コード例 #1
0
ファイル: WorldManager.cs プロジェクト: jceipek/Dissonance
    public void RegisterEntity(WorldEntity e)
    {
        _worldEntities.Add(e);
        List <IntVector> all = e.AbsoluteLocations(e.Location, e.Rotation);

        Set3DLocationsToEntity(all, e);
        UpdateShadows();
    }
コード例 #2
0
ファイル: WorldManager.cs プロジェクト: jceipek/Dissonance
    public void DeregisterEntity(WorldEntity e)
    {
        List <IntVector> all = e.AbsoluteLocations(e.Location, e.Rotation);

        Set3DLocationsToEntity(all, null);
        _worldEntities.Remove(e);
        UpdateShadows();
    }
コード例 #3
0
ファイル: WorldManager.cs プロジェクト: jceipek/Dissonance
    void Update()
    {
        Profiler.BeginSample("2d sim");
        for (int i = 0; i < _worldEntities2D.Count; i++)
        {
            WorldEntity2D entity = _worldEntities2D[i];
            Profiler.BeginSample("Clear 2d loc");
            RemoveEntityFrom2DLocations(entity.AbsoluteLocations(entity.Location), entity.Orientation, entity);
            Profiler.EndSample();
            Profiler.BeginSample("Simulate 2d entity");
            entity.Simulate();
            Profiler.EndSample();
            Profiler.BeginSample("Fill 2d loc");
            AddEntityTo2DLocations(entity.AbsoluteLocations(entity.Location), entity.Orientation, entity);
            Profiler.EndSample();
        }
        Profiler.EndSample();

        Profiler.BeginSample("3d sim");
        for (int i = 0; i < _worldEntities.Count; i++)
        {
            WorldEntity entity = _worldEntities[i];
            Profiler.BeginSample("Clear 3d loc");
            List <IntVector> all = entity.AbsoluteLocations(entity.Location, entity.Rotation);
            Set3DLocationsToEntity(all, null);
            Profiler.EndSample();
            Profiler.BeginSample("Simulate 3d entity");
            entity.Simulate();
            Profiler.EndSample();
            Profiler.BeginSample("Fill 3d loc");
            all = entity.AbsoluteLocations(entity.Location, entity.Rotation);
            Set3DLocationsToEntity(all, entity);
            Profiler.EndSample();
        }
        Profiler.EndSample();
        Profiler.BeginSample("Shadow Sim");
        UpdateShadows();
        Profiler.EndSample();
    }
コード例 #4
0
    private void MakeMesh()
    {
        Mesh mesh = _meshFilter.mesh;

        mesh.Clear();

        float length = WorldManager.g.TileSize;
        float width  = WorldManager.g.TileSize;
        float height = WorldManager.g.TileSize;

        // VERTS
        Vector3 p0 = new Vector3(-length * .5f, -width * .5f, height * .5f);
        Vector3 p1 = new Vector3(length * .5f, -width * .5f, height * .5f);
        Vector3 p2 = new Vector3(length * .5f, -width * .5f, -height * .5f);
        Vector3 p3 = new Vector3(-length * .5f, -width * .5f, -height * .5f);

        Vector3 p4 = new Vector3(-length * .5f, width * .5f, height * .5f);
        Vector3 p5 = new Vector3(length * .5f, width * .5f, height * .5f);
        Vector3 p6 = new Vector3(length * .5f, width * .5f, -height * .5f);
        Vector3 p7 = new Vector3(-length * .5f, width * .5f, -height * .5f);

        Vector3[] vertices = new Vector3[] {
            // Bottom
            p0, p1, p2, p3,
            // Left
            p7, p4, p0, p3,
            // Front
            p4, p5, p1, p0,
            // Back
            p6, p7, p3, p2,
            // Right
            p5, p6, p2, p1,
            // Top
            p7, p6, p5, p4
        };

        // NORMALS
        Vector3 up    = Vector3.up;
        Vector3 down  = Vector3.down;
        Vector3 front = Vector3.forward;
        Vector3 back  = Vector3.back;
        Vector3 left  = Vector3.left;
        Vector3 right = Vector3.right;

        Vector3[] normals = new Vector3[] {
            // Bottom
            down, down, down, down,
            // Left
            left, left, left, left,
            // Front
            front, front, front, front,
            // Back
            back, back, back, back,
            // Right
            right, right, right, right,
            // Top
            up, up, up, up
        };


        // UVS
        Vector2 _00 = new Vector2(0f, 0f);
        Vector2 _10 = new Vector2(1f, 0f);
        Vector2 _01 = new Vector2(0f, 1f);
        Vector2 _11 = new Vector2(1f, 1f);

        Vector2[] uvs = new Vector2[] {
            // Bottom
            _11, _01, _00, _10,
            // Left
            _11, _01, _00, _10,
            // Front
            _11, _01, _00, _10,
            // Back
            _11, _01, _00, _10,
            // Right
            _11, _01, _00, _10,
            // Top
            _11, _01, _00, _10,
        };

        int[] triangles = new int[] {
            // Bottom
            3, 1, 0,
            3, 2, 1,
            // Left
            3 + 4 * 1, 1 + 4 * 1, 0 + 4 * 1,
            3 + 4 * 1, 2 + 4 * 1, 1 + 4 * 1,
            // Front
            3 + 4 * 2, 1 + 4 * 2, 0 + 4 * 2,
            3 + 4 * 2, 2 + 4 * 2, 1 + 4 * 2,
            // Back
            3 + 4 * 3, 1 + 4 * 3, 0 + 4 * 3,
            3 + 4 * 3, 2 + 4 * 3, 1 + 4 * 3,
            // Right
            3 + 4 * 4, 1 + 4 * 4, 0 + 4 * 4,
            3 + 4 * 4, 2 + 4 * 4, 1 + 4 * 4,
            // Top
            3 + 4 * 5, 1 + 4 * 5, 0 + 4 * 5,
            3 + 4 * 5, 2 + 4 * 5, 1 + 4 * 5,
        };

        var locs = _worldEntity.AbsoluteLocations(new IntVector(), Quaternion.identity);

        Vector3[] allVerts   = new Vector3[vertices.Length * locs.Count];
        Vector3[] allNormals = new Vector3[normals.Length * locs.Count];
        Vector2[] allUvs     = new Vector2[uvs.Length * locs.Count];
        int[]     allTris    = new int[triangles.Length * locs.Count];
        for (int i = 0; i < locs.Count; i++)
        {
            for (int j = 0; j < vertices.Length; j++)
            {
                var v = vertices[j] + (WorldManager.g.TileSize * (locs[i].ToVector3()));
                allVerts[i * vertices.Length + j] = v;
            }
            for (int j = 0; j < normals.Length; j++)
            {
                allNormals[i * normals.Length + j] = normals[j];
            }
            for (int j = 0; j < uvs.Length; j++)
            {
                allUvs[i * uvs.Length + j] = uvs[j];
            }
            for (int j = 0; j < triangles.Length; j++)
            {
                allTris[i * triangles.Length + j] = triangles[j] + (i * vertices.Length);
            }
        }

        mesh.vertices  = allVerts;
        mesh.normals   = allNormals;
        mesh.uv        = allUvs;
        mesh.triangles = allTris;

        mesh.RecalculateBounds();
        mesh.Optimize();
        _meshFilter.mesh = mesh;

        _meshRenderer.sharedMaterial = new Material(Shader.Find("Custom/VisualizationShader"));
    }