protected override JobHandle OnUpdate(JobHandle inputDependencies) { var damageDict = new NativeMultiHashMap <int, int>(bulletGroup.CalculateEntityCount(), Allocator.TempJob); var nextCells = new PrevCells { damageDict = damageDict }; if (prevCells.Count == 0) { prevCells.Add(nextCells); } else { prevCells[0].damageDict.Dispose(); } prevCells[0] = nextCells; ref PhysicsWorld physicsWorld = ref Unity.Entities.World.Active.GetExistingSystem <BuildPhysicsWorld>().PhysicsWorld;
protected override JobHandle OnUpdate(JobHandle inputDeps) { EntityManager.GetAllUniqueSharedComponentData(m_UniqueTypes); var obstacleCount = m_ObstacleGroup.CalculateLength(); var targetCount = m_TargetGroup.CalculateLength(); // Ignore typeIndex 0, can't use the default for anything meaningful. for (int typeIndex = 1; typeIndex < m_UniqueTypes.Count; typeIndex++) { var settings = m_UniqueTypes[typeIndex]; m_BoidGroup.SetFilter(settings); var boidCount = m_BoidGroup.CalculateLength(); var cacheIndex = typeIndex - 1; var cellIndices = new NativeArray <int>(boidCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory); var hashMap = new NativeMultiHashMap <int, int>(boidCount, Allocator.TempJob); var cellObstacleDistance = new NativeArray <float>(boidCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory); var cellObstaclePositionIndex = new NativeArray <int>(boidCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory); var cellTargetPositionIndex = new NativeArray <int>(boidCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory); var cellCount = new NativeArray <int>(boidCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory); var cellAlignment = new NativeArray <float3>(boidCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory); var cellSeparation = new NativeArray <float3>(boidCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory); var copyTargetPositions = new NativeArray <float3>(targetCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory); var copyObstaclePositions = new NativeArray <float3>(obstacleCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory); var initialCellAlignmentJob = new CopyHeadings { headings = cellAlignment }; var initialCellAlignmentJobHandle = initialCellAlignmentJob.Schedule(m_BoidGroup, inputDeps); var initialCellSeparationJob = new CopyPositions { positions = cellSeparation }; var initialCellSeparationJobHandle = initialCellSeparationJob.Schedule(m_BoidGroup, inputDeps); var copyTargetPositionsJob = new CopyPositions { positions = copyTargetPositions }; var copyTargetPositionsJobHandle = copyTargetPositionsJob.Schedule(m_TargetGroup, inputDeps); var copyObstaclePositionsJob = new CopyPositions { positions = copyObstaclePositions }; var copyObstaclePositionsJobHandle = copyObstaclePositionsJob.Schedule(m_ObstacleGroup, inputDeps); var nextCells = new PrevCells { cellIndices = cellIndices, hashMap = hashMap, copyObstaclePositions = copyObstaclePositions, copyTargetPositions = copyTargetPositions, cellAlignment = cellAlignment, cellSeparation = cellSeparation, cellObstacleDistance = cellObstacleDistance, cellObstaclePositionIndex = cellObstaclePositionIndex, cellTargetPositionIndex = cellTargetPositionIndex, cellCount = cellCount }; if (cacheIndex > (m_PrevCells.Count - 1)) { m_PrevCells.Add(nextCells); } else { m_PrevCells[cacheIndex].hashMap.Dispose(); m_PrevCells[cacheIndex].cellIndices.Dispose(); m_PrevCells[cacheIndex].cellObstaclePositionIndex.Dispose(); m_PrevCells[cacheIndex].cellTargetPositionIndex.Dispose(); m_PrevCells[cacheIndex].copyTargetPositions.Dispose(); m_PrevCells[cacheIndex].copyObstaclePositions.Dispose(); m_PrevCells[cacheIndex].cellAlignment.Dispose(); m_PrevCells[cacheIndex].cellSeparation.Dispose(); m_PrevCells[cacheIndex].cellObstacleDistance.Dispose(); m_PrevCells[cacheIndex].cellCount.Dispose(); } m_PrevCells[cacheIndex] = nextCells; var hashPositionsJob = new HashPositions { hashMap = hashMap.ToConcurrent(), cellRadius = settings.CellRadius }; var hashPositionsJobHandle = hashPositionsJob.Schedule(m_BoidGroup, inputDeps); var initialCellCountJob = new MemsetNativeArray <int> { Source = cellCount, Value = 1 }; var initialCellCountJobHandle = initialCellCountJob.Schedule(boidCount, 64, inputDeps); var initialCellBarrierJobHandle = JobHandle.CombineDependencies(initialCellAlignmentJobHandle, initialCellSeparationJobHandle, initialCellCountJobHandle); var copyTargetObstacleBarrierJobHandle = JobHandle.CombineDependencies(copyTargetPositionsJobHandle, copyObstaclePositionsJobHandle); var mergeCellsBarrierJobHandle = JobHandle.CombineDependencies(hashPositionsJobHandle, initialCellBarrierJobHandle, copyTargetObstacleBarrierJobHandle); var mergeCellsJob = new MergeCells { cellIndices = cellIndices, cellAlignment = cellAlignment, cellSeparation = cellSeparation, cellObstacleDistance = cellObstacleDistance, cellObstaclePositionIndex = cellObstaclePositionIndex, cellTargetPositionIndex = cellTargetPositionIndex, cellCount = cellCount, targetPositions = copyTargetPositions, obstaclePositions = copyObstaclePositions }; var mergeCellsJobHandle = mergeCellsJob.Schedule(hashMap, 64, mergeCellsBarrierJobHandle); var steerJob = new Steer { cellIndices = nextCells.cellIndices, settings = settings, cellAlignment = cellAlignment, cellSeparation = cellSeparation, cellObstacleDistance = cellObstacleDistance, cellObstaclePositionIndex = cellObstaclePositionIndex, cellTargetPositionIndex = cellTargetPositionIndex, cellCount = cellCount, targetPositions = copyTargetPositions, obstaclePositions = copyObstaclePositions, dt = Time.deltaTime, }; var steerJobHandle = steerJob.Schedule(m_BoidGroup, mergeCellsJobHandle); inputDeps = steerJobHandle; m_BoidGroup.AddDependency(inputDeps); } m_UniqueTypes.Clear(); return(inputDeps); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { BoidActionSort boidActionsSort = new BoidActionSort(); NonBoidActionSort nonBoidActionSort = new NonBoidActionSort(); EntityManager.GetAllUniqueSharedComponentData(m_UniqueTypes); int obstacleCount = m_ObstacleGroup.CalculateLength(); int targetCount = m_TargetGroup.CalculateLength(); // Ingore typeIndex 0, can't use the default for anything meaningful. for (int typeIndex = 1; typeIndex < m_UniqueTypes.Count; typeIndex++) { MainBoid uniqueBoidConfig = m_UniqueTypes[typeIndex]; m_BoidGroup.SetFilter(uniqueBoidConfig); int boidCount = m_BoidGroup.CalculateLength(); //some of this can be cached from last time to reduce component data calls. int cacheIndex = typeIndex - 1; //this was causing an undisposed allocation error //NativeArray<JobHandle> initializationJobHandles = new NativeArray<JobHandle>(5, Allocator.Temp); NativeArray <Heading> boidHeadings = m_BoidGroup.ToComponentDataArray <Heading>(Allocator.TempJob, out JobHandle initialCellAlignmentJobHandle); //TODO: make this into a 2d array so that the 2d positions doesnt have to be calculated all the time. NativeArray <Translation> boidPositions = m_BoidGroup.ToComponentDataArray <Translation>(Allocator.TempJob, out JobHandle initialCellSeparationJobHandle); NativeArray <Translation> copyTargetPositions = m_TargetGroup.ToComponentDataArray <Translation>(Allocator.TempJob, out JobHandle copyTargetPositionsJobHandle); NativeArray <Translation> copyObstaclePositions = m_ObstacleGroup.ToComponentDataArray <Translation>(Allocator.TempJob, out JobHandle copyObstaclePositionsJobHandle); // initializationJobHandles[0] = initialCellAlignmentJobHandle; // initializationJobHandles[1] = initialCellSeparationJobHandle; // initializationJobHandles[2] = copyTargetPositionsJobHandle; // initializationJobHandles[3] = copyObstaclePositionsJobHandle; NativeArray <BoidAction> orderedBoidActions = new NativeArray <BoidAction>(uniqueBoidConfig.boidActions.Length, Allocator.TempJob); orderedBoidActions.CopyFrom(uniqueBoidConfig.boidActions); NativeArray <NonBoidAction> orderedNonBoidActions = new NativeArray <NonBoidAction>(uniqueBoidConfig.boidActions.Length, Allocator.TempJob); orderedBoidActions.CopyFrom(uniqueBoidConfig.boidActions); orderedNonBoidActions.Sort(nonBoidActionSort); orderedBoidActions.Sort(boidActionsSort); var hashMap = new NativeHashMap <float3, int>(boidCount, Allocator.TempJob); var hashPositionsJob = new HashPositions { hashMap = hashMap.ToConcurrent() }; var hashPositionsJobHandle = hashPositionsJob.Schedule(m_BoidGroup, inputDeps); // initializationJobHandles[4] = hashPositionsJobHandle; var nextCells = new PrevCells { hashMap = hashMap, boidHeadings = boidHeadings, boidPositions = boidPositions, copyObstaclePositions = copyObstaclePositions, copyTargetPositions = copyTargetPositions, orderedBoidActions = orderedBoidActions, orderedNonBoidActions = orderedNonBoidActions, }; if (cacheIndex > (m_PrevCells.Count - 1)) { m_PrevCells.Add(nextCells); } else { m_PrevCells[cacheIndex].hashMap.Dispose(); m_PrevCells[cacheIndex].copyTargetPositions.Dispose(); m_PrevCells[cacheIndex].copyObstaclePositions.Dispose(); m_PrevCells[cacheIndex].boidHeadings.Dispose(); m_PrevCells[cacheIndex].boidPositions.Dispose(); m_PrevCells[cacheIndex].orderedBoidActions.Dispose(); m_PrevCells[cacheIndex].orderedNonBoidActions.Dispose(); } m_PrevCells[cacheIndex] = nextCells; JobHandle initialCellBarrierJobHandle = JobHandle.CombineDependencies(initialCellAlignmentJobHandle, initialCellSeparationJobHandle, copyTargetPositionsJobHandle); JobHandle copyTargetObstacleBarrierJobHandle = JobHandle.CombineDependencies(initialCellBarrierJobHandle, copyObstaclePositionsJobHandle, hashPositionsJobHandle); Steer steerJob = new Steer { // boidActionFunctions = boidActionFunctions, //boidConfig = uniqueBoidConfig, boidIndexs = hashMap, boidHeadings = boidHeadings, boidPositions = boidPositions, orderedBoidActions = orderedBoidActions, orderedNonBoidActions = orderedNonBoidActions, targetPositions = copyTargetPositions, obstaclePositions = copyObstaclePositions, dt = Time.deltaTime }; JobHandle steerJobHandle = steerJob.Schedule(m_BoidGroup, copyTargetObstacleBarrierJobHandle); inputDeps = steerJobHandle; m_BoidGroup.AddDependency(inputDeps); } m_UniqueTypes.Clear(); return(inputDeps); }