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using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace NGS.MeshFusionPro;
public class CombinedObject : MonoBehaviour, ICombinedObject<CombinedObjectPart, CombineSource>, ICombinedObject
{
private CombinedMesh _combinedMesh;
private CombinedMeshDataInternal _meshData;
private List<CombinedObjectPart> _parts;
private List<CombinedMeshPart> _destroyedMeshParts;
private RendererSettings _rendererSettings;
private bool _updating;
IReadOnlyList<ICombinedObjectPart> ICombinedObject.Parts => _parts;
public IReadOnlyList<CombinedObjectPart> Parts => _parts;
public RendererSettings RendererSettings => _rendererSettings;
public Bounds Bounds
{
get
{
Bounds localBounds = LocalBounds;
localBounds.center += base.transform.position;
return localBounds;
}
}
public Bounds LocalBounds => _combinedMesh.MeshData.GetBounds();
public int VertexCount => _combinedMesh.MeshData.VertexCount;
public bool Updating
{
get
{
return _updating;
}
set
{
_updating = value;
base.enabled = value;
}
}
private void Update()
{
if (!Updating)
{
base.enabled = false;
return;
}
ForceUpdate();
base.enabled = false;
}
private void OnDestroy()
{
_combinedMesh.Dispose();
}
public static CombinedObject Create(MeshType meshType, CombineMethod combineType, RendererSettings settings)
{
return Create(new CombinedMeshFactory(meshType, combineType), settings);
}
public static CombinedObject Create(ICombinedMeshFactory factory, RendererSettings settings)
{
return Create(factory.CreateCombinedMesh(), settings);
}
public static CombinedObject Create(CombinedMesh combinedMesh, RendererSettings settings)
{
CombinedObject combinedObject = new GameObject("Combined Object").AddComponent<CombinedObject>();
combinedObject.Construct(combinedMesh, settings);
return combinedObject;
}
private void Construct(CombinedMesh combinedMesh, RendererSettings settings)
{
_combinedMesh = combinedMesh;
_meshData = (CombinedMeshDataInternal)_combinedMesh.MeshData;
_parts = new List<CombinedObjectPart>();
_destroyedMeshParts = new List<CombinedMeshPart>();
_rendererSettings = settings;
_updating = true;
if (combinedMesh.MeshData.PartsCount > 0)
{
foreach (CombinedMeshPart part in combinedMesh.MeshData.GetParts())
{
_parts.Add(new CombinedObjectPart(this, part));
}
}
CreateMeshFilter(_combinedMesh.Mesh);
CreateMeshRenderer(settings);
}
public void ForceUpdate()
{
if (_destroyedMeshParts.Count > 0)
{
_combinedMesh.Cut(_destroyedMeshParts);
_destroyedMeshParts.Clear();
}
}
public Bounds GetLocalBounds(CombinedObjectPart part)
{
return _meshData.GetBounds(part.MeshPart);
}
public Bounds GetBounds(CombinedObjectPart part)
{
Bounds localBounds = GetLocalBounds(part);
localBounds.center += base.transform.position;
return localBounds;
}
public void Combine(IEnumerable<ICombineSource> sources)
{
Combine(sources.Select((ICombineSource s) => (CombineSource)s));
}
public void Combine(IEnumerable<CombineSource> sources)
{
if (_parts.Count == 0)
{
base.transform.position = GetAveragePosition(sources);
}
Vector3 position = base.transform.position;
int num = sources.Count();
int num2 = 0;
MeshCombineInfo[] array = new MeshCombineInfo[num];
foreach (CombineSource source in sources)
{
MeshCombineInfo combineInfo = source.CombineInfo;
combineInfo.transformMatrix = combineInfo.transformMatrix.SetTranslation(source.Position - position);
array[num2++] = combineInfo;
}
try
{
CombinedMeshPart[] array2 = _combinedMesh.Combine(array);
num2 = 0;
foreach (CombineSource source2 in sources)
{
CombinedObjectPart combinedObjectPart = new CombinedObjectPart(this, array2[num2]);
_parts.Add(combinedObjectPart);
source2.Combined(this, combinedObjectPart);
num2++;
}
}
catch (Exception ex)
{
string errorMessage = ex.Message + ex.StackTrace;
foreach (CombineSource source3 in sources)
{
source3.CombineError(this, errorMessage);
source3.CombineFailed(this);
}
}
}
public void Destroy(CombinedObjectPart part)
{
if (_parts.Remove(part))
{
_destroyedMeshParts.Add(part.MeshPart);
base.enabled = true;
}
}
private void CreateMeshFilter(Mesh mesh)
{
base.gameObject.AddComponent<MeshFilter>().sharedMesh = mesh;
}
private void CreateMeshRenderer(RendererSettings settings)
{
MeshRenderer meshRenderer = base.gameObject.AddComponent<MeshRenderer>();
meshRenderer.sharedMaterial = settings.material;
meshRenderer.shadowCastingMode = settings.shadowMode;
meshRenderer.receiveShadows = settings.receiveShadows;
meshRenderer.lightmapIndex = settings.lightmapIndex;
meshRenderer.realtimeLightmapIndex = settings.realtimeLightmapIndex;
meshRenderer.tag = settings.tag;
meshRenderer.gameObject.layer = settings.layer;
}
private Vector3 GetAveragePosition(IEnumerable<CombineSource> sources)
{
Vector3 zero = Vector3.zero;
int num = 0;
foreach (CombineSource source in sources)
{
zero += source.Position;
num++;
}
return zero / num;
}
}
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