SanAndreasUnity/Assets/Scripts/Importing/Conversion/CollisionModel.cs

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C#
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2020-05-31 17:07:22 +00:00
using SanAndreasUnity.Importing.Collision;
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Object = UnityEngine.Object;
using UnityEngine.Profiling;
namespace SanAndreasUnity.Importing.Conversion
{
public class CollisionModel
{
private static UnityEngine.Vector3 Convert(Vector3 vec)
{
return new UnityEngine.Vector3(vec.X, vec.Z, vec.Y);
}
private static Mesh Convert(IEnumerable<Face> faces, int numFaces, IEnumerable<Vertex> vertices, int numVertices)
{
Profiler.BeginSample ("Convert mesh");
// create vertices array for the mesh
UnityEngine.Vector3[] meshVertices = new UnityEngine.Vector3[numVertices];
int i = 0;
foreach (var v in vertices) {
meshVertices [i] = Convert (v.Position);
i++;
}
var mesh = new Mesh
{
vertices = meshVertices,
subMeshCount = 1
};
// indices
//var indices = faces.SelectMany(x => x.GetIndices()).ToArray();
// each face has 3 indices which form a single triangle, and we should also add another one
// which faces the opposite direction
int[] indices = new int[numFaces * 3 * 2];
i = 0;
foreach (var f in faces) {
indices [i++] = f.A;
indices [i++] = f.B;
indices [i++] = f.C;
// triangle with opposite direction
indices [i++] = f.B;
indices [i++] = f.A;
indices [i++] = f.C;
}
mesh.SetIndices(indices, MeshTopology.Triangles, 0);
Profiler.EndSample ();
return mesh;
}
private static Mesh Convert(FaceGroup group, ICollection<Face> faces, ICollection<Vertex> vertices)
{
int numFaces = 1 + group.EndFace - group.StartFace;
return Convert(faces.Skip(group.StartFace).Take(numFaces), numFaces, vertices, vertices.Count);
}
private static GameObject _sTemplateParent;
private static readonly Dictionary<string, CollisionModel> _sLoaded
= new Dictionary<string, CollisionModel>();
public static void Load(string name, Transform destParent, bool forceConvex = false)
{
Load(name, null, destParent, forceConvex);
}
public static void Load(CollisionFile file, Transform destParent, bool forceConvex = false)
{
Load(file.Name, file, destParent, forceConvex);
}
private static void Load(string name, CollisionFile file, Transform destParent, bool forceConvex)
{
CollisionModel col;
if (_sLoaded.ContainsKey(name))
{
col = _sLoaded[name];
if (col == null) return;
col.Spawn(destParent, forceConvex);
return;
}
file = file ?? CollisionFile.FromName(name);
if (file == null || (file.Flags & Flags.NotEmpty) != Flags.NotEmpty)
{
_sLoaded.Add(name, null);
return;
}
col = new CollisionModel(file);
_sLoaded.Add(name, col);
col.Spawn(destParent, forceConvex);
}
new world loading system (#110) * wip * much faster world creation * add StaticGeometryInspector * disable child/parent logic and fading * rename * (de)activate objects based on parent * set draw distance based on layers * ... * wip * wip * wip * remove unused param * prevent concurrent modification * ... * catch exceptions when notifying * ... * notify about area, not objects * limit public access to Area * ... * ... * allow public access * add public api * adapt code * pass callback to ctor * adapt focus points * fix * fix intersection check * support rectangles * adjust parameters in prefab * this should fix IsInsideOf() * ... * ... * fix getting area by index * create area if not exists * ... * ... * ... * wip for distance levels * remove constraint on generic parameter * add some validation * fix * fix draw distance per level * change time of day in which lights are visible * add todos * don't use id for UnRegisterFocusPoint() * use hash set for storing focus points * add 1 more level * mark area for update only if visibility changes * profile WorldSystem calls * add some profiling sections * limit time per frame for LoadingThread * switch custom concurrent queue * copy jobs to buffer * rename * change max draw distance setting * wait one more frame * try to remove 801 distance level to remove holes * attempt to hide interiors, but failed * delete no longer needed script * optimization * some error checking * add camera as focus point * dont add camera as focus point in headless mode * working on load priority * fix bug - load priority finished * ... * small optimizations * ... * ... * remove unneeded variable * add fading * dont do fading in headless mode * fadeRate available in inspector * change fade rate * take into account if geometry is loaded when checking if object should be visible, and if fading should be done * small optimization * cache IsInHeadlessMode * display Instance info in inspector * move interiors up in the sky * rename * adapt code to different y pos of interiors * refactor * fix finding matched enex for enexes that lead to the same interior level * display new world stats * rename * rename class * ... * ... * extract function * extract parameters into a struct * add focus point to dead body * add focus point to vehicle * add focus point to vehicle detached parts * remove OutOfRangeDestroyer from vehicle, and destroy vehicle if it falls below the map * dont use focus points on vehicle and vehicle detached parts, when not on server * add focus point for npc peds * add possibility to set timeout during which focus point keeps revealing after it's destroyed * adapt UnRegisterFocusPoint() to timeout * rename * adapt code * cleanup MapObject class * ... * converting to `lock()` * optimize method: use 1 lock instead of 3 * call OnObjectFinishedLoading() instead of AddToLoadedObjects() * ... * make sure it's main thread * AsyncLoader is no longer thread safe * convert static members to non-static in LoadingThread * fix * ... * store indexes for each area * impl GetAreaCenter() * calculate load priority based on distance to area, not objects ; limit time per frame ; sort area in Cell, not in concurrent SortedSet ; * add support for changing draw distance at runtime * delay setting the new value by 0.2 s * have a separate default max draw distance for mobile platforms * adjust y axis world params so that number of visible areas is reduced * remove "camera far clip plane" setting * rename * document flags * rename * disable shadow casting and receiving for some objects * allow casting shadows for LODs with large draw distance * remove "WorldSystem" layer * revert layer
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public static void LoadAsync(string name, CollisionFile file, Transform destParent, bool forceConvex, float loadPriority, System.Action onFinish)
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{
// load collision file asyncly, and when it's ready just call the other function
if (file != null)
{
// collision file already loaded
// just call other function
Utilities.F.RunExceptionSafe( () => Load(file, destParent, forceConvex) );
onFinish ();
return;
}
// load collision file asyncly
new world loading system (#110) * wip * much faster world creation * add StaticGeometryInspector * disable child/parent logic and fading * rename * (de)activate objects based on parent * set draw distance based on layers * ... * wip * wip * wip * remove unused param * prevent concurrent modification * ... * catch exceptions when notifying * ... * notify about area, not objects * limit public access to Area * ... * ... * allow public access * add public api * adapt code * pass callback to ctor * adapt focus points * fix * fix intersection check * support rectangles * adjust parameters in prefab * this should fix IsInsideOf() * ... * ... * fix getting area by index * create area if not exists * ... * ... * ... * wip for distance levels * remove constraint on generic parameter * add some validation * fix * fix draw distance per level * change time of day in which lights are visible * add todos * don't use id for UnRegisterFocusPoint() * use hash set for storing focus points * add 1 more level * mark area for update only if visibility changes * profile WorldSystem calls * add some profiling sections * limit time per frame for LoadingThread * switch custom concurrent queue * copy jobs to buffer * rename * change max draw distance setting * wait one more frame * try to remove 801 distance level to remove holes * attempt to hide interiors, but failed * delete no longer needed script * optimization * some error checking * add camera as focus point * dont add camera as focus point in headless mode * working on load priority * fix bug - load priority finished * ... * small optimizations * ... * ... * remove unneeded variable * add fading * dont do fading in headless mode * fadeRate available in inspector * change fade rate * take into account if geometry is loaded when checking if object should be visible, and if fading should be done * small optimization * cache IsInHeadlessMode * display Instance info in inspector * move interiors up in the sky * rename * adapt code to different y pos of interiors * refactor * fix finding matched enex for enexes that lead to the same interior level * display new world stats * rename * rename class * ... * ... * extract function * extract parameters into a struct * add focus point to dead body * add focus point to vehicle * add focus point to vehicle detached parts * remove OutOfRangeDestroyer from vehicle, and destroy vehicle if it falls below the map * dont use focus points on vehicle and vehicle detached parts, when not on server * add focus point for npc peds * add possibility to set timeout during which focus point keeps revealing after it's destroyed * adapt UnRegisterFocusPoint() to timeout * rename * adapt code * cleanup MapObject class * ... * converting to `lock()` * optimize method: use 1 lock instead of 3 * call OnObjectFinishedLoading() instead of AddToLoadedObjects() * ... * make sure it's main thread * AsyncLoader is no longer thread safe * convert static members to non-static in LoadingThread * fix * ... * store indexes for each area * impl GetAreaCenter() * calculate load priority based on distance to area, not objects ; limit time per frame ; sort area in Cell, not in concurrent SortedSet ; * add support for changing draw distance at runtime * delay setting the new value by 0.2 s * have a separate default max draw distance for mobile platforms * adjust y axis world params so that number of visible areas is reduced * remove "camera far clip plane" setting * rename * document flags * rename * disable shadow casting and receiving for some objects * allow casting shadows for LODs with large draw distance * remove "WorldSystem" layer * revert layer
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CollisionFile.FromNameAsync (name, loadPriority, (cf) => {
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// loading finished
// call other function
if(cf != null)
Utilities.F.RunExceptionSafe( () => Load( cf, destParent, forceConvex ) );
onFinish ();
});
}
private readonly GameObject _template;
private readonly Dictionary<SurfaceFlags, Transform> _flagGroups;
private void Add<TCollider>(Surface surface, Action<TCollider> setup)
where TCollider : Collider
{
Profiler.BeginSample ("Add<" + typeof(TCollider).Name + ">");
if (!_flagGroups.ContainsKey(surface.Flags))
{
var group = new GameObject(string.Format("Group {0}", (int)surface.Flags));
group.transform.SetParent(_template.transform);
_flagGroups.Add(surface.Flags, group.transform);
}
var type = typeof(TCollider);
var obj = new GameObject(type.Name, type);
obj.transform.SetParent(_flagGroups[surface.Flags]);
setup(obj.GetComponent<TCollider>());
Profiler.EndSample ();
}
private CollisionModel(CollisionFile file)
{
Profiler.BeginSample ("CollisionModel()");
if (_sTemplateParent == null)
{
_sTemplateParent = new GameObject("Collision Templates");
_sTemplateParent.SetActive(false);
}
_template = new GameObject(file.Name);
_template.transform.SetParent(_sTemplateParent.transform);
_flagGroups = new Dictionary<SurfaceFlags, Transform>();
foreach (var box in file.Boxes)
{
Add<BoxCollider>(box.Surface, x =>
{
var min = Convert(box.Min);
var max = Convert(box.Max);
x.center = (min + max) * .5f;
x.size = (max - min);
});
}
foreach (var sphere in file.Spheres)
{
Add<SphereCollider>(sphere.Surface, x =>
{
x.center = Convert(sphere.Center);
x.radius = sphere.Radius;
});
}
if (file.FaceGroups.Length > 0)
{
foreach (var group in file.FaceGroups)
{
Add<MeshCollider>(file.Faces[group.StartFace].Surface, x =>
{
x.sharedMesh = Convert(group, file.Faces, file.Vertices);
});
}
}
else if (file.Faces.Length > 0)
{
Add<MeshCollider>(file.Faces[0].Surface, x =>
{
x.sharedMesh = Convert(file.Faces, file.Faces.Length, file.Vertices, file.Vertices.Length);
});
}
// TODO: MeshCollider
Profiler.EndSample ();
}
public void Spawn(Transform destParent, bool forceConvex)
{
var clone = Object.Instantiate(_template.gameObject);
clone.name = "Collision";
clone.transform.SetParent(destParent, false);
// Debug.Log ("Setting parent (" + destParent.name + ") for " + clone.name);
if (!forceConvex) return;
Profiler.BeginSample ("Adjust colliders");
foreach (var collider in clone.GetComponentsInChildren<Collider>())
{
var meshCollider = collider as MeshCollider;
collider.gameObject.layer = 2;
if (meshCollider != null)
{
meshCollider.convex = true;
}
}
Profiler.EndSample ();
}
}
}