public GameObjectRayHit RaycastMeshObject(Ray ray, GameObject gameObject) { Mesh objectMesh = gameObject.GetMesh(); RTMesh rtMesh = RTMeshDb.Get.GetRTMesh(objectMesh); if (rtMesh != null) { MeshRayHit meshRayHit = rtMesh.Raycast(ray, gameObject.transform.localToWorldMatrix); if (meshRayHit != null) { return(new GameObjectRayHit(ray, gameObject, meshRayHit)); } } else { // If no RTMesh instance is available, we will cast a ray against // the object's MeshCollider as a last resort. This is actually useful // when dealing with static mesh objects. These objects' meshes have // their 'isReadable' flag set to false and can not be used to create // an RTMesh instance. Thus a mesh collider is the next best choice. MeshCollider meshCollider = gameObject.GetComponent <MeshCollider>(); if (meshCollider != null) { RaycastHit rayHit; if (meshCollider.Raycast(ray, out rayHit, float.MaxValue)) { return(new GameObjectRayHit(ray, rayHit)); } } } return(null); }
public static bool CompileForObject(GameObject gameObject) { if (gameObject.isStatic) { return(false); } Mesh mesh = gameObject.GetMesh(); if (mesh == null) { return(false); } RTMesh rtMesh = RTMeshDb.Get.GetRTMesh(mesh); if (rtMesh == null) { return(false); } if (!rtMesh.IsTreeBuilt) { rtMesh.BuildTree(); } return(true); }
public bool Contains(RTMesh rtMesh) { if (rtMesh == null) { return(false); } return(_meshes.ContainsKey(rtMesh.UnityMesh)); }
/// <summary> /// Creates an RTMesh from the passed Unity mesh. The method returns the /// RTMesh instance or null if the mesh can not be created. /// </summary> /// <remarks> /// The client code is responsible for calling 'BuildTree' for the returned /// mesh. /// </remarks> private RTMesh CreateRTMesh(Mesh unityMesh) { RTMesh rtMesh = RTMesh.Create(unityMesh); if (rtMesh != null) { _meshes.Add(unityMesh, rtMesh); return(rtMesh); } else { return(null); } }
public static List <Vector3> CollectHierarchyVerts(GameObject root, BoxFace collectFace, float collectBoxScale, float collectEps) { List <GameObject> meshObjects = root.GetMeshObjectsInHierarchy(); List <GameObject> spriteObjects = root.GetSpriteObjectsInHierarchy(); if (meshObjects.Count == 0 && spriteObjects.Count == 0) { return(new List <Vector3>()); } ObjectBounds.QueryConfig boundsQConfig = new ObjectBounds.QueryConfig(); boundsQConfig.ObjectTypes = GameObjectType.Mesh | GameObjectType.Sprite; OBB hierarchyOBB = ObjectBounds.CalcHierarchyWorldOBB(root, boundsQConfig); if (!hierarchyOBB.IsValid) { return(new List <Vector3>()); } int faceAxisIndex = BoxMath.GetFaceAxisIndex(collectFace); Vector3 faceCenter = BoxMath.CalcBoxFaceCenter(hierarchyOBB.Center, hierarchyOBB.Size, hierarchyOBB.Rotation, collectFace); Vector3 faceNormal = BoxMath.CalcBoxFaceNormal(hierarchyOBB.Center, hierarchyOBB.Size, hierarchyOBB.Rotation, collectFace); float sizeEps = collectEps * 2.0f; Vector3 collectAABBSize = hierarchyOBB.Size; collectAABBSize[faceAxisIndex] = (hierarchyOBB.Size[faceAxisIndex] * collectBoxScale) + sizeEps; collectAABBSize[(faceAxisIndex + 1) % 3] += sizeEps; collectAABBSize[(faceAxisIndex + 2) % 3] += sizeEps; OBB collectOBB = new OBB(faceCenter + faceNormal * (-collectAABBSize[faceAxisIndex] * 0.5f + collectEps), collectAABBSize); collectOBB.Rotation = hierarchyOBB.Rotation; List <Vector3> collectedVerts = new List <Vector3>(80); foreach (GameObject meshObject in meshObjects) { Mesh mesh = meshObject.GetMesh(); RTMesh rtMesh = RTMeshDb.Get.GetRTMesh(mesh); if (rtMesh == null) { continue; } List <Vector3> verts = rtMesh.OverlapVerts(collectOBB, meshObject.transform); if (verts.Count != 0) { collectedVerts.AddRange(verts); } } foreach (GameObject spriteObject in spriteObjects) { List <Vector3> verts = CollectWorldSpriteVerts(spriteObject.GetSprite(), spriteObject.transform, collectOBB); if (verts.Count != 0) { collectedVerts.AddRange(verts); } } return(collectedVerts); }
private List <AABB> BuildVertOverlapAABBs(GameObject gameObject, Sprite sprite, RTMesh rtMesh) { if (sprite == null && rtMesh == null) { return(new List <AABB>()); } const float overlapAmount = 0.2f; float halfOverlapAmount = overlapAmount * 0.5f; AABB modelAABB = sprite != null?ObjectBounds.CalcSpriteModelAABB(gameObject) : rtMesh.AABB; Vector3 modelAABBSize = modelAABB.Size; List <BoxFace> modelAABBFaces = BoxMath.AllBoxFaces; const float sizeEps = 0.001f; Vector3[] overlapAABBSizes = new Vector3[modelAABBFaces.Count]; overlapAABBSizes[(int)BoxFace.Left] = new Vector3(overlapAmount, modelAABBSize.y + sizeEps, modelAABBSize.z + sizeEps); overlapAABBSizes[(int)BoxFace.Right] = new Vector3(overlapAmount, modelAABBSize.y + sizeEps, modelAABBSize.z + sizeEps); overlapAABBSizes[(int)BoxFace.Bottom] = new Vector3(modelAABBSize.x + sizeEps, overlapAmount, modelAABBSize.z + sizeEps); overlapAABBSizes[(int)BoxFace.Top] = new Vector3(modelAABBSize.x + sizeEps, overlapAmount, modelAABBSize.z + sizeEps); overlapAABBSizes[(int)BoxFace.Back] = new Vector3(modelAABBSize.x + sizeEps, modelAABBSize.y + sizeEps, overlapAmount); overlapAABBSizes[(int)BoxFace.Front] = new Vector3(modelAABBSize.x + sizeEps, modelAABBSize.y + sizeEps, overlapAmount); var overlapAABBs = new List <AABB>(); for (int boxFaceIndex = 0; boxFaceIndex < modelAABBFaces.Count; ++boxFaceIndex) { BoxFace modelAABBFace = modelAABBFaces[boxFaceIndex]; Vector3 faceCenter = BoxMath.CalcBoxFaceCenter(modelAABB.Center, modelAABB.Size, Quaternion.identity, modelAABBFace); Vector3 faceNormal = BoxMath.CalcBoxFaceNormal(modelAABB.Center, modelAABB.Size, Quaternion.identity, modelAABBFace); Vector3 overlapCenter = faceCenter - faceNormal * halfOverlapAmount; overlapAABBs.Add(new AABB(overlapCenter, overlapAABBSizes[boxFaceIndex])); } return(overlapAABBs); }
public bool Initialize(GameObject gameObject) { if (gameObject == null || _gameObject != null) { return(false); } Mesh mesh = gameObject.GetMesh(); Sprite sprite = gameObject.GetSprite(); if (mesh == null && sprite == null) { return(false); } bool useMesh = true; if (mesh == null) { useMesh = false; } RTMesh rtMesh = null; if (useMesh) { Renderer meshRenderer = gameObject.GetMeshRenderer(); if (meshRenderer == null || !meshRenderer.enabled) { useMesh = false; } rtMesh = RTMeshDb.Get.GetRTMesh(mesh); if (rtMesh == null) { useMesh = false; } } if (rtMesh == null && sprite == null) { return(false); } List <AABB> vertOverlapAABBs = BuildVertOverlapAABBs(gameObject, useMesh ? null : sprite, useMesh ? rtMesh : null); if (vertOverlapAABBs.Count == 0) { return(false); } AABB modelAABB = useMesh ? rtMesh.AABB : ObjectBounds.CalcSpriteModelAABB(gameObject); var aabbFaces = BoxMath.AllBoxFaces; _gameObject = gameObject; if (useMesh) { foreach (var aabbFace in aabbFaces) { AABB overlapAABB = vertOverlapAABBs[(int)aabbFace]; List <Vector3> overlappedVerts = rtMesh.OverlapModelVerts(overlapAABB); Plane facePlane = BoxMath.CalcBoxFacePlane(modelAABB.Center, modelAABB.Size, Quaternion.identity, aabbFace); overlappedVerts = facePlane.ProjectAllPoints(overlappedVerts); _snapAreaBounds[(int)aabbFace] = new AABB(overlappedVerts); _snapAreaDesc[(int)aabbFace] = BoxMath.GetBoxFaceAreaDesc(_snapAreaBounds[(int)aabbFace].Size, aabbFace); } } else { foreach (var aabbFace in aabbFaces) { if (aabbFace != BoxFace.Front && aabbFace != BoxFace.Back) { AABB overlapAABB = vertOverlapAABBs[(int)aabbFace]; List <Vector3> overlappedVerts = ObjectVertexCollect.CollectModelSpriteVerts(sprite, overlapAABB); Plane facePlane = BoxMath.CalcBoxFacePlane(modelAABB.Center, modelAABB.Size, Quaternion.identity, aabbFace); overlappedVerts = facePlane.ProjectAllPoints(overlappedVerts); _snapAreaBounds[(int)aabbFace] = new AABB(overlappedVerts); _snapAreaDesc[(int)aabbFace] = BoxMath.GetBoxFaceAreaDesc(_snapAreaBounds[(int)aabbFace].Size, aabbFace); } else { _snapAreaBounds[(int)aabbFace] = AABB.GetInvalid(); _snapAreaDesc[(int)aabbFace] = BoxFaceAreaDesc.GetInvalid(); } } } return(true); }
public MeshTree(RTMesh mesh) { _mesh = mesh; }