SanAndreasUnity/Assets/Scripts/Behaviours/World/StaticGeometry.cs
2020-05-31 19:07:22 +02:00

248 lines
No EOL
6.7 KiB
C#

using SanAndreasUnity.Importing.Conversion;
using SanAndreasUnity.Importing.Items;
using SanAndreasUnity.Importing.Items.Definitions;
using SanAndreasUnity.Importing.Items.Placements;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.Profiling;
namespace SanAndreasUnity.Behaviours.World
{
public class StaticGeometry : MapObject
{
public static StaticGeometry Create()
{
return new GameObject().AddComponent<StaticGeometry>();
}
protected Instance Instance { get; private set; }
private bool _canLoad;
private bool _isGeometryLoaded = false;
private bool _isVisible;
private bool _isFading;
public bool IsVisible
{
get { return _isVisible; }
private set
{
if (_isVisible == value) return;
_isVisible = value;
gameObject.SetActive(true);
StartCoroutine(Fade());
if (value && LodChild != null)
{
LodChild.Hide();
}
}
}
public StaticGeometry LodParent { get; private set; }
public StaticGeometry LodChild { get; private set; }
public void Initialize(Instance inst, Dictionary<Instance, StaticGeometry> dict)
{
Instance = inst;
Instance.Object = Instance.Object ?? Item.GetDefinition<Importing.Items.Definitions.ObjectDef>(inst.ObjectId);
Initialize(inst.Position, inst.Rotation);
_canLoad = Instance.Object != null;
name = _canLoad ? Instance.Object.ModelName : string.Format("Unknown ({0})", Instance.ObjectId);
if (_canLoad && Instance.LodInstance != null)
{
LodChild = dict[Instance.LodInstance];
LodChild.LodParent = this;
}
_isVisible = false;
gameObject.SetActive(false);
gameObject.isStatic = true;
}
public bool ShouldBeVisible(Vector3 from)
{
if (!_canLoad) return false;
var obj = Instance.Object;
// if (obj.HasFlag (ObjectFlag.DisableDrawDist))
// return true;
// var dist = Vector3.Distance(from, transform.position);
var distSquared = Vector3.SqrMagnitude(from - transform.position);
if (distSquared > Cell.Instance.maxDrawDistance * Cell.Instance.maxDrawDistance)
return false;
if (distSquared > obj.DrawDist * obj.DrawDist)
return false;
if (!HasLoaded || LodParent == null || !LodParent.IsVisible)
return true;
if (!LodParent.ShouldBeVisible(from))
return true;
return false;
// return (distSquared <= obj.DrawDist * obj.DrawDist || (obj.DrawDist >= 300 && distSquared < 2560*2560))
// && (!HasLoaded || LodParent == null || !LodParent.IsVisible || !LodParent.ShouldBeVisible(from));
}
protected override float OnRefreshLoadOrder(Vector3 from)
{
var visible = ShouldBeVisible(from);
if (!IsVisible)
{
return visible ? Vector3.SqrMagnitude(from - transform.position) : float.PositiveInfinity;
}
if (!visible) Hide();
return float.PositiveInfinity;
}
protected override void OnLoad()
{
if (!_canLoad) return;
Profiler.BeginSample ("StaticGeometry.OnLoad", this);
// this was previously placed after loading geometry
Flags = Enum.GetValues(typeof(ObjectFlag))
.Cast<ObjectFlag>()
.Where(x => (Instance.Object.Flags & x) == x)
.Select(x => x.ToString())
.ToList();
//var geoms = Geometry.Load(Instance.Object.ModelName, Instance.Object.TextureDictionaryName);
//OnGeometryLoaded (geoms);
// we could start loading collision model here
// - we can't, because we don't know the name of collision file until clump is loaded
Geometry.LoadAsync( Instance.Object.ModelName, new string[] {Instance.Object.TextureDictionaryName}, (geoms) => {
if(geoms != null)
{
// we can't load collision model asyncly, because it requires a transform to attach to
// but, we can load collision file asyncly
Importing.Collision.CollisionFile.FromNameAsync( geoms.Collisions != null ? geoms.Collisions.Name : geoms.Name, (cf) => {
OnGeometryLoaded (geoms);
});
}
});
Profiler.EndSample ();
}
private void OnGeometryLoaded (Geometry.GeometryParts geoms)
{
Profiler.BeginSample ("Add mesh", this);
var mf = gameObject.AddComponent<MeshFilter>();
var mr = gameObject.AddComponent<MeshRenderer>();
mf.sharedMesh = geoms.Geometry[0].Mesh;
mr.sharedMaterials = geoms.Geometry[0].GetMaterials(Instance.Object.Flags,
mat => mat.SetTexture(NoiseTexId, NoiseTex));
Profiler.EndSample ();
geoms.AttachCollisionModel(transform);
Profiler.BeginSample ("Set layer", this);
if (Instance.Object.HasFlag(ObjectFlag.Breakable))
{
gameObject.SetLayerRecursive(BreakableLayer);
}
Profiler.EndSample ();
_isGeometryLoaded = true;
}
private void OnCollisionModelAttached ()
{
}
protected override void OnShow()
{
Profiler.BeginSample ("StaticGeometry.OnShow");
IsVisible = LodParent == null || !LodParent.IsVisible;
Profiler.EndSample ();
}
private IEnumerator Fade()
{
if (_isFading) yield break;
_isFading = true;
// wait until geometry gets loaded
while (!_isGeometryLoaded)
yield return null;
var mr = GetComponent<MeshRenderer>();
if (mr == null)
{
_isFading = false;
yield break;
}
const float fadeRate = 2f;
var pb = new MaterialPropertyBlock();
// continuously change transparency until object becomes fully opaque or fully transparent
var val = IsVisible ? 0f : -1f;
for (; ; )
{
var dest = IsVisible ? 1f : 0f;
var sign = Math.Sign(dest - val);
val += sign * fadeRate * Time.deltaTime;
if (sign == 0 || sign == 1 && val >= dest || sign == -1 && val <= dest) break;
pb.SetFloat(FadeId, (float)val);
mr.SetPropertyBlock(pb);
yield return new WaitForEndOfFrame();
}
mr.SetPropertyBlock(null);
if (!IsVisible)
{
gameObject.SetActive(false);
}
_isFading = false;
}
public void Hide()
{
IsVisible = false;
}
}
}