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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace MeshCombineStudio
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{
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public class SectorGrid3D<T>
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{
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public FastIndexList<Sector3D<T>> sectorList = new FastIndexList<Sector3D<T>>();
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public Sector3D<T>[,,] sectors;
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public Rect rect;
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public Int3 sectorCount;
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public Vector3 sectorGridOffset;
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public Vector3 sectorSize, halfSectorSize;
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public Vector3 invSectorSize;
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public Vector3 totalSize;
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public Vector3 halfTotalSize;
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public SectorGrid3D(Int3 sectorCount, Vector3 sectorSize, Vector3 sectorGridOffset)
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{
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sectors = new Sector3D<T>[sectorCount.x, sectorCount.y, sectorCount.z];
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this.sectorCount = sectorCount;
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this.sectorSize = sectorSize;
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this.sectorGridOffset = sectorGridOffset;
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invSectorSize = Mathw.Divide(1.0f, sectorSize);
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halfSectorSize = sectorSize / 2;
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totalSize = Mathw.Scale(sectorSize, sectorCount);
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halfTotalSize = totalSize * 0.5f;
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rect = new Rect(sectorGridOffset - halfTotalSize, totalSize);
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}
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public void GetSectors(FastList<Sector3D<T>> list, Vector3 pos, float radius)
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{
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list.FastClear();
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Int3 startSector = GetSectorIndex(new Vector3(pos.x - radius, pos.y - radius, pos.z - radius));
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Int3 endSector = GetSectorIndex(new Vector3(pos.x + radius, pos.y + radius, pos.z + radius));
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for (int z = startSector.z; z < endSector.z; z++)
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{
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for (int y = startSector.y; y <= endSector.y; y++)
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{
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for (int x = startSector.x; x <= endSector.x; x++)
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{
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if (sectors[x, y, z] == null) continue;
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list.Add(sectors[x, y, z]);
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}
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}
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}
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}
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public void GetOrCreateSector(Vector3 pos, out Sector3D<T> sector)
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{
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Int3 s = GetSectorIndex(pos);
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// Debug.Log("Cell " + c.ToString() + " " + pos);
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sector = sectors[s.x, s.y, s.z];
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if (sector == null) sector = CreateSector(ref s);
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}
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public Int3 GetSectorIndex(Vector3 pos)
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{
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pos += -sectorGridOffset + halfTotalSize + halfSectorSize;
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pos.x *= invSectorSize.x; pos.y *= invSectorSize.y; pos.z *= invSectorSize.z;
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return new Int3((int)pos.x, (int)pos.y, (int)pos.z);
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}
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public Sector3D<T> GetSector(Vector3 pos)
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{
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Int3 s = GetSectorIndex(pos);
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return sectors[s.x, s.y, s.z];
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}
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public Sector3D<T> CreateSector(ref Int3 s)
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{
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var sector = new Sector3D<T>();
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sector.bounds = new Bounds(new Vector3(s.x * sectorSize.x, s.y * sectorSize.y, s.z * sectorSize.z) + (sectorGridOffset - halfTotalSize), sectorSize);
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sectors[s.x, s.y, s.z] = sector;
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sectorList.Add(sector);
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return sector;
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}
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public void RemoveSector(Vector3 pos)
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{
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Int3 s = GetSectorIndex(pos);
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sectorList.Remove(sectors[s.x, s.y, s.z]);
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sectors[s.x, s.y, s.z] = null;
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}
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public void RemoveSector(Int3 sectorIndex)
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{
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sectorList.Remove(sectors[sectorIndex.x, sectorIndex.y, sectorIndex.z]);
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sectors[sectorIndex.x, sectorIndex.y, sectorIndex.z] = null;
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}
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public void Reset()
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{
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//for (int y = 0; y < sectorCount.y; y++)
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//{
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// for (int x = 0; x < sectorCount.x; x++)
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// {
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// sectors[x, y] = null;
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// }
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//}
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sectors = new Sector3D<T>[sectorCount.y, sectorCount.x, sectorCount.z];
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sectorList.Clear();
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}
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public void Draw()
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{
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// Gizmos.DrawWireCube(new Vector3(rect.center.x, 220, rect.center.y), new Vector3(rect.size.x, 0, rect.size.y));
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DrawSectors(sectorList, Color.white);
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}
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public void DrawSectors(FastList<Sector3D<T>> sectors, Color color)
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{
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Gizmos.color = color;
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for (int i = 0; i < sectors.Count; i++)
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{
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Sector3D<T> sector = sectors.items[i];
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Bounds bounds = sector.bounds;
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Gizmos.DrawWireCube(bounds.center, bounds.size);
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}
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}
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}
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public class Sector3D<T> : FastIndex
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{
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public T list;
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public Bounds bounds;
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}
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}
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