Commit 223fbbf8 authored by wanqing's avatar wanqing

Merge remote-tracking branch 'origin/YuYang'

parents dabb726d 5c7f2a69
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RayFire for Unity. END USER LICENSE AGREEMENT
IMPORTANT NOTICE--PLEASE READ PRIOR TO USING THIS SOFTWARE: This License Agreement ("Agreement") is a legal agreement between you (either an individual or an entity) and RayFire Studios. ("RayFire") for the use of the RayFire Studio as set forth in Section 1 below (such software, together with the underlying documentation if made available to you, the "Software"). By clicking on the button containing the "I Agree" language, by installing the Software or by otherwise using the Software, you agree to be bound by the terms of this License Agreement. IF YOU DO NOT AGREE TO THE TERMS OF THIS LICENSE AGREEMENT, CLICK ON THE BUTTON CONTAINING THE "Cancel" LANGUAGE AND DO NOT INSTALL OR OTHERWISE USE THE SOFTWARE. YOU AGREE THAT YOUR USE OF THE SOFTWARE ACKNOWLEDGES THAT YOU HAVE READ THIS LICENSE, UNDERSTAND IT, AND AGREE TO BE BOUND BY ITS PROVISIONS. RAYFIRE IS NOT RESPONSIBLE FOR ANY THIRD PARTY SOFTWARE, PROPRIETARY OR OTHERWISE, UTILIZED IN CONNECTION WITH THE SOFTWARE, AND RAYFIRE SHALL HAVE NO LIABILITY FOR YOUR USE OF SUCH THIRD PARTY SOFTWARE.
1. DEFINITIONS: The Software consists of one or more downloadable software applications.
2. GRANT OF LICENSE. RayFire hereby grants to you a non-exclusive, non-transferable, non-sublicensable license to use the Software in accordance with the terms of this Agreement.
3. LICENSE RESTRICTIONS.
3.1 You may not: (i) resell, rent, lease or make any similar commercial use of the Software; (ii) remove any proprietary notices or labels on the Software. Any such forbidden use shall immediately terminate your license to the Software.
3.2 You agree that you shall only use the Software in a manner that complies with all applicable laws and regulations in the jurisdictions (U.S. and non-U.S.) in which you use the Software, including, but not limited to, applicable laws and regulations concerning copyright and other intellectual property rights.
3.3 You may not use the Software in an attempt to or in conjunction with, any device, program or service designed to circumvent technological measures employed to control access to, or the rights in, a content file or other work protected by the copyright laws of any jurisdiction.
4. TITLE. Title, ownership, rights, and intellectual property rights in and to the Software shall remain in RayFire. The Software is protected by the copyright laws of the United States and international copyright treaties. Title, ownership rights and intellectual property rights in and to the content accessed through the Software shall be retained by the applicable content owner and may be protected by applicable copyright or other law. This license gives you no rights to such content.
5. NO WARRANTIES. YOU UNDERSTAND AND AGREE THAT THE SOFTWARE IS PROVIDED "AS IS" AND RAYFIRE EXPRESSLY DISCLAIM ALL WARRANTIES OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY WARRANTY OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE OR NON-INFRINGEMENT. RAYFIRE MAKE NO WARRANTY OR REPRESENTATION REGARDING THE RESULTS THAT MAY BE OBTAINED FROM THE USE OF THE SOFTWARE REGARDING THE ACCURACY OR RELIABILITY OF ANY INFORMATION OBTAINED THROUGH USE OF THE SOFTWARE, OR THAT THE SOFTWARE WILL MEET ANY USER'S REQUIREMENTS. USE OF THE SOFTWARE IS AT YOUR SOLE RISK. RAYFIRE MAKE NO WARRANTY OR REPRESENTATION REGARDING THE QUALITY OF ANY MATERIAL AND/OR DATA DOWNLOADED THROUGH, OR MATERIAL AND/OR DATA EDITED (AS APPLICABLE) WITH, THE USE OF THE SOFTWARE. USE OF ANY MATERIAL OBTAINED AND/OR DATA DOWNLOADED THROUGH, OR MATERIAL AND/OR DATA EDITED (AS APPLICABLE) WITH, THE SOFTWARE IS AT YOUR OWN DISCRETION AND RISK. YOU WILL BE SOLELY RESPONSIBLE FOR ANY DAMAGE TO YOU RESULTING FROM THE USE OF THE SOFTWARE.
6. LIMITATION OF LIABILITY. TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, IN NO EVENT WILL RAYFIRE BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, EXEMPLARY OR CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY OTHER PECUNIARY LOSS OR DAMAGE) ARISING OUT OF THE USE OF OR INABILITY TO USE THE SOFTWARE OR THE PROVISION OF OR FAILURE TO PROVIDE TECHNICAL OR OTHER SUPPORT SERVICES, WHETHER ARISING IN TORT (INCLUDING NEGLIGENCE) CONTRACT OR ANY OTHER LEGAL THEORY, EVEN IF RAYFIRE HAVE BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. IN ANY CASE, RAYFIRE'S MAXIMUM CUMULATIVE LIABILITY AND YOUR EXCLUSIVE REMEDY FOR ANY CLAIMS ARISING OUT OF OR RELATED TO THIS AGREEMENT WILL BE LIMITED TO THE AMOUNT ACTUALLY PAID BY YOU FOR THE SOFTWARE (IF ANY). Because some states and jurisdictions do not allow the exclusion or limitation of liability, the above limitation may not apply to you.
7. INDEMNIFICATION. You agree to indemnify, defend and hold harmless RayFire, its directors, employees, consultants, agents, suppliers and resellers from any and all third party claims, liability, damages and/or costs (including, but not limited to, attorneys fees) arising from (i) your use of the Software, (ii) your violation of this Agreement, (iii) the infringement or violation by you or any other user of your account, of any intellectual property or other right of any person or entity.
8. TERMINATION. This License Agreement will automatically terminate if and when you fail to comply with any term hereof. No notice shall be required from RayFire to effect the termination specified in the preceding sentence. You may also terminate this License Agreement at any time by notifying RayFire in writing of termination. Upon any termination of this License Agreement, your license shall immediately terminate and you shall discontinue use of the Software. Upon any termination of this Agreement, you must cease any further use of the Software and delete/destroy any copies of Software (including all elements thereof such as documentation) within your possession and control. All sections, except Section 2, shall survive termination of this Agreement.
9. ASSIGNMENT. This Agreement is personal to you and may not be assigned by you without RayFire's express written consent. This Agreement shall be binding upon any party who uses the Software and/or any party to whom you transfer the Software. You agree that you are responsible for informing all users and transferees of the Software of the binding application of this Agreement, and all provisions contained herein, to such user(s) and transferee(s).
10. RayFire plugin uses Voro++ libraries.
Voro++ Copyright (c) 2008, The Regents of the University of California, through Lawrence Berkeley National Laboratory (subject to receipt of any required approvals from the U.S. Dept. of Energy). All rights reserved.
10.1 Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
10.2 Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.
10.3 Neither the name of the University of California, Lawrence Berkeley National Laboratory, U.S. Dept. of Energy nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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RayFire for Unity
---------------------------------------
Website:
http://rayfirestudios.com/
Discord:
https://discord.gg/8G98JKj
YouTube:
https://www.youtube.com/user/MirVadim
Email:
unity@rayfirestudios.com
Skype:
mir-vadim
Unity forum:
https://forum.unity.com/threads/rayfire-for-unity-runtime-demolition-and-fragmentation-plugin.674593/
Twitter:
https://twitter.com/RayFireStudios
Facebook:
https://www.facebook.com/groups/277693911374/
---------------------------------------
Unity builds support: 2018, 2019, 2020
---------------------------------------
Platforms with runtime fragmentation support: Windows, Mac OS X, iOS, Android
Support for other platforms will be added over time.
Already prefragmented objects can be simulated and demolished on any build platforms.
---------------------------------------
How to test runtime demolition feature:
Open scene in Assets/RayFire/Tutorial/Scenes/2. Rigid/3 Rigid. Mesh Demolition Types
Start Play Mode
Rock should fall down and demolish all concrete plates.
---------------------------------------
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using System;
using System.Collections;
using UnityEngine;
namespace RayFire
{
[Serializable]
public class RFActivation
{
[Space(2)]
[Tooltip("Inactive object will be activated when it's velocity will be higher than By Velocity value when pushed by other dynamic objects.")]
public float byVelocity;
[Space(1)]
[Tooltip("Inactive object will be activated if will be pushed from it's original position farther than By Offset value.")]
public float byOffset;
[Space(1)]
[Tooltip("Inactive object will be activated if will get total damage higher than this value.")]
public float byDamage;
[Space(1)]
[Tooltip("Inactive object will be activated by overlapping with object with RayFire Activator component.")]
public bool byActivator;
[Space(1)]
[Tooltip("Inactive object will be activated when it will be shot by RayFireGun component.")]
public bool byImpact;
[Space(1)]
[Tooltip("Inactive object will be activated by Connectivity component if it will not be connected with Unyielding zone.")]
public bool byConnectivity;
[Space(3)]
public bool unyielding;
// Hidden
[HideInInspector] public bool activated;
[NonSerialized] public RayfireConnectivity connect;
/// /////////////////////////////////////////////////////////
/// Constructor
/// /////////////////////////////////////////////////////////
// Constructor
public RFActivation()
{
byVelocity = 0f;
byOffset = 0f;
byDamage = 0f;
byActivator = false;
byImpact = false;
byConnectivity = false;
unyielding = false;
Reset();
}
// Copy from
public void CopyFrom(RFActivation act)
{
byActivator = act.byActivator;
byImpact = act.byImpact;
byVelocity = act.byVelocity;
byOffset = act.byOffset;
byDamage = act.byDamage;
byConnectivity = act.byConnectivity;
unyielding = act.unyielding;
}
/// /////////////////////////////////////////////////////////
/// Methods
/// /////////////////////////////////////////////////////////
// Turn of all activation properties
public void Reset()
{
activated = false;
}
// Connectivity check
public void CheckConnectivity()
{
if (byConnectivity == true && connect != null)
{
connect.checkNeed = true;
connect = null;
}
}
/// /////////////////////////////////////////////////////////
/// Coroutines
/// /////////////////////////////////////////////////////////
// Check velocity for activation
public IEnumerator ActivationVelocityCor (RayfireRigid scr)
{
while (scr.activation.activated == false && scr.activation.byVelocity > 0)
{
if (scr.physics.rigidBody.velocity.magnitude > byVelocity)
scr.Activate();
yield return null;
}
}
// Check offset for activation
public IEnumerator ActivationOffsetCor (RayfireRigid scr)
{
while (scr.activation.activated == false && scr.activation.byOffset > 0)
{
if (Vector3.Distance (scr.transForm.position, scr.physics.initPosition) > scr.activation.byOffset)
scr.Activate();
yield return null;
}
}
// Exclude from simulation, move under ground, destroy
public IEnumerator InactiveCor (RayfireRigid scr)
{
while (scr.simulationType == SimType.Inactive)
{
scr.physics.rigidBody.velocity = Vector3.zero;
scr.physics.rigidBody.angularVelocity = Vector3.zero;
yield return null;
}
}
/// /////////////////////////////////////////////////////////
/// Static
/// /////////////////////////////////////////////////////////
// Activate inactive object
public static void Activate (RayfireRigid scr)
{
// Stop if excluded
if (scr.physics.exclude == true)
return;
// Initialize if not
if (scr.initialized == false)
scr.Initialize();
// Turn convex if kinematik activation
if (scr.simulationType == SimType.Kinematic)
{
MeshCollider meshCollider = scr.physics.meshCollider as MeshCollider;
if (meshCollider != null)
meshCollider.convex = true;
// Swap with animated object
if (scr.physics.recorder == true)
{
// Set dynamic before copy
scr.simulationType = SimType.Dynamic;
scr.physics.rigidBody.isKinematic = false;
scr.physics.rigidBody.useGravity = scr.physics.useGravity;
// Create copy
GameObject inst = scr.InstantiateGo (scr.gameObject);
inst.transform.position = scr.transForm.position;
inst.transform.rotation = scr.transForm.rotation;
// Save velocity
Rigidbody rBody = inst.GetComponent<Rigidbody>();
if (rBody != null)
{
rBody.velocity = scr.physics.rigidBody.velocity;
rBody.angularVelocity = scr.physics.rigidBody.angularVelocity;
}
// Activate and init rigid
scr.gameObject.SetActive (false);
}
}
// Connectivity check
scr.activation.CheckConnectivity();
// Set state
scr.activation.activated = true;
// Set props
scr.simulationType = SimType.Dynamic;
scr.physics.rigidBody.isKinematic = false;
scr.physics.rigidBody.useGravity = scr.physics.useGravity;
// Fade on activation
if (scr.fading.onActivation == true)
scr.Fade();
// Init particles on activation
RFParticles.InitActivationParticles(scr);
// Event
scr.activationEvent.InvokeLocalEvent (scr);
RFActivationEvent.InvokeGlobalEvent (scr);
// TODO add initial velocity and rotation if still
//rigidBody.velocity =
}
}
}
\ No newline at end of file
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using System;
using UnityEngine;
namespace RayFire
{
[Serializable]
public class RFCustom
{
// Fragmentation Type
public enum RFPointCloudSourceType
{
ChildrenTransform = 4,
TransformArray = 8,
Vector3Array = 12
}
// Fragmentation Type
public enum RFPointCloudUseType
{
VolumePoints = 4,
//VolumeAroundPath = 8,
PointCloud = 12
}
// Fragmentation Type
public enum RFModifierType
{
None = 0,
Splinters = 3,
Slabs = 6
}
//public bool info = false;
[Header(" Point Cloud")]
[Space(2)]
public RFPointCloudSourceType source = RFPointCloudSourceType.ChildrenTransform;
[Space(2)]
public RFPointCloudUseType useAs = RFPointCloudUseType.PointCloud;
[Space(2)]
[Header(" Volume")]
[Space(2)]
[Range(3, 1000)] public int amount = 100;
[Range(0.01f, 4f)] public float radius = 1f;
[Header(" Preview")]
[Space(2)]
public bool enable = true;
[Range(0.01f, 0.4f)] public float size = 0.05f;
[Header(" Arrays")]
[Space(2)]
public Transform[] transform;
public Vector3[] vector3;
[HideInInspector]
public bool noPoints = false;
}
}
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using System;
using UnityEngine;
namespace RayFire
{
[Serializable]
public class RFDamage
{
[Header (" Properties")]
[Space (2)]
[Tooltip("Allows to demolish object by it's own floating Damage value.")]
public bool enable;
[Tooltip("Defines maximum allowed damage for object before it will be demolished.")]
public float maxDamage;
[Tooltip("Shows current damage value. Can be increased by public method: \nApplyDamage(float damageValue, Vector3 damagePosition)")]
public float currentDamage;
[Header (" Collisions")]
[Space (2)]
[Tooltip("Allows to accumulate damage value by collisions during dynamic simulation.")]
public bool collect;
[Tooltip("Defines maximum allowed damage for object before it will be demolished.")]
[Range(0.01f, 5f)]public float multiplier;
/// /////////////////////////////////////////////////////////
/// Constructor
/// /////////////////////////////////////////////////////////
// Constructor
public RFDamage()
{
enable = false;
maxDamage = 100f;
collect = false;
multiplier = 1f;
Reset();
}
// Copy from
public void CopyFrom(RFDamage damage)
{
enable = damage.enable;
maxDamage = damage.maxDamage;
collect = damage.collect;
multiplier = damage.multiplier;
Reset();
}
// Reset
public void Reset()
{
currentDamage = 0f;
}
/// /////////////////////////////////////////////////////////
/// Methods
/// /////////////////////////////////////////////////////////
// Add damage
bool Apply(float damageValue)
{
// Add damage
currentDamage += damageValue;
// Check
if (enable == true && currentDamage >= maxDamage)
return true;
return false;
}
// Apply damage
public static bool ApplyDamage (RayfireRigid scr, float damageValue, Vector3 damagePoint, float damageRadius = 0f)
{
// Initialize if not
if (scr.initialized == false)
scr.Initialize();
// Already demolished or should be
if (scr.limitations.demolished == true || scr.limitations.demolitionShould == true)
return false;
// Apply damage and get demolition state
bool demolitionState = scr.damage.Apply (damageValue);
// Set demolition info
if (demolitionState == true)
{
// Demolition available check
if (scr.DemolitionState() == false)
return false;
// Set damage position
scr.limitations.contactPoint = damagePoint;
scr.clusterDemolition.damageRadius = damageRadius;
// Demolish object
scr.limitations.demolitionShould = true;
// Demolish
scr.Demolish();
// Was demolished
if (scr.limitations.demolished == true)
return true;
}
// Check for activation
if (scr.activation.byDamage > 0 && scr.damage.currentDamage > scr.activation.byDamage)
scr.Activate();
return false;
}
}
}
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using UnityEngine;
using System.Collections;
// Namespace
namespace RayFire
{
// Event
public class RFEvent
{
// Delegate & events
public delegate void EventAction(RayfireRigid rigid);
public event EventAction LocalEvent;
// Local
public void InvokeLocalEvent(RayfireRigid rigid)
{
if (LocalEvent != null)
LocalEvent.Invoke(rigid);
}
}
// Demolition Event
public class RFDemolitionEvent : RFEvent
{
// Delegate & events
public static event EventAction GlobalEvent;
// Demolition event
public static void InvokeGlobalEvent(RayfireRigid rigid)
{
if (GlobalEvent != null)
GlobalEvent.Invoke(rigid);
}
}
// Activation Event
public class RFActivationEvent : RFEvent
{
// Delegate & events
public static event EventAction GlobalEvent;
// Activation event
public static void InvokeGlobalEvent(RayfireRigid rigid)
{
if (GlobalEvent != null)
GlobalEvent.Invoke(rigid);
}
}
// Restriction Event
public class RFRestrictionEvent : RFEvent
{
// Delegate & events
public static event EventAction GlobalEvent;
// Restriction event
public static void InvokeGlobalEvent(RayfireRigid rigid)
{
if (GlobalEvent != null)
GlobalEvent.Invoke(rigid);
}
}
// Shot Event
public class RFShotEvent
{
// Delegate & events
public delegate void EventAction(RayfireGun gun);
public static event EventAction GlobalEvent;
public event EventAction LocalEvent;
// Global
public static void InvokeGlobalEvent(RayfireGun gun)
{
if (GlobalEvent != null)
GlobalEvent.Invoke(gun);
}
// Local
public void InvokeLocalEvent(RayfireGun gun)
{
if (LocalEvent != null)
LocalEvent.Invoke(gun);
}
}
// Explosion Event
public class RFExplosionEvent
{
// Delegate & events
public delegate void EventAction(RayfireBomb bomb);
public static event EventAction GlobalEvent;
public event EventAction LocalEvent;
// Global
public static void InvokeGlobalEvent(RayfireBomb bomb)
{
if (GlobalEvent != null)
GlobalEvent.Invoke(bomb);
}
// Local
public void InvokeLocalEvent(RayfireBomb bomb)
{
if (LocalEvent != null)
LocalEvent.Invoke(bomb);
}
}
// Slice Event
public class RFSliceEvent
{
// Delegate & events
public delegate void EventAction(RayfireBlade blade);
public static event EventAction GlobalEvent;
public event EventAction LocalEvent;
// Global
public static void InvokeGlobalEvent(RayfireBlade blade)
{
if (GlobalEvent != null)
GlobalEvent.Invoke(blade);
}
// Local
public void InvokeLocalEvent(RayfireBlade blade)
{
if (LocalEvent != null)
LocalEvent.Invoke(blade);
}
}
}
\ No newline at end of file
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