public static bool IsValid(ChiselModelGeneratedObjects satelliteObjects)
        {
            if (satelliteObjects == null)
            {
                return(false);
            }

            if (!satelliteObjects.generatedDataContainer ||
                !satelliteObjects.colliderContainer ||
                satelliteObjects.colliders == null ||   // must be an array, even if 0 length
                satelliteObjects.renderables == null ||
                satelliteObjects.renderables.Length != 8 ||
                satelliteObjects.meshRenderers == null ||
                satelliteObjects.meshRenderers.Length != 5)
            {
                return(false);
            }

            // These queries are valid, and should never be null
            if (satelliteObjects.renderables[1] == null ||
                satelliteObjects.renderables[2] == null ||
                satelliteObjects.renderables[3] == null ||
                satelliteObjects.renderables[5] == null ||
                satelliteObjects.renderables[7] == null)
            {
                return(false);
            }


            // These queries are invalid, and should always be null
            satelliteObjects.renderables[0] = null;
            satelliteObjects.renderables[4] = null;
            satelliteObjects.renderables[6] = null;


            for (int i = 0; i < satelliteObjects.renderables.Length; i++)
            {
                if (satelliteObjects.renderables[i] == null)
                {
                    continue;
                }
                if (!ChiselRenderObjects.IsValid(satelliteObjects.renderables[i]))
                {
                    return(false);
                }
            }

            for (int i = 0; i < satelliteObjects.colliders.Length; i++)
            {
                if (!ChiselColliderObjects.IsValid(satelliteObjects.colliders[i]))
                {
                    return(false);
                }
            }

            return(true);
        }
Exemplo n.º 2
0
        public static bool IsValid(ChiselColliderObjects colliderObjects)
        {
            if (colliderObjects == null)
            {
                return(false);
            }

            if (!colliderObjects.sharedMesh ||
                !colliderObjects.meshCollider)
            {
                return(false);
            }

            return(true);
        }
Exemplo n.º 3
0
        public static ChiselColliderObjects Create(GameObject container, int surfaceParameter)
        {
            var physicsMaterial = ChiselMaterialManager.Instance.GetPhysicMaterial(surfaceParameter);
            var sharedMesh      = new Mesh {
                name = ChiselGeneratedObjects.kGeneratedMeshColliderName
            };
            var meshCollider    = container.AddComponent <MeshCollider>();
            var colliderObjects = new ChiselColliderObjects
            {
                surfaceParameter = surfaceParameter,
                meshCollider     = meshCollider,
                physicsMaterial  = physicsMaterial,
                sharedMesh       = sharedMesh
            };

            colliderObjects.Initialize();
            return(colliderObjects);
        }
        // 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 static bool IsValid(ChiselGeneratedObjects satelliteObjects)
        {
            if (satelliteObjects == null)
            {
                return(false);
            }

            if (!satelliteObjects.generatedDataContainer)
            {
                return(false);
            }

            if (!satelliteObjects.colliderContainer ||
                satelliteObjects.colliders == null)   // must be an array, even if 0 length
            {
                return(false);
            }

            if (satelliteObjects.renderables == null ||
                satelliteObjects.renderables.Length != kGeneratedMeshRenderCount ||
                satelliteObjects.meshRenderers == null ||
                satelliteObjects.meshRenderers.Length != kGeneratedMeshRendererCount)
            {
                return(false);
            }

            if (satelliteObjects.debugHelpers == null ||
                satelliteObjects.debugHelpers.Length != kDebugHelperCount ||
                satelliteObjects.debugMeshRenderers == null ||
                satelliteObjects.debugMeshRenderers.Length != kDebugHelperCount)
            {
                return(false);
            }

            // These queries are valid, and should never be null (We don't care about the other queries)
            if (satelliteObjects.renderables[1] == null ||
                satelliteObjects.renderables[2] == null ||
                satelliteObjects.renderables[3] == null ||
                satelliteObjects.renderables[5] == null ||
                satelliteObjects.renderables[7] == null)
            {
                return(false);
            }

            // These queries are valid, and should never be null (We don't care about the other queries)
            for (int i = 0; i < kDebugHelperCount; i++)
            {
                if (satelliteObjects.debugHelpers[i] == null)
                {
                    return(false);
                }
            }

            satelliteObjects.renderables[0].invalid = true;
            satelliteObjects.renderables[1].invalid = false;
            satelliteObjects.renderables[2].invalid = false;
            satelliteObjects.renderables[3].invalid = false;
            satelliteObjects.renderables[4].invalid = true;
            satelliteObjects.renderables[5].invalid = false;
            satelliteObjects.renderables[6].invalid = true;
            satelliteObjects.renderables[7].invalid = false;

            for (int i = 0; i < kDebugHelperCount; i++)
            {
                satelliteObjects.debugHelpers[i].invalid = false;
            }

            for (int i = 0; i < satelliteObjects.renderables.Length; i++)
            {
                if (satelliteObjects.renderables[i] == null ||
                    satelliteObjects.renderables[i].invalid)
                {
                    continue;
                }
                if (!ChiselRenderObjects.IsValid(satelliteObjects.renderables[i]))
                {
                    return(false);
                }
            }

            for (int i = 0; i < satelliteObjects.debugHelpers.Length; i++)
            {
                if (satelliteObjects.debugHelpers[i] == null)
                {
                    continue;
                }
                if (!ChiselRenderObjects.IsValid(satelliteObjects.debugHelpers[i]))
                {
                    return(false);
                }
            }

            for (int i = 0; i < satelliteObjects.colliders.Length; i++)
            {
                if (!ChiselColliderObjects.IsValid(satelliteObjects.colliders[i]))
                {
                    return(false);
                }
            }

            return(true);
        }
        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);
        }