Cache generated girder meshes for later use

Should help with vessels that have large numbers of launch clamps
pull/850/head
Andrew Cassidy 4 years ago
parent 1ce483f36b
commit fd68fe9b10
No known key found for this signature in database
GPG Key ID: 963017B38FD477A1

@ -0,0 +1,133 @@
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace Restock
{
public class LaunchClampGirderFactory : ScriptableObject
{
public Mesh girderSegmentMesh;
[SerializeField] private Mesh[] _girderMeshCache;
[SerializeField] private int _maxLength;
private float _girderSegmentHeight;
private bool _girderHasTangents;
private bool _girderHasColors;
private int _girderVertCount;
private int _girderTriCount;
private int _girderSegments;
private List<Vector3> _girderVerts;
private List<Vector2> _girderUVs;
private List<Vector3> _girderNormals;
private List<Vector4> _girderTangents;
private List<Color32> _girderColors;
private List<int> _girderTris;
public void Initialize(Mesh girderSegmentMesh, float girderSegmentHeight, int maxLength = 100)
{
this.girderSegmentMesh = girderSegmentMesh;
_girderSegmentHeight = girderSegmentHeight;
_maxLength = maxLength;
_girderMeshCache = new Mesh[maxLength];
_girderMeshCache[0] = new Mesh();
_girderMeshCache[1] = girderSegmentMesh;
_girderVertCount = girderSegmentMesh.vertexCount;
_girderTriCount = girderSegmentMesh.triangles.Length;
_girderVerts = new List<Vector3>(girderSegmentMesh.vertices);
_girderUVs = new List<Vector2>(girderSegmentMesh.uv);
_girderNormals = new List<Vector3>(girderSegmentMesh.normals);
if (girderSegmentMesh.tangents.Length > 0)
{
_girderHasTangents = true;
_girderTangents = new List<Vector4>(girderSegmentMesh.tangents);
}
if (girderSegmentMesh.colors32.Length > 0)
{
_girderHasColors = true;
_girderColors = new List<Color32>(girderSegmentMesh.colors32);
}
_girderTris = new List<int>(girderSegmentMesh.triangles);
_girderSegments = 1;
}
public Mesh makeGirder(int length)
{
if (length < 0) length = 0;
if (length > _maxLength) length = _maxLength;
if (_girderMeshCache[length] == null)
{
Debug.Log("Girder mesh not generated, making it now...");
var girderMesh = makeGirderMesh(length);
_girderMeshCache[length] = girderMesh;
}
return _girderMeshCache[length];
}
private Mesh makeGirderMesh(int length)
{
if (length < 1)
{
return new Mesh();
}
var girderMesh = new Mesh();
if (length > _girderSegments)
{
for (int i = _girderSegments; i < length ; i++)
{
var offset = Vector3.down * _girderSegmentHeight * i;
var indexOffset = _girderVertCount * i;
for (int v = 0; v < _girderVertCount; v++)
{
_girderVerts.Add(girderSegmentMesh.vertices[v] + offset);
}
_girderNormals.AddRange(girderSegmentMesh.normals);
_girderUVs.AddRange(girderSegmentMesh.uv);
if (_girderHasTangents) _girderTangents.AddRange(girderSegmentMesh.tangents);
if (_girderHasColors) _girderColors.AddRange(girderSegmentMesh.colors32);
for (int t = 0; t < _girderTriCount; t++)
{
_girderTris.Add(girderSegmentMesh.triangles[t] + indexOffset);
}
}
}
else if (length < _girderSegments)
{
var startIndex = length * _girderVertCount;
var count = (_girderSegments - length) * _girderVertCount;
_girderVerts.RemoveRange(startIndex, count);
_girderNormals.RemoveRange(startIndex, count);
_girderUVs.RemoveRange(startIndex, count);
if (_girderHasTangents) _girderTangents.RemoveRange(startIndex, count);
if (_girderHasColors) _girderColors.RemoveRange(startIndex, count);
_girderTris.RemoveRange(length * _girderTriCount,
(_girderSegments - length) * _girderTriCount);
}
girderMesh.SetVertices(_girderVerts);
girderMesh.SetNormals(_girderNormals);
girderMesh.SetUVs(0, _girderUVs);
if (_girderHasTangents) girderMesh.SetTangents(_girderTangents);
if (_girderHasColors) girderMesh.SetColors(_girderColors);
girderMesh.SetTriangles(_girderTris, 0);
girderMesh.RecalculateBounds();
_girderSegments = length;
return girderMesh;
}
}
}

@ -17,46 +17,54 @@ namespace Restock
[KSPField] public string trf_towerYoke_name = "";
[KSPField] public Mesh girderMesh;
[KSPField] public MeshFilter girderMeshFilter;
[KSPField] public float girderSegmentHeight;
public LaunchClampGirderFactory girderFactory;
private int _girderSegments;
private Material _girderMaterial;
private Matrix4x4[] _girderMatrices;
//used by non-instanced fallback girder implementation
[KSPField] public bool instancingEnabled = true;
[KSPField] public Mesh girderSegmentMesh;
private List<Vector3> _girderVerts;
private List<Vector2> _girderUVs;
private List<Vector3> _girderNormals;
private List<Vector4> _girderTangents;
private List<Color32> _girderColors;
private List<int> _girderTris;
private bool _girderFlightUpdated = false;
private bool _girderHasTangents = false;
private bool _girderHasColors = false;
private int _girderVertCount;
private int _girderTriCount;
private int _girderSegments;
[KSPField] public bool instancingEnabled = true;
public override void OnLoad(ConfigNode node)
{
towerPivot = part.FindModelTransform(trf_towerPivot_name);
towerYoke = part.FindModelTransform(trf_towerYoke_name);
towerAnchor = part.FindModelTransform(trf_anchor_name);
towerGirder = part.FindModelTransform(trf_towerGirder_name);
towerStretch = part.FindModelTransform(trf_towerStretch_name);
if (!SystemInfo.supportsInstancing)
if (!HighLogic.LoadedSceneIsGame)
{
this.LogWarning("You are using a computer which does not support instancing, " +
"falling back to a slower launch clamp implementation");
instancingEnabled = false;
towerPivot = part.FindModelTransform(trf_towerPivot_name);
towerYoke = part.FindModelTransform(trf_towerYoke_name);
towerAnchor = part.FindModelTransform(trf_anchor_name);
towerGirder = part.FindModelTransform(trf_towerGirder_name);
towerStretch = part.FindModelTransform(trf_towerStretch_name);
girderMeshFilter = towerGirder.GetComponent<MeshFilter>();
girderMesh = girderMeshFilter.mesh;
if (!SystemInfo.supportsInstancing)
{
this.LogWarning("You are using a computer which does not support instancing, " +
"falling back to a slower launch clamp implementation in the editor");
instancingEnabled = false;
}
if (girderFactory == null)
{
//Debug.Log("Making new girder factory...");
girderSegmentHeight = Vector3.Distance(towerAnchor.position, towerStretch.position);
if (float.IsInfinity(girderSegmentHeight))
{
girderSegmentHeight = -1f;
}
girderFactory = ScriptableObject.CreateInstance<LaunchClampGirderFactory>();
girderFactory.Initialize(girderMesh, girderSegmentHeight, maxSegments);
}
}
girderMesh = towerGirder.GetComponent<MeshFilter>().mesh;
girderSegmentMesh = Instantiate<Mesh>(girderMesh);
_girderSegments = 1;
base.OnLoad(node);
}
@ -77,29 +85,6 @@ namespace Restock
_girderMaterial = girderRenderer.material;
_girderMaterial.enableInstancing = true;
}
else
{
_girderVertCount = girderSegmentMesh.vertexCount;
_girderTriCount = girderSegmentMesh.triangles.Length;
_girderVerts = new List<Vector3>(girderSegmentMesh.vertices);
_girderUVs = new List<Vector2>(girderSegmentMesh.uv);
_girderNormals = new List<Vector3>(girderSegmentMesh.normals);
if (girderSegmentMesh.tangents.Length > 0)
{
_girderHasTangents = true;
_girderTangents = new List<Vector4>(girderSegmentMesh.tangents);
}
if (girderSegmentMesh.colors32.Length > 0)
{
_girderHasColors = true;
_girderColors = new List<Color32>(girderSegmentMesh.colors32);
}
_girderTris = new List<int>(girderSegmentMesh.triangles);
_girderSegments = 1;
}
}
public void LateUpdate()
@ -117,26 +102,27 @@ namespace Restock
girderSegments = Math.Min(girderSegments, maxSegments);
girderSegments = Math.Max(girderSegments, 0);
if (HighLogic.LoadedSceneIsEditor){
if (HighLogic.LoadedSceneIsEditor)
{
if (instancingEnabled)
{
UpdateGirder(girderSegments);
UpdateGirderInstanced(girderSegments);
}
else
{
UpdateGirderFallback(girderSegments);
UpdateGirderMesh(girderSegments);
}
}
else
{
if (_girderFlightUpdated) return;
UpdateGirderFallback(girderSegments);
UpdateGirderMesh(girderSegments);
_girderFlightUpdated = true;
}
}
private void UpdateGirder(int girderSegments)
private void UpdateGirderInstanced(int girderSegments)
{
var matrix = towerGirder.localToWorldMatrix;
var offset = Matrix4x4.Translate(towerGirder.TransformVector(Vector3.down * initialHeight));
@ -151,58 +137,11 @@ namespace Restock
UnityEngine.Rendering.ShadowCastingMode.On, true, towerGirder.gameObject.layer);
}
private void UpdateGirderFallback(int newGirderSegments)
private void UpdateGirderMesh(int girderSegments)
{
if (newGirderSegments == _girderSegments) return;
if (newGirderSegments > _girderSegments)
{
for (int i = _girderSegments; i < newGirderSegments; i++)
{
var offset = Vector3.down * base.initialHeight * i;
var indexOffset = _girderVertCount * i;
for (int v = 0; v < _girderVertCount; v++)
{
_girderVerts.Add(girderSegmentMesh.vertices[v] + offset);
}
_girderNormals.AddRange(girderSegmentMesh.normals);
_girderUVs.AddRange(girderSegmentMesh.uv);
if (_girderHasTangents) _girderTangents.AddRange(girderSegmentMesh.tangents);
if (_girderHasColors) _girderColors.AddRange(girderSegmentMesh.colors32);
for (int t = 0; t < _girderTriCount; t++)
{
_girderTris.Add(girderSegmentMesh.triangles[t] + indexOffset);
}
}
}
else if (newGirderSegments < _girderSegments)
{
var startIndex = newGirderSegments * _girderVertCount;
var count = (_girderSegments - newGirderSegments) * _girderVertCount;
_girderVerts.RemoveRange(startIndex, count);
_girderNormals.RemoveRange(startIndex, count);
_girderUVs.RemoveRange(startIndex, count);
if (_girderHasTangents) _girderTangents.RemoveRange(startIndex, count);
if (_girderHasColors) _girderColors.RemoveRange(startIndex, count);
_girderTris.RemoveRange(newGirderSegments * _girderTriCount,
(_girderSegments - newGirderSegments) * _girderTriCount);
}
girderMesh.Clear();
girderMesh.SetVertices(_girderVerts);
girderMesh.SetNormals(_girderNormals);
girderMesh.SetUVs(0, _girderUVs);
if (_girderHasTangents) girderMesh.SetTangents(_girderTangents);
if (_girderHasColors) girderMesh.SetColors(_girderColors);
girderMesh.SetTriangles(_girderTris, 0);
if (girderSegments == _girderSegments) return;
girderMesh.RecalculateBounds();
_girderSegments = newGirderSegments;
girderMeshFilter.mesh = girderFactory.makeGirder(girderSegments);
}
}
}

@ -49,6 +49,7 @@
<Compile Include="Constraints\IConstraint.cs" />
<Compile Include="Constraints\LookAtConstraint.cs" />
<Compile Include="InstallChecker.cs" />
<Compile Include="LaunchClampGirderFactory.cs" />
<Compile Include="MaterialModifiers\ColorPropertyMaterialModifier.cs" />
<Compile Include="MaterialModifiers\FloatPropertyMaterialModifier.cs" />
<Compile Include="MaterialModifiers\IMaterialModifier.cs" />

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