protected void OnInspectorGUIImpl()
        {
            VolumeCollider volumeCollider = target as VolumeCollider;

            float labelWidth = 120.0f;

            EditorGUILayout.BeginHorizontal();
            EditorGUILayout.LabelField("Use In Edit Mode:", GUILayout.Width(labelWidth));
            volumeCollider.useInEditMode = EditorGUILayout.Toggle(volumeCollider.useInEditMode);
            EditorGUILayout.EndHorizontal();
        }
Beispiel #2
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        /// \cond
        protected override bool SynchronizeOctree(uint availableSyncOperations)
        {
            VolumeCollider             volumeCollider = gameObject.GetComponent <VolumeCollider>();
            ColoredCubesVolumeRenderer volumeRenderer = gameObject.GetComponent <ColoredCubesVolumeRenderer>();

            Vector3 camPos = CameraUtils.getCurrentCameraPosition();

            // This is messy - perhaps the LOD thresold shold not be a parameter to update. Instead it could be passed
            // as a parameter during traversal, so different traversal could retrieve differnt LODs. We then wouldn't
            // want a single 'renderThisNode' member of Cubiquity nodes, but instead some threshold we could compare to.
            float lodThreshold = GetComponent <VolumeRenderer>() ? GetComponent <VolumeRenderer>().lodThreshold : 0.0f;

            int minimumLOD = GetComponent <VolumeRenderer>() ? GetComponent <VolumeRenderer>().minimumLOD : 0;

            // Although the LOD system is partially functional I don't feel it's ready for release yet.
            // The following line disables it by forcing the highest level of detail to always be used.
            minimumLOD = 0;

            // Next line commented out so the system starts up with LOD disabled.
            //if (volumeRenderer != null && volumeRenderer.hasChanged)
            {
                CubiquityDLL.SetLodRange(data.volumeHandle.Value, minimumLOD, 0);
            }

            bool cubiquityUpToDate = CubiquityDLL.UpdateVolume(data.volumeHandle.Value, camPos.x, camPos.y, camPos.z, lodThreshold);

            if (CubiquityDLL.HasRootOctreeNode(data.volumeHandle.Value) == 1)
            {
                uint rootNodeHandle = CubiquityDLL.GetRootOctreeNode(data.volumeHandle.Value);

                if (rootOctreeNodeGameObject == null)
                {
                    rootOctreeNodeGameObject = OctreeNode.CreateOctreeNode(rootNodeHandle, gameObject);
                }

                OctreeNode.syncNode(ref availableSyncOperations, rootOctreeNodeGameObject, rootNodeHandle, gameObject);

                if (volumeRenderer != null && volumeRenderer.hasChanged)
                {
                    OctreeNode.syncNodeWithVolumeRenderer(rootOctreeNodeGameObject, volumeRenderer, true);
                }

                if (volumeCollider != null && volumeCollider.hasChanged)
                {
                    OctreeNode.syncNodeWithVolumeCollider(rootOctreeNodeGameObject, volumeCollider, true);
                }
            }

            // These properties might have to be synced with the volume (e.g. LOD settings) or with components
            // (e.g. shadow/material settings). Therefore we don't clear the flags until all syncing is completed.
            if (volumeRenderer != null)
            {
                volumeRenderer.hasChanged = false;
            }
            if (volumeCollider != null)
            {
                volumeCollider.hasChanged = false;
            }

            // If there were still sync operations available then there was no more syncing to be done with the
            // Cubiquity octree. So if the Cubiquity octree was also up to date then we have synced everything.
            return(cubiquityUpToDate && availableSyncOperations > 0);
        }