mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-27 06:20:17 +00:00
250 lines
7.2 KiB
C#
250 lines
7.2 KiB
C#
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);
|
|
}
|
|
|
|
public static void LoadAsync(string name, CollisionFile file, Transform destParent, bool forceConvex, System.Action onFinish)
|
|
{
|
|
// 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
|
|
CollisionFile.FromNameAsync (name, (cf) => {
|
|
// 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 ();
|
|
}
|
|
}
|
|
}
|