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840 lines
32 KiB
C#

3 years ago
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.Rendering;
using Object = UnityEngine.Object;
#if (UNITY_EDITOR || UNITY_STANDALONE || UNITY_IOS || UNITY_ANDROID || UNITY_XBOXONE)
using RayFire.DotNet;
#endif
namespace RayFire
{
[Serializable]
public class RFDemolitionSkin
{
// rigid on root
// get bones, get skins
// on slice get bones and skins by sides using bounds
// Dup bones sides + common bones
// Sep skin by sides
// Slice common skin, separate halfs, add skin, stick to bones
// Create rigid doll for bones
public List<Transform> bones;
public List<SkinnedMeshRenderer> skins;
public List<SkinnedMeshRenderer> skins0;
public List<SkinnedMeshRenderer> skins1;
public List<SkinnedMeshRenderer> skins2;
//meshDemolition.skin.SetupSkin (this);
//meshDemolition.skin.SeparateSkins(Vector3.up,Vector3.zero);
public void SetupSkin(RayfireRigid rigid)
{
skins = rigid.GetComponentsInChildren<SkinnedMeshRenderer>().ToList();
for (int i = 0; i < skins.Count; i++)
{
}
}
// Separate skins by plane
public void SeparateSkins(Vector3 planeNormal, Vector3 planePoint)
{
Plane plane = new Plane(planeNormal, planePoint);
for (int i = 0; i < skins.Count; i++)
{
bool sideMin = plane.GetSide (skins[i].bounds.min);
bool sideMax = plane.GetSide (skins[i].bounds.max);
if (sideMin == sideMax)
{
if (sideMin == true)
skins1.Add (skins[i]);
else
skins2.Add (skins[i]);
}
else
skins0.Add (skins[i]);
}
// Fill "bones" array of your new SkinnedMeshRenderer object. Bones at each index should match bones that are listed in "boneWeights" array of your mesh.
// Fill "bindposes" array of new mesh object. In my case I had to just copy it from body mesh to head mesh.
//Mesh m = new Mesh();
//m.boneWeights;
//BoneWeight boneWeight = new BoneWeight();
//boneWeight.weight0 = 1f;
//m.bindposes;
//skins[0].bones;
}
}
[Serializable]
public class RFDemolitionMesh
{
public enum MeshInputType
{
AtStart = 3,
AtInitialization = 6,
AtDemolition = 9
}
public int amount;
public int variation;
public float depthFade;
public float contactBias;
public int seed;
public bool useShatter;
public bool addChildren;
public bool clusterize;
public FragSimType simType;
public MeshInputType meshInput;
public RFFragmentProperties properties;
public RFRuntimeCaching runtimeCaching;
public RayfireShatter scrShatter;
// Non serialized
[NonSerialized] public int badMesh;
[NonSerialized] public int shatterMode;
[NonSerialized] public int totalAmount;
[NonSerialized] public int innerSubId;
[NonSerialized] public Mesh mesh;
[NonSerialized] public RFShatter rfShatter;
// Hidden
[HideInInspector] public Quaternion cacheRotationStart;
static string fragmentStr = "_fr_";
/// /////////////////////////////////////////////////////////
/// Constructor
/// /////////////////////////////////////////////////////////
// Constructor
public RFDemolitionMesh()
{
amount = 15;
variation = 0;
depthFade = 0.5f;
contactBias = 0f;
seed = 1;
useShatter = false;
addChildren = true;
clusterize = false;
simType = FragSimType.Inherit;
meshInput = MeshInputType.AtDemolition;
properties = new RFFragmentProperties();
runtimeCaching = new RFRuntimeCaching();
Reset();
shatterMode = 1;
innerSubId = 0;
cacheRotationStart = Quaternion.identity;
mesh = null;
rfShatter = null;
}
// Copy from
public void CopyFrom (RFDemolitionMesh demolition)
{
amount = demolition.amount;
variation = demolition.variation;
depthFade = demolition.depthFade;
seed = demolition.seed;
contactBias = demolition.contactBias;
useShatter = false;
addChildren = demolition.addChildren;
clusterize = demolition.clusterize;
simType = demolition.simType;
meshInput = demolition.meshInput;
meshInput = MeshInputType.AtDemolition;
properties.CopyFrom (demolition.properties);
runtimeCaching = new RFRuntimeCaching();
Reset();
shatterMode = 1;
innerSubId = 0;
cacheRotationStart = Quaternion.identity;
mesh = null;
rfShatter = null;
}
// Reset
public void Reset()
{
badMesh = 0;
totalAmount = 0;
}
/// /////////////////////////////////////////////////////////
/// Static
/// /////////////////////////////////////////////////////////
// Demolish single mesh to fragments
public static bool DemolishMesh (RayfireRigid scr)
{
// Object demolition
if (scr.objectType != ObjectType.Mesh && scr.objectType != ObjectType.SkinnedMesh)
return true;
// Skip if reference
if (scr.demolitionType == DemolitionType.ReferenceDemolition)
return true;
// Already has fragments
if (scr.HasFragments == true)
{
// Set tm
scr.rootChild.position = scr.transForm.position;
scr.rootChild.rotation = scr.transForm.rotation;
// Set parent
RayfireMan.SetParentByManager (scr.rootChild.transform);
// Activate root and fragments
scr.rootChild.gameObject.SetActive (true);
// Start all coroutines
for (int i = 0; i < scr.fragments.Count; i++)
scr.fragments[i].StartAllCoroutines();
scr.limitations.demolished = true;
return true;
}
// Has serialized meshes but has no Unity meshes - convert to unity meshes
if (scr.HasRfMeshes == true && scr.HasMeshes == false)
RFMesh.ConvertRfMeshes (scr);
// Has unity meshes - create fragments
if (scr.HasMeshes == true)
{
scr.fragments = CreateFragments (scr);
scr.limitations.demolished = true;
return true;
}
// Still has no Unity meshes - cache Unity meshes
if (scr.HasMeshes == false)
{
// Cache unity meshes
CacheRuntime (scr);
// Caching in progress. Stop demolition
if (scr.meshDemolition.runtimeCaching.inProgress == true)
return false;
// Fragmentation on not supported platforms. approve and set dml to none
if (scr.meshes == null)
{
scr.limitations.demolished = false;
return true;
}
// Has unity meshes - create fragments
if (scr.HasMeshes == true)
{
scr.fragments = CreateFragments (scr);
scr.limitations.demolished = true;
return true;
}
}
return false;
}
// Clusterize runtime fragments
public static bool ClusterizeFragments (RayfireRigid rigid)
{
// Clusterize disabled
if (rigid.meshDemolition.clusterize == false)
return false;
// Not mesh demolition
if (rigid.objectType != ObjectType.Mesh)
return false;
// Not runtime
if (rigid.demolitionType == DemolitionType.None || rigid.demolitionType == DemolitionType.ReferenceDemolition)
return false;
// No fragments
if (rigid.HasFragments == false)
return false;
// Create Connected cluster Rigid
RayfireRigid scr = rigid.rootChild.gameObject.AddComponent<RayfireRigid>();
rigid.CopyPropertiesTo (scr);
// Set custom fragment simulation type if not inherited
SetFragmentSimulationType (scr, rigid);
// Set properties
scr.objectType = ObjectType.ConnectedCluster;
scr.demolitionType = DemolitionType.Runtime;
scr.clusterDemolition.cluster = new RFCluster();
/*
// Copy Uny components
if (scr.simulationType == SimType.Inactive || scr.simulationType == SimType.Kinematic)
{
RayfireUnyielding[] unyList = rigid.GetComponents<RayfireUnyielding>();
if (unyList.Length > 0)
{
for (int i = 0; i < unyList.Length; i++)
{
// scr.gameObject.AddComponent<RayfireUnyielding>();
// TODO Copy uny component
}
}
}
*/
// Init
scr.Initialize();
// Set contact point for demolition
scr.limitations.contactPoint = rigid.limitations.contactPoint;
scr.limitations.contactNormal = rigid.limitations.contactNormal;
scr.limitations.contactVector3 = rigid.limitations.contactVector3;
// Inherit velocity
scr.physics.velocity = rigid.physics.velocity;
scr.physics.rigidBody.velocity = rigid.physics.velocity;
// Demolish cluster and get solo shards
List<RFShard> detachShards = RFDemolitionCluster.DemolishConnectedCluster (scr);
// Get has for all detached objects to keep their Rigid and rigidbody
HashSet<Transform> detachTms = new HashSet<Transform>();
for (int i = 0; i < detachShards.Count; i++)
detachTms.Add (detachShards[i].tm);
// Destroy fragments rigid and rigidbody for not detached shards
for (int i = rigid.fragments.Count - 1; i >= 0; i--)
{
if (detachTms.Contains (rigid.fragments[i].transForm) == false)
{
// Debug.Log (rigid.fragments[i].name);
Object.Destroy (rigid.fragments[i].physics.rigidBody);
Object.Destroy (rigid.fragments[i]);
rigid.fragments.RemoveAt (i);
}
}
// TODO add main and child clusters to fragments list. get them in scr.fragments
// Delete if cluster was completely demolished
if (scr.limitations.demolished == true)
RayfireMan.DestroyFragment (scr, null);
return true;
}
// Create fragments by mesh and pivots array
public static List<RayfireRigid> CreateFragments (RayfireRigid scr)
{
// Fragments list
List<RayfireRigid> scrArray = new List<RayfireRigid>();
// Stop if has no any meshes
if (scr.meshes == null)
return scrArray;
// Create RayFire manager if not created
RayfireMan.RayFireManInit();
// Create root object and parent
RFLimitations.CreateRoot (scr);
// Vars
int baseLayer = scr.meshDemolition.properties.GetLayer(scr);
string baseTag = scr.meshDemolition.properties.GetTag(scr);
string baseName = scr.gameObject.name + fragmentStr;
// Save original rotation
// Quaternion originalRotation = rootChild.transform.rotation;
// Set rotation to precache rotation
if (scr.demolitionType == DemolitionType.AwakePrecache)
scr.rootChild.transform.rotation = scr.cacheRotation;
// Get original mats
Material[] mats = scr.skinnedMeshRend != null
? scr.skinnedMeshRend.sharedMaterials
: scr.meshRenderer.sharedMaterials;
// Create fragment objects
for (int i = 0; i < scr.meshes.Length; ++i)
{
// Get object from pool or create
RayfireRigid rfScr = RayfireMan.inst == null
? RFPoolingFragment.CreateRigidInstance()
: RayfireMan.inst.fragments.GetPoolObject(RayfireMan.inst.transForm);
// Setup
rfScr.transform.position = scr.transForm.position + scr.pivots[i];
rfScr.transform.parent = scr.rootChild;
rfScr.name = baseName + i;
rfScr.gameObject.tag = baseTag;
rfScr.gameObject.layer = baseLayer;
rfScr.meshFilter.sharedMesh = scr.meshes[i];
rfScr.rootParent = scr.rootChild;
// Copy properties from parent to fragment node
scr.CopyPropertiesTo (rfScr);
// Set custom fragment simulation type if not inherited
SetFragmentSimulationType (rfScr, scr);
// Copy particles
RFParticles.CopyRigidParticles (scr, rfScr);
// Set collider
RFPhysic.SetFragmentCollider (rfScr, scr.meshes[i]);
// Shadow casting
if (RayfireMan.inst.advancedDemolitionProperties.sizeThreshold > 0 &&
RayfireMan.inst.advancedDemolitionProperties.sizeThreshold > scr.meshes[i].bounds.size.magnitude)
rfScr.meshRenderer.shadowCastingMode = ShadowCastingMode.Off;
// Turn on
rfScr.gameObject.SetActive (true);
// Update depth level and amount
rfScr.limitations.currentDepth = scr.limitations.currentDepth + 1;
rfScr.meshDemolition.amount = (int)(rfScr.meshDemolition.amount * rfScr.meshDemolition.depthFade);
if (rfScr.meshDemolition.amount < 3)
rfScr.meshDemolition.amount = 3;
// Disable outer mat for depth fragments
if (rfScr.limitations.currentDepth >= 1)
rfScr.materials.outerMaterial = null;
// Set multymaterial
RFSurface.SetMaterial (scr.subIds, mats, scr.materials, rfScr.meshRenderer, i, scr.meshes.Length);
// Set mass by mass value accordingly to parent
if (rfScr.physics.massBy == MassType.MassProperty)
RFPhysic.SetMassByParent (rfScr.physics, rfScr.limitations.bboxSize, scr.physics.mass, scr.limitations.bboxSize);
// Add in array
scrArray.Add (rfScr);
}
// Fix transform for precached fragments
if (scr.demolitionType == DemolitionType.AwakePrecache)
scr.rootChild.rotation = scr.transForm.rotation;
// Fix runtime caching rotation difference. Get rotation difference and add to root
if (scr.demolitionType == DemolitionType.Runtime && scr.meshDemolition.runtimeCaching.type != CachingType.Disable)
{
Quaternion cacheRotationDif = scr.transForm.rotation * Quaternion.Inverse (scr.meshDemolition.cacheRotationStart);
scr.rootChild.rotation = cacheRotationDif * scr.rootChild.rotation;
}
// Reset scale for mesh fragments. IMPORTANT: skinned mesh fragments root should not be rescaled
if (scr.skinnedMeshRend == null)
scr.rootChild.localScale = Vector3.one;
// Set root to manager
RayfireMan.SetParentByManager (scr.rootChild);
// Ignore neib collisions
RFPhysic.SetIgnoreColliders (scr.physics, scrArray);
return scrArray;
}
// SLice mesh
public static void SliceMesh(RayfireRigid scr)
{
// Empty lists
scr.DeleteCache();
scr.DeleteFragments();
// SLice
RFFragment.SliceMeshes (ref scr.meshes, ref scr.pivots, ref scr.subIds, scr, scr.limitations.slicePlanes);
// TODO check if has slicePlanes
// Remove plane info
Plane forcePlane = new Plane (scr.limitations.slicePlanes[1], scr.limitations.slicePlanes[0]);
scr.limitations.slicePlanes.Clear();
// Stop
if (scr.HasMeshes == false)
return;
// Get fragments
scr.fragments = CreateSlices(scr);
// Check for sliced inactive/kinematic with unyielding
RayfireUnyielding.SetUnyieldingFragments (scr);
// TODO check for fragments
// Set demolition
scr.limitations.demolished = true;
// Fragments initialisation
scr.InitMeshFragments();
// Add force
if (scr.limitations.sliceForce != 0)
{
foreach (var frag in scr.fragments)
{
// Skip inactive fragments
if (scr.limitations.affectInactive == false && frag.simulationType == SimType.Inactive)
continue;
// Apply force
Vector3 closestPoint = forcePlane.ClosestPointOnPlane (frag.transform.position);
Vector3 normalVector = (frag.transform.position - closestPoint).normalized;
frag.physics.rigidBody.AddForce (normalVector * scr.limitations.sliceForce, ForceMode.VelocityChange);
/* TODO force to spin fragments based on blades direction
normalVector = new Vector3 (-1, 0, 0);
frag.physics.rigidBody.AddForceAtPosition (normalVector * scr.limitations.sliceForce, closestPoint, ForceMode.VelocityChange);
*/
}
}
}
// Create slices by mesh and pivots array
public static List<RayfireRigid> CreateSlices (RayfireRigid scr)
{
// Fragments list
List<RayfireRigid> scrArray = new List<RayfireRigid>();
// Stop if has no any meshes
if (scr.meshes == null)
return scrArray;
// Create RayFire manager if not created
RayfireMan.RayFireManInit();
// Create root object and parent
RFLimitations.CreateRoot (scr);
// Vars
int baseLayer = scr.meshDemolition.properties.GetLayer(scr);
string baseTag = scr.meshDemolition.properties.GetTag(scr);
string baseName = scr.gameObject.name + "_";
// Get original mats
Material[] mats = scr.skinnedMeshRend != null
? scr.skinnedMeshRend.sharedMaterials
: scr.meshRenderer.sharedMaterials;
// Create fragment objects
for (int i = 0; i < scr.meshes.Length; ++i)
{
// Get object from pool or create
RayfireRigid rfScr = RayfireMan.inst == null
? RFPoolingFragment.CreateRigidInstance()
: RayfireMan.inst.fragments.GetPoolObject(RayfireMan.inst.transForm);
// Setup
rfScr.transform.position = scr.transForm.position + scr.pivots[i];
rfScr.transform.parent = scr.rootChild;
rfScr.name = baseName + i;
rfScr.gameObject.tag = baseTag;
rfScr.gameObject.layer = baseLayer;
rfScr.meshFilter.sharedMesh = scr.meshes[i];
rfScr.rootParent = scr.rootChild;
// Copy properties from parent to fragment node
scr.CopyPropertiesTo (rfScr);
// Set custom fragment simulation type if not inherited
SetFragmentSimulationType (rfScr, scr);
// Copy particles
RFParticles.CopyRigidParticles (scr, rfScr);
// Set collider
RFPhysic.SetFragmentCollider (rfScr, scr.meshes[i]);
// Shadow casting
if (RayfireMan.inst.advancedDemolitionProperties.sizeThreshold > 0 &&
RayfireMan.inst.advancedDemolitionProperties.sizeThreshold > scr.meshes[i].bounds.size.magnitude)
rfScr.meshRenderer.shadowCastingMode = ShadowCastingMode.Off;
// Turn on
rfScr.gameObject.SetActive (true);
// Update depth level and amount
rfScr.limitations.currentDepth = scr.limitations.currentDepth + 1;
// Disable outer mat for depth fragments.
if (rfScr.limitations.currentDepth >= 1)
rfScr.materials.outerMaterial = null;
// Set multymaterial
RFSurface.SetMaterial (scr.subIds, mats, scr.materials, rfScr.meshRenderer, i, scr.meshes.Length);
// Set mass by mass value accordingly to parent
if (rfScr.physics.massBy == MassType.MassProperty)
RFPhysic.SetMassByParent (rfScr.physics, rfScr.limitations.bboxSize, scr.physics.mass, scr.limitations.bboxSize);
// Add in array
scrArray.Add (rfScr);
}
// Set root to manager
RayfireMan.SetParentByManager (scr.rootChild);
// Empty lists
scr.DeleteCache();
return scrArray;
}
// Set custom fragment simulation type if not inherited
static void SetFragmentSimulationType (RayfireRigid frag, RayfireRigid scr)
{
frag.simulationType = scr.simulationType;
if (frag.meshDemolition.simType != FragSimType.Inherit)
frag.simulationType = (SimType)frag.meshDemolition.simType;
}
/// /////////////////////////////////////////////////////////
/// Caching
/// /////////////////////////////////////////////////////////
// Start cache fragment meshes. Instant or runtime
static void CacheRuntime (RayfireRigid scr)
{
// Reuse existing cache
if (scr.reset.action == RFReset.PostDemolitionType.DeactivateToReset && scr.reset.mesh == RFReset.MeshResetType.ReuseFragmentMeshes)
if (scr.HasMeshes == true)
return;
// Clear all mesh data
scr.DeleteCache();
// Cache meshes
if (scr.meshDemolition.runtimeCaching.type == CachingType.Disable)
CacheInstant(scr);
else
scr.CacheFrames();
}
// Instant caching into meshes
static void CacheInstant (RayfireRigid scr)
{
// Input mesh, setup
if (RFFragment.InputMesh (scr) == false)
return;
// Create fragments
RFFragment.CacheMeshesInst (ref scr.meshes, ref scr.pivots, ref scr.subIds, scr);
}
/// /////////////////////////////////////////////////////////
/// Methods
/// /////////////////////////////////////////////////////////
// Cor to fragment mesh over several frames
public IEnumerator RuntimeCachingCor (RayfireRigid scr)
{
// Object should be demolished when cached all meshes but not during caching
bool demolitionShouldLocal = scr.limitations.demolitionShould == true;
scr.limitations.demolitionShould = false;
// Input mesh, setup, record time
float t1 = Time.realtimeSinceStartup;
if (RFFragment.InputMesh (scr) == false)
yield break;
// Set list with amount of mesh for every frame
List<int> batchAmount = runtimeCaching.type == CachingType.ByFrames
? RFRuntimeCaching.GetBatchByFrames(runtimeCaching.frames, totalAmount)
: RFRuntimeCaching.GetBatchByFragments(runtimeCaching.fragments, totalAmount);
// Caching in progress
runtimeCaching.inProgress = true;
// Wait next frame if input took too much time or long batch
float t2 = Time.realtimeSinceStartup - t1;
if (t2 > 0.025f || batchAmount.Count > 5)
yield return null;
// Save tm for multi frame caching
GameObject tmRefGo = RFRuntimeCaching.CreateTmRef (scr);
// Start rotation
cacheRotationStart = scr.transForm.rotation;
// Iterate every frame. Calc local frame meshes
List<Mesh> meshesList = new List<Mesh>();
List<Vector3> pivotsList = new List<Vector3>();
List<RFDictionary> subList = new List<RFDictionary>();
for (int i = 0; i < batchAmount.Count; i++)
{
// Check for stop
if (runtimeCaching.stop == true)
{
ResetRuntimeCaching(scr, tmRefGo);
yield break;
}
// Cache defined points
RFFragment.CacheMeshesMult (tmRefGo.transform, ref meshesList, ref pivotsList, ref subList, scr, batchAmount, i);
// TODO create fragments for current batch
// TODO record time and decrease batches amount if less 30 fps
yield return null;
}
// Set to main data vars
scr.meshes = meshesList.ToArray();
scr.pivots = pivotsList.ToArray();
scr.subIds = subList;
// Clear
scr.DestroyObject (tmRefGo);
scr.meshDemolition.scrShatter = null;
// Set demolition ready state
if (runtimeCaching.skipFirstDemolition == false && demolitionShouldLocal == true)
scr.limitations.demolitionShould = true;
// Reset damage
if (runtimeCaching.skipFirstDemolition == true && demolitionShouldLocal == true)
scr.damage.Reset();
// Caching finished
runtimeCaching.inProgress = false;
runtimeCaching.wasUsed = true;
}
// Stop runtime caching and reset it
public void StopRuntimeCaching()
{
if (runtimeCaching.inProgress == true)
runtimeCaching.stop = true;
}
// Reset caching
void ResetRuntimeCaching (RayfireRigid scr, GameObject tmRefGo)
{
scr.DestroyObject (tmRefGo);
runtimeCaching.stop = false;
runtimeCaching.inProgress = false;
scr.meshDemolition.rfShatter = null;
scr.DeleteCache();
}
/// /////////////////////////////////////////////////////////
/// Precache and Prefragment
/// /////////////////////////////////////////////////////////
// Precache meshes at awake
public static void AwakePrecache(RayfireRigid scr)
{
if (scr.demolitionType == DemolitionType.AwakePrecache && scr.objectType == ObjectType.Mesh)
PreCache(scr);
}
// Predefine fragments
public static void AwakePrefragment(RayfireRigid scr)
{
if (scr.demolitionType == DemolitionType.AwakePrefragment && scr.objectType == ObjectType.Mesh)
{
PreCache(scr);
scr.Prefragment();
}
}
// PreCache meshes
static void PreCache(RayfireRigid scr)
{
// Save and disable bias
float bias = scr.meshDemolition.contactBias;
scr.meshDemolition.contactBias = 0;
// Cache frag meshes
CacheInstant (scr);
// Restore bias
scr.meshDemolition.contactBias = bias;
}
/// /////////////////////////////////////////////////////////
/// Children ops
/// /////////////////////////////////////////////////////////
// Set children with mesh as additional fragments
public static void ChildrenToFragments(RayfireRigid scr)
{
// Not for clusters
if (scr.IsCluster == true)
return;
// Disabled
if (scr.meshDemolition.addChildren == false)
return;
// No children
if (scr.transForm.childCount == 0)
return;
// Iterate children TODO precache in awake and use now. Set init type to by method at awake.
Transform child;
int childCount = scr.transForm.childCount;
for (int i = childCount - 1; i >= 0; i--)
{
// Get child
child = scr.transForm.GetChild (i);
// Skip if has no mesh
if (child.GetComponent<MeshFilter>() == false)
continue;
// Set parent to main fragments root
child.parent = scr.rootChild;
// Get Already applied Rigid
RayfireRigid childScr = child.GetComponent<RayfireRigid>();
// Add new if has no. Copy properties
if (childScr == null)
{
childScr = child.gameObject.AddComponent<RayfireRigid>();
childScr.initialization = RayfireRigid.InitType.ByMethod;
scr.CopyPropertiesTo (childScr);
// Enable use shatter
childScr.meshDemolition.scrShatter = child.GetComponent<RayfireShatter>();
if (childScr.meshDemolition.scrShatter != null)
childScr.meshDemolition.useShatter = true;
}
// Set custom fragment simulation type if not inherited
SetFragmentSimulationType (childScr, scr);
// Init
childScr.Initialize();
// Update depth level and amount
childScr.limitations.currentDepth = scr.limitations.currentDepth + 1;
// Collect
scr.fragments.Add (childScr);
}
}
}
}