mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-27 06:20:17 +00:00
32c0be1af2
* 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
250 lines
7.2 KiB
C#
250 lines
7.2 KiB
C#
using SanAndreasUnity.Importing.Collision;
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using System;
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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 Object = UnityEngine.Object;
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using UnityEngine.Profiling;
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namespace SanAndreasUnity.Importing.Conversion
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{
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public class CollisionModel
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{
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private static UnityEngine.Vector3 Convert(Vector3 vec)
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{
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return new UnityEngine.Vector3(vec.X, vec.Z, vec.Y);
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}
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private static Mesh Convert(IEnumerable<Face> faces, int numFaces, IEnumerable<Vertex> vertices, int numVertices)
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{
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Profiler.BeginSample ("Convert mesh");
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// create vertices array for the mesh
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UnityEngine.Vector3[] meshVertices = new UnityEngine.Vector3[numVertices];
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int i = 0;
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foreach (var v in vertices) {
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meshVertices [i] = Convert (v.Position);
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i++;
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}
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var mesh = new Mesh
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{
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vertices = meshVertices,
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subMeshCount = 1
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};
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// indices
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//var indices = faces.SelectMany(x => x.GetIndices()).ToArray();
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// each face has 3 indices which form a single triangle, and we should also add another one
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// which faces the opposite direction
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int[] indices = new int[numFaces * 3 * 2];
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i = 0;
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foreach (var f in faces) {
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indices [i++] = f.A;
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indices [i++] = f.B;
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indices [i++] = f.C;
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// triangle with opposite direction
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indices [i++] = f.B;
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indices [i++] = f.A;
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indices [i++] = f.C;
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}
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mesh.SetIndices(indices, MeshTopology.Triangles, 0);
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Profiler.EndSample ();
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return mesh;
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}
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private static Mesh Convert(FaceGroup group, ICollection<Face> faces, ICollection<Vertex> vertices)
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{
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int numFaces = 1 + group.EndFace - group.StartFace;
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return Convert(faces.Skip(group.StartFace).Take(numFaces), numFaces, vertices, vertices.Count);
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}
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private static GameObject _sTemplateParent;
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private static readonly Dictionary<string, CollisionModel> _sLoaded
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= new Dictionary<string, CollisionModel>();
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public static void Load(string name, Transform destParent, bool forceConvex = false)
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{
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Load(name, null, destParent, forceConvex);
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}
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public static void Load(CollisionFile file, Transform destParent, bool forceConvex = false)
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{
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Load(file.Name, file, destParent, forceConvex);
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}
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private static void Load(string name, CollisionFile file, Transform destParent, bool forceConvex)
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{
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CollisionModel col;
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if (_sLoaded.ContainsKey(name))
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{
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col = _sLoaded[name];
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if (col == null) return;
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col.Spawn(destParent, forceConvex);
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return;
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}
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file = file ?? CollisionFile.FromName(name);
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if (file == null || (file.Flags & Flags.NotEmpty) != Flags.NotEmpty)
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{
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_sLoaded.Add(name, null);
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return;
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}
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col = new CollisionModel(file);
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_sLoaded.Add(name, col);
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col.Spawn(destParent, forceConvex);
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}
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public static void LoadAsync(string name, CollisionFile file, Transform destParent, bool forceConvex, float loadPriority, System.Action onFinish)
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{
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// load collision file asyncly, and when it's ready just call the other function
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if (file != null)
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{
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// collision file already loaded
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// just call other function
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Utilities.F.RunExceptionSafe( () => Load(file, destParent, forceConvex) );
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onFinish ();
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return;
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}
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// load collision file asyncly
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CollisionFile.FromNameAsync (name, loadPriority, (cf) => {
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// loading finished
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// call other function
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if(cf != null)
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Utilities.F.RunExceptionSafe( () => Load( cf, destParent, forceConvex ) );
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onFinish ();
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});
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}
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private readonly GameObject _template;
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private readonly Dictionary<SurfaceFlags, Transform> _flagGroups;
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private void Add<TCollider>(Surface surface, Action<TCollider> setup)
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where TCollider : Collider
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{
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Profiler.BeginSample ("Add<" + typeof(TCollider).Name + ">");
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if (!_flagGroups.ContainsKey(surface.Flags))
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{
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var group = new GameObject(string.Format("Group {0}", (int)surface.Flags));
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group.transform.SetParent(_template.transform);
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_flagGroups.Add(surface.Flags, group.transform);
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}
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var type = typeof(TCollider);
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var obj = new GameObject(type.Name, type);
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obj.transform.SetParent(_flagGroups[surface.Flags]);
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setup(obj.GetComponent<TCollider>());
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Profiler.EndSample ();
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}
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private CollisionModel(CollisionFile file)
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{
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Profiler.BeginSample ("CollisionModel()");
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if (_sTemplateParent == null)
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{
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_sTemplateParent = new GameObject("Collision Templates");
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_sTemplateParent.SetActive(false);
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}
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_template = new GameObject(file.Name);
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_template.transform.SetParent(_sTemplateParent.transform);
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_flagGroups = new Dictionary<SurfaceFlags, Transform>();
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foreach (var box in file.Boxes)
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{
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Add<BoxCollider>(box.Surface, x =>
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{
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var min = Convert(box.Min);
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var max = Convert(box.Max);
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x.center = (min + max) * .5f;
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x.size = (max - min);
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});
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}
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foreach (var sphere in file.Spheres)
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{
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Add<SphereCollider>(sphere.Surface, x =>
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{
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x.center = Convert(sphere.Center);
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x.radius = sphere.Radius;
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});
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}
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if (file.FaceGroups.Length > 0)
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{
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foreach (var group in file.FaceGroups)
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{
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Add<MeshCollider>(file.Faces[group.StartFace].Surface, x =>
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{
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x.sharedMesh = Convert(group, file.Faces, file.Vertices);
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});
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}
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}
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else if (file.Faces.Length > 0)
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{
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Add<MeshCollider>(file.Faces[0].Surface, x =>
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{
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x.sharedMesh = Convert(file.Faces, file.Faces.Length, file.Vertices, file.Vertices.Length);
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});
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}
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// TODO: MeshCollider
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Profiler.EndSample ();
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}
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public void Spawn(Transform destParent, bool forceConvex)
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{
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var clone = Object.Instantiate(_template.gameObject);
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clone.name = "Collision";
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clone.transform.SetParent(destParent, false);
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// Debug.Log ("Setting parent (" + destParent.name + ") for " + clone.name);
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if (!forceConvex) return;
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Profiler.BeginSample ("Adjust colliders");
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foreach (var collider in clone.GetComponentsInChildren<Collider>())
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{
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var meshCollider = collider as MeshCollider;
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collider.gameObject.layer = 2;
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if (meshCollider != null)
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{
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meshCollider.convex = true;
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}
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}
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Profiler.EndSample ();
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}
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}
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}
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