Beispiel #1
0
        static private BufferArray <Common.BufferElements.EntityBuffer> _ReleaseCompositesFromPatternGroup(EntityCommandBuffer commandBuffer, BufferArray <Common.BufferElements.EntityBuffer> a_compositeEntities, int i_prefabIndex)
        {
            // get number of composites in this patter group
            int i_compositesCount = a_compositeEntities [i_prefabIndex].Length;

            // iterate through owned composites, to detach them
            for (int i = 0; i < i_compositesCount; i++)
            {
                Common.BufferElements.EntityBuffer compositeEntityBuffer = a_compositeEntities [i_prefabIndex][i];

                // Set as not assigned
                // And reset position
                _ReleaseCompositesFromPatternRequest(commandBuffer, compositeEntityBuffer);
            }

            // fiinally clear store of detached compoenents
            a_compositeEntities [i_prefabIndex].Clear();

            return(a_compositeEntities);
        }
Beispiel #2
0
        /// <summary>
        /// Set as not assigned
        /// And reset position
        /// </summary>
        /// <param name="commandBuffer"></param>
        /// <param name="compositeEntityBuffer"></param>
        static public void _ReleaseCompositesFromPatternRequest(EntityCommandBuffer commandBuffer, Common.BufferElements.EntityBuffer compositeEntityBuffer)
        {
            // set as not assigned
            commandBuffer.AddComponent(compositeEntityBuffer.entity, new Common.Components.IsNotAssignedTag());
            // reset position
            commandBuffer.SetComponent(compositeEntityBuffer.entity, new Position()
            {
                Value = new float3(0, 5, 5)
            });

            commandBuffer.SetComponent(compositeEntityBuffer.entity, new Scale()
            {
                Value = new float3(1, 1, 1) * 0.1f
            });
        }
Beispiel #3
0
            // public float3 f3_moveAbout ;

            // Blocks.MovePatternComonent
            public void Execute()   // for IJob
            // public void Execute ( int i )  // for IJobParallelFor
            {
                // f3_moveAbout += new float3 ( random.NextFloat ( -0.01f, 0.01f ) ,0,0 ) ;

                // iterate through patterns group, to move its composites
                for (int i = 0; i < movePatternData.Length; i++)
                {
                    PatternComponent patternGroup = movePatternData.a_compositePatternComponent [i];
                    //int i_ComponentsPatternIndex = compositePatternComponent.i_patternIndex ;

                    patternGroup.f_baseScale = 3;  // test temp
                    movePatternData.a_compositePatternComponent [i] = patternGroup;

                    MovePattern movePattern = movePatternData.a_movePatterns [i];

                    //int i_entityBufferCount = movePatternData.a_compositeEntities [i].Length ;

                    //movePattern.f3_position = f3_moveAbout + new float3 (1,0,0) * i * patternGroup.f_baseScale + new float3 (5,0,0) ; // * 0.001f;
                    movePattern.f3_position            = f3_moveAbout + patternGroup.f3_localPosition * patternGroup.f_baseScale + new float3(5, 0, 0); // * 0.001f;
                    movePatternData.a_movePatterns [i] = movePattern;                                                                                   // update

                    float f_distance = math.lengthSquared(movePattern.f3_position);


                    Entity paternEntity = movePatternData.a_entities [i];

                    // move composite
                    Position position = new Position()
                    {
                        Value = movePattern.f3_position
                    };
                    //position.Value = blockCompositeBufferElement.f3_position + movePattern.f3_position ;
                    // commandBuffer.SetComponent ( paternEntity, position ) ;

                    // commandBuffer.AddComponent ( paternEntity, new Blocks.Pattern.RequestPatternSetupTag () ) ;

                    int i_entityBufferCount = movePatternData.a_compositeEntities [i].Length;

                    if (i_entityBufferCount > 0)
                    {
                        // iterate through pattern's group composites
                        for (int i_bufferIndex = 0; i_bufferIndex < i_entityBufferCount; i_bufferIndex++)
                        {
                            Common.BufferElements.EntityBuffer entityBuffer = movePatternData.a_compositeEntities [i][i_bufferIndex];

                            Entity compositeEntity = entityBuffer.entity;

                            // get composite data
                            Blocks.CompositeComponent compositeComponent = a_compositeComponents [compositeEntity];
                            Blocks.Pattern.CompositeInPatternPrefabComponent blockCompositeBufferElement = Pattern.AddPatternPrefabSystem._GetCompositeFromPatternPrefab(compositeComponent.i_inPrefabIndex);

                            // move composite
                            // Position position = new Position () ;
                            position.Value = blockCompositeBufferElement.f3_position * patternGroup.f_baseScale + movePattern.f3_position;
                            commandBuffer.SetComponent(compositeEntity, position);

                            Scale scale = new Scale()
                            {
                                Value = blockCompositeBufferElement.f3_scale * patternGroup.f_baseScale
                            };
                            commandBuffer.SetComponent(compositeEntity, scale);

                            if (f_distance > 10)
                            {
                            }
                            else
                            {
                                // Entity paternEntity = movePatternData.a_entities [i] ;
                                // commandBuffer.AddComponent ( paternEntity, new Blocks.Pattern.RequestPatternReleaseTag () ) ;

                                //Test02.AddBlockSystem._AddBlockRequestViaCustomBufferWithEntity ( commandBuffer, paternEntity, movePattern.f3_position, new float3 (1,1,1), float3.zero, new Entity (), float4.zero ) ;
                            }
                        } // for
                    }
                    else
                    {
                        Entity compositeEntity = patternGroup.blockEntity;

                        // get composite data
                        Blocks.CompositeComponent compositeComponent = a_compositeComponents [compositeEntity];
                        Blocks.Pattern.CompositeInPatternPrefabComponent blockCompositeBufferElement = Pattern.AddPatternPrefabSystem._GetCompositeFromPatternPrefab(compositeComponent.i_inPrefabIndex);

                        // move composite
                        // Position position = new Position () ;
                        position.Value = blockCompositeBufferElement.f3_position * patternGroup.f_baseScale + movePattern.f3_position;
                        commandBuffer.SetComponent(compositeEntity, position);

                        //Scale scale = new Scale () { Value = blockCompositeBufferElement.f3_scale * patternGroup.f_baseScale * 3 } ;
                        //commandBuffer.SetComponent ( compositeEntity, scale ) ;
                    }
                } // for
            }
Beispiel #4
0
        /// <summary>
        /// Assigns composite patter, to selected entity
        /// </summary>
        /// <param name="entityWithPatern"></param>
        static private EntityCommandBuffer _AssignComposites2Pattern(EntityCommandBuffer commandBuffer, RequestPatternSetupData requestPatternSetupData, int i_patternGroupIndex, EntityArray a_spareCompositeEntities)
        {
            //Entity assignComposites2PatternEntity = assignComposite2PatternData.a_entities [i_entityWithPaternIndex] ;
            //CompositeComponent compositeComponent = assignComposite2PatternData.a_compositeEntityRelatives [i_entityWithPaternIndex] ;

            Blocks.PatternComponent pattern = requestPatternSetupData.a_compositesInPattern [i_patternGroupIndex];
            BufferArray <Common.BufferElements.EntityBuffer> a_patternsStore = requestPatternSetupData.a_entityBuffer;

            int i_patternIndex       = pattern.i_patternIndex;
            int i_patternOffsetIndex = i_patternIndex * Pattern.AddPatternPrefabSystem.i_compositesCountPerPatternGroup;

            Entity requestPatternSetupEntity = requestPatternSetupData.a_entities [i_patternGroupIndex];


            // clear store for each pattern group entity
            a_patternsStore [i_patternGroupIndex].Clear();

            int i_spareEntitiesOffsetIndex = i_patternGroupIndex * Pattern.AddPatternPrefabSystem.i_compositesCountPerPatternGroup;

            // int i_patterGroupOffsetIndex = i_componentsPatternIndex * i_compositesCountPerPatternGroup ;
            // assign composite entity to entity with pattern
            for (int i_spareEntityIndex = 0; i_spareEntityIndex < Pattern.AddPatternPrefabSystem.i_compositesCountPerPatternGroup; i_spareEntityIndex++)
            {
                // get element from patern prefab to copy into group
                int i_compositeInPrefabIndex = i_patternOffsetIndex + i_spareEntityIndex;
                Blocks.Pattern.CompositeInPatternPrefabComponent compositeInPatternPrefab = Pattern.AddPatternPrefabSystem.a_patternPrefabs [i_compositeInPrefabIndex];

                // This composite is different type as previous composite.
                // This composite mesh will be scaled, to overlap next composite, if the type is the same.
                // Hence next mesh may be not required, hwen type is < 0
                if (compositeInPatternPrefab.i_compositePrefabIndex >= 0)
                {
                    // Assign relative references to composite
                    Blocks.CompositeComponent composite = new CompositeComponent()
                    {
                        blockEntity     = pattern.blockEntity,       // assign grand parent entity to composite
                        patternEntity   = requestPatternSetupEntity, // assign parent pattern group entity to composite
                        i_inPrefabIndex = i_compositeInPrefabIndex   // used prefab
                    };

                    Entity spareCompositeEntity = a_spareCompositeEntities [i_spareEntitiesOffsetIndex + i_spareEntityIndex];

                    Common.BufferElements.EntityBuffer spareEntityBuffer = new Common.BufferElements.EntityBuffer()
                    {
                        entity = spareCompositeEntity
                    };

                    // expand buffer array if is too small
                    a_patternsStore [i_patternGroupIndex].Add(spareEntityBuffer);

                    commandBuffer.SetComponent(spareCompositeEntity, composite);

                    MeshInstanceRenderer renderer;
                    switch (compositeInPatternPrefab.i_compositePrefabIndex)
                    {
                    case 1:
                        renderer = Bootstrap.octreeCenter02;
                        break;

                    case 2:
                        renderer = Bootstrap.octreeCenter03;
                        break;

                    case 3:
                        renderer = Bootstrap.octreeCenter04;
                        break;

                    case 4:
                        renderer = Bootstrap.octreeCenter05;
                        break;

                    case 5:
                        renderer = Bootstrap.octreeCenter06;
                        break;

                    case 6:
                        renderer = Bootstrap.octreeCenter07;
                        break;

                    default:
                        renderer = Bootstrap.octreeCenter01;
                        break;
                    }

                    commandBuffer.SetSharedComponent(spareCompositeEntity, renderer);

                    Position position = new Position()
                    {
                        Value = compositeInPatternPrefab.f3_position
                    };
                    commandBuffer.SetComponent(spareCompositeEntity, position);

                    Scale scale = new Scale()
                    {
                        Value = compositeInPatternPrefab.f3_scale * pattern.f_baseScale
                    };
                    commandBuffer.SetComponent(spareCompositeEntity, scale);

                    // Store composite back in
                    //Pattern.AddPatternPrefabSystem.a_patternPrefabs [ i_compositeInPrefabIndex ] = compositeInPatternPrefab ;

                    // Composite entity has been assigned
                    // Now is ready for rendering, or other processing
                    commandBuffer.RemoveComponent <Common.Components.IsNotAssignedTag> (spareCompositeEntity);
                }
                else
                {
                    // Iteration reached composite index in the prefab store, which should be ignored.
                    // Any later index for this prefab should also be ignored, as expanded mesh took its place.
                    break;
                }
            }

            return(commandBuffer);
        }
Beispiel #5
0
            // public float3 f3_moveAbout ;

            // Blocks.MovePatternComonent
            public void Execute()   // for IJob
            // public void Execute ( int i )  // for IJobParallelFor
            {
                // Iterate through patterns groups, to move its composites
                for (int i = 0; i < movePatternData.Length; i++)
                {
                    PatternComponent patternGroup = movePatternData.a_compositePatternComponent [i];
                    // int i_componentsPatternIndex = patternGroup.i_patternIndex ;

                    patternGroup.f_baseScale = 1f;  // test temp

                    MovePattern movePattern = movePatternData.a_movePatterns [i];

                    int i_entityBufferCount = movePatternData.a_compositeEntities [i].Length;

                    // position offset test
                    //movePattern.f3_position = f3_moveAbout + patternGroup.f_localPosition * patternGroup.f_baseScale * 3; // * 0.001f;
                    // movePattern.f3_position = f3_moveAbout + patternGroup.f_localPosition * patternGroup.f_baseScale + new float3 (5,0,0) ; // * 0.001f;
                    movePattern.f3_position = f3_moveAbout + patternGroup.f3_localPosition * 3 + new float3(5, 0, 0); // * 0.001f;

                    movePatternData.a_movePatterns [i] = movePattern;                                                 // update

                    float f_distance = math.lengthSquared(movePattern.f3_position);

                    // if ( f_distance < 8 )
                    //  {

                    // iterate through pattern's group composites
                    for (int i_bufferIndex = 0; i_bufferIndex < i_entityBufferCount; i_bufferIndex++)
                    {
                        Common.BufferElements.EntityBuffer entityBuffer = movePatternData.a_compositeEntities [i][i_bufferIndex];

                        Entity compositeEntity = entityBuffer.entity;

                        if (compositeEntity.Index != 0)
                        {
                            // get composite data
                            Blocks.CompositeComponent compositeComponent = a_compositeComponents [compositeEntity];
                            Blocks.Pattern.CompositeInPatternPrefabComponent blockCompositeBufferElement = Pattern.AddPatternPrefabSystem._GetCompositeFromPatternPrefab(compositeComponent.i_inPrefabIndex);

                            // move composite
                            Position position = new Position();
                            position.Value = blockCompositeBufferElement.f3_position * patternGroup.f_baseScale + movePattern.f3_position;
                            //position.Value = blockCompositeBufferElement.f3_position * 3 + movePattern.f3_position ;
                            // movePattern.f3_position = f3_moveAbout + patternGroup.f_localPosition * patternGroup.f_baseScale + new float3 (5,0,0) ; // * 0.001f;
                            commandBuffer.SetComponent(compositeEntity, position);

                            Scale scale = new Scale()
                            {
                                Value = blockCompositeBufferElement.f3_scale * patternGroup.f_baseScale
                            };
                            commandBuffer.SetComponent(compositeEntity, scale);
                        }
                    } // for

                    // }
                    //  else
                    //  {

                    /*
                     * Entity paternEntity = movePatternData.a_entities [i] ;
                     * commandBuffer.AddComponent ( paternEntity, new Blocks.Pattern.RequestPatternReleaseTag () ) ;
                     *
                     * // Test02.AddBlockSystem._AddBlockRequestViaCustomBufferWithEntity ( commandBuffer, paternEntity, movePattern.f3_position, new float3 (1,1,1), float3.zero, new Entity (), float4.zero ) ;
                     * commandBuffer.AddComponent ( paternEntity, new Common.Components.Lod05Tag () ) ; // test only
                     * commandBuffer.AddComponent ( paternEntity, new Blocks.Pattern.RequestPatternSetupTag () ) ;
                     */

                    //patternGroup.f_baseScale = 3 ;
                    //movePatternData.a_compositePatternComponent [i] = patternGroup ;
                    //  }
                } // for
            }