Пример #1
0
        protected virtual void OnDestroy()
        {
            if (meshes != null)
            {
                for (var i = meshes.Count - 1; i >= 0; i--)
                {
                    var mesh = meshes[i];

                    if (mesh != null)
                    {
                        mesh.Clear(false);

                        SgtObjectPool <Mesh> .Add(meshes[i]);
                    }
                }
            }

            if (models != null)
            {
                for (var i = models.Count - 1; i >= 0; i--)
                {
                    SgtAuroraModel.MarkForDestruction(models[i]);
                }
            }

            SgtHelper.Destroy(material);
        }
        protected virtual void OnDestroy()
        {
            if (mesh != null)
            {
                mesh.Clear(false);

                SgtObjectPool <Mesh> .Add(mesh);
            }
        }
Пример #3
0
        public static Mesh CreateTempMesh(string meshName)
        {
            var mesh = SgtObjectPool <Mesh> .Pop() ?? new Mesh();

            mesh.name = meshName;

        #if UNITY_EDITOR
            mesh.hideFlags = HideFlags.DontSave;
        #endif
            return(mesh);
        }
Пример #4
0
        protected virtual void OnDestroy()
        {
            if (mesh != null)
            {
                mesh.Clear(false);

                SgtObjectPool <Mesh> .Add(mesh);
            }

            SgtHelper.Destroy(material);
        }
        protected virtual void OnDestroy()
        {
            if (quitting == false)
            {
                if (generatedMesh != null)
                {
                    generatedMesh.Clear(false);

                    SgtObjectPool <Mesh> .Add(generatedMesh);
                }
            }
        }
        public void PoolMeshNow()
        {
            if (mesh != null)
            {
                if (meshFilter == null)
                {
                    meshFilter = gameObject.GetComponent <MeshFilter>();
                }

                mesh.Clear(false);

                mesh = meshFilter.sharedMesh = SgtObjectPool <Mesh> .Add(mesh);
            }
        }
Пример #7
0
        private void Pool()
        {
            if (meshCollider != null)
            {
                SgtHelper.Destroy(meshCollider.gameObject);

                meshCollider = null;
            }

            if (mesh != null)
            {
                mesh.Clear(false);

                mesh = SgtObjectPool <Mesh> .Add(mesh);
            }
        }
Пример #8
0
        private Mesh GetMesh()
        {
            if (mesh == null)
            {
                mesh = SgtObjectPool <Mesh> .Pop() ?? new Mesh();

#if UNITY_EDITOR
                mesh.hideFlags = HideFlags.DontSave;
#endif
                mesh.name = "Terrain";
            }

            if (cachedMeshFilter == null)
            {
                cachedMeshFilter = GetComponent <MeshFilter>();
            }

            cachedMeshFilter.sharedMesh = mesh;

            return(mesh);
        }
Пример #9
0
        public void UpdateMeshesAndModels()
        {
            if (meshes == null)
            {
                meshes = new List <Mesh>();
            }

            if (PathDetail > 0 && PathLengthMin > 0.0f && PathLengthMax > 0.0f)
            {
                var meshCount   = 1;
                var mesh        = GetMesh(0);
                var vertexCount = 0;

                SgtHelper.BeginRandomSeed(Seed);
                {
                    for (var i = 0; i < PathCount; i++)
                    {
                        AddPath(ref mesh, ref meshCount, ref vertexCount);
                    }
                }
                SgtHelper.EndRandomSeed();

                BakeMesh(mesh);

                for (var i = meshes.Count - 1; i >= meshCount; i--)
                {
                    var extraMesh = meshes[i];

                    if (extraMesh != null)
                    {
                        extraMesh.Clear(false);

                        SgtObjectPool <Mesh> .Add(extraMesh);
                    }

                    meshes.RemoveAt(i);
                }
            }

            for (var i = 0; i < meshes.Count; i++)
            {
                var model = SgtHelper.GetIndex(ref models, i);

                if (model == null)
                {
                    model = models[i] = SgtAuroraModel.Create(this);
                }

                model.SetMesh(meshes[i]);
                model.SetMaterial(material);
            }

            // Remove any excess
            if (models != null)
            {
                var min = Mathf.Max(0, meshes.Count);

                for (var i = models.Count - 1; i >= min; i--)
                {
                    SgtAuroraModel.Pool(models[i]);

                    models.RemoveAt(i);
                }
            }
        }
Пример #10
0
        private void Build(SgtTerrain terrain, Vector3 bestPoint)
        {
            if (meshCollider == null)
            {
                var gameObject = new GameObject("Plane");
        #if UNITY_EDITOR
                gameObject.hideFlags = HideFlags.DontSave;
        #endif
                meshCollider = gameObject.AddComponent <MeshCollider>();
            }

            if (mesh == null)
            {
                mesh = SgtObjectPool <Mesh> .Pop() ?? new Mesh();

        #if UNITY_EDITOR
                mesh.hideFlags = HideFlags.DontSave;
        #endif
                mesh.name = "Plane";
            }

            var sideE        = Detail;
            var sideP        = Detail + 1;
            var vertexCount  = sideP * sideP;
            var indexCount   = sideE * sideE * 6;
            var rotation     = Quaternion.Inverse(terrain.transform.rotation) * Quaternion.LookRotation(bestPoint);
            var distance     = bestPoint.magnitude;
            var uniformScale = SgtHelper.UniformScale(terrain.transform.lossyScale);
            var size         = Size * SgtHelper.Reciprocal(uniformScale);
            var step         = (size * 2.0f) / Detail;

            if (positions == null || positions.Length != vertexCount)
            {
                positions = new Vector3[vertexCount];
            }

            for (var y = 0; y <= Detail; y++)
            {
                for (var x = 0; x <= Detail; x++)
                {
                    var index = x + y * sideP;
                    var point = rotation * new Vector3(x * step - size, y * step - size, distance);

                    positions[index] = (Vector3)terrain.GetLocalPoint(new SgtVector3D(point));
                }
            }

            // Regen indices?
            if (indices == null || indices.Length != indexCount)
            {
                indices = new int[indexCount];

                for (var y = 0; y < sideE; y++)
                {
                    for (var x = 0; x < sideE; x++)
                    {
                        var index  = (x + y * sideE) * 6;
                        var vertex = x + y * sideP;

                        indices[index + 0] = vertex;
                        indices[index + 1] = vertex + 1;
                        indices[index + 2] = vertex + sideP;
                        indices[index + 3] = vertex + sideP + 1;
                        indices[index + 4] = vertex + sideP;
                        indices[index + 5] = vertex + 1;
                    }
                }

                mesh.Clear();
            }

            mesh.vertices  = positions;
            mesh.triangles = indices;

            meshCollider.sharedMesh = mesh;

            meshCollider.transform.SetParent(terrain.transform, false);
        }