Beispiel #1
0
        /*
         * public static bool FindFirstWorldIntersection(ChiselModel model, Vector3 worldRayStart, Vector3 worldRayEnd, int visibleLayers, out ChiselIntersection foundIntersection)
         * {
         *  return FindFirstWorldIntersection(model, worldRayStart, worldRayEnd, visibleLayers, null, null, out foundIntersection);
         * }
         */
        public static bool FindFirstWorldIntersection(ChiselModel model, Vector3 worldRayStart, Vector3 worldRayEnd, int visibleLayers, GameObject[] ignore, GameObject[] filter, out ChiselIntersection foundIntersection)
        {
            foundIntersection = ChiselIntersection.None;

            if (!ChiselGeneratedComponentManager.IsValidModelToBeSelected(model))
            {
                return(false);
            }

            s_FilterNodes.Clear();
            s_IgnoreNodes.Clear();
            s_IgnoreInstanceIDs.Clear();
            s_FilterInstanceIDs.Clear();
            if (ignore != null)
            {
                foreach (var go in ignore)
                {
                    var node = go.GetComponent <ChiselNode>();
                    if (node)
                    {
                        ChiselNodeHierarchyManager.GetChildrenOfHierarchyItem(s_IgnoreNodes, node.hierarchyItem);
                        s_IgnoreInstanceIDs.Add(node.GetInstanceID());
                    }
                }
            }
            if (filter != null)
            {
                foreach (var go in filter)
                {
                    var node = go.GetComponent <ChiselNode>();
                    if (node)
                    {
                        ChiselNodeHierarchyManager.GetChildrenOfHierarchyItem(s_FilterNodes, node.hierarchyItem);
                        s_FilterInstanceIDs.Add(node.GetInstanceID());
                        if (node.hierarchyItem != null &&
                            node.hierarchyItem.Model)
                        {
                            s_FilterInstanceIDs.Add(node.hierarchyItem.Model.GetInstanceID());
                        }
                    }
                }
            }

            var tree = model.Node;

            if (s_IgnoreInstanceIDs.Contains(model.GetInstanceID()) ||
                (s_FilterInstanceIDs.Count > 0 && !s_FilterInstanceIDs.Contains(model.GetInstanceID())))
            {
                return(false);
            }

            if (((1 << model.gameObject.layer) & visibleLayers) == 0)
            {
                return(false);
            }

            var query          = ChiselMeshQueryManager.GetMeshQuery(model);
            var visibleQueries = ChiselMeshQueryManager.GetVisibleQueries(query);

            // We only accept RayCasts into this model if it's visible
            if (visibleQueries == null ||
                visibleQueries.Length == 0)
            {
                return(false);
            }

            Vector3 treeRayStart;
            Vector3 treeRayEnd;

            var transform = model.transform;

            if (transform)
            {
                var worldToLocalMatrix = transform.worldToLocalMatrix;
                treeRayStart = worldToLocalMatrix.MultiplyPoint(worldRayStart);
                treeRayEnd   = worldToLocalMatrix.MultiplyPoint(worldRayEnd);
            }
            else
            {
                treeRayStart = worldRayStart;
                treeRayEnd   = worldRayEnd;
            }

            var treeIntersections = CSGQueryManager.RayCastMulti(ChiselMeshQueryManager.GetMeshQuery(model), tree, treeRayStart, treeRayEnd, s_IgnoreNodes, s_FilterNodes, ignoreBackfaced: true, ignoreCulled: true);

            if (treeIntersections == null)
            {
                return(false);
            }

            bool found = false;

            for (var i = 0; i < treeIntersections.Length; i++)
            {
                var intersection = treeIntersections[i];
                var brush        = intersection.brush;
                var instanceID   = brush.UserID;

                if ((s_FilterInstanceIDs.Count > 0 && !s_FilterInstanceIDs.Contains(instanceID)) ||
                    s_IgnoreInstanceIDs.Contains(instanceID))
                {
                    continue;
                }

                if (intersection.surfaceIntersection.distance < foundIntersection.brushIntersection.surfaceIntersection.distance)
                {
                    foundIntersection = Convert(intersection);
                    found             = true;
                }
            }
            return(found);
        }
Beispiel #2
0
        public static bool GetNodesInFrustum(Frustum frustum, int visibleLayers, ref HashSet <CSGTreeNode> rectFoundNodes)
        {
            rectFoundNodes.Clear();
            var     planes = new Plane[6];
            Vector4 srcVector;

            using (var allTrees = new NativeList <CSGTree>(Allocator.Temp))
            {
                CompactHierarchyManager.GetAllTrees(allTrees);
                for (var t = 0; t < allTrees.Length; t++)
                {
                    var tree  = allTrees[t];
                    var model = ChiselNodeHierarchyManager.FindChiselNodeByTreeNode(tree) as ChiselModel;
                    if (!ChiselModelManager.IsSelectable(model))
                    {
                        continue;
                    }

                    if (((1 << model.gameObject.layer) & visibleLayers) == 0)
                    {
                        continue;
                    }

                    var query          = ChiselMeshQueryManager.GetMeshQuery(model);
                    var visibleQueries = ChiselMeshQueryManager.GetVisibleQueries(query);

                    // We only accept RayCasts into this model if it's visible
                    if (visibleQueries == null ||
                        visibleQueries.Length == 0)
                    {
                        continue;
                    }

                    // Transform the frustum into the space of the tree
                    var transform = model.transform;
                    var worldToLocalMatrixInversed           = transform.localToWorldMatrix;                     // localToWorldMatrix == worldToLocalMatrix.inverse
                    var worldToLocalMatrixInversedTransposed = worldToLocalMatrixInversed.transpose;
                    for (int p = 0; p < 6; p++)
                    {
                        var srcPlane = frustum.Planes[p];
                        srcVector.x = srcPlane.normal.x;
                        srcVector.y = srcPlane.normal.y;
                        srcVector.z = srcPlane.normal.z;
                        srcVector.w = srcPlane.distance;

                        srcVector = worldToLocalMatrixInversedTransposed * srcVector;

                        planes[p].normal   = srcVector;
                        planes[p].distance = srcVector.w;
                    }

                    var treeNodesInFrustum = CSGQueryManager.GetNodesInFrustum(tree, query, planes);
                    if (treeNodesInFrustum == null)
                    {
                        continue;
                    }

                    for (int n = 0; n < treeNodesInFrustum.Length; n++)
                    {
                        var treeNode = treeNodesInFrustum[n];
                        rectFoundNodes.Add(treeNode);
                    }
                }
                return(rectFoundNodes.Count > 0);
            }
        }
Beispiel #3
0
        public static bool FindFirstWorldIntersection(List <ChiselIntersection> foundIntersections, Vector3 worldRayStart, Vector3 worldRayEnd, int visibleLayers = ~0, bool ignoreBackfaced = false, bool ignoreCulled = false, GameObject[] ignore = null, GameObject[] filter = null)
        {
            bool found = false;

            s_IgnoreInstanceIDs.Clear();
            s_FilterInstanceIDs.Clear();
            s_IgnoreNodes.Clear();
            s_FilterNodes.Clear();
            if (ignore != null)
            {
                foreach (var go in ignore)
                {
                    var node = go.GetComponent <ChiselNode>();
                    if (node)
                    {
                        ChiselNodeHierarchyManager.GetChildrenOfHierarchyItem(s_IgnoreNodes, node.hierarchyItem);
                        s_IgnoreInstanceIDs.Add(node.GetInstanceID());
                    }
                }
            }
            if (filter != null)
            {
                foreach (var go in filter)
                {
                    var node = go.GetComponent <ChiselNode>();
                    if (node)
                    {
                        ChiselNodeHierarchyManager.GetChildrenOfHierarchyItem(s_FilterNodes, node.hierarchyItem);
                        s_FilterInstanceIDs.Add(node.GetInstanceID());
                        if (node.hierarchyItem != null &&
                            node.hierarchyItem.Model)
                        {
                            s_FilterInstanceIDs.Add(node.hierarchyItem.Model.GetInstanceID());
                        }
                    }
                }
            }

            using (var allTrees = new NativeList <CSGTree>(Allocator.Temp))
            {
                CompactHierarchyManager.GetAllTrees(allTrees);
                for (var t = 0; t < allTrees.Length; t++)
                {
                    var tree  = allTrees[t];
                    var model = ChiselNodeHierarchyManager.FindChiselNodeByTreeNode(tree) as ChiselModel;
                    if (!ChiselModelManager.IsSelectable(model))
                    {
                        continue;
                    }

                    if (((1 << model.gameObject.layer) & visibleLayers) == 0)
                    {
                        continue;
                    }

                    var modelInstanceID = model.GetInstanceID();
                    if (s_IgnoreInstanceIDs.Contains(modelInstanceID) ||
                        (s_FilterInstanceIDs.Count > 0 && !s_FilterInstanceIDs.Contains(modelInstanceID)))
                    {
                        continue;
                    }

                    var query          = ChiselMeshQueryManager.GetMeshQuery(model);
                    var visibleQueries = ChiselMeshQueryManager.GetVisibleQueries(query);

                    // We only accept RayCasts into this model if it's visible
                    if (visibleQueries == null ||
                        visibleQueries.Length == 0)
                    {
                        return(false);
                    }

                    Vector3 treeRayStart;
                    Vector3 treeRayEnd;

                    var transform = model.transform;
                    if (transform)
                    {
                        var worldToLocalMatrix = transform.worldToLocalMatrix;
                        treeRayStart = worldToLocalMatrix.MultiplyPoint(worldRayStart);
                        treeRayEnd   = worldToLocalMatrix.MultiplyPoint(worldRayEnd);
                    }
                    else
                    {
                        treeRayStart = worldRayStart;
                        treeRayEnd   = worldRayEnd;
                    }

                    var treeIntersections = CSGQueryManager.RayCastMulti(ChiselMeshQueryManager.GetMeshQuery(model), tree, treeRayStart, treeRayEnd, s_IgnoreNodes, s_FilterNodes, ignoreBackfaced, ignoreCulled);
                    if (treeIntersections == null)
                    {
                        continue;
                    }

                    for (var i = 0; i < treeIntersections.Length; i++)
                    {
                        var intersection = treeIntersections[i];
                        var brush        = intersection.brush;
                        var instanceID   = brush.UserID;

                        if ((s_FilterInstanceIDs.Count > 0 && !s_FilterInstanceIDs.Contains(instanceID)) ||
                            s_IgnoreInstanceIDs.Contains(instanceID))
                        {
                            continue;
                        }

                        foundIntersections.Add(Convert(intersection));
                        found = true;
                    }
                }
                return(found);
            }
        }