Beispiel #1
0
        public ChunkMachine(int LODs, float MinCellSize, int MaxNumChunksToPrepare, int Resolution, ComputeShader NoiseComputeShader, GameObject ChunkPrefab, Transform ChunkParent)
        {
            this.LODs               = LODs;
            this.MinCellSize        = MinCellSize;
            this.Resolution         = Resolution;
            this.ChunkPrefab        = ChunkPrefab;
            this.MaxNumToPrepare    = MaxNumChunksToPrepare;
            this.NoiseComputeShader = NoiseComputeShader;
            this.ChunkParent        = ChunkParent;
            this.ActiveJob          = false;
            PreparingChunksMode     = false;
            CurrentlyManagingChunks = false;

            ChunkJobQueuer.Initialize();
            this.LoadedChunks = new Hashtable();
            this.ResultPool   = new CObjectPool <ChunkManageResult>(() => new ChunkManageResult());


            UsedInput              = new ChunkManageInput();
            LoadedChunksCenter     = new Vector3(float.MinValue, float.MinValue, float.MinValue);
            UnloadedChunksCenter   = new Vector3(float.MinValue, float.MinValue, float.MinValue);
            UsedInput.LoadedChunks = LoadedChunks;
            UsedInput.LODs         = LODs;

            UsedInput.MinSizeOfCell = MinCellSize;
            UsedInput.Resolution    = Resolution;
        }
Beispiel #2
0
        public void Update(Vector3 PlayerLocation)
        {
            if (PreparingChunksMode)
            {
                PrepareChunks(MaxNumToPrepare);
                return;
            }
            else if (CurrentlyManagingChunks)
            {
                ChunkManageResult ManageResult = ChunkManager.CheckManageChunks();

                if (ManageResult != null)
                {
                    CurrentlyManagingChunks = false;
                    if (ManageResult.NewState == ChunkWorkState.DoNewJob)
                    {
                        this.ActiveJob = true;

                        LastResult           = ManageResult;
                        UnloadedChunksCenter = ManageResult.NewCenter;

                        MostRecentAllChunkJobList = ManageResult.AllChunkJobs;

                        ChunkJobQueuer.QueueTasks(ManageResult.Jobs.ToArray());
                    }
                }
            }
            else if (UnityEngine.Time.time - LastUpdateTime > 3.0f)
            {
                LastUpdateTime = UnityEngine.Time.time;

                if (this.ActiveJob)
                {
                    CheckForAndProcessLoadedChunks();
                    return;
                }

                UsedInput.LoadedChunks        = LoadedChunks;
                UsedInput.PlayerLocation      = PlayerLocation;
                UsedInput.CurrentChunksCenter = LoadedChunksCenter;

                Task.Run(() => ChunkManager.ManageChunks(UsedInput));
                CurrentlyManagingChunks = true;

                return;
            }
        }
Beispiel #3
0
        private void CheckForAndProcessLoadedChunks()
        {
            ChunkJobResult[] Results = ChunkJobQueuer.CheckStatus();

            if (Results != null)
            {
                UnityEngine.Debug.Log("All " + Results.Length + " jobs finished.");

                PreparingChunksMode = true;
                ActiveJob           = false;
                LoadedChunksCenter  = UnloadedChunksCenter;
                ResetPrepareCollections();

                Hashtable NewChunks = new Hashtable();

                // For each currently loaded chunk...
                foreach (DictionaryEntry c1 in LoadedChunks)
                {
                    bool shouldDestroy = true;

                    // Check if it's in the most recent chunk job list
                    foreach (ChunkJob c2 in MostRecentAllChunkJobList)
                    {
                        // If it is, don't destroy it and add it to the new chunks list
                        if ((string)c1.Key == c2.Key)
                        {
                            shouldDestroy = false;
                            SavedChunks.Add((Chunk)c1.Value);
                            break;
                        }
                    }

                    // Otherwise, destroy it
                    if (shouldDestroy)
                    {
                        //UnityEngine.Debug.Log("Destroying chunk");
                        //UnityEngine.Debug.Log("((Chunk)(c1.Value)).Object.name" + ((Chunk)(c1.Value)).Object.name);
                        //UnityEngine.Object.Destroy(((Chunk)(c1.Value)).Object);
                        DestroyList.Add((Chunk)c1.Value);
                    }
                }

                long totalProcessingTime = 0;

                // For each chunk job...
                foreach (ChunkJobResult JobRes in Results)
                {
                    if (JobRes == null)
                    {
                        UnityEngine.Debug.Log("JobResult is null.");
                    }
                    totalProcessingTime += JobRes.ProcessingTime;

                    // Load its chunk
                    RealizeList.Enqueue(JobRes);
                    //Chunk c = ChunkManager.RealizeChunk(JobRes, MeshPrefab, MeshParent);
                    //NewChunks.Add(c.Key, c);
                }

                UnityEngine.Debug.Log("Average processing time: " + (totalProcessingTime / Results.Length) + "ms.");

                //LoadedChunks = NewChunks;
            }
        }