using System; using System.Collections; using System.Collections.Generic; using System.Linq; using UnityEngine; using SanAndreasUnity.Utilities; namespace SanAndreasUnity.Behaviours.World { public class Division : MonoBehaviour, IEnumerable, IComparable { private static readonly Comparison _sHorzSort = (a, b) => Math.Sign(a.CellPos.x - b.CellPos.x); private static readonly Comparison _sVertSort = (a, b) => Math.Sign(a.CellPos.y - b.CellPos.y); public static Division Create(Transform parent) { var obj = new GameObject(); var split = obj.AddComponent(); obj.transform.SetParent(parent); return split; } private const int LeafObjectLimit = 127; private Division _childA; private Division _childB; private List _objects; public int NumObjects { get { return _objects.Count; } } public int NumObjectsIncludingChildren { get { int count = _objects.Count; if (_childA != null) count += _childA.NumObjectsIncludingChildren; if (_childB != null) count += _childB.NumObjectsIncludingChildren; return count; } } private bool _isVertSplit; private float _splitVal; private Vector3 _lastRefreshPos; public Vector2 Min { get; private set; } public Vector2 Max { get; private set; } private Bounds _bounds; public bool IsSubdivided { get { return _objects == null; } } internal float LoadOrder { get; private set; } public void SetBounds(Vector2 min, Vector2 max) { Min = min; Max = max; _bounds = new Bounds(((this.Min + this.Max) * 0.5f).ToVector3XZ(), (this.Max - this.Min).ToVector3XZ().WithY(10000f)); var mid = (Max + Min) * .5f; if (float.IsNaN(mid.x) || float.IsInfinity(mid.x)) { mid.x = 0f; } if (float.IsNaN(mid.y) || float.IsInfinity(mid.y)) { mid.y = 0f; } transform.position = new Vector3(mid.x, 0f, mid.y); name = String.Format("Split {0}, {1}", min, max); _objects = _objects ?? new List(); } private void Subdivide() { if (IsSubdivided) { throw new InvalidOperationException("Already subdivided"); } if (_objects.Count == 0) { throw new InvalidOperationException("Cannot subdivide an empty leaf"); } var min = Max; var max = Min; foreach (var obj in _objects) { var pos = obj.CellPos; min.x = Mathf.Min(pos.x, min.x); min.y = Mathf.Min(pos.y, min.y); max.x = Mathf.Max(pos.x, max.x); max.y = Mathf.Max(pos.y, max.y); } _isVertSplit = max.x - min.x >= max.y - min.y; _objects.Sort(_isVertSplit ? _sHorzSort : _sVertSort); _childA = Create(transform); _childB = Create(transform); var mid = _objects.Count / 2; var median = (_objects[mid - 1].CellPos + _objects[mid].CellPos) * .5f; if (_isVertSplit) { _splitVal = median.x; _childA.SetBounds(Min, new Vector2(_splitVal, Max.y)); _childB.SetBounds(new Vector2(_splitVal, Min.y), Max); } else { _splitVal = median.y; _childA.SetBounds(Min, new Vector2(Max.x, _splitVal)); _childB.SetBounds(new Vector2(Min.x, _splitVal), Max); } _childA._objects = _objects; _childB._objects = new List(); _childB._objects.AddRange(_childA._objects.Skip(mid)); _childA._objects.RemoveRange(mid, _objects.Count - mid); _objects = null; } private void AddInternal(MapObject obj) { if (IsSubdivided) { var comp = _isVertSplit ? obj.CellPos.x : obj.CellPos.y; (comp < _splitVal ? _childA : _childB).AddInternal(obj); return; } _objects.Add(obj); if (_objects.Count > LeafObjectLimit) Subdivide(); } public void Add(MapObject obj) { AddInternal(obj); UpdateParents(); } public void AddRange(IEnumerable objs) { foreach (var obj in objs.OrderBy(x => x.RandomInt)) { AddInternal(obj); } UpdateParents(); } private void UpdateParents() { if (IsSubdivided) { _childA.UpdateParents(); _childB.UpdateParents(); } else { if (_objects.Count == 0) return; var sum = _objects.Aggregate(new Vector2(), (s, x) => s + x.CellPos); transform.position = new Vector3(sum.x / _objects.Count, 0f, sum.y / _objects.Count); foreach (var obj in _objects) { obj.transform.SetParent(transform, true); } } } public bool Contains(MapObject obj) { return Contains(obj.CellPos); } public bool Contains(Vector3 pos) { return pos.x >= Min.x && pos.z >= Min.y && pos.x < Max.x && pos.z < Max.y; } public bool Contains(Vector2 pos) { return pos.x >= Min.x && pos.y >= Min.y && pos.x < Max.x && pos.y < Max.y; } private void OnDrawGizmosSelected() { Vector3 center = ((this.Min + this.Max) * 0.5f).ToVector3XZ(); Vector3 size = (this.Max - this.Min).ToVector3XZ(); size.y = 100; Gizmos.color = Color.green; Gizmos.DrawWireCube(center, size); F.HandlesDrawText(center, string.Format("total objects {0}, my objects {1}, load order {2}", _objects != null ? this.NumObjectsIncludingChildren : 0, _objects != null ? this.NumObjects : 0, this.LoadOrder), Color.green); /* if (!IsSubdivided) return; Gizmos.color = Color.green; var min = new Vector2(Math.Max(Min.x, -8192f), Math.Max(Min.y, -8192f)); var max = new Vector2(Math.Min(Max.x, +8192f), Math.Min(Max.y, +8192f)); if (_isVertSplit) { Gizmos.DrawLine(new Vector3(_splitVal, 0f, min.y), new Vector3(_splitVal, 0f, max.y)); } else { Gizmos.DrawLine(new Vector3(min.x, 0f, _splitVal), new Vector3(max.x, 0f, _splitVal)); } */ } public float GetDistance(Vector3 pos) { return Mathf.Sqrt(GetDistanceSquared(pos)); } public float GetDistanceSquared(Vector3 pos) { pos.y = 0f; // only count X and Z axis // get the closest point on bounds // if position is inside bounds, the resulting distance will be 0 Vector3 closestPos = _bounds.ClosestPoint(pos); return Vector3.SqrMagnitude(pos - closestPos); } public Vector3 GetClosestPosition (List positions) { Vector3 closestPos = positions [0]; float smallestDist2 = float.MaxValue; Vector2 center = (this.Min + this.Max) * 0.5f; for (int i = 0; i < positions.Count; i++) { float dist2 = Vector2.SqrMagnitude (positions [i].ToVec2WithXAndZ() - center); if (dist2 <= smallestDist2) { smallestDist2 = dist2; closestPos = positions [i]; } } return closestPos; } public bool RefreshLoadOrder(Vector3 from, out int numMapObjectsUpdatedLoadOrder) { UnityEngine.Profiling.Profiler.BeginSample ("Division.RefreshLoadOrder", this); var toLoad = false; numMapObjectsUpdatedLoadOrder = 0; if (GetDistanceSquared(from) <= Cell.Instance.maxDrawDistance * Cell.Instance.maxDrawDistance) { float divisionRefreshDistanceDeltaSquared = Cell.Instance.divisionRefreshDistanceDelta * Cell.Instance.divisionRefreshDistanceDelta; // float factor = Cell.Instance.divisionLoadOrderDistanceFactor; //16; // if (Vector3.SqrMagnitude(from - _lastRefreshPos) > GetDistanceSquared(from) / (factor*factor)) { if (Vector3.SqrMagnitude(from - _lastRefreshPos) > divisionRefreshDistanceDeltaSquared) { _lastRefreshPos = from; foreach (var obj in _objects) { bool b = obj.RefreshLoadOrder(from); if (b) { toLoad = true; numMapObjectsUpdatedLoadOrder++; } } } else { toLoad = _objects.Any(x => !float.IsPositiveInfinity(x.LoadOrder)); } } if (toLoad) { _objects.Sort(); // THIS MAY BE PERFORMANCE DROP LoadOrder = _objects[0].LoadOrder; } else { LoadOrder = float.PositiveInfinity; } UnityEngine.Profiling.Profiler.EndSample (); return toLoad; } public int LoadWhile(Func predicate) { UnityEngine.Profiling.Profiler.BeginSample ("LoadWhile", this); int numLoaded = 0; foreach (var toLoad in _objects) { if (float.IsPositiveInfinity(toLoad.LoadOrder)) break; if (toLoad.HasLoaded) { // this object is loaded, just show it toLoad.Show(); } else { // this object is still not loaded from disk // check if we should load it if (predicate()) { toLoad.Show(); numLoaded++; } } } UnityEngine.Profiling.Profiler.EndSample (); // return predicate(); // return false ; return numLoaded; } public IEnumerator GetEnumerator() { if (IsSubdivided) { return _childA.Concat(_childB).GetEnumerator(); } return new[] { this }.AsEnumerable().GetEnumerator(); } IEnumerator IEnumerable.GetEnumerator() { return GetEnumerator(); } public int CompareTo(Division other) { return LoadOrder > other.LoadOrder ? 1 : LoadOrder == other.LoadOrder ? 0 : -1; } } }