示例#1
0
        public void UpdateMeshImmediately()
        {
            lock (meshCreator.procLockObj)
            {
                meshCreator.StopProcess();

                mRenderCenter = mCenter;

                List <GameObject> gos = new List <GameObject>();
                Dictionary <int, RGLODQuadTreeNode> roots = mTree.GetRootNodes();

                foreach (RGLODQuadTreeNode node in roots.Values)
                {
                    if (node != null)
                    {
                        mTree.TraversalNode(node, item0 =>
                        {
                            item0.UpdateTimeStamp();
                            if (item0.gameObject != null)
                            {
                                gos.Add(item0.gameObject);
                                item0.gameObject = null;
                            }
                        });
                    }
                }

                meshCreator.ClearMeshes(gos);


                // Update Tree
                int maxLod = evniAsset.MaxLOD;

                UpdateLodIndex();

                for (int i = maxLod; i >= 0; i--)
                {
                    int _x = 0;
                    int _z = 0;

                    if (mRenderCenter.x >= 0)
                    {
                        _x = mRenderCenter.x / (1 << i) * (1 << i);
                    }
                    else
                    {
                        _x = mRenderCenter.x / (1 << i) * (1 << i) - (1 << i);
                    }

                    if (mRenderCenter.y >= 0)
                    {
                        _z = mRenderCenter.y / (1 << i) * (1 << i);
                    }
                    else
                    {
                        _z = mRenderCenter.y / (1 << i) * (1 << i) - (1 << i);
                    }

                    mXLodIndex[i] = _x;
                    mZLodIndex[i] = _z;
                    mTree.UpdateTree(i, mXLodIndex[i], mZLodIndex[i]);
                }

                mTargetNodes = mTree.GetRootNodes();
                mRootNodes   = mTargetNodes;

                foreach (KeyValuePair <int, RGLODQuadTreeNode> kvp in mTargetNodes)
                {
                    List <RGLODQuadTreeNode> new_list = new List <RGLODQuadTreeNode>();
                    List <GameObject>        old_list = new List <GameObject>();

                    TraverseNode(kvp.Value, old_list, new_list);

                    RGRegion region = new RGRegion();
                    region.nodes  = new_list;
                    region.oldGos = old_list;
                    meshCreator.AddReqs(region);
                }

                meshCreator.ProcessReqsImmediatly();
            }
        }
示例#2
0
        /// <summary>
        /// Updates the rendering of LOD Meshes, and Add the requests to
        /// the creator.
        /// </summary>
        public void UpdateMesh()
        {
            if (meshCreator.isActive())
            {
                return;
            }

            if (!mUpdateMesh)
            {
                return;
            }


            mUpdateMesh = false;

            mRenderCenter = mCenter;

            // Update Tree
            int maxLod = evniAsset.MaxLOD;

            if (!mInitIndex)
            {
                for (int i = maxLod; i >= 0; i--)
                {
                    int _x = 0;
                    int _z = 0;

                    if (mRenderCenter.x >= 0)
                    {
                        _x = mRenderCenter.x / (1 << i) * (1 << i);
                    }
                    else
                    {
                        _x = mRenderCenter.x / (1 << i) * (1 << i) - (1 << i);
                    }

                    if (mRenderCenter.y >= 0)
                    {
                        _z = mRenderCenter.y / (1 << i) * (1 << i);
                    }
                    else
                    {
                        _z = mRenderCenter.y / (1 << i) * (1 << i) - (1 << i);
                    }

                    if (_x != mXLodIndex[i] || _z != mZLodIndex[i])
                    {
                        mXLodIndex[i] = _x;
                        mZLodIndex[i] = _z;
                        mTree.UpdateTree(i, mXLodIndex[i], mZLodIndex[i]);
                    }
                }
            }
            else
            {
                for (int i = maxLod; i >= 0; i--)
                {
                    int _x = 0;
                    int _z = 0;

                    if (mRenderCenter.x >= 0)
                    {
                        _x = mRenderCenter.x / (1 << i) * (1 << i);
                    }
                    else
                    {
                        _x = mRenderCenter.x / (1 << i) * (1 << i) - (1 << i);
                    }

                    if (mRenderCenter.y >= 0)
                    {
                        _z = mRenderCenter.y / (1 << i) * (1 << i);
                    }
                    else
                    {
                        _z = mRenderCenter.y / (1 << i) * (1 << i) - (1 << i);
                    }

                    mXLodIndex[i] = _x;
                    mZLodIndex[i] = _z;
                    mTree.UpdateTree(i, mXLodIndex[i], mZLodIndex[i]);
                }

                mInitIndex = false;
            }


            //
            mTargetNodes = mTree.GetRootNodes();

            DestroyExtraGo();

            mRootNodes = mTargetNodes;

            int count = 0;

            foreach (KeyValuePair <int, RGLODQuadTreeNode> kvp in mTargetNodes)
            {
                List <RGLODQuadTreeNode> new_list = new List <RGLODQuadTreeNode>();
                List <GameObject>        old_list = new List <GameObject>();

                TraverseNode(kvp.Value, old_list, new_list);

                if (new_list.Count != 0)
                {
                    count++;
                }


                RGRegion region = new RGRegion();
                region.nodes  = new_list;
                region.oldGos = old_list;
                meshCreator.AddReqs(region);
            }

            meshCreator.Active(null);
        }