleSystemMainModules;
- Renderer[] particleSystemRenderers;
- // ^I could also just put the system and the module in a struct and make a 2D array
- // instead of having a seperate array for the modules.
- // Current iteration of the particle systems when looping through all of them.
- // Useful to derived classes (like for the vortex particle affector).
- protected ParticleSystem currentParticleSystem;
- // Parameters used by derived force classes.
- protected GetForceParameters parameters;
- // Update even when entire particle system is invisible?
- // Default: FALSE -> if all particles are invisible/offscreen, update will not execute.
- [Tooltip(
- "If TRUE, update even if target particle system(s) are invisible/offscreen.\n\n" +
- "If FALSE, update only if particles of the target system(s) are visible/onscreen.")]
- public bool alwaysUpdate = false;
- // =================================
- // Functions.
- // =================================
- // ...
- protected virtual void Awake()
- {
- }
- // ...
- protected virtual void Start()
- {
- particleSystem = GetComponent<ParticleSystem>();
- }
- // Called once per particle system, before entering second loop for its particles.
- // Used for setting up based on particle system-specific data.
- protected virtual void PerParticleSystemSetup()
- {
- }
- // Direction is NOT normalized.
- protected virtual Vector3 GetForce()
- {
- return Vector3.zero;
- }
- // ...
- protected virtual void Update()
- {
- }
- // Add/remove from public list of particles being managed.
- // Remember that adding specific systems will override all
- // other contexts (global and pure local).
- // Duplicates are not checked (intentionally).
- public void AddParticleSystem(ParticleSystem particleSystem)
- {
- _particleSystems.Add(particleSystem);
- }
- public void RemoveParticleSystem(ParticleSystem particleSystem)
- {
- _particleSystems.Remove(particleSystem);
- }
- // ...
- protected virtual void LateUpdate()
- {
- _radius = scaledRadius;
- radiusSqr = _radius * _radius;
- forceDeltaTime = force * Time.deltaTime;
- transformPosition = transform.position + center;
- // SELECTIVE.
- // If manually assigned a set of systems, use those no matter what.
- if (_particleSystems.Count != 0)
- {
- // If editor array size changed, clear and add again.
- if (particleSystems.Count != _particleSystems.Count)
- {
- particleSystems.Clear();
- particleSystems.AddRange(_particleSystems);
- }
- // Else if array size is the same, then re-assign from
- // the editor array. I do this in case the elements are different
- // even though the size is the same.
- else
- {
- for (int i = 0; i < _particleSystems.Count; i++)
- {
- particleSystems[i] = _particleSystems[i];
- }
- }
- }
- // LOCAL.
- // Else if attached to particle system, use only that.
- // Obviously, this will only happen if there are no systems specified in the array.
- else if (particleSystem)
- {
- // If just one element, assign as local PS component.
- if (particleSystems.Count == 1)
- {
- particleSystems[0] = particleSystem;
- }
- // Else, clear entire array and add only the one.
- else
- {
- particleSystems.Clear();
- particleSystems.Add(particleSystem);
- }
- }
- // GLOBAL.
- // Else, take all the ones from the entire scene.
- // This is the most expensive since it searches the entire scene
- // and also requires an allocation for every frame due to not knowing
- // if the particle systems are all the same from the last frame unless
- // I had a list to compare to from last frame. In that case, I'm not sure
- // if the performance would be better or worse. Do a test later?
- else
- {
- particleSystems.Clear();
- particleSystems.AddRange(FindObjectsOfType<ParticleSystem>());
- }
- parameters = new GetForceParameters();
- particleSystemsCount = particleSystems.Count;
- // If first frame (array is null) or length is less than the number of systems, initialize size of array.
- // I never shrink the array. Not sure if that's potentially super bad? I could always throw in a public
- // bool as an option to allow shrinking since there's a performance benefit for each, but depends on the
- // implementation case.
- if (particleSystemParticles == null || particleSystemParticles.Length < particleSystemsCount)
- {
- particleSystemParticles = new ParticleSystem.Particle[particleSystemsCount][];
- particleSystemMainModules = new ParticleSystem.MainModule[particleSystemsCount];
- particleSystemRenderers = new Renderer[particleSystemsCount];
- particleSystemExternalForcesMultipliers = new float[particleSystemsCount];
- for (int i = 0; i < particleSystemsCount; i++)
- {
- particleSystemMainModules[i] = particleSystems[i].main;
- particleSystemRenderers[i] = particleSystems[i].GetComponent<Renderer>();
- particleSystemExternalForcesMultipliers[i] = particleSystems[i].externalForces.multiplier;
- }
- }
- for (int i = 0; i < particleSystemsCount; i++)
- {
- if (!particleSystemRenderers[i].isVisible && !alwaysUpdate)
- {
- continue;
- }
- int maxParticles = particleSystemMainModules[i].maxParticles;
- if (particleSystemParticles[i] == null || particleSystemParticles[i].Length < maxParticles)
- {
- particleSystemParticles[i] = new ParticleSystem.Particle[maxParticles];
- }
- currentParticleSystem = particleSystems[i];
- PerParticleSystemSetup();
- int particleCount = currentParticleSystem.GetParticles(particleSystemParticles[i]);
- ParticleSystemSimulationSpace simulationSpace = particleSystemMainModules[i].simulationSpace;
- ParticleSystemScalingMode scalingMode = particleSystemMainModules[i].scalingMode;
- // I could also store the transforms in an array similar to what I do with modules.
- // Or, put all of those together into a struct and make an array out of that since
- // they'll always be assigned/updated at the same time.
- Transform currentParticleSystemTransform = currentParticleSystem.transform;
- Transform customSimulationSpaceTransform = particleSystemMainModules[i].customSimulationSpace;
- // If in world space, there's no need to do any of the extra calculations... simplify the loop!
- if (simulationSpace == ParticleSystemSimulationSpace.World)
- {
- for (int j = 0; j < particleCount; j++)
- {
- parameters.particlePosition = particleSystemParticles[i][j].position;
- parameters.scaledDirectionToForceFieldCenter.x = transformPosition.x - parameters.particlePosition.x;
- parameters.scaledDirectionToForceFieldCenter.y = transformPosition.y - parameters.particlePosition.y;
- parameters.scaledDirectionToForceFieldCenter.z = transformPosition.z - parameters.particlePosition.z;
- parameters.distanceToForceFieldCenterSqr = parameters.scaledDirectionToForceFieldCenter.sqrMagnitude;
- if (parameters.distanceToForceFieldCenterSqr < radiusSqr)
- {
- float distanceToCenterNormalized = parameters.distanceToForceFieldCenterSqr / radiusSqr;
- float distanceScale = forceOverDistance.Evaluate(distanceToCenterNormalized);
- Vector3 force = GetForce();
- float forceScale = (forceDeltaTime * distanceScale) * particleSystemExternalForcesMultipliers[i];
- force.x *= forceScale;
- force.y *= forceScale;
- force.z *= forceScale;
- Vector3 particleVelocity = particleSystemParticles[i][j].velocity;
- particleVelocity.x += force.x;
- particleVelocity.y += force.y;
- particleVelocity.z += force.z;
- particleSystemParticles[i][j].velocity = particleVelocity;
- }
- }
- }
- else
- {
- Vector3 particleSystemPosition = Vector3.zero;
- Quaternion particleSystemRotation = Quaternion.identity;
- Vector3 particleSystemLocalScale = Vector3.one;
- Transform simulationSpaceTransform = currentParticleSystemTransform;
- switch (simulationSpace)
- {
- case ParticleSystemSimulationSpace.Local:
- {
- particleSystemPosition = simulationSpaceTransform.position;
- particleSystemRotation = simulationSpaceTransform.rotation;
- particleSystemLocalScale = simulationSpaceTransform.localScale;
- break;
- }
- case ParticleSystemSimulationSpace.Custom:
- {
- simulationSpaceTransform = customSimulationSpaceTransform;
- particleSystemPosition = simulationSpaceTransform.position;
- particleSystemRotation = simulationSpaceTransform.rotation;
- particleSystemLocalScale = simulationSpaceTransform.localScale;
- break;
- }
- default:
- {
- throw new System.NotSupportedException(
- string.Format("Unsupported scaling mode '{0}'.", simulationSpace));
- }
- }
- for (int j = 0; j < particleCount; j++)
- {
- parameters.particlePosition = particleSystemParticles[i][j].position;
- switch (simulationSpace)
- {
- case ParticleSystemSimulationSpace.Local:
- case ParticleSystemSimulationSpace.Custom:
- {
- switch (scalingMode)
- {
- case ParticleSystemScalingMode.Hierarchy:
- {
- parameters.particlePosition = simulationSpaceTransform.TransformPoint(particleSystemParticles[i][j].position);
- break;
- }
- case ParticleSystemScalingMode.Local:
- {
- // Order is important.
- parameters.particlePosition = Vector3.Scale(parameters.particlePosition, particleSystemLocalScale);
- parameters.particlePosition = particleSystemRotation * parameters.particlePosition;
- parameters.particlePosition = parameters.particlePosition + particleSystemPosition;
- break;
- }
- case ParticleSystemScalingMode.Shape:
- {
- parameters.particlePosition = particleSystemRotation * parameters.particlePosition;
- parameters.particlePosition = parameters.particlePosition + particleSystemPosition;
- break;
- }
- default:
- {
- throw new System.NotSupportedException(
- string.Format("Unsupported scaling mode '{0}'.", scalingMode));
- }
- }
- break;
- }
- }
- parameters.scaledDirectionToForceFieldCenter.x = transformPosition.x - parameters.particlePosition.x;
- parameters.scaledDirectionToForceFieldCenter.y = transformPosition.y - parameters.particlePosition.y;
- parameters.scaledDirectionToForceFieldCenter.z = transformPosition.z - parameters.particlePosition.z;
- parameters.distanceToForceFieldCenterSqr = parameters.scaledDirectionToForceFieldCenter.sqrMagnitude;
- //particleSystemParticles[i][j].velocity += forceDeltaTime * Vector3.Normalize(parameters.scaledDirectionToForceFieldCenter);
- if (parameters.distanceToForceFieldCenterSqr < radiusSqr)
- {
- // 0.0f -> 0.99...f;
- float distanceToCenterNormalized = parameters.distanceToForceFieldCenterSqr / radiusSqr;
- // Evaluating a curve within a loop which is very likely to exceed a few thousand
- // iterations produces a noticeable FPS drop (around minus 2 - 5). Might be a worthwhile
- // optimization to check outside all loops if the curve is constant (all keyframes same value),
- // and then run a different block of code if true that uses that value as a stored float without
- // having to call Evaluate(t).
- float distanceScale = forceOverDistance.Evaluate(distanceToCenterNormalized);
- // Expanded vector operations for optimization. I think this is already done by
- // the compiler, but it's nice to have for the editor anyway.
- Vector3 force = GetForce();
- float forceScale = (forceDeltaTime * distanceScale) * particleSystemExternalForcesMultipliers[i];
- force.x *= forceScale;
- force.y *= forceScale;
- force.z *= forceScale;
- switch (simulationSpace)
- {
- case ParticleSystemSimulationSpace.Local:
- case ParticleSystemSimulationSpace.Custom:
- {
- switch (scalingMode)
- {
- case ParticleSystemScalingMode.Hierarchy:
- {
- force = simulationSpaceTransform.InverseTransformVector(force);
- break;
- }
- case ParticleSystemScalingMode.Local:
- {
- // Order is important.
- // Notice how rotation and scale orders are reversed.
- force = Quaternion.Inverse(particleSystemRotation) * force;
- force = Vector3.Scale(force, new Vector3(
- 1.0f / particleSystemLocalScale.x,
- 1.0f / particleSystemLocalScale.y,
- 1.0f / particleSystemLocalScale.z));
- break;
- }
- case ParticleSystemScalingMode.Shape:
- {
- force = Quaternion.Inverse(particleSystemRotation) * force;
- break;
- }
- // This would technically never execute since it's checked earlier (above).
- default:
- {
- throw new System.NotSupportedException(
- string.Format("Unsupported scaling mode '{0}'.", scalingMode));
- }
- }
- break;
- }
- }
- Vector3 particleVelocity = particleSystemParticles[i][j].velocity;
- particleVelocity.x += force.x;
- particleVelocity.y += force.y;
- particleVelocity.z += force.z;
- particleSystemParticles[i][j].velocity = particleVelocity;
- }
- }
- }
- currentParticleSystem.SetParticles(particleSystemParticles[i], particleCount);
- }
- }
- // ...
- void OnApplicationQuit()
- {
- }
- // ...
- protected virtual void OnDrawGizmosSelected()
- {
- Gizmos.color = Color.green;
- Gizmos.DrawWireSphere(transform.position + center, scaledRadius);
- }
- // =================================
- // End functions.
- // =================================
- }
- // =================================
- // End namespace.
- // =================================
- }
- }
- }
- // =================================
- // --END-- //
- // =================================
|