SanAndreasUnity/Assets/Scripts/Behaviours/MapObject.cs
in0finite 32c0be1af2
new world loading system (#110)
* wip

* much faster world creation

* add StaticGeometryInspector

* disable child/parent logic and fading

* rename

* (de)activate objects based on parent

* set draw distance based on layers

* ...

* wip

* wip

* wip

* remove unused param

* prevent concurrent modification

* ...

* catch exceptions when notifying

* ...

* notify about area, not objects

* limit public access to Area

* ...

* ...

* allow public access

* add public api

* adapt code

* pass callback to ctor

* adapt focus points

* fix

* fix intersection check

* support rectangles

* adjust parameters in prefab

* this should fix IsInsideOf()

* ...

* ...

* fix getting area by index

* create area if not exists

* ...

* ...

* ...

* wip for distance levels

* remove constraint on generic parameter

* add some validation

* fix

* fix draw distance per level

* change time of day in which lights are visible

* add todos

* don't use id for UnRegisterFocusPoint()

* use hash set for storing focus points

* add 1 more level

* mark area for update only if visibility changes

* profile WorldSystem calls

* add some profiling sections

* limit time per frame for LoadingThread

* switch custom concurrent queue

* copy jobs to buffer

* rename

* change max draw distance setting

* wait one more frame

* try to remove 801 distance level to remove holes

* attempt to hide interiors, but failed

* delete no longer needed script

* optimization

* some error checking

* add camera as focus point

* dont add camera as focus point in headless mode

* working on load priority

* fix bug - load priority finished

* ...

* small optimizations

* ...

* ...

* remove unneeded variable

* add fading

* dont do fading in headless mode

* fadeRate available in inspector

* change fade rate

* take into account if geometry is loaded when checking if object should be visible, and if fading should be done

* small optimization

* cache IsInHeadlessMode

* display Instance info in inspector

* move interiors up in the sky

* rename

* adapt code to different y pos of interiors

* refactor

* fix finding matched enex for enexes that lead to the same interior level

* display new world stats

* rename

* rename class

* ...

* ...

* extract function

* extract parameters into a struct

* add focus point to dead body

* add focus point to vehicle

* add focus point to vehicle detached parts

* remove OutOfRangeDestroyer from vehicle, and destroy vehicle if it falls below the map

* dont use focus points on vehicle and vehicle detached parts, when not on server

* add focus point for npc peds

* add possibility to set timeout during which focus point keeps revealing after it's destroyed

* adapt UnRegisterFocusPoint() to timeout

* rename

* adapt code

* cleanup MapObject class

* ...

* converting to `lock()`

* optimize method: use 1 lock instead of 3

* call OnObjectFinishedLoading() instead of AddToLoadedObjects()

* ...

* make sure it's main thread

* AsyncLoader is no longer thread safe

* convert static members to non-static in LoadingThread

* fix

* ...

* store indexes for each area

* impl GetAreaCenter()

* calculate load priority based on distance to area, not objects ; limit time per frame ; sort area in Cell, not in concurrent SortedSet ;

* add support for changing draw distance at runtime

* delay setting the new value by 0.2 s

* have a separate default max draw distance for mobile platforms

* adjust y axis world params so that number of visible areas is reduced

* remove "camera far clip plane" setting

* rename

* document flags

* rename

* disable shadow casting and receiving for some objects

* allow casting shadows for LODs with large draw distance

* remove "WorldSystem" layer

* revert layer
2021-07-18 06:03:43 +02:00

139 lines
No EOL
3.9 KiB
C#

using System.Diagnostics;
using SanAndreasUnity.Behaviours.World;
using UnityEngine;
using Object = UnityEngine.Object;
using Profiler = UnityEngine.Profiling.Profiler;
namespace SanAndreasUnity.Behaviours
{
public abstract class MapObject : MonoBehaviour
{
private static Texture2D _sNoiseTex;
private static bool ShouldGenerateNoiseTex => _sNoiseTex == null || _sNoiseTex.width != Screen.width || _sNoiseTex.height != Screen.height;
private static int _sBreakableLayer = -1;
public static int BreakableLayer => _sBreakableLayer == -1 ? _sBreakableLayer = LayerMask.NameToLayer("Breakable") : _sBreakableLayer;
private static int _sNoiseTexPropertyId = -1;
protected static int NoiseTexPropertyId => _sNoiseTexPropertyId == -1 ? _sNoiseTexPropertyId = Shader.PropertyToID("_NoiseTex") : _sNoiseTexPropertyId;
private static int _sFadePropertyId = -1;
protected static int FadePropertyId => _sFadePropertyId == -1 ? _sFadePropertyId = Shader.PropertyToID("_Fade") : _sFadePropertyId;
private static void GenerateNoiseTex()
{
var width = Screen.width;
var height = Screen.height;
var timer = new Stopwatch();
timer.Start();
if (_sNoiseTex == null)
{
_sNoiseTex = new Texture2D(width, height, TextureFormat.Alpha8, false);
_sNoiseTex.filterMode = FilterMode.Bilinear;
}
else
{
_sNoiseTex.Resize(width, height);
}
var rand = new System.Random(0x54e03b19);
var buffer = new byte[width * height];
rand.NextBytes(buffer);
_sNoiseTex.LoadRawTextureData(buffer);
_sNoiseTex.Apply(false, false);
UnityEngine.Debug.LogFormat("Noise gen time: {0:F2} ms", timer.Elapsed.TotalMilliseconds);
}
protected static Texture2D NoiseTex
{
get
{
if (ShouldGenerateNoiseTex) GenerateNoiseTex();
return _sNoiseTex;
}
}
public bool IsVisibleInMapSystem { get; private set; } = false;
public float LoadPriority { get; private set; } = float.PositiveInfinity;
private bool _loaded;
public bool HasLoaded => _loaded;
public Vector3 CachedPosition { get; private set; }
protected static T Create<T>(GameObject prefab)
where T : MapObject
{
GameObject go = Object.Instantiate(prefab, Cell.Instance.transform);
return go.GetComponent<T>();
}
protected void Initialize(Vector3 pos, Quaternion rot)
{
this.transform.position = pos;
this.transform.localRotation = rot;
this.CachedPosition = pos;
_loaded = false;
}
public void SetDrawDistance(float f)
{
}
public void Show(float loadPriority)
{
if (this.IsVisibleInMapSystem)
return;
this.IsVisibleInMapSystem = true;
this.LoadPriority = loadPriority;
if (!_loaded)
{
_loaded = true;
Profiler.BeginSample ("OnLoad", this);
this.OnLoad();
Profiler.EndSample ();
}
Profiler.BeginSample ("OnShow", this);
this.OnShow();
Profiler.EndSample ();
}
public void UnShow()
{
if (!this.IsVisibleInMapSystem)
return;
this.IsVisibleInMapSystem = false;
this.OnUnShow();
}
protected virtual void OnLoad()
{
}
protected virtual void OnShow()
{
this.gameObject.SetActive(true);
}
protected virtual void OnUnShow()
{
this.gameObject.SetActive(false);
}
}
}