Net.Like.Xue.Tokyo/Assets/Plugins/MeshCombineStudio/Scripts/SectorGrid/SectorGrid3D.cs

145 lines
4.6 KiB
C#

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