コード例 #1
0
ファイル: GSDRoad.cs プロジェクト: EliCDavis/ped-sim
	private void Construction_Cleanup(){
        FixZ();

		if(TerrainCalcsJob != null){ TerrainCalcsJob.Abort(); TerrainCalcsJob = null; }
		if(RoadCalcsJob1 != null){ RoadCalcsJob1.Abort(); RoadCalcsJob1 = null; }
		if(RoadCalcsJob2 != null){ RoadCalcsJob2.Abort(); RoadCalcsJob2 = null; }
		Editor_bIsConstructing = false;
		int mCount = GSDSpline.GetNodeCount();
		GSDSplineN tNode;
		for(int i=0;i<mCount;i++){
			tNode = GSDSpline.mNodes[i];
			if(tNode.bIsIntersection){
				if(tNode.iConstruction != null){
					tNode.iConstruction.Nullify();
					tNode.iConstruction = null;
				}
			}
			tNode.SetupSplinationLimits();
			tNode.SetupEdgeObjects(false);
			tNode.SetupSplinatedMeshes(false);
		}
		if(GSDSpline.HeightHistory != null){ GSDSpline.HeightHistory.Clear(); GSDSpline.HeightHistory = null; }
		if(RCS != null){ 
			RCS.Nullify(); 
			RCS = null; 
		}
		
		if(GSDRS.opt_bSaveMeshes){
			UnityEditor.AssetDatabase.SaveAssets();
		}
		bEditorProgressBar = false;
		EditorUtility.ClearProgressBar();
		//Make sure terrain history out of memory if necessary (redudant but keep):
		if(opt_SaveTerrainHistoryOnDisk && TerrainHistory != null){
			TerrainHistory.Clear();
			TerrainHistory = null;
		}
		
		//Collect:
		bTriggerGC = true;

        if (tRoadMaterialDropdownOLD != opt_tRoadMaterialDropdown) {
            tRoadMaterialDropdownOLD = opt_tRoadMaterialDropdown;
            SetAllCutsToCurrentMaterials();
        }

		if(PiggyBacks != null && PiggyBacks.Length > 0){
			for(int i=0;i<PiggyBacks.Length;i++){
				if(PiggyBacks[i] == null){	
					PiggyBacks = null;
					break;
				}
			}
				
			if(PiggyBacks != null){
				GSDSplineC tPiggy = PiggyBacks[0];
				GSDSplineC[] NewPiggys = null;
				
				PiggyBacks[0] = null;
				if(PiggyBacks.Length > 1){
					NewPiggys = new GSDSplineC[PiggyBacks.Length-1];	
					for(int i=1;i<PiggyBacks.Length;i++){
						NewPiggys[i-1] = PiggyBacks[i];
					}
				}
				
				if(NewPiggys != null){
					tPiggy.tRoad.PiggyBacks = NewPiggys;
				}
				NewPiggys = null;
				tPiggy.Setup_Trigger();
			}
		}
	}
コード例 #2
0
ファイル: GSDRoad.cs プロジェクト: EliCDavis/ped-sim
	private void ConstructRoad2(){
		EditorProgress = 40;
		if(RCS.bTerrainOn){
			//Store history:
			GSDTerraforming.ProcessRoad_Terrain_Hook2(GSDSpline,ref EditorTTDList);
			ConstructRoad_StoreTerrainHistory();
			int EditorTTDListCount = EditorTTDList.Count;
			for(int i=0;i<EditorTTDListCount;i++){
				EditorTTDList[i] = null;	
			}
			EditorTTDList = null;
			System.GC.Collect();
		} EditorProgress = 60;
		
		if(TerrainCalcsJob != null){ TerrainCalcsJob.Abort(); TerrainCalcsJob = null; }
		GSDRoad tRoad = this;
		EditorProgress = 72;
		RoadCalcsJob1 = new GSD.Threaded.RoadCalcs1();
		RoadCalcsJob1.Setup(ref RCS, ref tRoad);
		RoadCalcsJob1.Start();
	}
コード例 #3
0
ファイル: GSDRoad.cs プロジェクト: EliCDavis/ped-sim
	private void ConstructRoad3(){
		EditorProgress = 84;
		RCS.MeshSetup1();
		EditorProgress = 96;
		if(RoadCalcsJob1 != null){ RoadCalcsJob1.Abort(); RoadCalcsJob1 = null; }
		RoadCalcsJob2 = new GSD.Threaded.RoadCalcs2();
		RoadCalcsJob2.Setup(ref RCS);
		RoadCalcsJob2.Start();
		EditorProgress = 98;
	}
コード例 #4
0
ファイル: GSDRoad.cs プロジェクト: EliCDavis/ped-sim
	public void UpdateRoad(RoadUpdateTypeEnum tUpdateType = RoadUpdateTypeEnum.Full){
        if (!GSDRS.opt_bAllowRoadUpdates) {
            GSDSpline.Setup();
            Editor_bIsConstructing = false;
            return;
        }

		if(Editor_bIsConstructing){
			return;	
		}

		SetupUniqueIdentifier();
		if(bProfiling){ Profiler.BeginSample("UpdateRoadPrelim"); }
		opt_RoadDefinition = Mathf.Clamp(opt_RoadDefinition,1f,50f);
		opt_LaneWidth = Mathf.Clamp(opt_LaneWidth,0.2f,500f);
		EditorConstructionStartTime = Time.realtimeSinceStartup;
		EditorTitleString = "Updating " + transform.name + "...";
		System.GC.Collect();
		
		if(opt_SaveTerrainHistoryOnDisk){
			ConstructRoad_LoadTerrainHistory();
		}
		
		CheckMats();

		EditorUtility.ClearProgressBar();
		
		bProfiling = true;
		if(GSDRS.opt_bMultithreading){ bProfiling = false; }
		
        //Set all terrains to height 0:
        GSD.Roads.GSDTerraforming.CheckAllTerrainsHeight0();

		EditorProgress = 20;
		bEditorProgressBar = true;
		if(Editor_bIsConstructing){
			if(TerrainCalcsJob != null){ TerrainCalcsJob.Abort(); TerrainCalcsJob = null; }
			if(RoadCalcsJob1 != null){ RoadCalcsJob1.Abort(); RoadCalcsJob1 = null; }
			if(RoadCalcsJob2 != null){ RoadCalcsJob2.Abort(); RoadCalcsJob2 = null; }
			Editor_bIsConstructing = false;
		}  
	
//		if(Application.isPlaying || !Application.isEditor){ return; }
//		if(Application.isEditor && UnityEditor.EditorApplication.isPlaying){ return; }
//		if(Application.isEditor && UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode){ return; }

		//In here for intersection patching purposes:
		int mCount = GSDSpline.GetNodeCount();
		GSDSplineN tNode = null;
		GSDSplineN tNode1 = null;
		GSDSplineN tNode2 = null;
		if(GSDSpline.CheckInvalidNodeCount()){
			GSDSpline.Setup();	
			mCount = GSDSpline.GetNodeCount();
		}
		if(mCount > 1){
			for(int i=0;i<mCount;i++){
//				try{
					tNode = GSDSpline.mNodes[i];
//				}catch{
//					Editor_bIsConstructing = false;
//					EditorUpdateMe = true;
//					return;	
//				}
				
				//If node is intersection with an invalid GSDRI, mark it at non-intersection. Just-in-case.
				if(tNode.bIsIntersection && tNode.GSDRI == null){
					tNode.bIsIntersection = false;
					tNode.id_intersection_othernode = -1;
					tNode.Intersection_OtherNode = null;
				}
				//If node is intersection, re-setup:
				if(tNode.bIsIntersection && tNode.GSDRI != null){
					tNode1 = tNode.GSDRI.Node1;
					tNode2 = tNode.GSDRI.Node2;
					tNode.GSDRI.Setup(tNode1,tNode2);
					tNode.GSDRI.DeleteRelevantChildren(tNode, tNode.GSDSpline.tRoad.transform.name);
					//If primary node on intersection, do more re-setup:
					if(tNode.GSDRI.Node1 == tNode){
						tNode.GSDRI.Lanes = opt_Lanes;
						tNode.GSDRI.name = tNode.GSDRI.transform.name;
					}
					//Setup construction objects:
					tNode.GSDRI.Node1.iConstruction = new GSD.Roads.GSDIntersections.iConstructionMaker();
					tNode.GSDRI.Node2.iConstruction = new GSD.Roads.GSDIntersections.iConstructionMaker();
				}

				//Store materials and physical materials for road and or shoulder cuts on each node, if necessary:
				tNode.StoreCuts();
			}
		}
		name = transform.name;
		

		
		GSDSpline.RoadWidth = RoadWidth();
//		if(bProfiling){ Profiler.BeginSample("SplineSetup"); }
		GSDSpline.Setup();
//		if(bProfiling){ Profiler.EndSample(); }
		mCount = GSDSpline.GetNodeCount();

		if(GSDSpline == null || GSDSpline.mNodes == null){
			MostRecentNodeCount = 0;
		}else{
			MostRecentNodeCount = GSDSpline.GetNodeCount();	
		}
		
		if(opt_UseDefaultMaterials){
			SetDefaultMats();	
		}
		
		if(opt_UseDefaultMaterials){
			if(DetectInvalidDefaultMatsForUndo()){
				SetAllCutsToCurrentMaterials();	
			}
		}
		
		//Hiding in hierarchy:
		for(int i=0;i<mCount;i++){
			tNode = GSDSpline.mNodes[i];
			if(tNode != null){
				if(tNode.bIsIntersection || tNode.bSpecialEndNode){
					tNode.ToggleHideFlags(true);
				}else{
					tNode.ToggleHideFlags(false);
				}
			}
		}
		
		int cCount = transform.childCount;
		GameObject tMainMeshes = null;
		List<GameObject> tObjs = new List<GameObject>();
		for(int i=0;i<cCount;i++){
			if(transform.GetChild(i).transform.name.ToLower().Contains("mainmeshes")){
				tMainMeshes = transform.GetChild(i).transform.gameObject;
				tObjs.Add(tMainMeshes);
			}
		}
		for(int i=(tObjs.Count-1);i>=0;i--){
			tMainMeshes = tObjs[i];
			Object.DestroyImmediate(tMainMeshes);
		}
		
		if(mCount < 2){
			//Delete old objs and return:
			if(MainMeshes != null){ Object.DestroyImmediate(MainMeshes); }
			if(MeshRoad != null){ Object.DestroyImmediate(MeshRoad); }
			if(MeshShoR != null){ Object.DestroyImmediate(MeshShoR); }
			if(MeshShoL != null){ Object.DestroyImmediate(MeshShoL); }
			if(MeshiLanes != null){ Object.DestroyImmediate(MeshiLanes); }
			if(MeshiLanes0 != null){ Object.DestroyImmediate(MeshiLanes0); }
			if(MeshiLanes1 != null){ Object.DestroyImmediate(MeshiLanes1); }
			if(MeshiLanes2 != null){ Object.DestroyImmediate(MeshiLanes2); }
			if(MeshiLanes3 != null){ Object.DestroyImmediate(MeshiLanes3); }
			if(MeshiMainPlates != null){ Object.DestroyImmediate(MeshiMainPlates); }
			if(MeshiMarkerPlates != null){ Object.DestroyImmediate(MeshiMarkerPlates); }
			if(bProfiling){ Profiler.EndSample(); }
			return;
		}
		
		GSDSpline.HeightHistory = new List<KeyValuePair<float, float>>();
		if(GSDRS == null){ GSDRS = transform.parent.GetComponent<GSDRoadSystem>(); } //Compatibility update.
		
		if(GSDRS.opt_bMultithreading){
			Editor_bIsConstructing = true;
		}else{
			Editor_bIsConstructing = false;
		}
		Editor_bConstructionID = 0;
		
		
		
		//Check if road takes place on only 1 terrain:
		Terrain tTerrain = GSD.Roads.GSDRoadUtil.GetTerrain(GSDSpline.mNodes[0].pos);
		bool bSameTerrain = true;
		for(int i=1;i<mCount;i++){
			if(tTerrain != GSD.Roads.GSDRoadUtil.GetTerrain(GSDSpline.mNodes[0].pos)){
				bSameTerrain = false;
				break;
			}
		}

		RCS = new RoadConstructorBufferMaker(this, tUpdateType);

		if(bSameTerrain){
			RCS.tTerrain = tTerrain;	
		}else{
			RCS.tTerrain = null;
		}
		tTerrain = null;
		
		if(bProfiling){ Profiler.EndSample(); }
		
		if(GSDRS.opt_bMultithreading){
			if(RCS.bTerrainOn || TerrainHistory == null){
				GSDTerraforming.ProcessRoad_Terrain_Hook1(GSDSpline,this);
			}else{
				ConstructRoad2();
			}
		}else{
			UpdateRoad_NoMultiThreading();
		}
	}