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- using UnityEngine;
- using System.Collections;
- using System.Threading;
- using PPTParticleSystem2D;
- //Generator for the PPT Particle System
- public class PPTGeneratorImage : MonoBehaviour
- {
- //Core of the PPT Particle System
- private PPTParticleSystem physics;
- //Texture to make as a particle system
- //Alpha Channel supported (each alpha = 0 means no particle)
- public Texture2D image;
- //Final ressolution for the particle system
- //Small value mean more resolution
- [Range(0.1f, 100)]
- public float resolution = 6;
- //A minium and maxim value for a random mass for the particles
- public float minimMassValue = 0.4f;
- public float maxMassValue = 0.8f;
- //Values for the spring and damping particles system
- public float springConstant=0.02f, damping=0.04f;
- //Alpha cut off value to make the particle system
- [Range(0, 1)]
- public float alphaCutOff = 0;
-
-
- //Particle Sistem from unity used to make the render of the particles
- public ParticleSystem ParticleSystem;
- //External forces applyied to the system
- public PPTForceParticle[] externalForces;
- //Use or not the localTransformPosition from the external forces
- public bool localPosition = false;
- //Particle method system to calculate the steps
- public PPTParticleSystem.IntegratorSystem integratorSystem;
- //Bolean flag to know if the particle system is loaded
- public bool isLoaded;
- //Value to make more viscosity effect
- [Range(0, 0.7f)]
- public float somedrag;
- //Enable or disable the srpings system
- public bool springsActivated = true;
- //size of the system
- public float size = 1;
- //Internal variables for the map of the texture.
- private int widthSmall, heightSmall, numPixelsSmall;
- private PPTParticle[] particles;
- private PPTSpring[] springs;
- private PPTParticle[] fixedParticles;
- private Color[] colors;
- private float[] forceInstance;
- private bool[] activeInstance;
- private PPTParticle[] instances;
- private PPTAttraction[,] attracts;
- private UnityEngine.ParticleSystem.Particle[] parts;
- private bool m_springsActivated=true;
-
- //Multi thread for optimitzation
- private Thread thread;
- private Mutex mainLoop;
- void OnApplicationQuit()
- {
- //Kill the thread from the PPTParticleSystem
- thread.Abort();
- }
- void Start()
- {
- //Start the loading for the PPTParticleSystem
- LoadParticles();
- }
- // Use this for initialization
- public void LoadParticles()
- {
- isLoaded = false;
- //get the final ressolution for the system
- widthSmall = (int)(image.width / resolution);
- heightSmall = (int)(image.height / resolution);
- numPixelsSmall = 0;
- for (int x = 0; x < widthSmall; x++)
- {
- for (int y = 0; y < heightSmall; y++)
- {
- //Count each particle from the alpha cut off
- Color c = image.GetPixel((int)(x * resolution), (int)(y * resolution));
- if (c.a > alphaCutOff)
- numPixelsSmall++;
- }
- }
- //numPixelsSmall had the final number of particles for all the system
- Debug.Log("Generator : PPTParticleSystem - width : " + widthSmall + " - height : " + heightSmall + " - number of particles : " + numPixelsSmall);
- //Define an array for the colors of the image
- colors = new Color[numPixelsSmall];
- //Define a PPTParticle system
- physics = new PPTParticleSystem(0f, somedrag);
- //Define the integrator system
- physics.setIntegrator(integratorSystem);
-
- //Define one particle array system
- particles = new PPTParticle[numPixelsSmall];
- //Define another array of the particle system for the static position
- fixedParticles = new PPTParticle[numPixelsSmall];
- //Define each spring for each particle
- springs = new PPTSpring[numPixelsSmall];
- //Define each attract for the external force
- attracts = new PPTAttraction[externalForces.Length, numPixelsSmall];
- //Define each external force instance
- instances = new PPTParticle[externalForces.Length];
- forceInstance = new float[externalForces.Length];
- activeInstance = new bool[externalForces.Length];
- //For each external force, make a fixed particle
- Vector3 v = new Vector3(0, 0, 0);
- for (int i = 0; i < externalForces.Length; i++)
- {
- if (localPosition)
- v = externalForces[i].transform.localPosition;
- else
- v = externalForces[i].transform.position;
-
- //Make a fixed particle
- instances[i] = physics.makeParticle(1, v.x, v.y, v.z);
- instances[i].makeFixed();
- forceInstance[i] = externalForces[i].forceParticle;
- activeInstance[i] = externalForces[i].gameObject.activeSelf;
- }
- //Now we work with the particle's system
- int a = 0;
- for (int x = 0; x < widthSmall; x++)
- {
- for (int y = 0; y < heightSmall; y++)
- {
- //get the current color of the image
- Color c = image.GetPixel((int)(x * resolution), (int)(y * resolution));
- //if alpha cut off
- if (c.a > alphaCutOff)
- {
- //get the current color
- colors[a] = image.GetPixel((int)(x * resolution), (int)(y * resolution));
- //make a particle
- particles[a] = physics.makeParticle(
- Random.Range(minimMassValue, maxMassValue),
- (x * resolution - widthSmall * resolution / 2)/(60/size),
- (y * resolution - heightSmall * resolution / 2)/(60/size), 0);
- //make a static particle
- fixedParticles[a] = physics.makeParticle(
- Random.Range(minimMassValue, maxMassValue),
- (x * resolution - widthSmall * resolution / 2)/(60/size),
- (y * resolution - heightSmall * resolution / 2)/(60/size), 0);
- //active the fixed particle for the static particle
- fixedParticles[a].makeFixed();
- int i = 0;
- //for each force...
- foreach (PPTParticle p in instances)
- {
- //apply the attracttion for each external force
- attracts[i, a] = physics.makeAttraction(particles[a], p, forceInstance[i], 0.1f);
- if (!activeInstance[i])
- //turn off the current attractot if the external force isn't enabled
- attracts[i, a].turnOff();
- i++;
- }
- //Finally make the spring joint between particle and fixed particle
- springs[a] = physics.makeSpring(particles[a], fixedParticles[a], springConstant, damping, 0);
- a++;
- }
- }
- }
- //Particle system loaded
- isLoaded = true;
- //Internal array of particles to work with the Unityt particle system
- parts = new ParticleSystem.Particle[numPixelsSmall];
- mainLoop = new Mutex(true);
- thread = new Thread(runPhysics);
- //Atart a thread to make the particle system run
- thread.Start();
- //Getting the actual Unity particle system to make the new one
-
- if (ParticleSystem != null)
- {
- float particleSize = ParticleSystem.startSize;
- int i = numPixelsSmall;
- while (--i > -1)
- {
- ParticleSystem.Particle particle = new ParticleSystem.Particle();
- particle.position = new Vector2(particles[i].position.x,particles[i].position.y);
- particle.startLifetime = float.MaxValue;
- particle.remainingLifetime = float.MaxValue;
- particle.size = particleSize;
- particle.color = colors[i];
- parts[i] = particle;
- }
- ParticleSystem.SetParticles(parts, parts.Length);
- ParticleSystem.Play();
- }
- else {
- Debug.LogError("Particle system not setted! Please attach one Unity particle system to the PPTParticleSystem.");
- }
- }
- // Update is called once per frame
- void Update()
- {
- //For each force, update the state, force and position
- updateExternalForces();
- //Make the update of the particle system
- if (physics != null)
- updateParticleSystem();
- //Update the spring relations into the PPT Particle System
- updateSpringSystem();
- mainLoop.ReleaseMutex();
- mainLoop.WaitOne();
- }
- private void updateSpringSystem()
- {
- //Reload the spring state
- if (m_springsActivated != springsActivated)
- {
- m_springsActivated = springsActivated;
- foreach (PPTSpring s in springs)
- if (m_springsActivated)
- s.turnOn();
- else
- s.turnOff();
- }
- }
- private void updateExternalForces()
- {
- Vector3 v = new Vector3(0, 0, 0);
- for (int i = 0; i < externalForces.Length; i++)
- {
- if (localPosition)
- v = externalForces[i].transform.localPosition;
- else
- v = externalForces[i].transform.position;
- //Update position for each external force
- instances[i].position.x = v.x;
- instances[i].position.y = v.y;
- if (forceInstance[i] != externalForces[i].forceParticle || activeInstance[i] != externalForces[i].gameObject.activeSelf)
- {
- forceInstance[i] = externalForces[i].forceParticle;
- activeInstance[i] = externalForces[i].gameObject.activeSelf;
- if (activeInstance[i])
- for (int a = 0; a < numPixelsSmall; a++)
- {
- //Turn on and setup the force for the external force
- attracts[i, a].turnOn();
- attracts[i, a].setStrength(forceInstance[i]);
- }
- else
- for (int a = 0; a < numPixelsSmall; a++)
- //Turn off the external force
- attracts[i, a].turnOff();
- }
- }
- }
- public void runPhysics()
- {
- while (true)
- {
- //Thread to run the core of the PPT Particle System
- Thread.Sleep(0);
- physics.tick();
- mainLoop.WaitOne();
- mainLoop.ReleaseMutex();
- }
- }
- public void updateParticleSystem()
- {
- //Get the current array of particles
- ParticleSystem.GetParticles(parts);
- //For each particle of Unity particle system, update the position and life
- int i = Mathf.Min(numPixelsSmall, particles.Length);
- while (--i > -1)
- {
- parts[i].position = new Vector2(particles[i].position.x, particles[i].position.y);
- parts[i].remainingLifetime = float.MaxValue;
- }
- //Attach the new array to the current Unity particle system
- ParticleSystem.SetParticles(parts, particles.Length);
-
- }
- }
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