SanAndreasUnity/Assets/Scripts/Importing/Conversion/CollisionModel.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

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, float loadPriority, 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, loadPriority, (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 ();
}
}
}