修改水
This commit is contained in:
@@ -10,7 +10,7 @@ namespace Obi{
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this.collider = collider;
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}
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public override void UpdateIfNeeded (){
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public override bool UpdateIfNeeded (){
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BoxCollider2D box = collider as BoxCollider2D;
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@@ -19,14 +19,12 @@ namespace Obi{
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// update collider:
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var shape = world.colliderShapes[index];
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shape.is2D = true;
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shape.is2D = 1;
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shape.type = ColliderShape.ShapeType.Box;
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shape.filter = source.Filter;
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shape.SetSign(source.Inverted);
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shape.isTrigger = box.isTrigger;
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shape.rigidbodyIndex = source.Rigidbody != null ? source.Rigidbody.Handle.index : -1;
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shape.flags = box.isTrigger ? 1 : 0;
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shape.rigidbodyIndex = source.Rigidbody != null ? source.Rigidbody.handle.index : -1;
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shape.materialIndex = source.CollisionMaterial != null ? source.CollisionMaterial.handle.index : -1;
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shape.forceZoneIndex = source.ForceZone != null ? source.ForceZone.Handle.index : -1;
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shape.contactOffset = source.Thickness + box.edgeRadius;
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shape.center = box.offset;
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shape.size = box.size;
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@@ -39,8 +37,9 @@ namespace Obi{
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// update transform:
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var trfm = world.colliderTransforms[index];
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trfm.FromTransform2D(box.transform, source.Rigidbody as ObiRigidbody2D);
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trfm.FromTransform(box.transform, true);
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world.colliderTransforms[index] = trfm;
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return false;
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}
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}
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@@ -11,7 +11,7 @@ namespace Obi{
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this.collider = collider;
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}
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public override void UpdateIfNeeded ()
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public override bool UpdateIfNeeded ()
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{
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CapsuleCollider2D capsule = collider as CapsuleCollider2D;
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@@ -21,14 +21,12 @@ namespace Obi{
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// update collider:
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var shape = world.colliderShapes[index];
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shape.is2D = true;
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shape.is2D = 1;
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shape.type = ColliderShape.ShapeType.Capsule;
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shape.filter = source.Filter;
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shape.SetSign(source.Inverted);
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shape.isTrigger = capsule.isTrigger;
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shape.rigidbodyIndex = source.Rigidbody != null ? source.Rigidbody.Handle.index : -1;
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shape.flags = capsule.isTrigger ? 1 : 0;
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shape.rigidbodyIndex = source.Rigidbody != null ? source.Rigidbody.handle.index : -1;
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shape.materialIndex = source.CollisionMaterial != null ? source.CollisionMaterial.handle.index : -1;
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shape.forceZoneIndex = source.ForceZone != null ? source.ForceZone.Handle.index : -1;
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shape.contactOffset = source.Thickness;
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shape.center = capsule.offset;
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Vector2 size = capsule.size;
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@@ -44,8 +42,10 @@ namespace Obi{
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// update transform:
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var trfm = world.colliderTransforms[index];
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trfm.FromTransform2D(capsule.transform, source.Rigidbody as ObiRigidbody2D);
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trfm.FromTransform(capsule.transform,true);
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world.colliderTransforms[index] = trfm;
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return false;
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}
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}
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@@ -12,7 +12,7 @@ namespace Obi{
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this.collider = collider;
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}
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public override void UpdateIfNeeded ()
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public override bool UpdateIfNeeded ()
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{
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CircleCollider2D sphere = collider as CircleCollider2D;
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@@ -23,14 +23,12 @@ namespace Obi{
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// update collider:
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var shape = world.colliderShapes[index];
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shape.is2D = true;
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shape.is2D = 1;
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shape.type = ColliderShape.ShapeType.Sphere;
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shape.filter = source.Filter;
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shape.SetSign(source.Inverted);
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shape.isTrigger = sphere.isTrigger;
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shape.rigidbodyIndex = source.Rigidbody != null ? source.Rigidbody.Handle.index : -1;
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shape.flags = sphere.isTrigger ? 1 : 0;
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shape.rigidbodyIndex = source.Rigidbody != null ? source.Rigidbody.handle.index : -1;
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shape.materialIndex = source.CollisionMaterial != null ? source.CollisionMaterial.handle.index : -1;
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shape.forceZoneIndex = source.ForceZone != null ? source.ForceZone.Handle.index : -1;
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shape.contactOffset = source.Thickness;
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shape.center = sphere.offset;
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shape.size = Vector3.one * sphere.radius;
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@@ -43,8 +41,10 @@ namespace Obi{
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// update transform:
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var trfm = world.colliderTransforms[index];
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trfm.FromTransform2D(sphere.transform, source.Rigidbody as ObiRigidbody2D);
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trfm.FromTransform(sphere.transform,true);
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world.colliderTransforms[index] = trfm;
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return true;
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}
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}
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@@ -19,7 +19,7 @@ namespace Obi{
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ObiColliderWorld.GetInstance().DestroyEdgeMesh(handle);
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}
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public override void UpdateIfNeeded (){
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public override bool UpdateIfNeeded (){
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EdgeCollider2D edgeCollider = collider as EdgeCollider2D;
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@@ -36,14 +36,12 @@ namespace Obi{
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// update collider:
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var shape = world.colliderShapes[index];
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shape.is2D = true;
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shape.is2D = 1;
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shape.type = ColliderShape.ShapeType.EdgeMesh;
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shape.filter = source.Filter;
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shape.SetSign(source.Inverted);
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shape.isTrigger = edgeCollider.isTrigger;
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shape.rigidbodyIndex = source.Rigidbody != null ? source.Rigidbody.Handle.index : -1;
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shape.flags = edgeCollider.isTrigger ? 1 : 0;
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shape.rigidbodyIndex = source.Rigidbody != null ? source.Rigidbody.handle.index : -1;
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shape.materialIndex = source.CollisionMaterial != null ? source.CollisionMaterial.handle.index : -1;
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shape.forceZoneIndex = source.ForceZone != null ? source.ForceZone.Handle.index : -1;
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shape.center = edgeCollider.offset;
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shape.contactOffset = source.Thickness + edgeCollider.edgeRadius;
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shape.dataIndex = handle.index;
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@@ -56,8 +54,10 @@ namespace Obi{
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// update transform:
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var trfm = world.colliderTransforms[index];
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trfm.FromTransform2D(edgeCollider.transform, source.Rigidbody as ObiRigidbody2D);
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trfm.FromTransform(edgeCollider.transform, true);
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world.colliderTransforms[index] = trfm;
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return true;
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}
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public override void Destroy()
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@@ -12,10 +12,18 @@ namespace Obi{
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this.collider = collider;
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}
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public override void UpdateIfNeeded (){
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public override bool UpdateIfNeeded (){
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BoxCollider box = collider as BoxCollider;
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/*if (box != null && (box.size != size || box.center != center)){
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size = box.size;
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center = box.center;
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adaptor.Set(center, size);
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Oni.UpdateShape(oniShape,ref adaptor);
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return true;
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}*/
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// retrieve collision world and index:
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var world = ObiColliderWorld.GetInstance();
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int index = source.Handle.index;
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@@ -24,11 +32,9 @@ namespace Obi{
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var shape = world.colliderShapes[index];
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shape.type = ColliderShape.ShapeType.Box;
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shape.filter = source.Filter;
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shape.SetSign(source.Inverted);
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shape.isTrigger = box.isTrigger;
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shape.rigidbodyIndex = source.Rigidbody != null ? source.Rigidbody.Handle.index : -1;
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shape.flags = box.isTrigger ? 1 : 0;
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shape.rigidbodyIndex = source.Rigidbody != null ? source.Rigidbody.handle.index : -1;
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shape.materialIndex = source.CollisionMaterial != null ? source.CollisionMaterial.handle.index : -1;
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shape.forceZoneIndex = source.ForceZone != null ? source.ForceZone.Handle.index : -1;
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shape.contactOffset = source.Thickness;
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shape.center = box.center;
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shape.size = box.size;
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@@ -41,9 +47,10 @@ namespace Obi{
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// update transform:
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var trfm = world.colliderTransforms[index];
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trfm.FromTransform3D(box.transform, source.Rigidbody as ObiRigidbody);
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trfm.FromTransform(box.transform);
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world.colliderTransforms[index] = trfm;
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return true;
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}
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}
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@@ -11,7 +11,7 @@ namespace Obi{
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this.source = source;
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}
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public override void UpdateIfNeeded (){
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public override bool UpdateIfNeeded (){
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CapsuleCollider capsule = collider as CapsuleCollider;
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@@ -23,11 +23,9 @@ namespace Obi{
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var shape = world.colliderShapes[index];
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shape.type = ColliderShape.ShapeType.Capsule;
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shape.filter = source.Filter;
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shape.SetSign(source.Inverted);
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shape.isTrigger = capsule.isTrigger;
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shape.rigidbodyIndex = source.Rigidbody != null ? source.Rigidbody.Handle.index : -1;
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shape.flags = capsule.isTrigger ? 1 : 0;
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shape.rigidbodyIndex = source.Rigidbody != null ? source.Rigidbody.handle.index : -1;
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shape.materialIndex = source.CollisionMaterial != null ? source.CollisionMaterial.handle.index : -1;
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shape.forceZoneIndex = source.ForceZone != null ? source.ForceZone.Handle.index : -1;
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shape.contactOffset = source.Thickness;
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shape.center = capsule.center;
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shape.size = new Vector4(capsule.radius, capsule.height, capsule.direction, 0);
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@@ -40,8 +38,10 @@ namespace Obi{
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// update transform:
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var trfm = world.colliderTransforms[index];
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trfm.FromTransform3D(capsule.transform, source.Rigidbody as ObiRigidbody);
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trfm.FromTransform(capsule.transform);
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world.colliderTransforms[index] = trfm;
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return true;
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}
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}
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@@ -13,7 +13,7 @@ namespace Obi
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this.source = source;
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}
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public override void UpdateIfNeeded()
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public override bool UpdateIfNeeded()
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{
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CharacterController character = collider as CharacterController;
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@@ -26,11 +26,9 @@ namespace Obi
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var shape = world.colliderShapes[index];
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shape.type = ColliderShape.ShapeType.Capsule;
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shape.filter = source.Filter;
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shape.SetSign(source.Inverted);
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shape.isTrigger = character.isTrigger;
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shape.rigidbodyIndex = source.Rigidbody != null ? source.Rigidbody.Handle.index : -1;
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shape.flags = character.isTrigger ? 1 : 0;
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shape.rigidbodyIndex = source.Rigidbody != null ? source.Rigidbody.handle.index : -1;
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shape.materialIndex = source.CollisionMaterial != null ? source.CollisionMaterial.handle.index : -1;
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shape.forceZoneIndex = source.ForceZone != null ? source.ForceZone.Handle.index : -1;
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shape.contactOffset = source.Thickness;
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shape.center = character.center;
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shape.size = new Vector4(character.radius, character.height, 1, 0);
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@@ -43,8 +41,10 @@ namespace Obi
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// update transform:
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var trfm = world.colliderTransforms[index];
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trfm.FromTransform3D(character.transform, source.Rigidbody as ObiRigidbody);
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trfm.FromTransform(character.transform);
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world.colliderTransforms[index] = trfm;
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return true;
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}
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}
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@@ -26,7 +26,7 @@ namespace Obi{
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ObiColliderWorld.GetInstance().DestroyDistanceField(handle);
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}
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public override void UpdateIfNeeded ()
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public override bool UpdateIfNeeded ()
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{
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bool trigger = false;
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@@ -55,11 +55,9 @@ namespace Obi{
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var shape = world.colliderShapes[index];
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shape.type = ColliderShape.ShapeType.SignedDistanceField;
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shape.filter = source.Filter;
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shape.SetSign(source.Inverted);
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shape.isTrigger = trigger;
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shape.rigidbodyIndex = source.Rigidbody != null ? source.Rigidbody.Handle.index : -1;
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shape.flags = trigger ? 1 : 0;
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shape.rigidbodyIndex = source.Rigidbody != null ? source.Rigidbody.handle.index : -1;
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shape.materialIndex = source.CollisionMaterial != null ? source.CollisionMaterial.handle.index : -1;
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shape.forceZoneIndex = source.ForceZone != null ? source.ForceZone.Handle.index : -1;
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shape.contactOffset = source.Thickness;
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shape.dataIndex = handle.index;
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world.colliderShapes[index] = shape;
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@@ -71,8 +69,10 @@ namespace Obi{
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// update transform:
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var trfm = world.colliderTransforms[index];
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trfm.FromTransform3D(source.transform, source.Rigidbody as ObiRigidbody);
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trfm.FromTransform(source.transform);
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world.colliderTransforms[index] = trfm;
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return true;
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}
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public override void Destroy()
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@@ -9,14 +9,6 @@ namespace Obi{
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{
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ObiTriangleMeshHandle handle;
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public Mesh targetMesh
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{
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get {
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var mc = collider as MeshCollider;
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return mc?.sharedMesh;
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}
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}
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public ObiMeshShapeTracker(ObiCollider source, MeshCollider collider){
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this.source = source;
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@@ -31,7 +23,7 @@ namespace Obi{
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ObiColliderWorld.GetInstance().DestroyTriangleMesh(handle);
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}
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public override void UpdateIfNeeded ()
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public override bool UpdateIfNeeded ()
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{
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MeshCollider meshCollider = collider as MeshCollider;
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@@ -59,11 +51,9 @@ namespace Obi{
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var shape = world.colliderShapes[index];
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shape.type = ColliderShape.ShapeType.TriangleMesh;
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shape.filter = source.Filter;
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shape.SetSign(source.Inverted);
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shape.isTrigger = meshCollider.isTrigger;
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shape.rigidbodyIndex = source.Rigidbody != null ? source.Rigidbody.Handle.index : -1;
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shape.flags = meshCollider.isTrigger ? 1 : 0;
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shape.rigidbodyIndex = source.Rigidbody != null ? source.Rigidbody.handle.index : -1;
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shape.materialIndex = source.CollisionMaterial != null ? source.CollisionMaterial.handle.index : -1;
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shape.forceZoneIndex = source.ForceZone != null ? source.ForceZone.Handle.index : -1;
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shape.contactOffset = source.Thickness;
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shape.dataIndex = handle.index;
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world.colliderShapes[index] = shape;
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@@ -75,8 +65,10 @@ namespace Obi{
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// update transform:
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var trfm = world.colliderTransforms[index];
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trfm.FromTransform3D(meshCollider.transform, source.Rigidbody as ObiRigidbody);
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trfm.FromTransform(meshCollider.transform);
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world.colliderTransforms[index] = trfm;
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return true;
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}
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public override void Destroy()
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@@ -11,7 +11,7 @@ namespace Obi{
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public virtual void Destroy(){
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}
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public abstract void UpdateIfNeeded ();
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public abstract bool UpdateIfNeeded ();
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}
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@@ -12,37 +12,59 @@ namespace Obi{
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this.collider = collider;
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}
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public override void UpdateIfNeeded()
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public override bool UpdateIfNeeded()
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{
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SphereCollider sphere = collider as SphereCollider;
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// retrieve collision world and index:
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var world = ObiColliderWorld.GetInstance();
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int index = source.Handle.index;
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// TODO: testing for changes here is not needed? all we do is set variables...
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//if (sphere != null && (sphere.radius != radius || sphere.center != center))
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{
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//radius = sphere.radius;
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//center = sphere.center;
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// update collider:
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var shape = world.colliderShapes[index];
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shape.type = ColliderShape.ShapeType.Sphere;
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shape.filter = source.Filter;
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shape.SetSign(source.Inverted);
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shape.isTrigger = sphere.isTrigger;
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shape.rigidbodyIndex = source.Rigidbody != null ? source.Rigidbody.Handle.index : -1;
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shape.materialIndex = source.CollisionMaterial != null ? source.CollisionMaterial.handle.index : -1;
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shape.forceZoneIndex = source.ForceZone != null ? source.ForceZone.Handle.index : -1;
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shape.contactOffset = source.Thickness;
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shape.center = sphere.center;
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shape.size = Vector3.one * sphere.radius;
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world.colliderShapes[index] = shape;
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// retrieve collision world and index:
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var world = ObiColliderWorld.GetInstance();
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int index = source.Handle.index;
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// update bounds:
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var aabb = world.colliderAabbs[index];
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aabb.FromBounds(sphere.bounds, shape.contactOffset);
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world.colliderAabbs[index] = aabb;
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// update collider:
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var shape = world.colliderShapes[index];
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shape.type = ColliderShape.ShapeType.Sphere;
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shape.filter = source.Filter;
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shape.flags = sphere.isTrigger ? 1 : 0;
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shape.rigidbodyIndex = source.Rigidbody != null ? source.Rigidbody.handle.index : -1;
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shape.materialIndex = source.CollisionMaterial != null ? source.CollisionMaterial.handle.index : -1;
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shape.contactOffset = source.Thickness;
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shape.center = sphere.center;
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shape.size = Vector3.one * sphere.radius;
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world.colliderShapes[index] = shape;
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// update transform:
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var trfm = world.colliderTransforms[index];
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trfm.FromTransform3D(sphere.transform, source.Rigidbody as ObiRigidbody);
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world.colliderTransforms[index] = trfm;
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// update bounds:
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var aabb = world.colliderAabbs[index];
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aabb.FromBounds(sphere.bounds, shape.contactOffset);
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world.colliderAabbs[index] = aabb;
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// update transform:
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var trfm = world.colliderTransforms[index];
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trfm.FromTransform(sphere.transform);
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world.colliderTransforms[index] = trfm;
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/*var shape = source.colliderWorld.colliderShapes[source.shapeHandle.index];
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|
||||
// update the transform
|
||||
shape.Set(collider as Collider, source.Phase, source.Thickness);
|
||||
|
||||
// update the shape:
|
||||
shape.SetSphere(sphere.center, sphere.radius);
|
||||
|
||||
source.colliderWorld.colliderShapes[source.shapeHandle.index] = shape;*/
|
||||
|
||||
//adaptor.Set(center, radius);
|
||||
//Oni.UpdateShape(oniShape,ref adaptor);
|
||||
return true;
|
||||
}
|
||||
//return false;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -6,6 +6,7 @@ namespace Obi{
|
||||
|
||||
public class ObiTerrainShapeTracker : ObiShapeTracker
|
||||
{
|
||||
private bool heightmapDataHasChanged = false;
|
||||
ObiHeightFieldHandle handle;
|
||||
|
||||
public ObiTerrainShapeTracker(ObiCollider source, TerrainCollider collider){
|
||||
@@ -19,7 +20,7 @@ namespace Obi{
|
||||
ObiColliderWorld.GetInstance().DestroyHeightField(handle);
|
||||
}
|
||||
|
||||
public override void UpdateIfNeeded ()
|
||||
public override bool UpdateIfNeeded ()
|
||||
{
|
||||
|
||||
TerrainCollider terrain = collider as TerrainCollider;
|
||||
@@ -41,11 +42,9 @@ namespace Obi{
|
||||
var shape = world.colliderShapes[index];
|
||||
shape.type = ColliderShape.ShapeType.Heightmap;
|
||||
shape.filter = source.Filter;
|
||||
shape.SetSign(source.Inverted);
|
||||
shape.isTrigger = terrain.isTrigger;
|
||||
shape.rigidbodyIndex = source.Rigidbody != null ? source.Rigidbody.Handle.index : -1;
|
||||
shape.flags = terrain.isTrigger ? 1 : 0;
|
||||
shape.rigidbodyIndex = source.Rigidbody != null ? source.Rigidbody.handle.index : -1;
|
||||
shape.materialIndex = source.CollisionMaterial != null ? source.CollisionMaterial.handle.index : -1;
|
||||
shape.forceZoneIndex = source.ForceZone != null ? source.ForceZone.Handle.index : -1;
|
||||
shape.contactOffset = source.Thickness;
|
||||
shape.dataIndex = handle.index;
|
||||
shape.size = terrain.terrainData.size;
|
||||
@@ -59,8 +58,10 @@ namespace Obi{
|
||||
|
||||
// update transform:
|
||||
var trfm = world.colliderTransforms[index];
|
||||
trfm.FromTransform3D(terrain.transform, source.Rigidbody as ObiRigidbody);
|
||||
trfm.FromTransform(terrain.transform);
|
||||
world.colliderTransforms[index] = trfm;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void Destroy()
|
||||
|
||||
@@ -30,8 +30,9 @@ namespace Obi
|
||||
return;
|
||||
}
|
||||
|
||||
RemoveCollider();
|
||||
m_SourceCollider = value;
|
||||
|
||||
RemoveCollider();
|
||||
AddCollider();
|
||||
|
||||
}
|
||||
|
||||
@@ -13,9 +13,6 @@ namespace Obi
|
||||
[SerializeProperty("Thickness")]
|
||||
[SerializeField] private float thickness = 0;
|
||||
|
||||
[SerializeProperty("Inverted")]
|
||||
[SerializeField] private bool inverted = false;
|
||||
|
||||
[SerializeProperty("CollisionMaterial")]
|
||||
[SerializeField] private ObiCollisionMaterial material;
|
||||
|
||||
@@ -25,11 +22,7 @@ namespace Obi
|
||||
{
|
||||
set
|
||||
{
|
||||
if (material != value)
|
||||
{
|
||||
material = value;
|
||||
ForceUpdate();
|
||||
}
|
||||
material = value;
|
||||
}
|
||||
get { return material; }
|
||||
}
|
||||
@@ -41,7 +34,7 @@ namespace Obi
|
||||
if (filter != value)
|
||||
{
|
||||
filter = value;
|
||||
ForceUpdate();
|
||||
dirty = true;
|
||||
}
|
||||
}
|
||||
get { return filter; }
|
||||
@@ -54,25 +47,12 @@ namespace Obi
|
||||
if (!Mathf.Approximately(thickness, value))
|
||||
{
|
||||
thickness = value;
|
||||
ForceUpdate();
|
||||
dirty = true;
|
||||
}
|
||||
}
|
||||
get { return thickness; }
|
||||
}
|
||||
|
||||
public bool Inverted
|
||||
{
|
||||
set
|
||||
{
|
||||
if (inverted != value)
|
||||
{
|
||||
inverted = value;
|
||||
ForceUpdate();
|
||||
}
|
||||
}
|
||||
get { return inverted; }
|
||||
}
|
||||
|
||||
public ObiShapeTracker Tracker
|
||||
{
|
||||
get { return tracker; }
|
||||
@@ -88,9 +68,15 @@ namespace Obi
|
||||
}
|
||||
}
|
||||
|
||||
public ObiForceZone ForceZone
|
||||
public IntPtr OniCollider
|
||||
{
|
||||
get; set;
|
||||
get
|
||||
{
|
||||
if (oniCollider == IntPtr.Zero)
|
||||
FindSourceCollider();
|
||||
|
||||
return oniCollider;
|
||||
}
|
||||
}
|
||||
|
||||
public ObiRigidbodyBase Rigidbody
|
||||
@@ -99,8 +85,11 @@ namespace Obi
|
||||
}
|
||||
|
||||
protected ObiColliderHandle shapeHandle;
|
||||
|
||||
protected IntPtr oniCollider;
|
||||
protected ObiRigidbodyBase obiRigidbody;
|
||||
protected bool wasUnityColliderEnabled = true;
|
||||
protected bool dirty = false;
|
||||
|
||||
protected ObiShapeTracker tracker; /**< tracker object used to determine when to update the collider's shape*/
|
||||
|
||||
@@ -151,6 +140,7 @@ namespace Obi
|
||||
|
||||
protected void AddCollider()
|
||||
{
|
||||
|
||||
Component unityCollider = GetUnityCollider(ref wasUnityColliderEnabled);
|
||||
|
||||
if (unityCollider != null && (shapeHandle == null || !shapeHandle.isValid))
|
||||
@@ -164,6 +154,7 @@ namespace Obi
|
||||
// Create rigidbody if necessary, and link ourselves to it:
|
||||
CreateRigidbody();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
protected void RemoveCollider()
|
||||
@@ -178,15 +169,6 @@ namespace Obi
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Flags the collider as needing to be updated from now on. If the object it's on has any editor static flag enabled,
|
||||
* the collider will be again flagged as *not* needing to be updated after its next update.
|
||||
*/
|
||||
public void ForceUpdate()
|
||||
{
|
||||
ObiColliderWorld.GetInstance().MarkColliderAsNeedingUpdate(shapeHandle);
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if the collider transform or its shape have changed any relevant property, and update their Oni counterparts.
|
||||
*/
|
||||
@@ -194,18 +176,14 @@ namespace Obi
|
||||
{
|
||||
bool unityColliderEnabled = false;
|
||||
Component unityCollider = GetUnityCollider(ref unityColliderEnabled);
|
||||
var colliderWorld = ObiColliderWorld.GetInstance();
|
||||
|
||||
if (unityCollider != null)
|
||||
{
|
||||
// Only if this object is not static:
|
||||
if (tracker != null) //&& needsUpdate)
|
||||
{
|
||||
// no need to test for changes, all we are doing is setting some variables here.
|
||||
if (tracker != null)
|
||||
tracker.UpdateIfNeeded();
|
||||
}
|
||||
|
||||
// check isStatic, *after* updating the tracker at least once.
|
||||
if (unityCollider.gameObject.isStatic)
|
||||
ObiColliderWorld.GetInstance().MarkColliderAsNotNeedingUpdate(shapeHandle);
|
||||
}
|
||||
// If the unity collider is null but its handle is valid, the unity collider has been destroyed.
|
||||
else if (shapeHandle != null && shapeHandle.isValid)
|
||||
|
||||
@@ -44,10 +44,6 @@ namespace Obi
|
||||
{
|
||||
public ObiColliderHandle(int index = -1) : base(index) { }
|
||||
}
|
||||
public class ObiForceZoneHandle : ObiResourceHandle<ObiForceZone>
|
||||
{
|
||||
public ObiForceZoneHandle(int index = -1) : base(index) { }
|
||||
}
|
||||
public class ObiCollisionMaterialHandle : ObiResourceHandle<ObiCollisionMaterial>
|
||||
{
|
||||
public ObiCollisionMaterialHandle(int index = -1) : base(index) { }
|
||||
@@ -57,6 +53,7 @@ namespace Obi
|
||||
public ObiRigidbodyHandle(int index = -1) : base(index) { }
|
||||
}
|
||||
|
||||
[ExecuteInEditMode]
|
||||
public class ObiColliderWorld
|
||||
{
|
||||
[NonSerialized] public List<IColliderWorldImpl> implementations;
|
||||
@@ -66,10 +63,7 @@ namespace Obi
|
||||
[NonSerialized] public ObiNativeAabbList colliderAabbs; // list of collider bounds.
|
||||
[NonSerialized] public ObiNativeAffineTransformList colliderTransforms; // list of collider transforms.
|
||||
|
||||
[NonSerialized] public List<ObiForceZoneHandle> forceZoneHandles; // list of collider handles, used by ObiForceZone components to retrieve them.
|
||||
[NonSerialized] public ObiNativeForceZoneList forceZones; // list of collider force zones.
|
||||
|
||||
[NonSerialized] public List<ObiCollisionMaterialHandle> materialHandles; // list of material handles, used by ObiCollisionMaterial components to retrieve them.
|
||||
[NonSerialized] public List<ObiCollisionMaterialHandle> materialHandles;
|
||||
[NonSerialized] public ObiNativeCollisionMaterialList collisionMaterials; // list of collision materials.
|
||||
|
||||
[NonSerialized] public List<ObiRigidbodyHandle> rigidbodyHandles; // list of rigidbody handles, used by ObiRigidbody components to retrieve them.
|
||||
@@ -80,19 +74,6 @@ namespace Obi
|
||||
[NonSerialized] public ObiDistanceFieldContainer distanceFieldContainer;
|
||||
[NonSerialized] public ObiHeightFieldContainer heightFieldContainer;
|
||||
|
||||
private List<ObiColliderHandle> collidersToCreate;
|
||||
private List<ObiColliderHandle> collidersToDestroy;
|
||||
|
||||
private List<ObiForceZoneHandle> forceZonesToCreate;
|
||||
private List<ObiForceZoneHandle> forceZonesToDestroy;
|
||||
|
||||
private List<ObiRigidbodyHandle> rigidbodiesToCreate;
|
||||
private List<ObiRigidbodyHandle> rigidbodiesToDestroy;
|
||||
|
||||
public int collidersToUpdateCount { private set; get; } = 0; // amount of colliders that need to be updated. These are always grouped at the start of the collider arrays (handles, shapes, etc).
|
||||
|
||||
private bool dirty = false;
|
||||
|
||||
private static ObiColliderWorld instance;
|
||||
|
||||
public static ObiColliderWorld GetInstance()
|
||||
@@ -120,11 +101,6 @@ namespace Obi
|
||||
if (colliderTransforms == null)
|
||||
colliderTransforms = new ObiNativeAffineTransformList();
|
||||
|
||||
if (forceZoneHandles == null)
|
||||
forceZoneHandles = new List<ObiForceZoneHandle>();
|
||||
if (forceZones == null)
|
||||
forceZones = new ObiNativeForceZoneList();
|
||||
|
||||
if (materialHandles == null)
|
||||
materialHandles = new List<ObiCollisionMaterialHandle>();
|
||||
if (collisionMaterials == null)
|
||||
@@ -143,29 +119,13 @@ namespace Obi
|
||||
distanceFieldContainer = new ObiDistanceFieldContainer();
|
||||
if (heightFieldContainer == null)
|
||||
heightFieldContainer = new ObiHeightFieldContainer();
|
||||
|
||||
if (collidersToCreate == null)
|
||||
collidersToCreate = new List<ObiColliderHandle>();
|
||||
if (collidersToDestroy == null)
|
||||
collidersToDestroy = new List<ObiColliderHandle>();
|
||||
|
||||
if (forceZonesToCreate == null)
|
||||
forceZonesToCreate = new List<ObiForceZoneHandle>();
|
||||
if (forceZonesToDestroy == null)
|
||||
forceZonesToDestroy = new List<ObiForceZoneHandle>();
|
||||
|
||||
if (rigidbodiesToCreate == null)
|
||||
rigidbodiesToCreate = new List<ObiRigidbodyHandle>();
|
||||
if (rigidbodiesToDestroy == null)
|
||||
rigidbodiesToDestroy = new List<ObiRigidbodyHandle>();
|
||||
}
|
||||
|
||||
private void Destroy()
|
||||
{
|
||||
dirty = false;
|
||||
for (int i = 0; i < implementations.Count; ++i)
|
||||
{
|
||||
implementations[i].SetColliders(colliderShapes, colliderAabbs, colliderTransforms);
|
||||
implementations[i].SetColliders(colliderShapes, colliderAabbs, colliderTransforms, 0);
|
||||
implementations[i].UpdateWorld(0);
|
||||
}
|
||||
|
||||
@@ -182,48 +142,41 @@ namespace Obi
|
||||
foreach (var handle in materialHandles)
|
||||
handle.Invalidate();
|
||||
|
||||
if (forceZoneHandles != null)
|
||||
foreach (var handle in forceZoneHandles)
|
||||
handle.Invalidate();
|
||||
|
||||
// Dispose of all lists:
|
||||
implementations = null;
|
||||
colliderHandles = null;
|
||||
rigidbodyHandles = null;
|
||||
materialHandles = null;
|
||||
forceZoneHandles = null;
|
||||
|
||||
collidersToCreate = null;
|
||||
collidersToDestroy = null;
|
||||
forceZonesToCreate = null;
|
||||
forceZonesToDestroy = null;
|
||||
rigidbodiesToCreate = null;
|
||||
rigidbodiesToDestroy = null;
|
||||
if (colliderShapes != null)
|
||||
colliderShapes.Dispose();
|
||||
if (colliderAabbs != null)
|
||||
colliderAabbs.Dispose();
|
||||
if (colliderTransforms != null)
|
||||
colliderTransforms.Dispose();
|
||||
|
||||
colliderShapes?.Dispose();
|
||||
colliderAabbs?.Dispose();
|
||||
colliderTransforms?.Dispose();
|
||||
forceZones?.Dispose();
|
||||
collisionMaterials?.Dispose();
|
||||
rigidbodies?.Dispose();
|
||||
if (collisionMaterials != null)
|
||||
collisionMaterials.Dispose();
|
||||
|
||||
triangleMeshContainer?.Dispose();
|
||||
edgeMeshContainer?.Dispose();
|
||||
distanceFieldContainer?.Dispose();
|
||||
heightFieldContainer?.Dispose();
|
||||
if (rigidbodies != null)
|
||||
rigidbodies.Dispose();
|
||||
|
||||
if (triangleMeshContainer != null)
|
||||
triangleMeshContainer.Dispose();
|
||||
if (edgeMeshContainer != null)
|
||||
edgeMeshContainer.Dispose();
|
||||
if (distanceFieldContainer != null)
|
||||
distanceFieldContainer.Dispose();
|
||||
if (heightFieldContainer != null)
|
||||
heightFieldContainer.Dispose();
|
||||
|
||||
instance = null;
|
||||
}
|
||||
|
||||
private void DestroyIfUnused()
|
||||
{
|
||||
// when there is no data and no implementations, the world gets destroyed.
|
||||
// don't check materialHandles.Count == 0, as these are scriptable objects and may outlive the world.
|
||||
if (colliderHandles.Count == 0 &&
|
||||
rigidbodyHandles.Count == 0 &&
|
||||
forceZoneHandles.Count == 0 &&
|
||||
implementations.Count == 0)
|
||||
|
||||
// when there are no implementations and no colliders, the world gets destroyed.
|
||||
if (colliderHandles.Count == 0 && rigidbodyHandles.Count == 0 && materialHandles.Count == 0 && implementations.Count == 0)
|
||||
Destroy();
|
||||
}
|
||||
|
||||
@@ -241,39 +194,22 @@ namespace Obi
|
||||
|
||||
public ObiColliderHandle CreateCollider()
|
||||
{
|
||||
var handle = new ObiColliderHandle();
|
||||
var handle = new ObiColliderHandle(colliderHandles.Count);
|
||||
colliderHandles.Add(handle);
|
||||
|
||||
// in-editor, we create data right away since the simulation is not running.
|
||||
if (!Application.isPlaying)
|
||||
CreateColliderData(handle);
|
||||
else
|
||||
collidersToCreate.Add(handle);
|
||||
|
||||
return handle;
|
||||
}
|
||||
|
||||
public ObiForceZoneHandle CreateForceZone()
|
||||
{
|
||||
var handle = new ObiForceZoneHandle();
|
||||
|
||||
// in-editor, we create data right away since the simulation is not running.
|
||||
if (!Application.isPlaying)
|
||||
CreateForceZoneData(handle);
|
||||
else
|
||||
forceZonesToCreate.Add(handle);
|
||||
colliderShapes.Add(new ColliderShape() { materialIndex = -1, rigidbodyIndex = -1});
|
||||
colliderAabbs.Add(new Aabb());
|
||||
colliderTransforms.Add(new AffineTransform());
|
||||
|
||||
return handle;
|
||||
}
|
||||
|
||||
public ObiRigidbodyHandle CreateRigidbody()
|
||||
{
|
||||
var handle = new ObiRigidbodyHandle();
|
||||
var handle = new ObiRigidbodyHandle(rigidbodyHandles.Count);
|
||||
rigidbodyHandles.Add(handle);
|
||||
|
||||
// in-editor, we create data right away since the simulation is not running.
|
||||
if (!Application.isPlaying)
|
||||
CreateRigidbodyData(handle);
|
||||
else
|
||||
rigidbodiesToCreate.Add(handle);
|
||||
rigidbodies.Add(new ColliderRigidbody());
|
||||
|
||||
return handle;
|
||||
}
|
||||
@@ -330,41 +266,64 @@ namespace Obi
|
||||
|
||||
public void DestroyCollider(ObiColliderHandle handle)
|
||||
{
|
||||
// Destroy data right away if no simulation is running.
|
||||
if (!Application.isPlaying || implementations.Count == 0)
|
||||
DestroyColliderData(handle);
|
||||
else
|
||||
if (colliderShapes != null && handle != null && handle.isValid && handle.index < colliderHandles.Count)
|
||||
{
|
||||
// In case the handle is in the creation queue, just remove it.
|
||||
if (!collidersToCreate.Remove(handle))
|
||||
collidersToDestroy.Add(handle);
|
||||
}
|
||||
}
|
||||
int index = handle.index;
|
||||
int lastIndex = colliderHandles.Count - 1;
|
||||
|
||||
public void DestroyForceZone(ObiForceZoneHandle handle)
|
||||
{
|
||||
// Destroy data right away if no simulation is running.
|
||||
if (!Application.isPlaying || implementations.Count == 0)
|
||||
DestroyForceZoneData(handle);
|
||||
else
|
||||
{
|
||||
// In case the handle is in the creation queue, just remove it.
|
||||
if (!forceZonesToCreate.Remove(handle))
|
||||
forceZonesToDestroy.Add(handle);
|
||||
// swap all collider info:
|
||||
colliderHandles.Swap(index, lastIndex);
|
||||
colliderShapes.Swap(index, lastIndex);
|
||||
colliderAabbs.Swap(index, lastIndex);
|
||||
colliderTransforms.Swap(index, lastIndex);
|
||||
|
||||
// update the index of the handle we swapped with:
|
||||
colliderHandles[index].index = index;
|
||||
|
||||
// invalidate our handle:
|
||||
// (after updating the swapped one!
|
||||
// in case there's just one handle in the array,
|
||||
// we need to write -1 after 0)
|
||||
handle.Invalidate();
|
||||
|
||||
// remove last index:
|
||||
colliderHandles.RemoveAt(lastIndex);
|
||||
colliderShapes.count--;
|
||||
colliderAabbs.count--;
|
||||
colliderTransforms.count--;
|
||||
|
||||
DestroyIfUnused();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void DestroyRigidbody(ObiRigidbodyHandle handle)
|
||||
{
|
||||
// Destroy data right away if no simulation is running.
|
||||
if (!Application.isPlaying || implementations.Count == 0)
|
||||
DestroyRigidbodyData(handle);
|
||||
else
|
||||
if (rigidbodies != null && handle != null && handle.isValid && handle.index < rigidbodyHandles.Count)
|
||||
{
|
||||
// In case the handle is in the creation queue, just remove it.
|
||||
if (!rigidbodiesToCreate.Remove(handle))
|
||||
rigidbodiesToDestroy.Add(handle);
|
||||
int index = handle.index;
|
||||
int lastIndex = rigidbodyHandles.Count - 1;
|
||||
|
||||
// swap all collider info:
|
||||
rigidbodyHandles.Swap(index, lastIndex);
|
||||
rigidbodies.Swap(index, lastIndex);
|
||||
|
||||
// update the index of the handle we swapped with:
|
||||
rigidbodyHandles[index].index = index;
|
||||
|
||||
// invalidate our handle:
|
||||
// (after updating the swapped one!
|
||||
// in case there's just one handle in the array,
|
||||
// we need to write -1 after 0)
|
||||
handle.Invalidate();
|
||||
|
||||
// remove last index:
|
||||
rigidbodyHandles.RemoveAt(lastIndex);
|
||||
rigidbodies.count--;
|
||||
|
||||
DestroyIfUnused();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void DestroyCollisionMaterial(ObiCollisionMaterialHandle handle)
|
||||
@@ -395,309 +354,80 @@ namespace Obi
|
||||
}
|
||||
}
|
||||
|
||||
private void DestroyColliderData (ObiColliderHandle handle)
|
||||
public void UpdateColliders()
|
||||
{
|
||||
if (colliderShapes != null && handle != null && handle.isValid && handle.index < colliderHandles.Count)
|
||||
{
|
||||
int index = handle.index;
|
||||
int lastIndex = colliderHandles.Count - 1;
|
||||
|
||||
// swap all collider info:
|
||||
colliderHandles.Swap(index, lastIndex);
|
||||
colliderShapes.Swap(index, lastIndex);
|
||||
colliderAabbs.Swap(index, lastIndex);
|
||||
colliderTransforms.Swap(index, lastIndex);
|
||||
|
||||
// update the index of the handle we swapped with:
|
||||
colliderHandles[index].index = index;
|
||||
|
||||
// invalidate our handle:
|
||||
// (after updating the swapped one!
|
||||
// in case there's just one handle in the array,
|
||||
// we need to write -1 after 0)
|
||||
handle.Invalidate();
|
||||
|
||||
// remove last index:
|
||||
colliderHandles.RemoveAt(lastIndex);
|
||||
colliderShapes.count--;
|
||||
colliderAabbs.count--;
|
||||
colliderTransforms.count--;
|
||||
|
||||
// force all colliders to update next frame, as the index of the data they reference
|
||||
// (eg the mesh in a MeshCollider) may have changed as a result of deleting this collider's data.
|
||||
collidersToUpdateCount = colliderHandles.Count;
|
||||
|
||||
DestroyIfUnused();
|
||||
}
|
||||
}
|
||||
|
||||
private void DestroyForceZoneData(ObiForceZoneHandle handle)
|
||||
{
|
||||
if (forceZones != null && handle != null && handle.isValid && handle.index < forceZoneHandles.Count)
|
||||
{
|
||||
int index = handle.index;
|
||||
int lastIndex = forceZoneHandles.Count - 1;
|
||||
|
||||
// swap all force zone info:
|
||||
forceZoneHandles.Swap(index, lastIndex);
|
||||
forceZones.Swap(index, lastIndex);
|
||||
|
||||
// update the index of the handle we swapped with:
|
||||
forceZoneHandles[index].index = index;
|
||||
|
||||
// invalidate our handle:
|
||||
// (after updating the swapped one!
|
||||
// in case there's just one handle in the array,
|
||||
// we need to write -1 after 0)
|
||||
handle.Invalidate();
|
||||
|
||||
// remove last index:
|
||||
forceZoneHandles.RemoveAt(lastIndex);
|
||||
forceZones.count--;
|
||||
|
||||
DestroyIfUnused();
|
||||
}
|
||||
}
|
||||
|
||||
private void DestroyRigidbodyData(ObiRigidbodyHandle handle)
|
||||
{
|
||||
if (rigidbodies != null && handle != null && handle.isValid && handle.index < rigidbodyHandles.Count)
|
||||
{
|
||||
int index = handle.index;
|
||||
int lastIndex = rigidbodyHandles.Count - 1;
|
||||
|
||||
// swap all collider info:
|
||||
rigidbodyHandles.Swap(index, lastIndex);
|
||||
rigidbodies.Swap(index, lastIndex);
|
||||
|
||||
// update the index of the handle we swapped with:
|
||||
rigidbodyHandles[index].index = index;
|
||||
|
||||
// invalidate our handle:
|
||||
// (after updating the swapped one!
|
||||
// in case there's just one handle in the array,
|
||||
// we need to write -1 after 0)
|
||||
handle.Invalidate();
|
||||
|
||||
// remove last index:
|
||||
rigidbodyHandles.RemoveAt(lastIndex);
|
||||
rigidbodies.count--;
|
||||
|
||||
DestroyIfUnused();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private void CreateColliderData(ObiColliderHandle handle)
|
||||
{
|
||||
handle.index = colliderHandles.Count;
|
||||
colliderHandles.Add(handle);
|
||||
colliderShapes.Add(new ColliderShape { materialIndex = -1, rigidbodyIndex = -1, dataIndex = -1 });
|
||||
colliderAabbs.Add(new Aabb());
|
||||
colliderTransforms.Add(new AffineTransform());
|
||||
|
||||
MarkColliderAsNeedingUpdate(handle);
|
||||
}
|
||||
|
||||
private void CreateForceZoneData(ObiForceZoneHandle handle)
|
||||
{
|
||||
handle.index = forceZoneHandles.Count;
|
||||
forceZoneHandles.Add(handle);
|
||||
forceZones.Add(new ForceZone());
|
||||
}
|
||||
|
||||
private void CreateRigidbodyData(ObiRigidbodyHandle handle)
|
||||
{
|
||||
handle.index = rigidbodyHandles.Count;
|
||||
rigidbodyHandles.Add(handle);
|
||||
rigidbodies.Add(new ColliderRigidbody());
|
||||
}
|
||||
|
||||
public bool DoesColliderRequireToBeUpdated(ObiColliderHandle handle)
|
||||
{
|
||||
if (handle != null && handle.isValid &&
|
||||
handle.index < colliderHandles.Count && handle.index < collidersToUpdateCount)
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
public void MarkColliderAsNeedingUpdate(ObiColliderHandle handle)
|
||||
{
|
||||
if (colliderShapes != null && handle != null && handle.isValid &&
|
||||
handle.index < colliderHandles.Count && handle.index >= collidersToUpdateCount &&
|
||||
collidersToUpdateCount < colliderHandles.Count)
|
||||
{
|
||||
int index = handle.index;
|
||||
int lastIndex = collidersToUpdateCount;
|
||||
|
||||
// swap all collider info:
|
||||
colliderHandles.Swap(index, lastIndex);
|
||||
colliderShapes.Swap(index, lastIndex);
|
||||
colliderAabbs.Swap(index, lastIndex);
|
||||
colliderTransforms.Swap(index, lastIndex);
|
||||
|
||||
// update handles:
|
||||
colliderHandles[lastIndex].index = lastIndex;
|
||||
colliderHandles[index].index = index;
|
||||
|
||||
collidersToUpdateCount++;
|
||||
}
|
||||
}
|
||||
|
||||
public void MarkColliderAsNotNeedingUpdate(ObiColliderHandle handle)
|
||||
{
|
||||
if (colliderShapes != null && handle != null && handle.isValid &&
|
||||
handle.index < colliderHandles.Count && handle.index < collidersToUpdateCount)
|
||||
{
|
||||
int index = handle.index;
|
||||
int lastIndex = collidersToUpdateCount-1;
|
||||
|
||||
// swap all collider info:
|
||||
colliderHandles.Swap(index, lastIndex);
|
||||
colliderShapes.Swap(index, lastIndex);
|
||||
colliderAabbs.Swap(index, lastIndex);
|
||||
colliderTransforms.Swap(index, lastIndex);
|
||||
|
||||
// update handles:
|
||||
colliderHandles[lastIndex].index = lastIndex;
|
||||
colliderHandles[index].index = index;
|
||||
|
||||
collidersToUpdateCount--;
|
||||
}
|
||||
}
|
||||
|
||||
public void FlushHandleBuffers()
|
||||
{
|
||||
// First process destruction, then process creation.
|
||||
// In case we create a handle and then destroy it,
|
||||
// we should enqueue it for destruction only if it's not in the creation queue.
|
||||
// If it is, just remove if from the creation queue.
|
||||
|
||||
if (collidersToDestroy != null)
|
||||
{
|
||||
foreach (var handle in collidersToDestroy)
|
||||
DestroyColliderData(handle);
|
||||
collidersToDestroy?.Clear();
|
||||
}
|
||||
|
||||
if (forceZonesToDestroy != null)
|
||||
{
|
||||
foreach (var handle in forceZonesToDestroy)
|
||||
DestroyForceZoneData(handle);
|
||||
forceZonesToDestroy?.Clear();
|
||||
}
|
||||
|
||||
if (rigidbodiesToDestroy != null)
|
||||
{
|
||||
foreach (var handle in rigidbodiesToDestroy)
|
||||
DestroyRigidbodyData(handle);
|
||||
rigidbodiesToDestroy?.Clear();
|
||||
}
|
||||
|
||||
if (collidersToCreate != null)
|
||||
{
|
||||
foreach (var handle in collidersToCreate)
|
||||
CreateColliderData(handle);
|
||||
collidersToCreate?.Clear();
|
||||
}
|
||||
|
||||
if (forceZonesToCreate != null)
|
||||
{
|
||||
foreach (var handle in forceZonesToCreate)
|
||||
CreateForceZoneData(handle);
|
||||
forceZonesToCreate?.Clear();
|
||||
}
|
||||
|
||||
if (rigidbodiesToCreate != null)
|
||||
{
|
||||
foreach (var handle in rigidbodiesToCreate)
|
||||
CreateRigidbodyData(handle);
|
||||
rigidbodiesToCreate?.Clear();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void UpdateWorld(float deltaTime, bool updateDynamics = true)
|
||||
{
|
||||
if (!dirty)
|
||||
return;
|
||||
|
||||
dirty = false;
|
||||
|
||||
// ensure all objects have valid handles.
|
||||
// May destroy the world if it's empty,
|
||||
// so we next check that handle/implementations are not null.
|
||||
FlushHandleBuffers();
|
||||
|
||||
// update all colliders:
|
||||
if (colliderHandles != null)
|
||||
for (int i = 0; i < collidersToUpdateCount; ++i)
|
||||
colliderHandles[i].owner.UpdateIfNeeded();
|
||||
|
||||
// update all force zones:
|
||||
if (forceZoneHandles != null)
|
||||
for (int i = 0; i < forceZoneHandles.Count; ++i)
|
||||
forceZoneHandles[i].owner.UpdateIfNeeded();
|
||||
|
||||
// update rigidbodies:
|
||||
if (rigidbodyHandles != null && updateDynamics)
|
||||
for (int i = 0; i < rigidbodyHandles.Count; ++i)
|
||||
rigidbodyHandles[i].owner.UpdateIfNeeded(deltaTime);
|
||||
|
||||
// update implementations:
|
||||
if (implementations != null)
|
||||
for (int i = 0; i < implementations.Count; ++i)
|
||||
{
|
||||
if (implementations[i].referenceCount > 0)
|
||||
{
|
||||
// set arrays:
|
||||
implementations[i].SetColliders(colliderShapes, colliderAabbs, colliderTransforms);
|
||||
implementations[i].SetForceZones(forceZones);
|
||||
implementations[i].SetRigidbodies(rigidbodies);
|
||||
implementations[i].SetCollisionMaterials(collisionMaterials);
|
||||
implementations[i].SetTriangleMeshData(triangleMeshContainer.headers, triangleMeshContainer.bihNodes, triangleMeshContainer.triangles, triangleMeshContainer.vertices);
|
||||
implementations[i].SetEdgeMeshData(edgeMeshContainer.headers, edgeMeshContainer.bihNodes, edgeMeshContainer.edges, edgeMeshContainer.vertices);
|
||||
implementations[i].SetDistanceFieldData(distanceFieldContainer.headers, distanceFieldContainer.dfNodes);
|
||||
implementations[i].SetHeightFieldData(heightFieldContainer.headers, heightFieldContainer.samples);
|
||||
|
||||
// update world implementation:
|
||||
if (updateDynamics)
|
||||
implementations[i].UpdateWorld(deltaTime);
|
||||
}
|
||||
}
|
||||
for (int i = 0; i < colliderHandles.Count; ++i)
|
||||
colliderHandles[i].owner.UpdateIfNeeded();
|
||||
}
|
||||
|
||||
public void SetDirty()
|
||||
public void UpdateRigidbodies(List<ObiSolver> solvers, float stepTime)
|
||||
{
|
||||
dirty = true;
|
||||
}
|
||||
|
||||
public void UpdateCollisionMaterials()
|
||||
{
|
||||
if (implementations != null)
|
||||
for (int i = 0; i < implementations.Count; ++i)
|
||||
{
|
||||
if (implementations[i].referenceCount > 0)
|
||||
{
|
||||
implementations[i].SetCollisionMaterials(collisionMaterials);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateRigidbodyVelocities(ObiSolver solver)
|
||||
{
|
||||
if (solver != null && solver.initialized)
|
||||
// reset all solver's delta buffers to zero:
|
||||
foreach (ObiSolver solver in solvers)
|
||||
{
|
||||
int count = Mathf.Min(rigidbodyHandles.Count, solver.rigidbodyLinearDeltas.count);
|
||||
|
||||
for (int i = 0; i < count; ++i)
|
||||
rigidbodyHandles[i].owner.UpdateVelocities(solver.rigidbodyLinearDeltas[i], solver.rigidbodyAngularDeltas[i]);
|
||||
if (solver != null && solver.initialized)
|
||||
{
|
||||
solver.EnsureRigidbodyArraysCapacity(rigidbodyHandles.Count);
|
||||
solver.rigidbodyLinearDeltas.WipeToZero();
|
||||
solver.rigidbodyAngularDeltas.WipeToZero();
|
||||
}
|
||||
}
|
||||
|
||||
solver.rigidbodyLinearDeltas.WipeToZero();
|
||||
solver.rigidbodyAngularDeltas.WipeToZero();
|
||||
solver.rigidbodyLinearDeltas.Upload();
|
||||
solver.rigidbodyAngularDeltas.Upload();
|
||||
for (int i = 0; i < rigidbodyHandles.Count; ++i)
|
||||
rigidbodyHandles[i].owner.UpdateIfNeeded(stepTime);
|
||||
}
|
||||
|
||||
public void UpdateWorld(float deltaTime)
|
||||
{
|
||||
for (int i = 0; i < implementations.Count; ++i)
|
||||
{
|
||||
if (implementations[i].referenceCount > 0)
|
||||
{
|
||||
// set arrays:
|
||||
implementations[i].SetColliders(colliderShapes, colliderAabbs, colliderTransforms, colliderShapes.count);
|
||||
implementations[i].SetRigidbodies(rigidbodies);
|
||||
implementations[i].SetCollisionMaterials(collisionMaterials);
|
||||
implementations[i].SetTriangleMeshData(triangleMeshContainer.headers, triangleMeshContainer.bihNodes, triangleMeshContainer.triangles, triangleMeshContainer.vertices);
|
||||
implementations[i].SetEdgeMeshData(edgeMeshContainer.headers, edgeMeshContainer.bihNodes, edgeMeshContainer.edges, edgeMeshContainer.vertices);
|
||||
implementations[i].SetDistanceFieldData(distanceFieldContainer.headers, distanceFieldContainer.dfNodes);
|
||||
implementations[i].SetHeightFieldData(heightFieldContainer.headers, heightFieldContainer.samples);
|
||||
|
||||
// update world implementation:
|
||||
implementations[i].UpdateWorld(deltaTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateRigidbodyVelocities(List<ObiSolver> solvers)
|
||||
{
|
||||
int count = 0;
|
||||
foreach (ObiSolver solver in solvers)
|
||||
if (solver != null && solver.initialized) count++;
|
||||
|
||||
if (count > 0)
|
||||
{
|
||||
// we want to average the deltas applied by all solvers, so calculate 1/solverCount.
|
||||
float rcpCount = 1.0f / count;
|
||||
|
||||
for (int i = 0; i < rigidbodyHandles.Count; ++i)
|
||||
{
|
||||
Vector4 linearDelta = Vector4.zero;
|
||||
Vector4 angularDelta = Vector4.zero;
|
||||
|
||||
foreach (ObiSolver solver in solvers)
|
||||
{
|
||||
if (solver != null && solver.initialized)
|
||||
{
|
||||
linearDelta += solver.rigidbodyLinearDeltas[i] * rcpCount;
|
||||
angularDelta += solver.rigidbodyAngularDeltas[i] * rcpCount;
|
||||
}
|
||||
}
|
||||
|
||||
// update rigidbody velocities
|
||||
rigidbodyHandles[i].owner.UpdateVelocities(linearDelta, angularDelta);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -36,17 +36,17 @@ namespace Obi{
|
||||
}
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
public void OnEnable()
|
||||
{
|
||||
UpdateMaterial();
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
public void OnDisable()
|
||||
{
|
||||
ObiColliderWorld.GetInstance().DestroyCollisionMaterial(materialHandle);
|
||||
}
|
||||
|
||||
private void OnValidate()
|
||||
public void OnValidate()
|
||||
{
|
||||
// we can't create GameObjects in OnValidate(), so make sure the colliderworld already exists.
|
||||
UpdateMaterial();
|
||||
|
||||
@@ -2,16 +2,17 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
|
||||
namespace Obi{
|
||||
namespace Obi
|
||||
{
|
||||
|
||||
/**
|
||||
/**
|
||||
* Small helper class that lets you specify Obi-only properties for rigidbodies.
|
||||
*/
|
||||
|
||||
[ExecuteInEditMode]
|
||||
[RequireComponent(typeof(Rigidbody))]
|
||||
public class ObiRigidbody : ObiRigidbodyBase
|
||||
{
|
||||
[ExecuteInEditMode]
|
||||
[RequireComponent(typeof(Rigidbody))]
|
||||
public class ObiRigidbody : ObiRigidbodyBase
|
||||
{
|
||||
public Rigidbody unityRigidbody { get; private set; }
|
||||
|
||||
public Vector3 position => unityRigidbody.position;
|
||||
@@ -23,26 +24,22 @@ namespace Obi{
|
||||
private Quaternion prevRotation;
|
||||
private Vector3 prevPosition;
|
||||
|
||||
protected override void OnEnable()
|
||||
{
|
||||
unityRigidbody = GetComponent<Rigidbody>();
|
||||
ResetPosition();
|
||||
base.OnEnable();
|
||||
}
|
||||
|
||||
public void ResetPosition()
|
||||
public override void OnEnable()
|
||||
{
|
||||
unityRigidbody = GetComponent<Rigidbody>();
|
||||
prevPosition = unityRigidbody.position;
|
||||
prevRotation = unityRigidbody.rotation;
|
||||
|
||||
linearVelocity = unityRigidbody.linearVelocity;
|
||||
angularVelocity = unityRigidbody.angularVelocity;
|
||||
base.OnEnable();
|
||||
}
|
||||
|
||||
private void CacheVelocities(float stepTime)
|
||||
private void UpdateVelocities(float stepTime)
|
||||
{
|
||||
// differentiate positions/orientations to get our own velocites for kinematic objects.
|
||||
// also useful for animations.
|
||||
if (unityRigidbody.isKinematic && stepTime > 0)
|
||||
// when calling Physics.Simulate, MovePosition/Rotation do not work correctly. Also useful for animations.
|
||||
if (unityRigidbody.isKinematic)
|
||||
{
|
||||
// differentiate positions to obtain linear velocity:
|
||||
linearVelocity = (unityRigidbody.position - prevPosition) / stepTime;
|
||||
@@ -62,31 +59,21 @@ namespace Obi{
|
||||
prevRotation = unityRigidbody.rotation;
|
||||
}
|
||||
|
||||
public override void UpdateIfNeeded(float stepTime)
|
||||
public override void UpdateIfNeeded(float stepTime)
|
||||
{
|
||||
// Rigidbody might not exist, as rigidbody deletion is buffered.
|
||||
// This means the unity rigidbody might be deleted before the rigidbody handle is invalidated.
|
||||
// Conversely, rigidbodyHandle might be non-null but invalid.
|
||||
if (unityRigidbody == null || !Handle.isValid) return;
|
||||
|
||||
|
||||
CacheVelocities(stepTime);
|
||||
UpdateVelocities(stepTime);
|
||||
var world = ObiColliderWorld.GetInstance();
|
||||
|
||||
var rb = world.rigidbodies[Handle.index];
|
||||
var rb = world.rigidbodies[handle.index];
|
||||
rb.FromRigidbody(this);
|
||||
world.rigidbodies[Handle.index] = rb;
|
||||
world.rigidbodies[handle.index] = rb;
|
||||
}
|
||||
|
||||
/**
|
||||
/**
|
||||
* Reads velocities back from the solver.
|
||||
*/
|
||||
public override void UpdateVelocities(Vector3 linearDelta, Vector3 angularDelta)
|
||||
public override void UpdateVelocities(Vector3 linearDelta, Vector3 angularDelta)
|
||||
{
|
||||
// Rigidbody might not exist, as rigidbody deletion is buffered.
|
||||
// This means the unity rigidbody might be deleted before the rigidbody handle is invalidated.
|
||||
if (unityRigidbody == null) return;
|
||||
|
||||
// kinematic rigidbodies are passed to Obi with zero velocity, so we must ignore the new velocities calculated by the solver:
|
||||
if (Application.isPlaying && !(unityRigidbody.isKinematic || kinematicForParticles))
|
||||
{
|
||||
@@ -97,6 +84,6 @@ namespace Obi{
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -2,16 +2,17 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
|
||||
namespace Obi{
|
||||
namespace Obi
|
||||
{
|
||||
|
||||
/**
|
||||
/**
|
||||
* Small helper class that lets you specify Obi-only properties for rigidbodies.
|
||||
*/
|
||||
|
||||
[ExecuteInEditMode]
|
||||
[RequireComponent(typeof(Rigidbody2D))]
|
||||
public class ObiRigidbody2D : ObiRigidbodyBase
|
||||
{
|
||||
[ExecuteInEditMode]
|
||||
[RequireComponent(typeof(Rigidbody2D))]
|
||||
public class ObiRigidbody2D : ObiRigidbodyBase
|
||||
{
|
||||
public Rigidbody2D unityRigidbody { get; private set; }
|
||||
|
||||
public Vector2 position => unityRigidbody.position;
|
||||
@@ -23,26 +24,22 @@ namespace Obi{
|
||||
private Quaternion prevRotation;
|
||||
private Vector3 prevPosition;
|
||||
|
||||
protected override void OnEnable()
|
||||
public override void OnEnable()
|
||||
{
|
||||
unityRigidbody = GetComponent<Rigidbody2D>();
|
||||
ResetPosition();
|
||||
prevPosition = transform.position;
|
||||
prevRotation = transform.rotation;
|
||||
|
||||
linearVelocity = unityRigidbody.linearVelocity;
|
||||
angularVelocity = unityRigidbody.angularVelocity;
|
||||
base.OnEnable();
|
||||
}
|
||||
|
||||
public void ResetPosition()
|
||||
{
|
||||
prevPosition = unityRigidbody.position;
|
||||
prevRotation = Quaternion.AngleAxis(unityRigidbody.rotation, Vector3.forward);
|
||||
linearVelocity = unityRigidbody.linearVelocity;
|
||||
angularVelocity = unityRigidbody.angularVelocity;
|
||||
}
|
||||
|
||||
private void CacheVelocities(float stepTime)
|
||||
private void UpdateKinematicVelocities(float stepTime)
|
||||
{
|
||||
// differentiate positions/orientations to get our own velocites for kinematic objects.
|
||||
// when calling Physics.Simulate, MovePosition/Rotation do not work correctly. Also useful for animations.
|
||||
if (unityRigidbody.isKinematic && stepTime > 0)
|
||||
if (unityRigidbody.isKinematic)
|
||||
{
|
||||
// differentiate positions to obtain linear velocity:
|
||||
linearVelocity = (transform.position - prevPosition) / stepTime;
|
||||
@@ -64,35 +61,27 @@ namespace Obi{
|
||||
|
||||
public override void UpdateIfNeeded(float stepTime)
|
||||
{
|
||||
// Rigidbody might not exist, as rigidbody deletion is buffered.
|
||||
// This means the unity rigidbody might be deleted before the rigidbody handle is invalidated.
|
||||
if (unityRigidbody == null) return;
|
||||
|
||||
CacheVelocities(stepTime);
|
||||
UpdateKinematicVelocities(stepTime);
|
||||
var world = ObiColliderWorld.GetInstance();
|
||||
|
||||
var rb = world.rigidbodies[Handle.index];
|
||||
var rb = world.rigidbodies[handle.index];
|
||||
rb.FromRigidbody(this);
|
||||
world.rigidbodies[Handle.index] = rb;
|
||||
world.rigidbodies[handle.index] = rb;
|
||||
}
|
||||
|
||||
/**
|
||||
/**
|
||||
* Reads velocities back from the solver.
|
||||
*/
|
||||
public override void UpdateVelocities(Vector3 linearDelta, Vector3 angularDelta)
|
||||
public override void UpdateVelocities(Vector3 linearDelta, Vector3 angularDelta)
|
||||
{
|
||||
// Rigidbody might not exist, as rigidbody deletion is buffered.
|
||||
// This means the unity rigidbody might be deleted before the rigidbody handle is invalidated.
|
||||
if (unityRigidbody == null) return;
|
||||
|
||||
// kinematic rigidbodies are passed to Obi with zero velocity, so we must ignore the new velocities calculated by the solver:
|
||||
if (Application.isPlaying && !(unityRigidbody.isKinematic || kinematicForParticles))
|
||||
{
|
||||
unityRigidbody.linearVelocity += new Vector2(linearDelta.x, linearDelta.y);
|
||||
unityRigidbody.angularVelocity += angularDelta[2] * Mathf.Rad2Deg;
|
||||
}
|
||||
unityRigidbody.linearVelocity += new Vector2(linearDelta.x, linearDelta.y);
|
||||
unityRigidbody.angularVelocity += angularDelta[2] * Mathf.Rad2Deg;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -5,45 +5,28 @@ using System.Collections;
|
||||
|
||||
namespace Obi{
|
||||
|
||||
/**
|
||||
/**
|
||||
* Small helper class that lets you specify Obi-only properties for rigidbodies.
|
||||
*/
|
||||
|
||||
[ExecuteInEditMode]
|
||||
public abstract class ObiRigidbodyBase : MonoBehaviour
|
||||
{
|
||||
[ExecuteInEditMode]
|
||||
public abstract class ObiRigidbodyBase : MonoBehaviour
|
||||
{
|
||||
|
||||
public bool kinematicForParticles = false;
|
||||
|
||||
protected ObiRigidbodyHandle rigidbodyHandle;
|
||||
public ObiRigidbodyHandle Handle
|
||||
{
|
||||
get
|
||||
{
|
||||
// don't check rigidbodyHandle.isValid:
|
||||
// CreateRigidbody may defer creation, so we get a non-null, but invalid handle.
|
||||
// If calling handle again right away before it becomes valid, it will call CreateRigidbody() again and create a second handle to the same body.
|
||||
if (rigidbodyHandle == null)
|
||||
{
|
||||
var world = ObiColliderWorld.GetInstance();
|
||||
public ObiRigidbodyHandle handle;
|
||||
|
||||
// create the material:
|
||||
rigidbodyHandle = world.CreateRigidbody();
|
||||
rigidbodyHandle.owner = this;
|
||||
}
|
||||
return rigidbodyHandle;
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void OnEnable()
|
||||
public virtual void OnEnable()
|
||||
{
|
||||
rigidbodyHandle = ObiColliderWorld.GetInstance().CreateRigidbody();
|
||||
rigidbodyHandle.owner = this;
|
||||
handle = ObiColliderWorld.GetInstance().CreateRigidbody();
|
||||
handle.owner = this;
|
||||
UpdateIfNeeded(1);
|
||||
}
|
||||
|
||||
public void OnDisable()
|
||||
{
|
||||
ObiColliderWorld.GetInstance().DestroyRigidbody(rigidbodyHandle);
|
||||
ObiColliderWorld.GetInstance().DestroyRigidbody(handle);
|
||||
}
|
||||
|
||||
public abstract void UpdateIfNeeded(float stepTime);
|
||||
|
||||
@@ -76,38 +76,30 @@ namespace Obi
|
||||
ObiTriangleMeshHandle handle = new ObiTriangleMeshHandle(null);
|
||||
|
||||
if (source != null && !handles.TryGetValue(source, out handle))
|
||||
{
|
||||
if (source.isReadable)
|
||||
{
|
||||
var sourceTris = source.triangles;
|
||||
var sourceVertices = source.vertices;
|
||||
|
||||
// Build a bounding interval hierarchy from the triangles:
|
||||
IBounded[] t = new IBounded[sourceTris.Length/3];
|
||||
for (int i = 0; i < t.Length; ++i)
|
||||
{
|
||||
var sourceTris = source.triangles;
|
||||
var sourceVertices = source.vertices;
|
||||
|
||||
// Build a bounding interval hierarchy from the triangles:
|
||||
IBounded[] t = new IBounded[sourceTris.Length / 3];
|
||||
for (int i = 0; i < t.Length; ++i)
|
||||
{
|
||||
int t1 = sourceTris[i * 3];
|
||||
int t2 = sourceTris[i * 3 + 1];
|
||||
int t3 = sourceTris[i * 3 + 2];
|
||||
t[i] = new Triangle(t1, t2, t3, sourceVertices[t1], sourceVertices[t2], sourceVertices[t3]);
|
||||
}
|
||||
var sourceBih = BIH.Build(ref t);
|
||||
|
||||
Triangle[] tris = Array.ConvertAll(t, x => (Triangle)x);
|
||||
|
||||
handle = new ObiTriangleMeshHandle(source, headers.count);
|
||||
handles.Add(source, handle);
|
||||
|
||||
headers.Add(new TriangleMeshHeader(bihNodes.count, sourceBih.Length, triangles.count, tris.Length, vertices.count, sourceVertices.Length));
|
||||
bihNodes.AddRange(sourceBih);
|
||||
triangles.AddRange(tris);
|
||||
vertices.AddRange(sourceVertices);
|
||||
}
|
||||
else
|
||||
{
|
||||
handle = new ObiTriangleMeshHandle(source);
|
||||
handles.Add(source, handle);
|
||||
int t1 = sourceTris[i * 3];
|
||||
int t2 = sourceTris[i * 3 + 1];
|
||||
int t3 = sourceTris[i * 3 + 2];
|
||||
t[i] = new Triangle(t1,t2,t3, sourceVertices[t1], sourceVertices[t2], sourceVertices[t3]);
|
||||
}
|
||||
var sourceBih = BIH.Build(ref t);
|
||||
|
||||
Triangle[] tris = Array.ConvertAll(t, x => (Triangle)x);
|
||||
|
||||
handle = new ObiTriangleMeshHandle(source, headers.count);
|
||||
handles.Add(source, handle);
|
||||
headers.Add(new TriangleMeshHeader(bihNodes.count, sourceBih.Length, triangles.count, tris.Length, vertices.count, sourceVertices.Length));
|
||||
|
||||
bihNodes.AddRange(sourceBih);
|
||||
triangles.AddRange(tris);
|
||||
vertices.AddRange(sourceVertices);
|
||||
}
|
||||
|
||||
return handle;
|
||||
|
||||
Reference in New Issue
Block a user