コード例 #1
0
 public SceneStreaming(ClusterProperty property, int propertyCount, MStringBuilder msb, ClusterMatResources resources)
 {
     this.resources     = resources;
     sb                 = msb;
     this.propertyCount = propertyCount;
     state              = State.Unloaded;
     this.property      = property;
 }
コード例 #2
0
        public void TryThis()
        {
            bool save = false;

            if (res == null)
            {
                save     = true;
                res      = ScriptableObject.CreateInstance <ClusterMatResources>();
                res.name = "SceneManager";
                res.clusterProperties = new List <ClusterProperty>();
            }
            Func <ClusterProperty, ClusterProperty, bool> equalCompare = (a, b) =>
            {
                return(a.name == b.name);
            };
            ClusterProperty property = new ClusterProperty();

            property.name = modelName;
            foreach (var i in res.clusterProperties)
            {
                if (equalCompare(property, i))
                {
                    Debug.LogError("Already Contained Scene " + modelName);
                    return;
                }
            }
            LODGroup[] groups = GetComponentsInChildren <LODGroup>();
            Dictionary <MeshRenderer, bool> lowLevelDict = new Dictionary <MeshRenderer, bool>();

            foreach (var i in groups)
            {
                LOD[] lods = i.GetLODs();
                for (int j = 1; j < lods.Length; ++j)
                {
                    foreach (var k in lods[j].renderers)
                    {
                        if (k.GetType() == typeof(MeshRenderer))
                        {
                            lowLevelDict.Add(k as MeshRenderer, true);
                        }
                    }
                }
            }
            CombinedModel model = ProcessCluster(GetComponentsInChildren <MeshRenderer>(false), lowLevelDict);

            property.clusterCount = ClusterGenerator.GenerateCluster(model.allPoints, model.bound, modelName, voxelCount, res.clusterProperties.Count);
            res.clusterProperties.Add(property);
            if (save)
            {
                AssetDatabase.CreateAsset(res, "Assets/SceneManager.asset");
            }
            else
            {
                EditorUtility.SetDirty(res);
            }
        }
コード例 #3
0
 public SceneStreaming(ClusterProperty property)
 {
     state           = State.Unloaded;
     this.property   = property;
     allTextureDatas = new List <TextureInfos>();
 }
コード例 #4
0
        public void TryThis()
        {
            bool save = false;

            if (res == null)
            {
                save     = true;
                res      = ScriptableObject.CreateInstance <ClusterMatResources>();
                res.name = "SceneManager";
                res.clusterProperties = new List <ClusterProperty>();
            }

            ClusterProperty property = new ClusterProperty();

            property.name = modelName;
            int containIndex = -1;

            for (int i = 0; i < res.clusterProperties.Count; ++i)
            {
                if (property.name == res.clusterProperties[i].name)
                {
                    containIndex = i;
                    break;
                }
            }
            LODGroup[] groups = GetComponentsInChildren <LODGroup>();
            Dictionary <MeshRenderer, bool> lowLevelDict = new Dictionary <MeshRenderer, bool>();

            foreach (var i in groups)
            {
                LOD[] lods = i.GetLODs();
                for (int j = 1; j < lods.Length; ++j)
                {
                    foreach (var k in lods[j].renderers)
                    {
                        if (k.GetType() == typeof(MeshRenderer))
                        {
                            lowLevelDict.Add(k as MeshRenderer, true);
                        }
                    }
                }
            }
            CombinedModel model = ProcessCluster(GetComponentsInChildren <MeshRenderer>(false), lowLevelDict);

            property.vm              = model.vm;
            property.clusterCount    = ClusterGenerator.GenerateCluster(model.allPoints, model.allMatIndex, model.bound, modelName, voxelCount, containIndex < 0 ? res.clusterProperties.Count : containIndex);
            res.maximumMaterialCount = Mathf.Max(1, res.maximumMaterialCount);
            res.maximumMaterialCount = Mathf.Max(res.maximumMaterialCount, model.vm.allProperties.Count);
            if (containIndex < 0)
            {
                res.clusterProperties.Add(property);
            }
            else
            {
                res.clusterProperties[containIndex] = property;
            }
            if (save)
            {
                AssetDatabase.CreateAsset(res, "Assets/SceneManager.asset");
            }
            else
            {
                EditorUtility.SetDirty(res);
            }
        }
コード例 #5
0
 public SceneStreaming(ClusterProperty property, int propertyCount)
 {
     this.propertyCount = propertyCount;
     state         = State.Unloaded;
     this.property = property;
 }
コード例 #6
0
 public SceneStreaming(ClusterProperty property)
 {
     state         = State.Unloaded;
     this.property = property;
 }