mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-23 20:43:04 +00:00
361 lines
No EOL
10 KiB
C#
361 lines
No EOL
10 KiB
C#
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 SanAndreasUnity.Utilities;
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namespace SanAndreasUnity.Behaviours.World
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{
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public class Division : MonoBehaviour, IEnumerable<Division>, IComparable<Division>
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{
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private static readonly Comparison<MapObject> _sHorzSort =
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(a, b) => Math.Sign(a.CellPos.x - b.CellPos.x);
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private static readonly Comparison<MapObject> _sVertSort =
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(a, b) => Math.Sign(a.CellPos.y - b.CellPos.y);
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public static Division Create(Transform parent)
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{
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var obj = new GameObject();
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var split = obj.AddComponent<Division>();
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obj.transform.SetParent(parent);
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return split;
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}
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private const int LeafObjectLimit = 127;
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private Division _childA;
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private Division _childB;
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private List<MapObject> _objects;
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public int NumObjects { get { return _objects.Count; } }
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public int NumObjectsIncludingChildren
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{
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get
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{
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int count = _objects.Count;
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if (_childA != null)
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count += _childA.NumObjectsIncludingChildren;
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if (_childB != null)
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count += _childB.NumObjectsIncludingChildren;
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return count;
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}
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}
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private bool _isVertSplit;
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private float _splitVal;
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private Vector3 _lastRefreshPos;
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public Vector2 Min { get; private set; }
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public Vector2 Max { get; private set; }
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public bool IsSubdivided { get { return _objects == null; } }
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internal float LoadOrder { get; private set; }
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public void SetBounds(Vector2 min, Vector2 max)
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{
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Min = min;
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Max = max;
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var mid = (Max + Min) * .5f;
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if (float.IsNaN(mid.x) || float.IsInfinity(mid.x))
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{
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mid.x = 0f;
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}
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if (float.IsNaN(mid.y) || float.IsInfinity(mid.y))
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{
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mid.y = 0f;
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}
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transform.position = new Vector3(mid.x, 0f, mid.y);
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name = String.Format("Split {0}, {1}", min, max);
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_objects = _objects ?? new List<MapObject>();
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}
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private void Subdivide()
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{
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if (IsSubdivided)
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{
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throw new InvalidOperationException("Already subdivided");
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}
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if (_objects.Count == 0)
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{
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throw new InvalidOperationException("Cannot subdivide an empty leaf");
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}
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var min = Max;
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var max = Min;
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foreach (var obj in _objects)
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{
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var pos = obj.CellPos;
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min.x = Mathf.Min(pos.x, min.x);
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min.y = Mathf.Min(pos.y, min.y);
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max.x = Mathf.Max(pos.x, max.x);
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max.y = Mathf.Max(pos.y, max.y);
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}
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_isVertSplit = max.x - min.x >= max.y - min.y;
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_objects.Sort(_isVertSplit ? _sHorzSort : _sVertSort);
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_childA = Create(transform);
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_childB = Create(transform);
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var mid = _objects.Count / 2;
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var median = (_objects[mid - 1].CellPos + _objects[mid].CellPos) * .5f;
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if (_isVertSplit)
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{
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_splitVal = median.x;
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_childA.SetBounds(Min, new Vector2(_splitVal, Max.y));
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_childB.SetBounds(new Vector2(_splitVal, Min.y), Max);
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}
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else
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{
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_splitVal = median.y;
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_childA.SetBounds(Min, new Vector2(Max.x, _splitVal));
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_childB.SetBounds(new Vector2(Min.x, _splitVal), Max);
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}
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_childA._objects = _objects;
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_childB._objects = new List<MapObject>();
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_childB._objects.AddRange(_childA._objects.Skip(mid));
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_childA._objects.RemoveRange(mid, _objects.Count - mid);
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_objects = null;
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}
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private void AddInternal(MapObject obj)
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{
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if (IsSubdivided)
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{
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var comp = _isVertSplit ? obj.CellPos.x : obj.CellPos.y;
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(comp < _splitVal ? _childA : _childB).AddInternal(obj);
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return;
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}
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_objects.Add(obj);
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if (_objects.Count > LeafObjectLimit) Subdivide();
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}
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public void Add(MapObject obj)
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{
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AddInternal(obj);
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UpdateParents();
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}
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public void AddRange(IEnumerable<MapObject> objs)
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{
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foreach (var obj in objs.OrderBy(x => x.RandomInt))
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{
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AddInternal(obj);
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}
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UpdateParents();
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}
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private void UpdateParents()
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{
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if (IsSubdivided)
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{
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_childA.UpdateParents();
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_childB.UpdateParents();
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}
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else
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{
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if (_objects.Count == 0) return;
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var sum = _objects.Aggregate(new Vector2(), (s, x) => s + x.CellPos);
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transform.position = new Vector3(sum.x / _objects.Count, 0f, sum.y / _objects.Count);
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foreach (var obj in _objects)
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{
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obj.transform.SetParent(transform, true);
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}
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}
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}
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public bool Contains(MapObject obj)
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{
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return Contains(obj.CellPos);
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}
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public bool Contains(Vector3 pos)
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{
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return pos.x >= Min.x && pos.z >= Min.y && pos.x < Max.x && pos.z < Max.y;
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}
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public bool Contains(Vector2 pos)
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{
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return pos.x >= Min.x && pos.y >= Min.y && pos.x < Max.x && pos.y < Max.y;
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}
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private void OnDrawGizmosSelected()
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{
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if (!IsSubdivided) return;
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Gizmos.color = Color.green;
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var min = new Vector2(Math.Max(Min.x, -8192f), Math.Max(Min.y, -8192f));
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var max = new Vector2(Math.Min(Max.x, +8192f), Math.Min(Max.y, +8192f));
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if (_isVertSplit)
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{
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Gizmos.DrawLine(new Vector3(_splitVal, 0f, min.y), new Vector3(_splitVal, 0f, max.y));
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}
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else
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{
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Gizmos.DrawLine(new Vector3(min.x, 0f, _splitVal), new Vector3(max.x, 0f, _splitVal));
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}
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}
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public float GetDistance(Vector3 pos)
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{
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return Mathf.Sqrt(GetDistanceSquared(pos));
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}
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public float GetDistanceSquared(Vector3 pos)
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{
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if (Contains(pos))
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return 0f;
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float dx = Mathf.Max(Min.x - pos.x, pos.x - Max.x);
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float dz = Mathf.Max(Min.y - pos.z, pos.z - Max.y);
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return new Vector2(dx, dz).sqrMagnitude;
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}
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public Vector3 GetClosestPosition (List<Vector3> positions)
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{
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Vector3 closestPos = positions [0];
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float smallestDist2 = float.MaxValue;
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Vector2 center = (this.Min + this.Max) * 0.5f;
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for (int i = 0; i < positions.Count; i++)
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{
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float dist2 = Vector2.SqrMagnitude (positions [i].ToVec2WithXAndZ() - center);
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if (dist2 <= smallestDist2)
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{
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smallestDist2 = dist2;
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closestPos = positions [i];
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}
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}
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return closestPos;
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}
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public bool RefreshLoadOrder(Vector3 from, out int numMapObjectsUpdatedLoadOrder)
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{
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UnityEngine.Profiling.Profiler.BeginSample ("Division.RefreshLoadOrder", this);
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var toLoad = false;
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numMapObjectsUpdatedLoadOrder = 0;
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if (GetDistanceSquared(from) <= Cell.Instance.maxDrawDistance * Cell.Instance.maxDrawDistance)
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{
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float divisionRefreshDistanceDeltaSquared = Cell.Instance.divisionRefreshDistanceDelta * Cell.Instance.divisionRefreshDistanceDelta;
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// float factor = Cell.Instance.divisionLoadOrderDistanceFactor; //16;
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// if (Vector3.SqrMagnitude(from - _lastRefreshPos) > GetDistanceSquared(from) / (factor*factor)) {
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if (Vector3.SqrMagnitude(from - _lastRefreshPos) > divisionRefreshDistanceDeltaSquared)
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{
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_lastRefreshPos = from;
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foreach (var obj in _objects)
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{
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bool b = obj.RefreshLoadOrder(from);
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if (b)
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{
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toLoad = true;
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numMapObjectsUpdatedLoadOrder++;
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}
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}
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}
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else
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{
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toLoad = _objects.Any(x => !float.IsPositiveInfinity(x.LoadOrder));
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}
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}
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if (toLoad)
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{
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_objects.Sort(); // THIS MAY BE PERFORMANCE DROP
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LoadOrder = _objects[0].LoadOrder;
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}
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else
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{
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LoadOrder = float.PositiveInfinity;
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}
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UnityEngine.Profiling.Profiler.EndSample ();
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return toLoad;
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}
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public int LoadWhile(Func<bool> predicate)
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{
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UnityEngine.Profiling.Profiler.BeginSample ("LoadWhile", this);
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int numLoaded = 0;
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foreach (var toLoad in _objects)
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{
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if (float.IsPositiveInfinity(toLoad.LoadOrder))
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break;
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if (toLoad.HasLoaded)
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{
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// this object is loaded, just show it
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toLoad.Show();
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}
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else
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{
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// this object is still not loaded from disk
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// check if we should load it
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if (predicate())
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{
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toLoad.Show();
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numLoaded++;
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}
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}
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}
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UnityEngine.Profiling.Profiler.EndSample ();
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// return predicate();
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// return false ;
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return numLoaded;
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}
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public IEnumerator<Division> GetEnumerator()
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{
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if (IsSubdivided)
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{
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return _childA.Concat(_childB).GetEnumerator();
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}
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return new[] { this }.AsEnumerable().GetEnumerator();
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}
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IEnumerator IEnumerable.GetEnumerator()
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{
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return GetEnumerator();
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}
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public int CompareTo(Division other)
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{
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return LoadOrder > other.LoadOrder ? 1 : LoadOrder == other.LoadOrder ? 0 : -1;
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}
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}
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} |