_xiaofang/xiaofang/Assets/Obi/Scripts/Common/Collisions/ObiEdgeMeshContainer.cs
杨号敬 bcc74f0465 add
2024-12-18 02:18:45 +08:00

164 lines
5.1 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
namespace Obi
{
public struct Edge : IBounded
{
public int i1;
public int i2;
Aabb b;
public Edge(int i1, int i2, Vector2 v1, Vector2 v2)
{
this.i1 = i1;
this.i2 = i2;
b = new Aabb(v1);
b.Encapsulate(v2);
}
public Aabb GetBounds()
{
return b;
}
}
public class ObiEdgeMeshHandle : ObiResourceHandle<EdgeCollider2D>
{
public ObiEdgeMeshHandle(EdgeCollider2D collider, int index = -1) : base(index) { owner = collider; }
}
public struct EdgeMeshHeader
{
public int firstNode;
public int nodeCount;
public int firstEdge;
public int edgeCount;
public int firstVertex;
public int vertexCount;
public EdgeMeshHeader(int firstNode, int nodeCount, int firstTriangle, int triangleCount, int firstVertex, int vertexCount)
{
this.firstNode = firstNode;
this.nodeCount = nodeCount;
this.firstEdge = firstTriangle;
this.edgeCount = triangleCount;
this.firstVertex = firstVertex;
this.vertexCount = vertexCount;
}
}
public class ObiEdgeMeshContainer
{
public Dictionary<EdgeCollider2D, ObiEdgeMeshHandle> handles; /**< dictionary indexed by mesh, so that we don't generate data for the same mesh multiple times.*/
public ObiNativeEdgeMeshHeaderList headers;
public ObiNativeBIHNodeList bihNodes;
public ObiNativeEdgeList edges;
public ObiNativeVector2List vertices;
public ObiEdgeMeshContainer()
{
handles = new Dictionary<EdgeCollider2D, ObiEdgeMeshHandle>();
headers = new ObiNativeEdgeMeshHeaderList();
bihNodes = new ObiNativeBIHNodeList();
edges = new ObiNativeEdgeList();
vertices = new ObiNativeVector2List();
}
public ObiEdgeMeshHandle GetOrCreateEdgeMesh(EdgeCollider2D source)
{
ObiEdgeMeshHandle handle;
if (!handles.TryGetValue(source, out handle))
{
Vector2[] sourceVertices = source.points;
int[] sourceEdges = new int[source.edgeCount * 2];
for (int i = 0; i < source.edgeCount; ++i)
{
sourceEdges[i * 2] = i;
sourceEdges[i * 2 + 1] = i + 1;
}
// Build a bounding interval hierarchy from the edges:
IBounded[] t = new IBounded[source.edgeCount];
for (int i = 0; i < source.edgeCount; ++i)
{
t[i] = new Edge(i, i+1, sourceVertices[i], sourceVertices[i+1]);
}
var sourceBih = BIH.Build(ref t);
Edge[] edgs = Array.ConvertAll(t, x => (Edge)x);
handle = new ObiEdgeMeshHandle(source, headers.count);
handles.Add(source, handle);
headers.Add(new EdgeMeshHeader(bihNodes.count, sourceBih.Length, edges.count, edgs.Length, vertices.count, sourceVertices.Length));
bihNodes.AddRange(sourceBih);
edges.AddRange(edgs);
vertices.AddRange(sourceVertices);
}
return handle;
}
public void DestroyEdgeMesh(ObiEdgeMeshHandle handle)
{
if (handle != null && handle.isValid && handle.index < handles.Count)
{
var header = headers[handle.index];
// Update headers:
for (int i = 0; i < headers.count; ++i)
{
var h = headers[i];
if (h.firstEdge > header.firstEdge)
{
h.firstNode -= header.nodeCount;
h.firstEdge -= header.edgeCount;
h.firstVertex -= header.vertexCount;
headers[i] = h;
}
}
// update handles:
foreach (var pair in handles)
{
if (pair.Value.index > handle.index)
pair.Value.index--;
}
// Remove nodes, triangles and vertices
bihNodes.RemoveRange(header.firstNode, header.nodeCount);
edges.RemoveRange(header.firstEdge, header.edgeCount);
vertices.RemoveRange(header.firstVertex, header.vertexCount);
// remove header:
headers.RemoveAt(handle.index);
// remove the collider from the dictionary:
handles.Remove(handle.owner);
// Invalidate our handle:
handle.Invalidate();
}
}
public void Dispose()
{
if (headers != null)
headers.Dispose();
if (edges != null)
edges.Dispose();
if (vertices != null)
vertices.Dispose();
if (bihNodes != null)
bihNodes.Dispose();
}
}
}