Beispiel #1
0
        internal void DestroyAllRegisteredGeneratedComponentsInModel(CSGModel model)
        {
            GameObject modelGameObject = null;

            if (model)
            {
                modelGameObject = model.gameObject;
            }

            __uniqueGameObjects.Clear();
            foreach (var components in model.generatedRenderComponents.Values)
            {
                foreach (var component in components)
                {
                    if (component == null)
                    {
                        continue;
                    }

                    if (component.gameObject)
                    {
                        var gameObject = component.gameObject;
                        if (gameObject != modelGameObject)
                        {
                            __uniqueGameObjects.Add(gameObject);
                        }
                    }
                }
            }
            foreach (var components in model.generatedMeshColliders.Values)
            {
                foreach (var component in components)
                {
                    if (component == null)
                    {
                        continue;
                    }

                    if (component.gameObject)
                    {
                        var gameObject = component.gameObject;
                        if (gameObject != modelGameObject)
                        {
                            __uniqueGameObjects.Add(gameObject);
                        }
                    }
                }
            }
            foreach (var gameObject in __uniqueGameObjects)
            {
                CSGObjectUtility.SafeDestroy(gameObject);
            }

            __uniqueGameObjects.Clear();
            model.generatedRenderComponents.Clear();
            model.generatedMeshColliders.Clear();
            model.generatedComponents.Clear();
        }
Beispiel #2
0
 private void RemoveContainerGameObject(CSGModel model)
 {
     if (model.GeneratedDataTransform)
     {
         model.GeneratedDataContainer.hideFlags            = HideFlags.None;
         model.GeneratedDataTransform.hideFlags            = HideFlags.None;
         CSGNodeHierarchyManager.ignoreNextChildrenChanged = true;
         CSGObjectUtility.SafeDestroy(model.GeneratedDataContainer);
         CSGNodeHierarchyManager.ignoreNextChildrenChanged = false;
         model.GeneratedDataContainer = null;
         model.GeneratedDataTransform = null;
     }
 }
Beispiel #3
0
        // Destroy all Unity Meshes that aren't used and haven't been recycled
        public void DestroyNonRecycledUnusedUnityMeshes()
        {
            // Remove our garbage
            for (int i = 0; i < garbage.Count; i++)
            {
                refCountedMeshes.Remove(garbage[i]);
            }
            garbage.Clear();

            // Make sure we destroy the leftover meshes
            for (int i = 0; i < garbageMeshes.Count; i++)
            {
                CSGObjectUtility.SafeDestroy(garbageMeshes[i]);
            }
            garbageMeshes.Clear();
        }
Beispiel #4
0
        public static CSGBrushMeshAsset CreateBoxAsset(UnityEngine.Vector3 min, UnityEngine.Vector3 max, CSGSurfaceAsset[] surfaceAssets, SurfaceFlags surfaceFlags = SurfaceFlags.None)
        {
            if (min.x == max.x || min.y == max.y || min.z == max.z)
            {
                return(null);
            }

            if (surfaceAssets.Length != 6)
            {
                return(null);
            }

            var brushMeshAsset = UnityEngine.ScriptableObject.CreateInstance <CSGBrushMeshAsset>();

            brushMeshAsset.name = "Box";
            if (!GenerateBoxAsset(brushMeshAsset, min, max, surfaceAssets, surfaceFlags))
            {
                CSGObjectUtility.SafeDestroy(brushMeshAsset);
            }
            return(brushMeshAsset);
        }
Beispiel #5
0
        static readonly ModelState __modelState = new ModelState(); // static to avoid allocations
        public void Rebuild(CSGModel model)
        {
            if (model.generatedMeshes == null ||
                model.generatedMeshes.Length == 0)
            {
                // Destroy leftover components in model lookups
                DestroyAllRegisteredGeneratedComponentsInModel(model);
                RemoveContainerGameObject(model);
            }
            else
            {
                if (!model.IsInitialized)
                {
                    model.OnInitialize();
                }

                if (!model.GeneratedDataTransform)
                {
                    DestroyAllRegisteredGeneratedComponentsInModel(model);
                    CreateContainerGameObject(model);
                }

                var modelGameObject = model.gameObject;
    #if UNITY_EDITOR
                __modelState.staticFlags = UnityEditor.GameObjectUtility.GetStaticEditorFlags(modelGameObject);
    #endif
                __modelState.modelGameObject          = modelGameObject;
                __modelState.modelTransform           = model.hierarchyItem.Transform;
                __modelState.layer                    = modelGameObject.layer;
                __modelState.containerGameObject      = model.GeneratedDataContainer;
                __modelState.containerTransform       = model.GeneratedDataTransform;
                __modelState.existingRenderComponents = model.generatedRenderComponents;
                __modelState.existingMeshColliders    = model.generatedMeshColliders;

                UpdateModelFlags(model);
                UpdateContainerFlags(model, __modelState);
                // Build components for generatedMesh, re-use existing components if they're available (& remove from lookups)


                updateMeshRenderers.Clear();
                updateMeshColliders.Clear();
                for (int i = 0; i < model.generatedMeshes.Length; i++)
                {
                    var generatedMesh = model.generatedMeshes[i];
                    BuildComponents(model, __modelState, generatedMesh);
                }
                UpdateComponents(model, updateMeshRenderers, updateMeshColliders);
                updateMeshRenderers.Clear();
                updateMeshColliders.Clear();


                // Destroy leftover components in model lookups
                DestroyAllRegisteredGeneratedComponentsInModel(model);

                // Rebuild component lookup tables used by generatedMeshes
                BuildGeneratedComponentLookupTables(model);

                var containerTransform = __modelState.containerTransform;
                for (int c = containerTransform.childCount - 1; c >= 0; c--)
                {
                    var child = containerTransform.GetChild(c);
                    if (!model.generatedComponents.Contains(child))
                    {
                        CSGObjectUtility.SafeDestroy(child.gameObject);
                    }
                }
            }


            // to avoid dangling memory
            __modelState.modelGameObject     = null;
            __modelState.modelTransform      = null;
            __modelState.containerGameObject = null;
            __modelState.containerTransform  = null;
        }