去掉obi,使用自写绳索
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@@ -1,163 +0,0 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Obi
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{
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public struct Edge : IBounded
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{
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public int i1;
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public int i2;
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Aabb b;
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public Edge(int i1, int i2, Vector2 v1, Vector2 v2)
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{
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this.i1 = i1;
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this.i2 = i2;
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b = new Aabb(v1);
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b.Encapsulate(v2);
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}
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public Aabb GetBounds()
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{
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return b;
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}
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}
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public class ObiEdgeMeshHandle : ObiResourceHandle<EdgeCollider2D>
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{
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public ObiEdgeMeshHandle(EdgeCollider2D collider, int index = -1) : base(index) { owner = collider; }
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}
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public struct EdgeMeshHeader
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{
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public int firstNode;
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public int nodeCount;
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public int firstEdge;
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public int edgeCount;
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public int firstVertex;
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public int vertexCount;
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public EdgeMeshHeader(int firstNode, int nodeCount, int firstTriangle, int triangleCount, int firstVertex, int vertexCount)
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{
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this.firstNode = firstNode;
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this.nodeCount = nodeCount;
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this.firstEdge = firstTriangle;
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this.edgeCount = triangleCount;
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this.firstVertex = firstVertex;
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this.vertexCount = vertexCount;
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}
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}
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public class ObiEdgeMeshContainer
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{
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public Dictionary<EdgeCollider2D, ObiEdgeMeshHandle> handles; /**< dictionary indexed by mesh, so that we don't generate data for the same mesh multiple times.*/
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public ObiNativeEdgeMeshHeaderList headers;
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public ObiNativeBIHNodeList bihNodes;
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public ObiNativeEdgeList edges;
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public ObiNativeVector2List vertices;
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public ObiEdgeMeshContainer()
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{
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handles = new Dictionary<EdgeCollider2D, ObiEdgeMeshHandle>();
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headers = new ObiNativeEdgeMeshHeaderList();
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bihNodes = new ObiNativeBIHNodeList();
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edges = new ObiNativeEdgeList();
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vertices = new ObiNativeVector2List();
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}
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public ObiEdgeMeshHandle GetOrCreateEdgeMesh(EdgeCollider2D source)
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{
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ObiEdgeMeshHandle handle;
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if (!handles.TryGetValue(source, out handle))
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{
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Vector2[] sourceVertices = source.points;
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int[] sourceEdges = new int[source.edgeCount * 2];
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for (int i = 0; i < source.edgeCount; ++i)
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{
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sourceEdges[i * 2] = i;
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sourceEdges[i * 2 + 1] = i + 1;
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}
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// Build a bounding interval hierarchy from the edges:
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IBounded[] t = new IBounded[source.edgeCount];
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for (int i = 0; i < source.edgeCount; ++i)
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{
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t[i] = new Edge(i, i+1, sourceVertices[i], sourceVertices[i+1]);
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}
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var sourceBih = BIH.Build(ref t);
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Edge[] edgs = Array.ConvertAll(t, x => (Edge)x);
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handle = new ObiEdgeMeshHandle(source, headers.count);
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handles.Add(source, handle);
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headers.Add(new EdgeMeshHeader(bihNodes.count, sourceBih.Length, edges.count, edgs.Length, vertices.count, sourceVertices.Length));
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bihNodes.AddRange(sourceBih);
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edges.AddRange(edgs);
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vertices.AddRange(sourceVertices);
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}
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return handle;
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}
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public void DestroyEdgeMesh(ObiEdgeMeshHandle handle)
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{
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if (handle != null && handle.isValid && handle.index < handles.Count)
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{
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var header = headers[handle.index];
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// Update headers:
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for (int i = 0; i < headers.count; ++i)
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{
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var h = headers[i];
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if (h.firstEdge > header.firstEdge)
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{
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h.firstNode -= header.nodeCount;
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h.firstEdge -= header.edgeCount;
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h.firstVertex -= header.vertexCount;
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headers[i] = h;
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}
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}
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// update handles:
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foreach (var pair in handles)
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{
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if (pair.Value.index > handle.index)
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pair.Value.index--;
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}
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// Remove nodes, triangles and vertices
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bihNodes.RemoveRange(header.firstNode, header.nodeCount);
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edges.RemoveRange(header.firstEdge, header.edgeCount);
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vertices.RemoveRange(header.firstVertex, header.vertexCount);
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// remove header:
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headers.RemoveAt(handle.index);
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// remove the collider from the dictionary:
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handles.Remove(handle.owner);
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// Invalidate our handle:
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handle.Invalidate();
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}
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}
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public void Dispose()
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{
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if (headers != null)
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headers.Dispose();
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if (edges != null)
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edges.Dispose();
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if (vertices != null)
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vertices.Dispose();
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if (bihNodes != null)
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bihNodes.Dispose();
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}
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}
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}
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