139 lines
4.2 KiB
C#
139 lines
4.2 KiB
C#
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
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using System;
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using System.Threading;
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using System.Threading.Tasks;
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namespace FlaxEngine.Utilities
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{
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/// <summary>
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/// Helper utility for caching model meshes data.
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/// </summary>
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[HideInEditor]
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public class MeshDataCache
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{
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/// <summary>
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/// The single mesh data container.
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/// </summary>
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public struct MeshData
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{
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/// <summary>
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/// The index buffer.
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/// </summary>
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public uint[] IndexBuffer;
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/// <summary>
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/// The vertex buffer.
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/// </summary>
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public Mesh.Vertex[] VertexBuffer;
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}
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private Model _model;
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private MeshData[][] _meshDatas;
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private bool _meshDatasInProgress;
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private bool _meshDatasCancel;
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/// <summary>
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/// Gets the mesh datas (null if during downloading).
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/// </summary>
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public MeshData[][] MeshDatas => _meshDatasInProgress ? null : _meshDatas;
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/// <summary>
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/// Requests the mesh data.
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/// </summary>
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/// <param name="model">The model to get it's data.</param>
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/// <returns>True if ahs valid data to access, otherwise false if it's during downloading.</returns>
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public bool RequestMeshData(Model model)
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{
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if (model == null)
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throw new ArgumentNullException();
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if (_model != model)
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{
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// Mode changes so release previous cache
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Dispose();
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}
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if (_meshDatasInProgress)
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{
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// Still downloading
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return false;
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}
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if (_meshDatas != null)
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{
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// Has valid data
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return true;
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}
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// Start downloading
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_model = model;
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_meshDatasInProgress = true;
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_meshDatasCancel = false;
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Task.Run(new Action(DownloadMeshData));
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return false;
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}
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/// <summary>
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/// Releases cache.
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/// </summary>
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public void Dispose()
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{
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WaitForMeshDataRequestEnd();
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_meshDatas = null;
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_meshDatasInProgress = false;
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}
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/// <summary>
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/// Waits for mesh data request to end. Does nothing if already has valid data or no valid request pending.
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/// </summary>
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public void WaitForMeshDataRequestEnd()
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{
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if (_meshDatasInProgress)
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{
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_meshDatasCancel = true;
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for (int i = 0; i < 500 && _meshDatasInProgress; i++)
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Thread.Sleep(10);
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}
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}
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private void DownloadMeshData()
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{
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try
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{
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if (!_model)
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{
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_meshDatasInProgress = false;
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return;
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}
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var lods = _model.LODs;
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_meshDatas = new MeshData[lods.Length][];
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for (int lodIndex = 0; lodIndex < lods.Length && !_meshDatasCancel; lodIndex++)
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{
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var lod = lods[lodIndex];
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var meshes = lod.Meshes;
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_meshDatas[lodIndex] = new MeshData[meshes.Length];
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for (int meshIndex = 0; meshIndex < meshes.Length && !_meshDatasCancel; meshIndex++)
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{
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var mesh = meshes[meshIndex];
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_meshDatas[lodIndex][meshIndex] = new MeshData
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{
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IndexBuffer = mesh.DownloadIndexBuffer(),
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VertexBuffer = mesh.DownloadVertexBuffer()
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};
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}
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}
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}
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catch (Exception ex)
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{
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Debug.Logger.LogHandler.LogWrite(LogType.Warning, "Failed to get mesh data.");
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Debug.Logger.LogHandler.LogWrite(LogType.Warning, _model?.ToString() ?? string.Empty);
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Debug.Logger.LogHandler.LogException(ex, null);
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}
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finally
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{
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_meshDatasInProgress = false;
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}
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}
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}
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}
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