private static void UpdateModelFlags(ChiselModel model) { if (!IsDefaultModel(model)) { return; } const HideFlags DefaultGameObjectHideFlags = HideFlags.NotEditable; const HideFlags DefaultTransformHideFlags = HideFlags.NotEditable; // | HideFlags.HideInInspector; var gameObject = model.gameObject; var transform = model.transform; if (gameObject.hideFlags != DefaultGameObjectHideFlags) { gameObject.hideFlags = DefaultGameObjectHideFlags; } if (transform.hideFlags != DefaultTransformHideFlags) { transform.hideFlags = DefaultTransformHideFlags; } if (transform.parent != null) { transform.SetParent(null, false); ChiselObjectUtility.ResetTransform(transform); } }
static List <GameObject> __rootGameObjects = new List <GameObject>(); // static to avoid allocations internal static ChiselModel CreateDefaultModel(ChiselSceneHierarchy sceneHierarchy) { var currentScene = sceneHierarchy.Scene; currentScene.GetRootGameObjects(__rootGameObjects); for (int i = 0; i < __rootGameObjects.Count; i++) { if (!IsDefaultModel(__rootGameObjects[i])) { continue; } var gameObject = __rootGameObjects[i]; var model = gameObject.GetComponent <ChiselModel>(); if (model) { return(model); } var transform = gameObject.GetComponent <Transform>(); ChiselObjectUtility.ResetTransform(transform); model = gameObject.AddComponent <ChiselModel>(); UpdateModelFlags(model); return(model); } var oldActiveScene = UnityEngine.SceneManagement.SceneManager.GetActiveScene(); if (currentScene != oldActiveScene) { UnityEngine.SceneManagement.SceneManager.SetActiveScene(currentScene); } try { var model = ChiselComponentFactory.Create <ChiselModel>(kGeneratedDefaultModelName); model.IsDefaultModel = true; UpdateModelFlags(model); return(model); } finally { if (currentScene != oldActiveScene) { UnityEngine.SceneManagement.SceneManager.SetActiveScene(oldActiveScene); } } }
// in between UpdateMeshes and FinishMeshUpdates our jobs should be force completed, so we can now upload our meshes to unity Meshes public int FinishMeshUpdates(ChiselModel model, GameObject parentGameObject, Mesh.MeshDataArray meshDataArray, ref VertexBufferContents vertexBufferContents, NativeList <ChiselMeshUpdate> colliderMeshUpdates, NativeList <ChiselMeshUpdate> debugHelperMeshes, NativeList <ChiselMeshUpdate> renderMeshes, JobHandle dependencies) { gameObjectStates.Clear(); colliderObjectUpdates.Clear(); renderMeshUpdates.Clear(); renderObjectUpdates.Clear(); colliderObjects.Clear(); foundMeshes.Clear(); GameObjectState gameObjectState; { Profiler.BeginSample("Setup"); var parentTransform = parentGameObject.transform; gameObjectState = GameObjectState.Create(parentGameObject); ChiselObjectUtility.UpdateContainerFlags(generatedDataContainer, gameObjectState); var containerTransform = generatedDataContainer.transform; var colliderTransform = colliderContainer.transform; // Make sure we're always a child of the model ChiselObjectUtility.ResetTransform(containerTransform, requiredParent: parentTransform); ChiselObjectUtility.ResetTransform(colliderTransform, requiredParent: containerTransform); ChiselObjectUtility.UpdateContainerFlags(colliderContainer, gameObjectState); for (int i = 0; i < renderables.Length; i++) { if (renderables[i] == null || renderables[i].invalid) { continue; } bool isRenderable = (renderables[i].query & LayerUsageFlags.Renderable) == LayerUsageFlags.Renderable; var renderableContainer = renderables[i].container; ChiselObjectUtility.UpdateContainerFlags(renderableContainer, gameObjectState, isRenderable: isRenderable); ChiselObjectUtility.ResetTransform(renderableContainer.transform, requiredParent: containerTransform); } for (int i = 0; i < debugHelpers.Length; i++) { if (debugHelpers[i] == null || debugHelpers[i].invalid) { continue; } var renderableContainer = debugHelpers[i].container; ChiselObjectUtility.UpdateContainerFlags(renderableContainer, gameObjectState, isRenderable: true, debugHelperRenderer: true); ChiselObjectUtility.ResetTransform(renderableContainer.transform, requiredParent: containerTransform); } gameObjectStates.Add(model, gameObjectState); Profiler.EndSample(); } Debug.Assert(LayerParameterIndex.LayerParameter1 < LayerParameterIndex.LayerParameter2); Debug.Assert((LayerParameterIndex.LayerParameter1 + 1) == LayerParameterIndex.LayerParameter2); dependencies.Complete(); Debug.Assert(!vertexBufferContents.meshDescriptions.IsCreated || vertexBufferContents.meshDescriptions.Length == 0 || vertexBufferContents.meshDescriptions[0].meshQuery.LayerParameterIndex >= LayerParameterIndex.None); Profiler.BeginSample("Init"); var colliderCount = colliderMeshUpdates.Length; if (colliderObjects.Capacity < colliderCount) { colliderObjects.Capacity = colliderCount; } for (int i = 0; i < colliderCount; i++) { colliderObjects.Add(null); } for (int i = 0; i < debugHelperMeshes.Length; i++) { renderMeshUpdates.Add(debugHelperMeshes[i]); } for (int i = 0; i < renderMeshes.Length; i++) { renderMeshUpdates.Add(renderMeshes[i]); } renderMeshUpdates.Sort(delegate(ChiselMeshUpdate x, ChiselMeshUpdate y) { return(x.contentsIndex - y.contentsIndex); }); Profiler.EndSample(); // Now do all kinds of book-keeping code that we might as well do while our jobs are running on other threads Profiler.BeginSample("new_ChiselDebugObjectUpdate"); usedDebugHelpers.Clear(); for (int i = 0; i < debugHelperMeshes.Length; i++) { var debugHelperMeshUpdate = debugHelperMeshes[i]; usedDebugHelpers.Add(debugHelperMeshUpdate.objectIndex); var instance = debugHelpers[debugHelperMeshUpdate.objectIndex]; foundMeshes.Add(instance.sharedMesh); renderObjectUpdates.Add(new ChiselRenderObjectUpdate { meshIndex = debugHelperMeshUpdate.meshIndex, materialOverride = ChiselMaterialManager.HelperMaterials[debugHelperMeshUpdate.objectIndex], instance = instance, model = model }); } Profiler.EndSample(); Profiler.BeginSample("new_ChiselRenderObjectUpdate"); usedRenderMeshes.Clear(); for (int i = 0; i < renderMeshes.Length; i++) { var renderMeshUpdate = renderMeshes[i]; usedRenderMeshes.Add(renderMeshUpdate.objectIndex); var instance = renderables[renderMeshUpdate.objectIndex]; foundMeshes.Add(instance.sharedMesh); renderObjectUpdates.Add(new ChiselRenderObjectUpdate { meshIndex = renderMeshUpdate.meshIndex, materialOverride = null, instance = instance, model = model }); } Profiler.EndSample(); Profiler.BeginSample("new_ChiselPhysicsObjectUpdate"); for (int i = 0; i < colliderMeshUpdates.Length; i++) { var colliderMeshUpdate = colliderMeshUpdates[i]; var surfaceParameter = colliderMeshUpdate.objectIndex; var colliderIndex = colliderMeshUpdate.colliderIndex; // TODO: optimize for (int j = 0; j < colliders.Length; j++) { if (colliders[j] == null) { continue; } if (colliders[j].surfaceParameter != surfaceParameter) { continue; } colliderObjects[colliderIndex] = colliders[j]; colliders[j] = null; break; } Profiler.BeginSample("Create.Colliders"); if (colliderObjects[colliderIndex] == null) { colliderObjects[colliderIndex] = ChiselColliderObjects.Create(colliderContainer, surfaceParameter); } Profiler.EndSample(); var instance = colliderObjects[colliderIndex]; foundMeshes.Add(instance.sharedMesh); colliderObjectUpdates.Add(new ChiselColliderObjectUpdate { meshIndex = colliderMeshUpdate.meshIndex }); } Profiler.EndSample(); Profiler.BeginSample("Renderers.UpdateMaterials"); ChiselRenderObjects.UpdateMaterials(renderMeshUpdates, renderObjectUpdates, ref vertexBufferContents); Profiler.EndSample(); Profiler.BeginSample("CleanUp.Colliders"); for (int j = 0; j < colliders.Length; j++) { if (colliders[j] != null) { colliders[j].Destroy(); } } Profiler.EndSample(); Profiler.BeginSample("Assign.Colliders"); if (colliders.Length != colliderCount) { colliders = new ChiselColliderObjects[colliderCount]; } for (int i = 0; i < colliderCount; i++) { colliders[i] = colliderObjects[i]; } Profiler.EndSample(); Profiler.BeginSample("Renderers.Update"); ChiselRenderObjects.UpdateSettings(renderMeshUpdates, renderObjectUpdates, gameObjectStates, ref vertexBufferContents); Profiler.EndSample(); Debug.Assert(foundMeshes.Count <= meshDataArray.Length); var realMeshDataArraySize = meshDataArray.Length; { // This is a hack to ensure foundMeshes is the same exact length as meshDataArray // (All these need to be set to empty anyway) // TODO: figure out why the maximum meshDataArray.Length does not match the maximum used meshes? int meshDataArrayOffset = foundMeshes.Count; for (int i = 0; i < renderables.Length; i++) { if (usedRenderMeshes.Contains(i)) { continue; } var instance = renderables[i]; if (instance.meshRenderer && instance.meshRenderer.enabled) { instance.meshRenderer.enabled = false; } if (foundMeshes.Count < meshDataArray.Length) { var sharedMesh = instance.sharedMesh; if (!sharedMesh || foundMeshes.Contains(sharedMesh)) { continue; } foundMeshes.Add(sharedMesh); meshDataArray[meshDataArrayOffset].SetIndexBufferParams(0, IndexFormat.UInt32); meshDataArray[meshDataArrayOffset].SetVertexBufferParams(0, VertexBufferContents.s_RenderDescriptors); meshDataArrayOffset++; } } for (int i = 0; i < debugHelpers.Length; i++) { if (usedDebugHelpers.Contains(i)) { continue; } var instance = debugHelpers[i]; if (instance.meshRenderer && instance.meshRenderer.enabled) { instance.meshRenderer.enabled = false; } if (foundMeshes.Count < meshDataArray.Length) { var sharedMesh = instance.sharedMesh; if (!sharedMesh || foundMeshes.Contains(sharedMesh)) { continue; } foundMeshes.Add(sharedMesh); meshDataArray[meshDataArrayOffset].SetIndexBufferParams(0, IndexFormat.UInt32); meshDataArray[meshDataArrayOffset].SetVertexBufferParams(0, VertexBufferContents.s_RenderDescriptors); meshDataArrayOffset++; } } } Profiler.BeginSample("UpdateMeshRenderers"); ChiselRenderObjects.UpdateProperties(model, this.meshRenderers); Profiler.EndSample(); // Updates the Unity Mesh-es that are used in our MeshRenderers and MeshColliders // MeshUpdateFlags => Bounds are never updated no matter what flag you use Profiler.BeginSample("ApplyAndDisposeWritableMeshData"); Mesh.ApplyAndDisposeWritableMeshData(meshDataArray, foundMeshes, UnityEngine.Rendering.MeshUpdateFlags.DontRecalculateBounds); Profiler.EndSample(); // TODO: user meshDataArray data to determine if colliders are visible or not, then we can move this before the Apply Profiler.BeginSample("UpdateColliders"); ChiselColliderObjects.UpdateProperties(model, this.colliders); Profiler.EndSample(); // So we need to update the bounds ourselves Profiler.BeginSample("Mesh.UpdateBounds"); ChiselRenderObjects.UpdateBounds(renderObjectUpdates); // TODO: user meshDataArray data to determine the bounds and set it directly for (int i = 0; i < colliders.Length; i++) { colliders[i].sharedMesh.RecalculateBounds(); } Profiler.EndSample(); Profiler.BeginSample("Schedule Collider bake"); ChiselColliderObjects.ScheduleColliderBake(model, this.colliders); Profiler.EndSample(); this.needVisibilityMeshUpdate = true; gameObjectStates.Clear(); renderMeshUpdates.Clear(); renderObjectUpdates.Clear(); colliderObjects.Clear(); var foundMeshCount = foundMeshes.Count; foundMeshes.Clear(); return(foundMeshCount); }
public void Update(ChiselModel model, GeneratedMeshDescription[] meshDescriptions) { var modelState = GameObjectState.Create(model); ChiselObjectUtility.UpdateContainerFlags(generatedDataContainer, modelState); var modelTransform = model.transform; var containerTransform = generatedDataContainer.transform; var colliderTransform = colliderContainer.transform; // Make sure we're always a child of the model ChiselObjectUtility.ResetTransform(containerTransform, requiredParent: modelTransform); ChiselObjectUtility.ResetTransform(colliderTransform, requiredParent: containerTransform); ChiselObjectUtility.UpdateContainerFlags(colliderContainer, modelState); for (int i = 0; i < renderables.Length; i++) { if (renderables[i] == null) { continue; } var renderableContainer = renderables[i].container; ChiselObjectUtility.UpdateContainerFlags(renderableContainer, modelState); ChiselObjectUtility.ResetTransform(renderableContainer.transform, requiredParent: containerTransform); } Debug.Assert(LayerParameterIndex.LayerParameter1 < LayerParameterIndex.LayerParameter2); Debug.Assert((LayerParameterIndex.LayerParameter1 + 1) == LayerParameterIndex.LayerParameter2); Debug.Assert(meshDescriptions[0].meshQuery.LayerParameterIndex >= LayerParameterIndex.LayerParameter1); int descriptionIndex = 0; ChiselRenderObjects.UpdateProperties(model, meshRenderers); ChiselColliderObjects.UpdateColliders(model, colliders); renderMaterials.Clear(); // Loop through all meshDescriptions with LayerParameter1, and create renderable meshes from them if (meshDescriptions[0].meshQuery.LayerParameterIndex == LayerParameterIndex.LayerParameter1) { var prevQuery = meshDescriptions[0].meshQuery; var startIndex = 0; for (; descriptionIndex < meshDescriptions.Length; descriptionIndex++) { ref var meshDescriptionIterator = ref meshDescriptions[descriptionIndex]; // Exit when layerParameterIndex is no longer LayerParameter1 if (meshDescriptionIterator.meshQuery.LayerParameterIndex != LayerParameterIndex.LayerParameter1) { break; } var currQuery = meshDescriptionIterator.meshQuery; if (prevQuery == currQuery) { continue; } prevQuery = currQuery; var renderIndex = (int)(prevQuery.LayerQueryMask & LayerUsageFlags.RenderReceiveCastShadows); // Group by all meshDescriptions with same query renderables[renderIndex].Update(model, modelState, meshDescriptions, startIndex, descriptionIndex); renderMaterials.AddRange(renderables[renderIndex].renderMaterials); startIndex = descriptionIndex; } { var renderIndex = (int)(prevQuery.LayerQueryMask & LayerUsageFlags.RenderReceiveCastShadows); // Group by all meshDescriptions with same query renderables[renderIndex].Update(model, modelState, meshDescriptions, startIndex, descriptionIndex); renderMaterials.AddRange(renderables[renderIndex].renderMaterials); } }
// in between UpdateMeshes and FinishMeshUpdates our jobs should be force completed, so we can now upload our meshes to unity Meshes public int FinishMeshUpdates(ChiselModel model, GameObject parentGameObject, List <Mesh.MeshDataArray> meshDataArrays, ref VertexBufferContents vertexBufferContents, NativeList <ChiselMeshUpdate> colliderMeshUpdates, NativeList <ChiselMeshUpdate> debugHelperMeshes, NativeList <ChiselMeshUpdate> renderMeshes, JobHandle dependencies) { gameObjectStates.Clear(); colliderObjectUpdates.Clear(); renderMeshUpdates.Clear(); renderObjectUpdates.Clear(); colliderObjects.Clear(); foundMeshes.Clear(); GameObjectState gameObjectState; { Profiler.BeginSample("Setup"); var parentTransform = parentGameObject.transform; gameObjectState = GameObjectState.Create(parentGameObject); ChiselObjectUtility.UpdateContainerFlags(generatedDataContainer, gameObjectState); var containerTransform = generatedDataContainer.transform; var colliderTransform = colliderContainer.transform; // Make sure we're always a child of the model ChiselObjectUtility.ResetTransform(containerTransform, requiredParent: parentTransform); ChiselObjectUtility.ResetTransform(colliderTransform, requiredParent: containerTransform); ChiselObjectUtility.UpdateContainerFlags(colliderContainer, gameObjectState); for (int i = 0; i < renderables.Length; i++) { if (renderables[i] == null || renderables[i].invalid) { continue; } bool isRenderable = (renderables[i].query & LayerUsageFlags.Renderable) == LayerUsageFlags.Renderable; var renderableContainer = renderables[i].container; ChiselObjectUtility.UpdateContainerFlags(renderableContainer, gameObjectState, isRenderable: isRenderable); ChiselObjectUtility.ResetTransform(renderableContainer.transform, requiredParent: containerTransform); } for (int i = 0; i < debugHelpers.Length; i++) { if (debugHelpers[i] == null || debugHelpers[i].invalid) { continue; } var renderableContainer = debugHelpers[i].container; ChiselObjectUtility.UpdateContainerFlags(renderableContainer, gameObjectState, isRenderable: true, debugHelperRenderer: true); ChiselObjectUtility.ResetTransform(renderableContainer.transform, requiredParent: containerTransform); } gameObjectStates.Add(model, gameObjectState); Profiler.EndSample(); } Debug.Assert(LayerParameterIndex.LayerParameter1 < LayerParameterIndex.LayerParameter2); Debug.Assert((LayerParameterIndex.LayerParameter1 + 1) == LayerParameterIndex.LayerParameter2); dependencies.Complete(); Debug.Assert(!vertexBufferContents.meshDescriptions.IsCreated || vertexBufferContents.meshDescriptions.Length == 0 || vertexBufferContents.meshDescriptions[0].meshQuery.LayerParameterIndex >= LayerParameterIndex.None); Profiler.BeginSample("Init"); var colliderCount = colliderMeshUpdates.Length; if (colliderObjects.Capacity < colliderCount) { colliderObjects.Capacity = colliderCount; } for (int i = 0; i < colliderCount; i++) { colliderObjects.Add(null); } for (int i = 0; i < renderMeshes.Length; i++) { renderMeshUpdates.Add(renderMeshes[i]); } for (int i = 0; i < debugHelperMeshes.Length; i++) { renderMeshUpdates.Add(debugHelperMeshes[i]); } renderMeshUpdates.Sort(delegate(ChiselMeshUpdate x, ChiselMeshUpdate y) { return(x.contentsIndex - y.contentsIndex); }); Profiler.EndSample(); // Now do all kinds of book-keeping code that we might as well do while our jobs are running on other threads Profiler.BeginSample("new ChiselRenderObjectUpdate"); for (int i = 0; i < debugHelperMeshes.Length; i++) { var debugHelperMeshUpdate = debugHelperMeshes[i]; var instance = debugHelpers[debugHelperMeshUpdate.objectIndex]; foundMeshes.Add(instance.sharedMesh); renderObjectUpdates.Add(new ChiselRenderObjectUpdate { meshIndex = debugHelperMeshUpdate.meshIndex, meshDataArray = meshDataArrays[debugHelperMeshUpdate.meshIndex], materialOverride = ChiselMaterialManager.HelperMaterials[debugHelperMeshUpdate.objectIndex], instance = instance, model = model }); } Profiler.EndSample(); Profiler.BeginSample("new ChiselRenderObjectUpdate"); for (int i = 0; i < renderMeshes.Length; i++) { var renderMeshUpdate = renderMeshes[i]; var instance = renderables[renderMeshUpdate.objectIndex]; foundMeshes.Add(instance.sharedMesh); renderObjectUpdates.Add(new ChiselRenderObjectUpdate { meshIndex = renderMeshUpdate.meshIndex, meshDataArray = meshDataArrays[renderMeshUpdate.meshIndex], materialOverride = null, instance = instance, model = model }); } Profiler.EndSample(); Profiler.BeginSample("new ChiselPhysicsObjectUpdate"); for (int i = 0; i < colliderMeshUpdates.Length; i++) { var colliderMeshUpdate = colliderMeshUpdates[i]; var surfaceParameter = colliderMeshUpdate.objectIndex; var colliderIndex = colliderMeshUpdate.contentsIndex; // TODO: optimize for (int j = 0; j < colliders.Length; j++) { if (colliders[j] == null) { continue; } if (colliders[j].surfaceParameter != surfaceParameter) { continue; } colliderObjects[colliderIndex] = colliders[j]; colliders[j] = null; break; } Profiler.BeginSample("Create.Colliders"); if (colliderObjects[colliderIndex] == null) { colliderObjects[colliderIndex] = ChiselColliderObjects.Create(colliderContainer, surfaceParameter); } Profiler.EndSample(); var instance = colliderObjects[colliderIndex]; foundMeshes.Add(instance.sharedMesh); colliderObjectUpdates.Add(new ChiselColliderObjectUpdate { meshIndex = colliderMeshUpdate.meshIndex, meshDataArray = meshDataArrays[colliderMeshUpdate.meshIndex], }); } Profiler.EndSample(); Profiler.BeginSample("Renderers.UpdateMaterials"); ChiselRenderObjects.UpdateMaterials(renderMeshUpdates, renderObjectUpdates, ref vertexBufferContents); Profiler.EndSample(); Profiler.BeginSample("CleanUp.Colliders"); for (int j = 0; j < colliders.Length; j++) { if (colliders[j] != null) { colliders[j].Destroy(); } } Profiler.EndSample(); Profiler.BeginSample("Assign.Colliders"); if (colliders.Length != colliderCount) { colliders = new ChiselColliderObjects[colliderCount]; } for (int i = 0; i < colliderCount; i++) { colliders[i] = colliderObjects[i]; } Profiler.EndSample(); Profiler.BeginSample("Renderers.Update"); ChiselRenderObjects.UpdateSettings(this.renderMeshUpdates, this.renderObjectUpdates, this.gameObjectStates, ref vertexBufferContents); Profiler.EndSample(); Profiler.BeginSample("ApplyAndDisposeWritableMeshData"); for (int i = 0; i < this.renderObjectUpdates.Count; i++) { var update = this.renderObjectUpdates[i]; var meshIndex = update.meshIndex; if (update.meshDataArray.Length > 0) { Mesh.ApplyAndDisposeWritableMeshData(update.meshDataArray, foundMeshes[meshIndex], UnityEngine.Rendering.MeshUpdateFlags.DontRecalculateBounds); } update.meshDataArray = default; this.renderObjectUpdates[i] = update; } for (int i = 0; i < this.colliderObjectUpdates.Count; i++) { var update = this.colliderObjectUpdates[i]; var meshIndex = update.meshIndex; if (update.meshDataArray.Length > 0) { Mesh.ApplyAndDisposeWritableMeshData(update.meshDataArray, foundMeshes[meshIndex], UnityEngine.Rendering.MeshUpdateFlags.DontRecalculateBounds); } update.meshDataArray = default; this.colliderObjectUpdates[i] = update; } Profiler.EndSample(); Profiler.BeginSample("UpdateProperties"); ChiselRenderObjects.UpdateProperties(model, this.meshRenderers); Profiler.EndSample(); Profiler.BeginSample("UpdateColliders"); ChiselColliderObjects.UpdateProperties(model, this.colliders); Profiler.EndSample(); this.needVisibilityMeshUpdate = true; this.gameObjectStates.Clear(); this.renderMeshUpdates.Clear(); this.renderObjectUpdates.Clear(); this.colliderObjects.Clear(); var foundMeshCount = foundMeshes.Count; foundMeshes.Clear(); return(foundMeshCount); }