rabidus-test/Assets/SCSM/SciFiShipController/Demos/Scripts/DemoSimpleGroupLOD.cs

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2023-07-24 16:38:13 +03:00
using System.Collections.Generic;
using UnityEngine;
// Sci-Fi Ship Controller. Copyright (c) 2018-2023 SCSM Pty Ltd. All rights reserved.
namespace SciFiShipController
{
/// <summary>
/// A demo script that can be attached to a parent gameobject to enable or disable
/// the child renderers at a given distance from the camera.
/// </summary>
[HelpURL("http://scsmmedia.com/ssc-documentation")]
public class DemoSimpleGroupLOD : MonoBehaviour
{
#region Public Variables
[Tooltip("If this is false, you need to call Initialise() in your code")]
public bool initialiseOnStart = false;
[Tooltip("How often, in seconds, the distance to the camera is checked")]
public float updateInterval = 1f;
[Tooltip("If child objects can be destroyed, enable this.")]
public bool checkNullObjects = false;
#endregion
#region Public Properties
/// <summary>
/// Is the component initialised? Unless the camera has been destroyed,
/// it should also have a valid camera when true.
/// </summary>
public bool IsInitialised { get { return isInitialised; } }
#endregion
#region Public Static Variables
#endregion
#region Private Variables - General
[SerializeField] private float maxXZDistance = 50f;
[SerializeField] private float maxYDistance = 100f;
[SerializeField] private Camera playerCamera;
private float sqrMaxXZDistance;
private float sqrMaxYDistance;
private float currentSqrXZDistance;
private float currentSqrYDistance;
private Vector3 meshToCameraOffset = Vector3.zero;
private Vector3 playerCameraPos;
private List<MeshRenderer> meshRendererList;
private Bounds meshBounds;
private bool isInitialised = false;
private int numMeshRenderers = 0;
private float updateIntervalTimer = 0f;
#endregion
#region Private Initialise Methods
// Use this for initialization
void Start()
{
if (initialiseOnStart) { Iniitalise(); }
}
#endregion
#region Update Methods
void Update()
{
if (!isInitialised) { return; }
// Increment the update interval timer
updateIntervalTimer += Time.deltaTime;
// Do an update if the update interval time has elapsed
if (updateIntervalTimer >= updateInterval)
{
if (playerCamera != null)
{
RenderChildObjects(IsRenderMesh());
}
// Reset the update interval timer
updateIntervalTimer = 0f;
}
}
#endregion
#region Private and Internal Methods - General
/// <summary>
/// Decide whether or not to render the mesh
/// </summary>
/// <returns></returns>
private bool IsRenderMesh()
{
playerCameraPos = playerCamera.transform.position;
// Determine how far away from the mesh bounds we are on each axis
// Get vector from centre of bounds to player camera position
meshToCameraOffset = playerCameraPos - meshBounds.center;
// Take absolute value of offset, then minus half of bounds size from it
meshToCameraOffset.x = meshToCameraOffset.x > 0f ? (meshToCameraOffset.x - meshBounds.extents.x) :
(-meshToCameraOffset.x - meshBounds.extents.x);
// Discard negative values (they are inside of the bounds)
meshToCameraOffset.x = meshToCameraOffset.x > 0f ? meshToCameraOffset.x : 0f;
// Take absolute value of offset, then minus half of bounds size from it
meshToCameraOffset.y = meshToCameraOffset.y > 0f ? (meshToCameraOffset.y - meshBounds.extents.y) :
(-meshToCameraOffset.y - meshBounds.extents.y);
// Discard negative values (they are inside of the bounds)
meshToCameraOffset.y = meshToCameraOffset.y > 0f ? meshToCameraOffset.y : 0f;
// Take absolute value of offset, then minus half of bounds size from it
meshToCameraOffset.z = meshToCameraOffset.z > 0f ? (meshToCameraOffset.z - meshBounds.extents.z) :
(-meshToCameraOffset.z - meshBounds.extents.z);
// Discard negative values (they are inside of the bounds)
meshToCameraOffset.z = meshToCameraOffset.z > 0f ? meshToCameraOffset.z : 0f;
// Get square distances to edge of mesh bounds
currentSqrXZDistance = (meshToCameraOffset.x * meshToCameraOffset.x) + (meshToCameraOffset.z * meshToCameraOffset.z);
currentSqrYDistance = (meshToCameraOffset.y * meshToCameraOffset.y);
// Compare distances to max distances to determine whether or not mesh should be rendered
return currentSqrXZDistance < sqrMaxXZDistance && currentSqrYDistance < sqrMaxYDistance;
}
#endregion
#region Public API Methods - General
/// <summary>
/// Initialise this component. Has no effect if already initialised.
/// </summary>
public void Iniitalise()
{
if (isInitialised) { return; }
meshRendererList = new List<MeshRenderer>(10);
GetComponentsInChildren(true, meshRendererList);
numMeshRenderers = meshRendererList.Count;
// Get the bounds for all the child objects
for (int mrIdx = 0; mrIdx < numMeshRenderers; mrIdx++)
{
meshBounds.Encapsulate(meshRendererList[mrIdx].bounds);
}
// Choose a random starting time for timer
updateIntervalTimer = UnityEngine.Random.Range(0f, updateInterval);
// Pre-calculate square distances
sqrMaxXZDistance = maxXZDistance * maxXZDistance;
sqrMaxYDistance = maxYDistance * maxYDistance;
isInitialised = numMeshRenderers > 0 && playerCamera != null;
}
/// <summary>
/// Enable or disable rendering of child objects
/// </summary>
/// <param name="isRender"></param>
public void RenderChildObjects (bool isRender)
{
for (int mrIdx = 0; mrIdx < numMeshRenderers; mrIdx++)
{
MeshRenderer mRen = meshRendererList[mrIdx];
if (!checkNullObjects || mRen != null)
{
mRen.enabled = isRender;
}
}
}
/// <summary>
/// Used to set the camera at runtime.
/// </summary>
/// <param name="newPlayerCamera"></param>
public void SetCamera (Camera newPlayerCamera)
{
playerCamera = newPlayerCamera;
isInitialised = numMeshRenderers > 0 && playerCamera != null;
if (isInitialised) { RenderChildObjects(IsRenderMesh()); }
}
#endregion
}
}