public static GameObject CreateOctreeNode(uint nodeHandle, GameObject parentGameObject) { // Get node position from Cubiquity CuOctreeNode cuOctreeNode = CubiquityDLL.GetOctreeNode(nodeHandle); int xPos = cuOctreeNode.posX, yPos = cuOctreeNode.posY, zPos = cuOctreeNode.posZ; // Build a corresponding game object StringBuilder name = new StringBuilder("OctreeNode (" + xPos + ", " + yPos + ", " + zPos + ")"); GameObject newGameObject = new GameObject(name.ToString()); newGameObject.hideFlags = HideFlags.HideInHierarchy; // Use parent properties as appropriate newGameObject.transform.parent = parentGameObject.transform; newGameObject.layer = parentGameObject.layer; // It seems that setting the parent does not cause the object to move as Unity adjusts // the child transform to compensate (this can be seen when moving objects between parents // in the hierarchy view). Reset the local transform as shown here: http://goo.gl/k5n7M7 newGameObject.transform.localRotation = Quaternion.identity; newGameObject.transform.localPosition = Vector3.zero; newGameObject.transform.localScale = Vector3.one; // Attach an OctreeNode component OctreeNode octreeNode = newGameObject.AddComponent <OctreeNode>(); octreeNode.lowerCorner = new Vector3(xPos, yPos, zPos); // Does the parent game object have an octree node attached? OctreeNode parentOctreeNode = parentGameObject.GetComponent <OctreeNode>(); if (parentOctreeNode) { // Cubiquity gives us absolute positions for the Octree nodes, but for a hierarchy of // GameObjects we need relative positions. Obtain these by subtracting parent position. newGameObject.transform.localPosition = octreeNode.lowerCorner - parentOctreeNode.lowerCorner; } else { // If not then the parent must be the Volume GameObject and the one we are creating // must be the root of the Octree. In this case we can use the position directly. newGameObject.transform.localPosition = octreeNode.lowerCorner; } return(newGameObject); }
public static void syncNode(ref uint availableSyncOperations, GameObject nodeGameObject, uint nodeHandle, GameObject voxelTerrainGameObject) { OctreeNode octreeNode = nodeGameObject.GetComponent <OctreeNode>(); CuOctreeNode cuOctreeNode = CubiquityDLL.GetOctreeNode(nodeHandle); //////////////////////////////////////////////////////////////////////////////// // Has anything in this node or its children changed? If so, we may need to syncronise the node's properties, mesh and // structure. Each of these can be tested against a timestamp. We may also need to do this recursively on child nodes. //////////////////////////////////////////////////////////////////////////////// if (cuOctreeNode.nodeOrChildrenLastChanged > octreeNode.nodeAndChildrenLastSynced) { bool resyncedProperties = false; // See comments where this is tested - it's a bit of a hack //////////////////////////////////////////////////////////////////////////////// // 1st test - Have the properties of the node changed? //////////////////////////////////////////////////////////////////////////////// if (cuOctreeNode.propertiesLastChanged > octreeNode.propertiesLastSynced) { octreeNode.renderThisNode = cuOctreeNode.renderThisNode != 0; octreeNode.height = cuOctreeNode.height; octreeNode.propertiesLastSynced = CubiquityDLL.GetCurrentTime(); resyncedProperties = true; } //////////////////////////////////////////////////////////////////////////////// // 2nd test - Has the mesh changed and do we have time to syncronise it? //////////////////////////////////////////////////////////////////////////////// if ((cuOctreeNode.meshLastChanged > octreeNode.meshLastSynced) && (availableSyncOperations > 0)) { if (cuOctreeNode.hasMesh == 1) { // Set up the rendering mesh VolumeRenderer volumeRenderer = voxelTerrainGameObject.GetComponent <VolumeRenderer>(); if (volumeRenderer != null) { MeshFilter meshFilter = nodeGameObject.GetOrAddComponent <MeshFilter>() as MeshFilter; if (meshFilter.sharedMesh == null) { meshFilter.sharedMesh = new Mesh(); } MeshRenderer meshRenderer = nodeGameObject.GetOrAddComponent <MeshRenderer>() as MeshRenderer; if (voxelTerrainGameObject.GetComponent <Volume>().GetType() == typeof(TerrainVolume)) { MeshConversion.BuildMeshFromNodeHandleForTerrainVolume(meshFilter.sharedMesh, nodeHandle, false); } else if (voxelTerrainGameObject.GetComponent <Volume>().GetType() == typeof(ColoredCubesVolume)) { MeshConversion.BuildMeshFromNodeHandleForColoredCubesVolume(meshFilter.sharedMesh, nodeHandle, false); } meshRenderer.enabled = volumeRenderer.enabled && octreeNode.renderThisNode; // For syncing materials, shadow properties, etc. syncNodeWithVolumeRenderer(nodeGameObject, volumeRenderer, false); } // Set up the collision mesh VolumeCollider volumeCollider = voxelTerrainGameObject.GetComponent <VolumeCollider>(); if (volumeCollider != null) { bool useCollider = volumeCollider.useInEditMode || Application.isPlaying; if (useCollider) { // I'm not quite comfortable with this. For some reason we have to create this new mesh, fill it, // and set it as the collider's shared mesh, whereas I would rather just pass the collider's sharedMesh // straight to the functon that fills it. For some reason that doesn't work properly, and we see // issues with objects falling through terrain or not updating when part of the terrain is deleted. // It's to be investigated further... perhaps we could try deleting and recreating the MeshCollider? // Still, the approach below seems to work properly. Mesh collisionMesh = new Mesh(); if (voxelTerrainGameObject.GetComponent <Volume>().GetType() == typeof(TerrainVolume)) { MeshConversion.BuildMeshFromNodeHandleForTerrainVolume(collisionMesh, nodeHandle, true); } else if (voxelTerrainGameObject.GetComponent <Volume>().GetType() == typeof(ColoredCubesVolume)) { MeshConversion.BuildMeshFromNodeHandleForColoredCubesVolume(collisionMesh, nodeHandle, true); } MeshCollider meshCollider = nodeGameObject.GetOrAddComponent <MeshCollider>() as MeshCollider; meshCollider.sharedMesh = collisionMesh; } } } // If there is no mesh in Cubiquity then we make sure there isn't one in Unity. else { MeshCollider meshCollider = nodeGameObject.GetComponent <MeshCollider>() as MeshCollider; if (meshCollider) { Utility.DestroyOrDestroyImmediate(meshCollider); } MeshRenderer meshRenderer = nodeGameObject.GetComponent <MeshRenderer>() as MeshRenderer; if (meshRenderer) { Utility.DestroyOrDestroyImmediate(meshRenderer); } MeshFilter meshFilter = nodeGameObject.GetComponent <MeshFilter>() as MeshFilter; if (meshFilter) { Utility.DestroyOrDestroyImmediate(meshFilter); } } octreeNode.meshLastSynced = CubiquityDLL.GetCurrentTime(); availableSyncOperations--; } // We want to syncronize the properties before the mesh, so that the enabled flag can be set correctly when the mesh // is created. But we also want to syncronize properties after the mesh, so we can apply the correct enabled flag to // existing meshes when the node's 'renderThisNode' flag has changed. Therefore we set the 'resyncedProperties' flag // previously to let ourseves know that we should come back an finish the propertiy syncing here. It's a bit of a hack. if (resyncedProperties) { VolumeRenderer volumeRenderer = voxelTerrainGameObject.GetComponent <VolumeRenderer>(); if (volumeRenderer != null) { syncNodeWithVolumeRenderer(nodeGameObject, volumeRenderer, false); } VolumeCollider volumeCollider = voxelTerrainGameObject.GetComponent <VolumeCollider>(); if (volumeCollider != null) { syncNodeWithVolumeCollider(nodeGameObject, volumeCollider, false); } } uint[, ,] childHandleArray = new uint[2, 2, 2]; childHandleArray[0, 0, 0] = cuOctreeNode.childHandle000; childHandleArray[0, 0, 1] = cuOctreeNode.childHandle001; childHandleArray[0, 1, 0] = cuOctreeNode.childHandle010; childHandleArray[0, 1, 1] = cuOctreeNode.childHandle011; childHandleArray[1, 0, 0] = cuOctreeNode.childHandle100; childHandleArray[1, 0, 1] = cuOctreeNode.childHandle101; childHandleArray[1, 1, 0] = cuOctreeNode.childHandle110; childHandleArray[1, 1, 1] = cuOctreeNode.childHandle111; //////////////////////////////////////////////////////////////////////////////// // 3rd test - Has the structure of the octree node changed (gained or lost children)? //////////////////////////////////////////////////////////////////////////////// if (cuOctreeNode.structureLastChanged > octreeNode.structureLastSynced) { //Now syncronise any children for (uint z = 0; z < 2; z++) { for (uint y = 0; y < 2; y++) { for (uint x = 0; x < 2; x++) { if (childHandleArray[x, y, z] != 0xFFFFFFFF) { uint childNodeHandle = childHandleArray[x, y, z]; if (octreeNode.GetChild(x, y, z) == null) { octreeNode.SetChild(x, y, z, OctreeNode.CreateOctreeNode(childNodeHandle, nodeGameObject)); } } else { if (octreeNode.GetChild(x, y, z)) { Utility.DestroyOrDestroyImmediate(octreeNode.GetChild(x, y, z)); octreeNode.SetChild(x, y, z, null); } } } } } octreeNode.structureLastSynced = CubiquityDLL.GetCurrentTime(); } //////////////////////////////////////////////////////////////////////////////// // The last step of syncronization is to apply it recursively to our children. //////////////////////////////////////////////////////////////////////////////// for (uint z = 0; z < 2; z++) { for (uint y = 0; y < 2; y++) { for (uint x = 0; x < 2; x++) { if (octreeNode.GetChild(x, y, z) != null && availableSyncOperations > 0) { OctreeNode.syncNode(ref availableSyncOperations, octreeNode.GetChild(x, y, z), childHandleArray[x, y, z], voxelTerrainGameObject); } } } } // We've reached the end of our syncronization process. If there are still sync operations available then // we did less work then we could have, which implies we finished. Therefore mark the whole tree as synced. if (availableSyncOperations > 0) { octreeNode.nodeAndChildrenLastSynced = CubiquityDLL.GetCurrentTime(); } } }