Exemple #1
0
        public override void OnInitialize()
        {
            if (!generatedDataContainer)
            {
                generatedDataContainer = CSGGeneratedComponentManager.FindContainerGameObject(this);
                if (generatedDataContainer != null)
                {
                    generatedDataTransform = generatedDataContainer.transform;
                }
            }

            colliderSettings = new CSGGeneratedColliderSettings();
            colliderSettings.Reset();

            renderSettings = new CSGGeneratedRenderSettings();
            renderSettings.Reset();

#if UNITY_EDITOR
            UnityEditor.UnwrapParam defaults;
            UnityEditor.UnwrapParam.SetDefaults(out defaults);
            uvGenerationSettings.angleError       = defaults.angleError;
            uvGenerationSettings.areaError        = defaults.areaError;
            uvGenerationSettings.hardAngle        = defaults.hardAngle;
            uvGenerationSettings.packMarginPixels = defaults.packMargin * 256;
#endif

            initialized = true;
        }
        public static void UpdateModels()
        {
            // Update the tree meshes
            if (!CSGManager.Flush())
            {
                CSGGeneratedComponentManager.DelayedUVGeneration();
                if (sharedUnityMeshes.FindAllUnusedUnityMeshes())
                {
                    sharedUnityMeshes.DestroyNonRecycledUnusedUnityMeshes();
                }
                return; // Nothing to update ..
            }

            for (int m = 0; m < registeredModels.Count; m++)
            {
                var model = registeredModels[m];
                if (!model)
                {
                    continue;
                }

                var tree = model.Node;

                // See if the tree has been modified
                if (!tree.Dirty)
                {
                    continue;
                }

                try
                {
                    if (PreUpdateModel != null)
                    {
                        PreUpdateModel(model);
                    }
                }
                catch (Exception ex) // if there's a bug in user-code we don't want to end up in a bad state
                {
                    Debug.LogException(ex);
                }

                UpdateModelMeshDescriptions(model);

                // Re-use existing UnityEngine.Mesh if they exist
                sharedUnityMeshes.ReuseExistingMeshes(model);

                updateList.Add(model);
            }

            bool modifications = false;

            try
            {
                // Find all meshes whose refCounts are 0
                sharedUnityMeshes.FindAllUnusedUnityMeshes();

                // Separate loop so we can re-use garbage collected UnityEngine.Meshes to avoid allocation costs

                for (int m = 0; m < updateList.Count; m++)
                {
                    var model = updateList[m];

                    // Generate new UnityEngine.Mesh instances and fill them with data from the CSG algorithm (if necessary)
                    //	note: reuses garbage collected meshes when possible
                    sharedUnityMeshes.CreateNewMeshes(model);

                    // Generate (or re-use) components and set them up properly
                    componentGenerator.Rebuild(model);
                }
            }
            finally
            {
                for (int m = 0; m < updateList.Count; m++)
                {
                    var model = updateList[m];
                    try
                    {
                        modifications = true;
                        if (PostUpdateModel != null)
                        {
                            PostUpdateModel(model);
                        }
                    }
                    catch (Exception ex) // if there's a bug in user-code we don't want to end up in a bad state
                    {
                        Debug.LogException(ex);
                    }
                }
                updateList.Clear();
            }

            // Destroy all meshes whose refCounts are 0
            sharedUnityMeshes.DestroyNonRecycledUnusedUnityMeshes();

            if (modifications)
            {
                if (PostUpdateModels != null)
                {
                    PostUpdateModels();
                }
            }
        }
Exemple #3
0
 protected override void OnCleanup()
 {
     CSGGeneratedComponentManager.RemoveContainerFlags(this);
 }