![]() |
Obi
7.0.5
Unified particle physics for Unity
|
Public Member Functions | |
ObiMeshRopeRenderSystem (ObiSolver solver) | |
void | Dispose () |
void | Setup () |
void | Step () |
virtual void | Render () |
void | BakeMesh (ObiRopeMeshRenderer renderer, ref Mesh mesh, bool transformToActorLocalSpace=false) |
![]() | |
Type IRenderSystem. | GetRendererType () |
virtual bool | AddRenderer (T renderer) |
virtual bool | RemoveRenderer (T renderer) |
Protected Member Functions | |
virtual void | PopulateBatches () |
virtual void | CloseBatches () |
Protected Attributes | |
List< ObiRopeMeshRenderer > | sortedRenderers = new List<ObiRopeMeshRenderer>() |
VertexAttributeDescriptor[] | layout |
ObiSolver | m_Solver |
List< DynamicRenderBatch < ObiRopeMeshRenderer > > | batchList = new List<DynamicRenderBatch<ObiRopeMeshRenderer>>() |
MeshDataBatch | meshData |
ObiNativeList< int > | meshIndices |
ObiNativeList< int > | pathSmootherIndices |
ObiNativeList< BurstMeshData > | rendererData |
ObiNativeList< int > | sortedIndices |
ObiNativeList< int > | sortedOffsets |
ObiNativeList< int > | vertexOffsets |
ObiNativeList< int > | vertexCounts |
ObiPathSmootherRenderSystem | pathSmootherSystem |
Static Protected Attributes | |
static ProfilerMarker | m_SetupRenderMarker = new ProfilerMarker("SetupMeshRopeRendering") |
static ProfilerMarker | m_RenderMarker = new ProfilerMarker("MeshRopeRendering") |
Properties | |
Oni.RenderingSystemType | typeEnum [get] |
RendererSet< ObiRopeMeshRenderer > | renderers [get] |
![]() | |
RendererSet< T > | renderers [get] |
bool IRenderSystem. | isEmpty [get] |
![]() | |
uint | tier [get] |
Oni.RenderingSystemType | typeEnum [get] |
bool | isEmpty [get] |
|
protected |
|
protected |
for each renderer, index of its path smoother in the path smoother system.
|
protected |
axis-sorted vertex indices.
|
protected |
for each renderer, offset in the sortedIndices array.
|
protected |
temp list used to store renderers sorted by batch.
|
protected |
for each renderer, vertex count.
|
protected |
for each renderer, vertex offset in its batch mesh data.