Ejemplo n.º 1
0
        public static ChiselModel FindModelInScene(Scene scene)
        {
            if (!scene.isLoaded ||
                !scene.IsValid())
            {
                return(null);
            }

            var allRootGameObjects = scene.GetRootGameObjects();

            if (allRootGameObjects == null)
            {
                return(null);
            }

            // We prever last model (more likely last created), so we iterate backwards
            for (int n = allRootGameObjects.Length - 1; n >= 0; n--)
            {
                var rootGameObject = allRootGameObjects[n];
                // Skip all gameobjects that are disabled
                if (!rootGameObject.activeInHierarchy)
                {
                    continue;
                }

                // Go through all it's models, this method returns the top most models first
                var models = rootGameObject.GetComponentsInChildren <ChiselModel>(includeInactive: false);
                foreach (var model in models)
                {
                    // Skip all inactive models
                    if (!ChiselModelManager.IsVisible(model))
                    {
                        continue;
                    }

                    return(model);
                }
            }
            return(null);
        }
Ejemplo n.º 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);
            }
        }
Ejemplo n.º 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);
            }
        }
Ejemplo n.º 4
0
        public static bool FindFirstWorldIntersection(Vector3 worldRayStart, Vector3 worldRayEnd, int filterLayerParameter0, int visibleLayers, GameObject[] ignore, GameObject[] filter, out ChiselIntersection foundIntersection)
        {
            bool found = false;

            foundIntersection = ChiselIntersection.None;

            HashSet <int> ignoreInstanceIDs = null;
            HashSet <int> filterInstanceIDs = null;

            if (ignore != null)
            {
                ignoreInstanceIDs = new HashSet <int>();
                foreach (var go in ignore)
                {
                    var node = go.GetComponent <ChiselNode>();
                    if (node)
                    {
                        ignoreInstanceIDs.Add(node.GetInstanceID());
                    }
                }
            }
            if (filter != null)
            {
                filterInstanceIDs = new HashSet <int>();
                foreach (var go in filter)
                {
                    var node = go.GetComponent <ChiselNode>();
                    if (node)
                    {
                        filterInstanceIDs.Add(node.GetInstanceID());
                    }
                }
            }

            var allTrees = CSGManager.AllTrees;

            for (var t = 0; t < allTrees.Length; t++)
            {
                var tree  = allTrees[t];
                var model = ChiselNodeHierarchyManager.FindChiselNodeByTreeNode(tree) as ChiselModel;
                if (!ChiselModelManager.IsVisible(model))
                {
                    continue;
                }

                if ((ignoreInstanceIDs != null && ignoreInstanceIDs.Contains(model.GetInstanceID())))
                {
                    return(false);
                }

                if ((filterInstanceIDs != null && !filterInstanceIDs.Contains(model.GetInstanceID())))
                {
                    return(false);
                }

                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)
                {
                    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 = CSGManager.RayCastMulti(ChiselMeshQueryManager.GetMeshQuery(model), tree, treeRayStart, treeRayEnd);
                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 ((filterInstanceIDs != null && !filterInstanceIDs.Contains(instanceID)))
                    {
                        continue;
                    }

                    if ((ignoreInstanceIDs != null && ignoreInstanceIDs.Contains(instanceID)))
                    {
                        continue;
                    }

                    if (intersection.surfaceIntersection.distance < foundIntersection.brushIntersection.surfaceIntersection.distance)
                    {
                        foundIntersection = Convert(intersection);
                        found             = true;
                    }
                }
            }
            return(found);
        }