mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-23 20:43:04 +00:00
248 lines
No EOL
6.7 KiB
C#
248 lines
No EOL
6.7 KiB
C#
using SanAndreasUnity.Importing.Conversion;
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using SanAndreasUnity.Importing.Items;
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using SanAndreasUnity.Importing.Items.Definitions;
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using SanAndreasUnity.Importing.Items.Placements;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.Profiling;
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namespace SanAndreasUnity.Behaviours.World
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{
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public class StaticGeometry : MapObject
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{
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public static StaticGeometry Create()
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{
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return new GameObject().AddComponent<StaticGeometry>();
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}
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protected Instance Instance { get; private set; }
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private bool _canLoad;
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private bool _isGeometryLoaded = false;
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private bool _isVisible;
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private bool _isFading;
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public bool IsVisible
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{
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get { return _isVisible; }
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private set
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{
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if (_isVisible == value) return;
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_isVisible = value;
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gameObject.SetActive(true);
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StartCoroutine(Fade());
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if (value && LodChild != null)
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{
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LodChild.Hide();
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}
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}
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}
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public StaticGeometry LodParent { get; private set; }
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public StaticGeometry LodChild { get; private set; }
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public void Initialize(Instance inst, Dictionary<Instance, StaticGeometry> dict)
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{
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Instance = inst;
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Instance.Object = Instance.Object ?? Item.GetDefinition<Importing.Items.Definitions.ObjectDef>(inst.ObjectId);
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Initialize(inst.Position, inst.Rotation);
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_canLoad = Instance.Object != null;
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name = _canLoad ? Instance.Object.ModelName : string.Format("Unknown ({0})", Instance.ObjectId);
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if (_canLoad && Instance.LodInstance != null)
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{
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LodChild = dict[Instance.LodInstance];
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LodChild.LodParent = this;
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}
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_isVisible = false;
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gameObject.SetActive(false);
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gameObject.isStatic = true;
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}
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public bool ShouldBeVisible(Vector3 from)
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{
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if (!_canLoad) return false;
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var obj = Instance.Object;
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// if (obj.HasFlag (ObjectFlag.DisableDrawDist))
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// return true;
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// var dist = Vector3.Distance(from, transform.position);
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var distSquared = Vector3.SqrMagnitude(from - transform.position);
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if (distSquared > Cell.Instance.maxDrawDistance * Cell.Instance.maxDrawDistance)
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return false;
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if (distSquared > obj.DrawDist * obj.DrawDist)
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return false;
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if (!HasLoaded || LodParent == null || !LodParent.IsVisible)
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return true;
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if (!LodParent.ShouldBeVisible(from))
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return true;
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return false;
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// return (distSquared <= obj.DrawDist * obj.DrawDist || (obj.DrawDist >= 300 && distSquared < 2560*2560))
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// && (!HasLoaded || LodParent == null || !LodParent.IsVisible || !LodParent.ShouldBeVisible(from));
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}
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protected override float OnRefreshLoadOrder(Vector3 from)
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{
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var visible = ShouldBeVisible(from);
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if (!IsVisible)
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{
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return visible ? Vector3.SqrMagnitude(from - transform.position) : float.PositiveInfinity;
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}
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if (!visible) Hide();
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return float.PositiveInfinity;
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}
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protected override void OnLoad()
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{
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if (!_canLoad) return;
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Profiler.BeginSample ("StaticGeometry.OnLoad", this);
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// this was previously placed after loading geometry
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Flags = Enum.GetValues(typeof(ObjectFlag))
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.Cast<ObjectFlag>()
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.Where(x => (Instance.Object.Flags & x) == x)
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.Select(x => x.ToString())
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.ToList();
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//var geoms = Geometry.Load(Instance.Object.ModelName, Instance.Object.TextureDictionaryName);
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//OnGeometryLoaded (geoms);
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// we could start loading collision model here
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// - we can't, because we don't know the name of collision file until clump is loaded
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Geometry.LoadAsync( Instance.Object.ModelName, new string[] {Instance.Object.TextureDictionaryName}, (geoms) => {
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if(geoms != null)
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{
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// we can't load collision model asyncly, because it requires a transform to attach to
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// but, we can load collision file asyncly
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Importing.Collision.CollisionFile.FromNameAsync( geoms.Collisions != null ? geoms.Collisions.Name : geoms.Name, (cf) => {
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OnGeometryLoaded (geoms);
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});
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}
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});
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Profiler.EndSample ();
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}
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private void OnGeometryLoaded (Geometry.GeometryParts geoms)
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{
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Profiler.BeginSample ("Add mesh", this);
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var mf = gameObject.AddComponent<MeshFilter>();
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var mr = gameObject.AddComponent<MeshRenderer>();
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mf.sharedMesh = geoms.Geometry[0].Mesh;
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mr.sharedMaterials = geoms.Geometry[0].GetMaterials(Instance.Object.Flags,
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mat => mat.SetTexture(NoiseTexId, NoiseTex));
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Profiler.EndSample ();
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geoms.AttachCollisionModel(transform);
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Profiler.BeginSample ("Set layer", this);
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if (Instance.Object.HasFlag(ObjectFlag.Breakable))
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{
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gameObject.SetLayerRecursive(BreakableLayer);
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}
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Profiler.EndSample ();
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_isGeometryLoaded = true;
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}
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private void OnCollisionModelAttached ()
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{
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}
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protected override void OnShow()
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{
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Profiler.BeginSample ("StaticGeometry.OnShow");
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IsVisible = LodParent == null || !LodParent.IsVisible;
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Profiler.EndSample ();
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}
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private IEnumerator Fade()
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{
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if (_isFading) yield break;
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_isFading = true;
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// wait until geometry gets loaded
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while (!_isGeometryLoaded)
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yield return null;
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var mr = GetComponent<MeshRenderer>();
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if (mr == null)
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{
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_isFading = false;
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yield break;
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}
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const float fadeRate = 2f;
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var pb = new MaterialPropertyBlock();
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// continuously change transparency until object becomes fully opaque or fully transparent
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var val = IsVisible ? 0f : -1f;
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for (; ; )
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{
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var dest = IsVisible ? 1f : 0f;
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var sign = Math.Sign(dest - val);
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val += sign * fadeRate * Time.deltaTime;
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if (sign == 0 || sign == 1 && val >= dest || sign == -1 && val <= dest) break;
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pb.SetFloat(FadeId, (float)val);
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mr.SetPropertyBlock(pb);
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yield return new WaitForEndOfFrame();
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}
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mr.SetPropertyBlock(null);
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if (!IsVisible)
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{
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gameObject.SetActive(false);
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}
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_isFading = false;
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}
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public void Hide()
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{
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IsVisible = false;
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}
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}
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} |