public static ChiselRenderObjects Create(string name, Transform parent, GameObjectState state, LayerUsageFlags query) { var renderContainer = ChiselObjectUtility.CreateGameObject(name, parent, state); var sharedMesh = new Mesh { name = name }; #if UNITY_EDITOR var partialMesh = new Mesh { name = name }; partialMesh.hideFlags = HideFlags.DontSave; #endif var meshFilter = renderContainer.AddComponent <MeshFilter>(); var meshRenderer = renderContainer.AddComponent <MeshRenderer>(); meshRenderer.enabled = false; var renderObjects = new ChiselRenderObjects { query = query, container = renderContainer, meshFilter = meshFilter, meshRenderer = meshRenderer, sharedMesh = sharedMesh, #if UNITY_EDITOR partialMesh = partialMesh, #endif renderMaterials = new Material[0] }; renderObjects.Initialize(); return(renderObjects); }
public static void CheckIfFullMeshNeedsToBeHidden(ChiselModel model, ChiselRenderObjects renderable) { var shouldHideMesh = (model.generated.visibilityState != VisibilityState.AllVisible && model.generated.visibilityState != VisibilityState.Unknown); if (renderable.meshRenderer.forceRenderingOff != shouldHideMesh) { renderable.meshRenderer.forceRenderingOff = shouldHideMesh; } }
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); }
public static void ClearLightmapData(GameObjectState state, ChiselRenderObjects renderable) { var lightmapStatic = (state.staticFlags & UnityEditor.StaticEditorFlags.ContributeGI) == UnityEditor.StaticEditorFlags.ContributeGI; if (lightmapStatic) { renderable.meshRenderer.realtimeLightmapIndex = -1; renderable.meshRenderer.lightmapIndex = -1; renderable.uvLightmapUpdateTime = Time.realtimeSinceStartup; haveUVsToUpdate = true; } }
public static ChiselModelGeneratedObjects Create(ChiselModel model) { // Make sure there's not a dangling container out there from a previous version var existingContainer = model.FindChildByName(kGeneratedContainerName); ChiselObjectUtility.SafeDestroy(existingContainer, ignoreHierarchyEvents: true); var modelState = GameObjectState.Create(model); var parent = model.transform; var container = ChiselObjectUtility.CreateGameObject(kGeneratedContainerName, parent, modelState); var containerTransform = container.transform; var colliderContainer = ChiselObjectUtility.CreateGameObject(kGeneratedMeshColliderName, containerTransform, modelState); Debug.Assert((int)LayerUsageFlags.Renderable == 1); Debug.Assert((int)LayerUsageFlags.CastShadows == 2); Debug.Assert((int)LayerUsageFlags.ReceiveShadows == 4); Debug.Assert((int)LayerUsageFlags.RenderReceiveCastShadows == (1 | 2 | 4)); var renderables = new ChiselRenderObjects[] { null,//ChiselRenderObjects Create(kGeneratedMeshRendererNames[0], containerTransform, modelState, LayerUsageFlags.None), ChiselRenderObjects.Create(kGeneratedMeshRendererNames[1], containerTransform, modelState, LayerUsageFlags.Renderable), ChiselRenderObjects.Create(kGeneratedMeshRendererNames[2], containerTransform, modelState, LayerUsageFlags.CastShadows), ChiselRenderObjects.Create(kGeneratedMeshRendererNames[3], containerTransform, modelState, LayerUsageFlags.Renderable | LayerUsageFlags.CastShadows), null, //ChiselRenderObjects.Create(kGeneratedMeshRendererNames[4], containerTransform, modelState, LayerUsageFlags.ReceiveShadows), ChiselRenderObjects.Create(kGeneratedMeshRendererNames[5], containerTransform, modelState, LayerUsageFlags.Renderable | LayerUsageFlags.ReceiveShadows), null, //ChiselRenderObjects.Create(kGeneratedMeshRendererNames[6], containerTransform, modelState, LayerUsageFlags.CastShadows | LayerUsageFlags.ReceiveShadows), ChiselRenderObjects.Create(kGeneratedMeshRendererNames[7], containerTransform, modelState, LayerUsageFlags.Renderable | LayerUsageFlags.CastShadows | LayerUsageFlags.ReceiveShadows), }; var meshRenderers = new MeshRenderer[] { renderables[1].meshRenderer, renderables[2].meshRenderer, renderables[3].meshRenderer, renderables[5].meshRenderer, renderables[7].meshRenderer }; return(new ChiselModelGeneratedObjects { generatedDataContainer = container, colliderContainer = colliderContainer, colliders = new ChiselColliderObjects[0], renderables = renderables, meshRenderers = meshRenderers }); }
public static bool IsValid(ChiselRenderObjects renderObjects) { if (renderObjects == null) { return(false); } if (!renderObjects.container || !renderObjects.sharedMesh || !renderObjects.meshFilter || !renderObjects.meshRenderer) { return(false); } return(true); }
public static ChiselRenderObjects Create(string name, Transform parent, GameObjectState state, LayerUsageFlags query, bool debugHelperRenderer = false) { var renderContainer = ChiselObjectUtility.CreateGameObject(name, parent, state, debugHelperRenderer: debugHelperRenderer); var meshFilter = renderContainer.AddComponent <MeshFilter>(); var meshRenderer = renderContainer.AddComponent <MeshRenderer>(); meshRenderer.enabled = false; var renderObjects = new ChiselRenderObjects { invalid = false, query = query, container = renderContainer, meshFilter = meshFilter, meshRenderer = meshRenderer, renderMaterials = new Material[0], debugHelperRenderer = debugHelperRenderer }; renderObjects.EnsureMeshesAllocated(); renderObjects.Initialize(); return(renderObjects); }
private static void GenerateLightmapUVsForInstance(ChiselModel model, ChiselRenderObjects renderable, bool force = false) { // Avoid light mapping multiple times, when the same mesh is used on multiple MeshRenderers if (!force && renderable.HasLightmapUVs) { return; } if (renderable == null || !renderable.meshFilter || !renderable.meshRenderer) { return; } UnityEditor.UnwrapParam.SetDefaults(out UnityEditor.UnwrapParam param); var uvSettings = model.UVGenerationSettings; param.angleError = Mathf.Clamp(uvSettings.angleError, SerializableUnwrapParam.minAngleError, SerializableUnwrapParam.maxAngleError); param.areaError = Mathf.Clamp(uvSettings.areaError, SerializableUnwrapParam.minAreaError, SerializableUnwrapParam.maxAreaError); param.hardAngle = Mathf.Clamp(uvSettings.hardAngle, SerializableUnwrapParam.minHardAngle, SerializableUnwrapParam.maxHardAngle); param.packMargin = Mathf.Clamp(uvSettings.packMarginPixels, SerializableUnwrapParam.minPackMargin, SerializableUnwrapParam.maxPackMargin) / 256.0f; var sharedMesh = renderable.sharedMesh; var oldVertices = sharedMesh.vertices; if (oldVertices.Length == 0) { return; } // TODO: can we avoid creating a temporary Mesh? if not; make sure ChiselSharedUnityMeshManager is handled correctly var oldUV = sharedMesh.uv; var oldNormals = sharedMesh.normals; var oldTangents = sharedMesh.tangents; var oldTriangles = sharedMesh.triangles; var tempMesh = new Mesh { vertices = oldVertices, normals = oldNormals, uv = oldUV, tangents = oldTangents, triangles = oldTriangles }; var lightmapGenerationTime = UnityEditor.EditorApplication.timeSinceStartup; UnityEditor.Unwrapping.GenerateSecondaryUVSet(tempMesh, param); lightmapGenerationTime = UnityEditor.EditorApplication.timeSinceStartup - lightmapGenerationTime; // TODO: make a nicer text here Debug.Log("Generating lightmap UVs (by Unity) for the mesh '" + sharedMesh.name + "' of the Model named \"" + model.name + "\"\n" + "\tUV generation in " + (lightmapGenerationTime * 1000) + " ms\n", model); // Modify the original mesh, since it is shared sharedMesh.Clear(keepVertexLayout: true); sharedMesh.vertices = tempMesh.vertices; sharedMesh.normals = tempMesh.normals; sharedMesh.tangents = tempMesh.tangents; sharedMesh.uv = tempMesh.uv; sharedMesh.uv2 = tempMesh.uv2; // static lightmaps sharedMesh.uv3 = tempMesh.uv3; // real-time lightmaps sharedMesh.triangles = tempMesh.triangles; SetHasLightmapUVs(sharedMesh, true); renderable.meshFilter.sharedMesh = null; renderable.meshFilter.sharedMesh = sharedMesh; UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(model.gameObject.scene); }
public static ChiselGeneratedObjects Create(GameObject parentGameObject) { var parentTransform = parentGameObject.transform; // Make sure there's not a dangling container out there from a previous version var existingContainer = parentTransform.FindChildByName(kGeneratedContainerName); ChiselObjectUtility.SafeDestroy(existingContainer, ignoreHierarchyEvents: true); var gameObjectState = GameObjectState.Create(parentGameObject); var container = ChiselObjectUtility.CreateGameObject(kGeneratedContainerName, parentTransform, gameObjectState); var containerTransform = container.transform; var colliderContainer = ChiselObjectUtility.CreateGameObject(kGeneratedMeshColliderName, containerTransform, gameObjectState); Debug.Assert((int)LayerUsageFlags.Renderable == 1); Debug.Assert((int)LayerUsageFlags.CastShadows == 2); Debug.Assert((int)LayerUsageFlags.ReceiveShadows == 4); Debug.Assert((int)LayerUsageFlags.RenderReceiveCastShadows == (1 | 2 | 4)); var renderables = new ChiselRenderObjects[] { new ChiselRenderObjects() { invalid = true }, ChiselRenderObjects.Create(kGeneratedMeshRendererNames[1], containerTransform, gameObjectState, LayerUsageFlags.Renderable), ChiselRenderObjects.Create(kGeneratedMeshRendererNames[2], containerTransform, gameObjectState, LayerUsageFlags.CastShadows), ChiselRenderObjects.Create(kGeneratedMeshRendererNames[3], containerTransform, gameObjectState, LayerUsageFlags.Renderable | LayerUsageFlags.CastShadows), new ChiselRenderObjects() { invalid = true }, ChiselRenderObjects.Create(kGeneratedMeshRendererNames[5], containerTransform, gameObjectState, LayerUsageFlags.Renderable | LayerUsageFlags.ReceiveShadows), new ChiselRenderObjects() { invalid = true }, ChiselRenderObjects.Create(kGeneratedMeshRendererNames[7], containerTransform, gameObjectState, LayerUsageFlags.Renderable | LayerUsageFlags.CastShadows | LayerUsageFlags.ReceiveShadows), }; var meshRenderers = new MeshRenderer[] { renderables[1].meshRenderer, renderables[2].meshRenderer, renderables[3].meshRenderer, renderables[5].meshRenderer, renderables[7].meshRenderer }; renderables[1].invalid = false; renderables[2].invalid = false; renderables[3].invalid = false; renderables[5].invalid = false; renderables[7].invalid = false; var debugHelpers = new ChiselRenderObjects[kDebugHelperCount]; var debugMeshRenderers = new MeshRenderer[kDebugHelperCount]; for (int i = 0; i < kDebugHelperCount; i++) { debugHelpers[i] = ChiselRenderObjects.Create(kGeneratedDebugRendererNames[i], containerTransform, gameObjectState, AssignMeshesJob.kGeneratedDebugRendererFlags[i].Item1, debugHelperRenderer: true); debugMeshRenderers[i] = debugHelpers[0].meshRenderer; debugHelpers[i].invalid = false; } var result = new ChiselGeneratedObjects { generatedDataContainer = container, colliderContainer = colliderContainer, colliders = new ChiselColliderObjects[0], renderables = renderables, meshRenderers = meshRenderers, debugHelpers = debugHelpers, debugMeshRenderers = debugMeshRenderers }; Debug.Assert(IsValid(result)); return(result); }
// 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); }