static public void UninitializeFactories()
 {
     Node.UninitializeFactory();
     Group.UninitializeFactory();
     Transform.UninitializeFactory();
     Lod.UninitializeFactory();
     State.UninitializeFactory();
     Geometry.UninitializeFactory();
     Scene.UninitializeFactory();
     PerspCamera.UninitializeFactory();
     DynamicLoader.UninitializeFactory();
     CullTraverseAction.UninitializeFactory();
     NodeAction.UninitializeFactory();
     Context.UninitializeFactory();
     Texture.UninitializeFactory();
     Roi.UninitializeFactory();
     RoiNode.UninitializeFactory();
     ExtRef.UninitializeFactory();
     Crossboard.UninitializeFactory();
 }
Exemple #2
0
        //Add GameObjects to dictionary

        // Traverse function iterates the scene graph to build local branches on Unity
        GameObject Traverse(Node n, Material currentMaterial)
        {
            // We must be called in edit lock

            if (n == null || !n.IsValid())
            {
                return(null);
            }

            // --------------------------- Add game object ---------------------------------------

            string name = n.GetName();

            if (String.IsNullOrEmpty(name))
            {
                name = n.GetNativeTypeName();
            }

            GameObject gameObject = new GameObject(name);

            var nodeHandle = gameObject.AddComponent <NodeHandle>();

            //nodeHandle.Renderer = Renderer;
            nodeHandle.node            = n;
            nodeHandle.currentMaterial = currentMaterial;
            nodeHandle.ComputeShader   = Settings.ComputeShader;

            // ---------------------------- Check material state ----------------------------------

            if (n.HasState())
            {
                State state = n.State;

                if (state.HasTexture(0) && state.GetMode(StateMode.TEXTURE) == StateModeActivation.ON)
                {
                    gzTexture texture = state.GetTexture(0);

                    if (!textureMaterialStorage.TryGetValue(texture.GetNativeReference(), out currentMaterial))
                    {
                        if (texture.HasImage())
                        {
                            ImageFormat   image_format;
                            ComponentType comp_type;
                            uint          components;

                            uint depth;
                            uint width;
                            uint height;

                            uint size;

                            bool uncompress = false;

                            Image image = texture.GetImage();

                            image_format = image.GetFormat();

                            image.Dispose();

                            switch (image_format)      // Not yet
                            {
                            case ImageFormat.COMPRESSED_RGBA8_ETC2:
                                if (!SystemInfo.SupportsTextureFormat(TextureFormat.ETC2_RGBA8))
                                {
                                    uncompress = true;
                                }
                                break;

                            case ImageFormat.COMPRESSED_RGB8_ETC2:
                                if (!SystemInfo.SupportsTextureFormat(TextureFormat.ETC2_RGB))
                                {
                                    uncompress = true;
                                }
                                break;

                            case ImageFormat.COMPRESSED_RGBA_S3TC_DXT1:
                            case ImageFormat.COMPRESSED_RGB_S3TC_DXT1:
                                if (!SystemInfo.SupportsTextureFormat(TextureFormat.DXT1))
                                {
                                    uncompress = true;
                                }
                                break;

                            case ImageFormat.COMPRESSED_RGBA_S3TC_DXT5:
                                if (!SystemInfo.SupportsTextureFormat(TextureFormat.DXT5))
                                {
                                    uncompress = true;
                                }
                                break;
                            }


                            if (texture.GetMipMapImageArray(ref _image_texture_data, out size, out image_format, out comp_type, out components, out width, out height, out depth, true, uncompress))
                            {
                                if (depth == 1)
                                {
                                    if (n is Crossboard)
                                    {
                                        currentMaterial = new Material(Settings.CrossboardShader);
                                    }
                                    else
                                    {
                                        currentMaterial = new Material(Settings.DefaultShader);
                                    }

                                    TextureFormat format = TextureFormat.ARGB32;

                                    switch (comp_type)
                                    {
                                    case ComponentType.UNSIGNED_BYTE:
                                    {
                                        switch (image_format)
                                        {
                                        case ImageFormat.RGBA:
                                            format = TextureFormat.RGBA32;
                                            break;

                                        case ImageFormat.RGB:
                                            format = TextureFormat.RGB24;
                                            break;

                                        case ImageFormat.COMPRESSED_RGBA_S3TC_DXT1:
                                        case ImageFormat.COMPRESSED_RGB_S3TC_DXT1:
                                            format = TextureFormat.DXT1;
                                            break;

                                        case ImageFormat.COMPRESSED_RGBA_S3TC_DXT5:
                                            format = TextureFormat.DXT5;
                                            break;

                                        case ImageFormat.COMPRESSED_RGB8_ETC2:
                                            format = TextureFormat.ETC2_RGB;
                                            break;

                                        case ImageFormat.COMPRESSED_RGBA8_ETC2:
                                            format = TextureFormat.ETC2_RGBA8;
                                            break;


                                        default:
                                            // Issue your own error here because we can not use this texture yet
                                            return(null);
                                        }
                                    }
                                    break;

                                    default:
                                        // Issue your own error here because we can not use this texture yet
                                        return(null);
                                    }


                                    Texture2D tex = new Texture2D((int)width, (int)height, format, true);

                                    tex.LoadRawTextureData(_image_texture_data);


                                    switch (texture.MinFilter)
                                    {
                                    default:
                                        tex.filterMode = FilterMode.Point;
                                        break;

                                    case gzTexture.TextureMinFilter.LINEAR:
                                    case gzTexture.TextureMinFilter.LINEAR_MIPMAP_NEAREST:
                                        tex.filterMode = FilterMode.Bilinear;
                                        break;

                                    case gzTexture.TextureMinFilter.LINEAR_MIPMAP_LINEAR:
                                        tex.filterMode = FilterMode.Trilinear;
                                        break;
                                    }

                                    tex.Apply(texture.UseMipMaps, true);

                                    currentMaterial.mainTexture = tex;
                                }
                            }
                        }

                        // Add some kind of check for textures shared by many
                        // Right now only for crossboards

                        if (n is Crossboard)
                        {
                            textureMaterialStorage.Add(texture.GetNativeReference(), currentMaterial);
                        }
                    }

                    nodeHandle.currentMaterial = currentMaterial;
                    texture.Dispose();
                }

                state.Dispose();
            }

            // ---------------------------- Transform check -------------------------------------

            gzTransform tr = n as gzTransform;

            if (tr != null)
            {
                Vec3 translation;

                if (tr.GetTranslation(out translation))
                {
                    Vector3 trans = new Vector3(translation.x, translation.y, translation.z);
                    gameObject.transform.localPosition = trans;
                }

                // Notify subscribers of new Transform
                OnNewTransform?.Invoke(gameObject);
            }

            // ---------------------------- DynamicLoader check -------------------------------------

            DynamicLoader dl = n as DynamicLoader;      // Add dynamic loader as game object in dictionary

            // so other dynamic loaded data can parent them as child to loader
            if (dl != null)
            {
                List <GameObject> list;

                if (!NodeUtils.FindGameObjects(dl.GetNativeReference(), out list))     // We are not registered
                {
                    NodeUtils.AddGameObjectReference(dl.GetNativeReference(), gameObject);

                    nodeHandle.inNodeUtilsRegistry = true;  // Added to registry

                    // We shall continue to iterate as a group to see if we already have loaded children
                }
                else  // We are already in list
                {
                    return(list[0]);     // Lets return first object wich is our main registered node
                }

                // Notify subscribers of new Loader
                OnNewLoader?.Invoke(gameObject);
            }

            // ---------------------------- Lod check -------------------------------------

            Lod ld = n as Lod;

            if (ld != null)
            {
                foreach (Node child in ld)
                {
                    GameObject go_child = Traverse(child, currentMaterial);

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

                    NodeHandle h = go_child.GetComponent <NodeHandle>();

                    if (h != null)
                    {
                        if (!NodeUtils.HasGameObjects(h.node.GetNativeReference()))
                        {
                            NodeUtils.AddGameObjectReference(h.node.GetNativeReference(), go_child);

                            h.inNodeUtilsRegistry = true;
                            h.node.AddActionInterface(_actionReceiver, NodeActionEvent.IS_TRAVERSABLE);
                            h.node.AddActionInterface(_actionReceiver, NodeActionEvent.IS_NOT_TRAVERSABLE);
                        }
                    }

                    go_child.transform.SetParent(gameObject.transform, false);
                }

                // Notify subscribers of new Lod
                OnNewLod?.Invoke(gameObject);

                // Dont process group as group is already processed
                return(gameObject);
            }

            // ---------------------------- Roi check -------------------------------------

            Roi roi = n as Roi;

            if (roi != null)
            {
                nodeHandle.updateTransform  = true;
                nodeHandle.inNodeUpdateList = true;
                updateNodeObjects.AddLast(gameObject);

                foreach (Node child in roi)
                {
                    GameObject go_child = Traverse(child, currentMaterial);

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

                    NodeHandle h = go_child.GetComponent <NodeHandle>();

                    if (h != null)
                    {
                        if (!NodeUtils.HasGameObjects(h.node.GetNativeReference()))
                        {
                            NodeUtils.AddGameObjectReference(h.node.GetNativeReference(), go_child);

                            h.inNodeUtilsRegistry = true;
                            h.node.AddActionInterface(_actionReceiver, NodeActionEvent.IS_TRAVERSABLE);
                            h.node.AddActionInterface(_actionReceiver, NodeActionEvent.IS_NOT_TRAVERSABLE);
                        }
                    }

                    go_child.transform.SetParent(gameObject.transform, false);
                }

                // Dont process group
                return(gameObject);
            }

            // ---------------------------- RoiNode check -------------------------------------

            RoiNode roinode = n as RoiNode;

            if (roinode != null)
            {
                nodeHandle.updateTransform  = true;
                nodeHandle.inNodeUpdateList = true;
                updateNodeObjects.AddLast(gameObject);
            }

            // ---------------------------- Group check -------------------------------------

            Group g = n as Group;

            if (g != null)
            {
                foreach (Node child in g)
                {
                    GameObject go_child = Traverse(child, currentMaterial);

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

                    go_child.transform.SetParent(gameObject.transform, false);
                }

                return(gameObject);
            }

            // ---------------------------ExtRef check -----------------------------------------

            ExtRef ext = n as ExtRef;

            if (ext != null)
            {
                AssetLoadInfo info = new AssetLoadInfo(gameObject, ext.ResourceURL, ext.ObjectID);

                pendingAssetLoads.Push(info);
            }

            // ---------------------------- Crossboard check -----------------------------------

            Crossboard cb = n as Crossboard;

            if (cb != null && GfxCaps.HasCapability(Capability.UseTreeCrossboards))
            {
                // Scheduled for later build
                pendingBuilds.Enqueue(nodeHandle);
            }

            // ---------------------------- Geometry check -------------------------------------

            Geometry geom = n as Geometry;

            if (geom != null)
            {
                nodeHandle.BuildGameObject();

                // Notify subscribers of new Geometry
                OnNewGeometry?.Invoke(gameObject);

                // Later on we will identify types of geoemtry that will be scheduled later if they are extensive and not ground that covers other geometry
                // and build them in a later pass distributed over time
                // pendingBuilds.Enqueue(nodeHandle);
            }

            return(gameObject);
        }
Exemple #3
0
        public bool BuildGameObject()
        {
            if (node == null)
            {
                return(false);
            }

            if (!node.IsValid())
            {
                return(false);
            }

            // ---------------------------- Crossboard check -----------------------------------

            Crossboard cb = node as Crossboard;

            if (cb != null)
            {
                if (currentMaterial == null)    // No available material
                {
                    Message.Send(ID, MessageLevel.WARNING, $"Missing material in {node.GetName()}");
                    return(false);
                }

                float[] position_data;
                float[] object_data;

                if (cb.GetObjectPositions(out position_data) && cb.GetObjectData(out object_data))
                {
                    int objects = position_data.Length / 3; // Number of objects

                    CrossboardDataset dataset = new CrossboardDataset();
                    dataset.POSITION    = new Vector3[objects];
                    dataset.UV0ListComp = new List <Vector4>(objects);
                    dataset.UV1ListComp = new List <Vector4>(objects);
                    dataset.COLOR       = new Color[objects];

                    CrossboardRenderer_ComputeShader Renderer = gameObject.AddComponent <CrossboardRenderer_ComputeShader>();
                    Renderer.OpaqueCrossboardCompute = true;

                    Renderer._computeShader = Instantiate(ComputeShader);

                    //Message.Send("NodeHandle", MessageLevel.DEBUG, "Instantiate ComputeShader");

                    int float3_index = 0;
                    int float4_index = 0;

                    for (int i = 0; i < objects; i++)
                    {
                        dataset.POSITION[i] = new Vector3(position_data[float3_index], position_data[float3_index + 1], position_data[float3_index + 2]);

                        // size, heading, pitch, roll
                        dataset.UV0ListComp.Add(new Vector4(object_data[float4_index] * 2f, object_data[float4_index + 1], object_data[float4_index + 2], object_data[float4_index + 3]));
                        // postion offset (x - its up normal), planes offset ( xyz - in there normal direction)
                        dataset.UV1ListComp.Add(new Vector4(-0.02f, 0, 0, 0));

                        float3_index += 3;
                        float4_index += 4;
                    }

                    if (cb.UseColors)
                    {
                        float[] color_data;

                        if (cb.GetColorData(out color_data))
                        {
                            float4_index = 0;

                            Color[] colors = new Color[objects];

                            for (int i = 0; i < objects; i++)
                            {
                                colors[i]     = new Color(color_data[float4_index], color_data[float4_index + 1], color_data[float4_index + 2], color_data[float4_index + 3]);
                                float4_index += 4;
                            }

                            dataset.COLOR = colors;
                        }
                    }

                    //Debug.Log("Instantiate mat");

                    Renderer.Material = Instantiate(currentMaterial);
                    Renderer.SetCrossboardDataset(dataset);
                }

                return(true);
            }


            // ---------------------------- Geometry check -------------------------------------

            Geometry geom = node as Geometry;

            if (geom != null)
            {
                float[] float_data;
                int[]   indices;

                if (geom.GetVertexData(out float_data, out indices))
                {
                    MeshFilter   filter   = gameObject.AddComponent <MeshFilter>();
                    MeshRenderer renderer = gameObject.AddComponent <MeshRenderer>();

                    Mesh mesh = new Mesh();

                    Vector3[] vertices = new Vector3[float_data.Length / 3];

                    int float_index = 0;

                    for (int i = 0; i < vertices.Length; i++)
                    {
                        vertices[i] = new Vector3(float_data[float_index], float_data[float_index + 1], float_data[float_index + 2]);

                        float_index += 3;
                    }

                    mesh.vertices  = vertices;
                    mesh.triangles = indices;


                    if (geom.GetColorData(out float_data))
                    {
                        if (float_data.Length / 4 == vertices.Length)
                        {
                            float_index = 0;

                            Color[] cols = new Color[vertices.Length];

                            for (int i = 0; i < vertices.Length; i++)
                            {
                                cols[i]      = new Color(float_data[float_index], float_data[float_index + 1], float_data[float_index + 2], float_data[float_index + 3]);
                                float_index += 4;
                            }

                            mesh.colors = cols;
                        }
                    }

                    if (geom.GetNormalData(out float_data))
                    {
                        if (float_data.Length / 3 == vertices.Length)
                        {
                            float_index = 0;

                            Vector3[] normals = new Vector3[vertices.Length];

                            for (int i = 0; i < vertices.Length; i++)
                            {
                                normals[i]   = new Vector3(float_data[float_index], float_data[float_index + 1], float_data[float_index + 2]);
                                float_index += 3;
                            }

                            mesh.normals = normals;
                        }
                    }
                    else
                    {
                        //mesh.RecalculateNormals();

                        Vector3[] normals = new Vector3[vertices.Length];

                        for (int i = 0; i < vertices.Length; i++)
                        {
                            normals[i] = new Vector3(0, 1, 0);
                        }

                        mesh.normals = normals;

                        //Vector3[] normals = new Vector3[1];       // Obviously this doesnt work. Shame!

                        //normals[0] = new Vector3(0, 1, 0);

                        //mesh.normals = normals;
                    }

                    uint texture_units = geom.GetTextureUnits();

                    if (texture_units > 0)
                    {
                        if (geom.GetTexCoordData(out float_data, 0))
                        {
                            if (float_data.Length / 2 == vertices.Length)
                            {
                                float_index = 0;

                                Vector2[] tex_coords = new Vector2[vertices.Length];

                                for (int i = 0; i < vertices.Length; i++)
                                {
                                    tex_coords[i] = new Vector2(float_data[float_index], float_data[float_index + 1]);
                                    float_index  += 2;
                                }

                                mesh.uv = tex_coords;
                            }
                        }

                        if ((texture_units > 1) && geom.GetTexCoordData(out float_data, 1))
                        {
                            if (float_data.Length / 2 == vertices.Length)
                            {
                                float_index = 0;

                                Vector2[] tex_coords = new Vector2[vertices.Length];

                                for (int i = 0; i < vertices.Length; i++)
                                {
                                    tex_coords[i] = new Vector2(float_data[float_index], float_data[float_index + 1]);
                                    float_index  += 2;
                                }

                                mesh.uv2 = tex_coords;
                            }
                        }

                        if ((texture_units > 2) && geom.GetTexCoordData(out float_data, 2))
                        {
                            if (float_data.Length / 2 == vertices.Length)
                            {
                                float_index = 0;

                                Vector2[] tex_coords = new Vector2[vertices.Length];

                                for (int i = 0; i < vertices.Length; i++)
                                {
                                    tex_coords[i] = new Vector2(float_data[float_index], float_data[float_index + 1]);
                                    float_index  += 2;
                                }

                                mesh.uv3 = tex_coords;
                            }
                        }

                        if ((texture_units > 3) && geom.GetTexCoordData(out float_data, 3))
                        {
                            if (float_data.Length / 2 == vertices.Length)
                            {
                                float_index = 0;

                                Vector2[] tex_coords = new Vector2[vertices.Length];

                                for (int i = 0; i < vertices.Length; i++)
                                {
                                    tex_coords[i] = new Vector2(float_data[float_index], float_data[float_index + 1]);
                                    float_index  += 2;
                                }

                                mesh.uv4 = tex_coords;
                            }
                        }
                    }

                    filter.sharedMesh       = mesh;
                    renderer.sharedMaterial = currentMaterial;
                }
                return(true);
            }
            return(true);
        }