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https://github.com/GTA-ASM/SanAndreasUnity
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2 changed files with 51 additions and 48 deletions
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@ -46,20 +46,15 @@ namespace SanAndreasUnity.Behaviours.World
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const int numQuadsForInfiniteWater = 4;
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int totalNumVertexes = faces.Sum(f => f.Vertices.Length) + numQuadsForInfiniteWater * GetNumVertexesForQuad();
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int totalNumIndexes = faces.Sum(f => (f.Vertices.Length - 2) * 3) + numQuadsForInfiniteWater * GetNumIndexesForQuad();
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Vector3[] vertices = new Vector3[totalNumVertexes];
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Vector3[] normals = new Vector3[totalNumVertexes];
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int[] indices = new int[totalNumIndexes];
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var vertices = new List<Vector3>(1536);
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var normals = new List<Vector3>(1536);
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var indices = new List<int>(2048);
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int verticesIndex = 0;
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int indicesIndex = 0;
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foreach (var face in faces)
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{
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ProcessFace(face, vertices, normals, ref verticesIndex, indices, ref indicesIndex);
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}
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foreach (WaterFace face in faces)
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this.ProcessFaceForRenderMesh(face, vertices, normals, indices);
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// add "infinite" water
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@ -70,41 +65,33 @@ namespace SanAndreasUnity.Behaviours.World
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new Vector2(worldSize.x / 2f + infiniteWaterOffset, worldSize.y / 2f + infiniteWaterOffset),
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vertices,
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normals,
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ref verticesIndex,
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indices,
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ref indicesIndex);
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indices);
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// lower quad
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CreateQuad(
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new Vector2( -worldSize.x / 2f - infiniteWaterOffset, - worldSize.y / 2f - infiniteWaterOffset),
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new Vector2(worldSize.x / 2f + infiniteWaterOffset, - worldSize.y / 2f),
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vertices,
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normals,
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ref verticesIndex,
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indices,
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ref indicesIndex);
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indices);
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// left quad
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CreateQuad(
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new Vector2( -worldSize.x / 2f - infiniteWaterOffset, - worldSize.y / 2f),
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new Vector2(- worldSize.x / 2f, worldSize.y / 2f),
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vertices,
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normals,
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ref verticesIndex,
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indices,
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ref indicesIndex);
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indices);
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// right quad
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CreateQuad(
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new Vector2( worldSize.x / 2f, - worldSize.y / 2f),
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new Vector2(worldSize.x / 2f + infiniteWaterOffset, worldSize.y / 2f),
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vertices,
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normals,
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ref verticesIndex,
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indices,
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ref indicesIndex);
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indices);
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var mesh = new Mesh();
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mesh.vertices = vertices;
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mesh.normals = normals;
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mesh.SetVertices(vertices);
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mesh.SetNormals(normals);
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mesh.SetIndices(indices, MeshTopology.Triangles, 0);
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m_renderingObjects.RemoveDeadObjects();
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@ -160,28 +147,33 @@ namespace SanAndreasUnity.Behaviours.World
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return (center, size);
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}
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void ProcessFace(WaterFace face, Vector3[] vertices, Vector3[] normals, ref int verticesIndex, int[] indices, ref int indicesIndex)
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void ProcessFaceForRenderMesh(
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WaterFace face, List<Vector3> vertices, List<Vector3> normals, List<int> indices)
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{
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int verticesIndex = vertices.Count;
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int indicesIndex = indices.Count;
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bool isInterior = this.IsInterior(face);
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for (int j = 0; j < face.Vertices.Length; j++)
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for (int v = 0; v < face.Vertices.Length; v++)
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{
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vertices[verticesIndex + j] = isInterior
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? face.Vertices[j].Position.WithAddedY(Cell.Singleton.interiorHeightOffset)
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: face.Vertices[j].Position;
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normals[verticesIndex + j] = Vector3.up;
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vertices.Add(isInterior
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? face.Vertices[v].Position.WithAddedY(Cell.Singleton.interiorHeightOffset)
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: face.Vertices[v].Position);
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normals.Add(Vector3.up);
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}
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for (var j = 0; j < face.Vertices.Length - 2; ++j)
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{
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var flip = j & 1;
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indices[indicesIndex + j * 3 + 0] = verticesIndex + j + 1 - flip;
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indices[indicesIndex + j * 3 + 1] = verticesIndex + j + 0 + flip;
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indices[indicesIndex + j * 3 + 2] = verticesIndex + j + 2;
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}
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int numIndices = (face.Vertices.Length - 2) * 3;
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indices.AddMultiple(numIndices);
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verticesIndex += face.Vertices.Length;
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indicesIndex += (face.Vertices.Length - 2) * 3;
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for (int i = 0; i < face.Vertices.Length - 2; ++i)
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{
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int flip = i & 1;
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indices[indicesIndex + i * 3 + 0] = verticesIndex + i + 1 - flip;
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indices[indicesIndex + i * 3 + 1] = verticesIndex + i + 0 + flip;
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indices[indicesIndex + i * 3 + 2] = verticesIndex + i + 2;
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}
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}
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void CreateCollisionObjects(IEnumerable<WaterFace> faces)
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@ -261,23 +253,27 @@ namespace SanAndreasUnity.Behaviours.World
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return this.IsInterior(this.GetCenterAndSize(face).center.y);
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}
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void CreateQuad(Vector2 min, Vector2 max, Vector3[] vertexes, Vector3[] normals, ref int vertexIndex, int[] indexes, ref int indexesIndex)
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void CreateQuad(Vector2 min, Vector2 max, List<Vector3> vertexes, List<Vector3> normals, List<int> indexes)
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{
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int vertexIndex = vertexes.Count;
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int indexesIndex = indexes.Count;
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vertexes.AddMultiple(4);
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vertexes[vertexIndex++] = new Vector3(min.x, 0f, min.y); // low left
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vertexes[vertexIndex++] = new Vector3(max.x, 0f, min.y); // low right
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vertexes[vertexIndex++] = new Vector3(min.x, 0f, max.y); // up left
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vertexes[vertexIndex++] = new Vector3(max.x, 0f, max.y); // up right
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normals[vertexIndex - 4] = Vector3.up;
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normals[vertexIndex - 3] = Vector3.up;
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normals[vertexIndex - 2] = Vector3.up;
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normals[vertexIndex - 1] = Vector3.up;
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normals.AddMultiple(Vector3.up, 4);
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int lowLeft = vertexIndex - 4;
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int lowRight = vertexIndex - 3;
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int upLeft = vertexIndex - 2;
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int upRight = vertexIndex - 1;
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indexes.AddMultiple(6);
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indexes[indexesIndex++] = upRight;
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indexes[indexesIndex++] = lowRight;
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indexes[indexesIndex++] = lowLeft;
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@ -285,9 +281,5 @@ namespace SanAndreasUnity.Behaviours.World
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indexes[indexesIndex++] = upRight;
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indexes[indexesIndex++] = lowLeft;
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}
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int GetNumVertexesForQuad() => 4;
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int GetNumIndexesForQuad() => 6;
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}
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}
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@ -48,5 +48,16 @@ namespace SanAndreasUnity.Utilities
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{
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return condition ? enumerable.Append(element) : enumerable;
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}
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public static void AddMultiple<T>(this ICollection<T> collection, T value, int count)
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{
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for (int i = 0; i < count; i++)
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collection.Add(value);
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}
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public static void AddMultiple<T>(this ICollection<T> collection, int count)
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{
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collection.AddMultiple(default, count);
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}
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}
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}
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