public class SplinePoint
{
public Vector3 p;
public Vector3 n;
public Color col;
public float lifeTime;
public float nrmFade_Start;
public float lenToPrev;
public bool active = false;
public void init(Vector3 p1, Vector3 n1, Color col1, float lifetime1, float nrmFade_Start1,float len)
{
p = p1;
n = n1;
col = col1;
lifeTime = lifetime1;
nrmFade_Start = nrmFade_Start1;
lenToPrev = len;
active = true;
}
}
public class ArgosQuad //tracks VB list divided by 6
{
public float lifeTime = 0f;
public float currTime = 0f;
public float fadeStart = 0f;
public MeshDraft mdQuad;
public bool bActive = false;
public ArgosQuad()
{
mdQuad = new MeshDraft();
}
public void initWithStamp(MeshDraft md)
{
mdQuad.Add(md);
}
}
public class ArgosMeshDraft : MeshDraft
{
public List<Vector3> vTriCenter = new List<Vector3>();
public List<int> vQual = new List<int>();
public List<ArgVert> icoPointCloud = new List<ArgVert>();
public List<ArgosQuad> quadLst = new List<ArgosQuad>();
public ArgosQuad[] quadPool;
public SplinePoint[] sPointPool;
public int qpCurrIdx = 0;
public int qpLen = 0;
private int spCurrIdx = 0;
private int spLen = 0;
MeshDraft mdScatch = new MeshDraft();
Mesh meshInternal = new Mesh();
public ArgosMeshDraft() : base()
{
}
public void initPools(int poolCount)
{
quadPool = new ArgosQuad[poolCount];
sPointPool = new SplinePoint[poolCount];
Color col = new Color(1, 1, 1, 1);
mdScatch.Add(Quad(Vector3.zero, Vector3.zero, Vector3.zero, Vector3.zero, col));
for (int i = 0; i < poolCount; i++)
{
quadPool[i] = new ArgosQuad();
sPointPool[i] = new SplinePoint();
quadPool[i].initWithStamp(mdScatch);
}
qpCurrIdx = spCurrIdx = 0;
qpLen = spLen = poolCount;
}
public void Spline_Point_Paint(Vector3 p, Vector3 n, Color col, float lifetime, float nrmFade_Start)
{
Vector3 v = sPointPool[spCurrIdx].p;
v = p - v;
if (++spCurrIdx > spLen) spCurrIdx = 0;
sPointPool[spCurrIdx].init(p, n, col, lifetime, nrmFade_Start, v.magnitude);
}
public Vector3 CatmullRom(float t, Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3)
{
Vector3 a = 0.5f * (2f * p1);
Vector3 b = 0.5f * (p2 - p0);
Vector3 c = 0.5f * (2f * p0 - 5f * p1 + 4f * p2 - p3);
Vector3 d = 0.5f * (-p0 + 3f * p1 - 3f * p2 + p3);
Vector3 pos = a + (b * t) + (c * t * t) + (d * t * t * t);
return pos;
}
public ArgosQuad getPoolQuad()
{
bool scan = true;
int idx = qpCurrIdx;
int cnt = 0;
while (scan)
{
cnt++;
if (quadPool[idx].bActive == false)
{
quadPool[idx].bActive = true;
qpCurrIdx = idx;
return quadPool[idx];
}
if (++idx > qpLen - 1)
{
idx = 0;
}
if (cnt > qpLen)
{
scan = false;
}
}
return null;
}
public Mesh ToMeshInternal()
{
meshInternal.Clear();
meshInternal.vertices = vertices.ToArray();
meshInternal.triangles = triangles.ToArray();
meshInternal.normals = normals.ToArray();
meshInternal.uv = uv.ToArray();
meshInternal.colors = colors.ToArray();
return meshInternal;
}
public Mesh ToMeshInternal_From_QuadPool()
{
Clear();
int poolCount = quadPool.Length;
int v = 0;//verts
int t = 0;//tris
for (int i = 0; i < poolCount; i++)
{
if (quadPool[i].bActive)
{
Add(quadPool[i].mdQuad);
}
}
return ToMeshInternal();
}
public void Quad_Paint(Vector3 v0, Vector3 v1, Vector3 v2, Vector3 v3, Color col, float lifetime, float fade_start)
{
ArgosQuad aq = getPoolQuad();
if (aq == null) return;//no non active quads
aq.lifeTime = lifetime;
aq.fadeStart = fade_start;
aq.currTime = 0f;
//quadLst.Add(aq);
Init_Quad_fromPool(aq, v0, v1, v2, v3, col);
}
public void Init_Quad_fromPool(ArgosQuad aq, Vector3 vertex0, Vector3 vertex1, Vector3 vertex2, Vector3 vertex3, Color col)//TODO REOWKK QUADPOOL ONLY
{
Vector3 normal = Vector3.Cross((vertex1 - vertex0), (vertex2 - vertex0)).normalized;
aq.mdQuad.vertices[0] = vertex0;
aq.mdQuad.vertices[1] = vertex1;
aq.mdQuad.vertices[2] = vertex2;
aq.mdQuad.vertices[3] = vertex3;
aq.mdQuad.normals[0] = normal;
aq.mdQuad.normals[1] = normal;
aq.mdQuad.normals[2] = normal;
aq.mdQuad.normals[3] = normal;
}
public void QuadPoolUpdate()//Change to Pool
{
int poolCount = quadPool.Length;
for (int i = 0; i < poolCount; i++)
{
quadPool[i].currTime += Time.deltaTime;
float fadeStart = quadPool[i].fadeStart * quadPool[i].lifeTime;
if (quadPool[i].currTime > fadeStart && quadPool[i].bActive)
{
float attenAlpha = 1.0f - (quadPool[i].currTime - fadeStart) / (quadPool[i].lifeTime - fadeStart);
Color col;
for (int j = 0; j < 4; j++)
{
col = quadPool[i].mdQuad.colors[j];
col.a = attenAlpha;
quadPool[i].mdQuad.colors[j] = col;
}
}
if (quadPool[i].currTime > quadPool[i].lifeTime)
{
quadPool[i].bActive = false;
//RemoveQuad(i);
}
}
}


