fix #37; When moving the transform in world simulation mode, particles don't behave as expected
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59fc95f1ea
commit
87bdefce2b
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@ -236,6 +236,8 @@ namespace Coffee.UIExtensions
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UIParticle _parent;
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List<UIParticle> _children = new List<UIParticle> ();
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Matrix4x4 scaleaMatrix = default (Matrix4x4);
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Vector3 _worldPos;
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static ParticleSystem.Particle [] s_Particles = new ParticleSystem.Particle [4096];
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/// <summary>
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/// Update meshes.
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@ -292,13 +294,35 @@ namespace Coffee.UIExtensions
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case ParticleSystemSimulationSpace.Local:
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matrix =
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scaleaMatrix
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* Matrix4x4.Rotate (m_ParticleSystem.transform.rotation).inverse
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* Matrix4x4.Scale (m_ParticleSystem.transform.lossyScale).inverse;
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* Matrix4x4.Rotate (rectTransform.rotation).inverse
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* Matrix4x4.Scale (rectTransform.lossyScale).inverse;
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break;
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case ParticleSystemSimulationSpace.World:
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matrix =
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scaleaMatrix
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* m_ParticleSystem.transform.worldToLocalMatrix;
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* rectTransform.worldToLocalMatrix;
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Vector3 newPos = rectTransform.position;
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Vector3 delta = (newPos - _worldPos);
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_worldPos = newPos;
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if (canvas.renderMode != RenderMode.WorldSpace && !Mathf.Approximately (scale, 0) && 0 < delta.sqrMagnitude)
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{
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delta *= (1 - 1 / scale);
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int count = m_ParticleSystem.particleCount;
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if (s_Particles.Length < count)
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{
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s_Particles = new ParticleSystem.Particle [s_Particles.Length * 2];
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}
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m_ParticleSystem.GetParticles (s_Particles);
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for (int i = 0; i < count; i++)
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{
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var p = s_Particles [i];
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p.position = p.position + delta;
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s_Particles [i] = p;
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}
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m_ParticleSystem.SetParticles (s_Particles, count);
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}
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break;
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case ParticleSystemSimulationSpace.Custom:
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break;
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