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

172 lines
5.8 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
namespace Obi
{
public struct Triangle : IBounded
{
public int i1;
public int i2;
public int i3;
Aabb b;
public Triangle(int i1, int i2, int i3, Vector3 v1, Vector3 v2, Vector3 v3)
{
this.i1 = i1;
this.i2 = i2;
this.i3 = i3;
b = new Aabb(v1);
b.Encapsulate(v2);
b.Encapsulate(v3);
}
public Aabb GetBounds()
{
return b;
}
}
public class ObiTriangleMeshHandle : ObiResourceHandle<Mesh>
{
public ObiTriangleMeshHandle(Mesh mesh, int index = -1) : base(index) { owner = mesh; }
}
public struct TriangleMeshHeader //we need to use the header in the backend, so it must be a struct.
{
public int firstNode;
public int nodeCount;
public int firstTriangle;
public int triangleCount;
public int firstVertex;
public int vertexCount;
public TriangleMeshHeader(int firstNode, int nodeCount, int firstTriangle, int triangleCount, int firstVertex, int vertexCount)
{
this.firstNode = firstNode;
this.nodeCount = nodeCount;
this.firstTriangle = firstTriangle;
this.triangleCount = triangleCount;
this.firstVertex = firstVertex;
this.vertexCount = vertexCount;
}
}
public class ObiTriangleMeshContainer
{
public Dictionary<Mesh,ObiTriangleMeshHandle> handles; /**< dictionary indexed by mesh, so that we don't generate data for the same mesh multiple times.*/
public ObiNativeTriangleMeshHeaderList headers; /**< One header per mesh.*/
public ObiNativeBIHNodeList bihNodes;
public ObiNativeTriangleList triangles;
public ObiNativeVector3List vertices;
public ObiTriangleMeshContainer()
{
handles = new Dictionary<Mesh, ObiTriangleMeshHandle>();
headers = new ObiNativeTriangleMeshHeaderList();
bihNodes = new ObiNativeBIHNodeList();
triangles = new ObiNativeTriangleList();
vertices = new ObiNativeVector3List();
}
public ObiTriangleMeshHandle GetOrCreateTriangleMesh(Mesh source)
{
ObiTriangleMeshHandle handle = new ObiTriangleMeshHandle(null);
if (source != null && !handles.TryGetValue(source, out handle))
{
if (source.isReadable)
{
var sourceTris = source.triangles;
var sourceVertices = source.vertices;
// Build a bounding interval hierarchy from the triangles:
IBounded[] t = new IBounded[sourceTris.Length / 3];
for (int i = 0; i < t.Length; ++i)
{
int t1 = sourceTris[i * 3];
int t2 = sourceTris[i * 3 + 1];
int t3 = sourceTris[i * 3 + 2];
t[i] = new Triangle(t1, t2, t3, sourceVertices[t1], sourceVertices[t2], sourceVertices[t3]);
}
var sourceBih = BIH.Build(ref t);
Triangle[] tris = Array.ConvertAll(t, x => (Triangle)x);
handle = new ObiTriangleMeshHandle(source, headers.count);
handles.Add(source, handle);
headers.Add(new TriangleMeshHeader(bihNodes.count, sourceBih.Length, triangles.count, tris.Length, vertices.count, sourceVertices.Length));
bihNodes.AddRange(sourceBih);
triangles.AddRange(tris);
vertices.AddRange(sourceVertices);
}
else
{
handle = new ObiTriangleMeshHandle(source);
handles.Add(source, handle);
}
}
return handle;
}
public void DestroyTriangleMesh(ObiTriangleMeshHandle 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.firstTriangle > header.firstTriangle)
{
h.firstNode -= header.nodeCount;
h.firstTriangle -= header.triangleCount;
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);
triangles.RemoveRange(header.firstTriangle, header.triangleCount);
vertices.RemoveRange(header.firstVertex, header.vertexCount);
// remove header:
headers.RemoveAt(handle.index);
// remove the mesh from the dictionary:
handles.Remove(handle.owner);
// Invalidate our handle:
handle.Invalidate();
}
}
public void Dispose()
{
if (headers != null)
headers.Dispose();
if (triangles != null)
triangles.Dispose();
if (vertices != null)
vertices.Dispose();
if (bihNodes != null)
bihNodes.Dispose();
}
}
}