Ejemplo n.º 1
0
 void EnsureObjectGroupsExist(PlacementStatics statics, int objectGroupIndex)
 {
     while (m_ParentForeground.transform.childCount < statics.ForegroundPrefabs.Length * (objectGroupIndex + 1))
     {
         foreach (var foregroundPrefab in statics.ForegroundPrefabs)
         {
             var newParent = new GameObject();
             newParent.transform.parent = m_ParentForeground.transform;
             var gameObject = Object.Instantiate(foregroundPrefab, newParent.transform);
             var bounds     = ObjectPlacementUtilities.ComputeBounds(gameObject);
             gameObject.transform.localPosition -= bounds.center;
             gameObject.layer = m_ForegroundLayer;
             newParent.name   = gameObject.name;
             ObjectPlacementUtilities.SetMeshRenderersEnabledRecursive(gameObject, false);
         }
     }
 }
Ejemplo n.º 2
0
    void EnsureObjectGroupsExist(PlacementStatics statics, int objectGroupIndex)
    {
        while (m_ParentForeground.transform.childCount < statics.ForegroundPrefabs.Length * (objectGroupIndex + 1))
        {
            foreach (var foregroundPrefab in statics.ForegroundPrefabs)
            {
                var gameObject = Object.Instantiate(foregroundPrefab, m_ParentForeground.transform);
                gameObject.layer = m_ForegroundLayer;
                ObjectPlacementUtilities.SetMeshRenderersEnabledRecursive(gameObject, false);
                var labeling = gameObject.AddComponent <Labeling>();
                var name     = foregroundPrefab.name;
                if (s_NameRegex.IsMatch(name))
                {
                    name = name.Substring(0, name.Length - 3);
                }

                labeling.labels.Add(name);
            }
        }
    }
Ejemplo n.º 3
0
    protected override JobHandle OnUpdate(JobHandle inputDeps)
    {
        if (m_CameraContainer == null)
        {
            m_CameraContainer = GameObject.Find("MainCamera");
            if (m_CameraContainer == null)
            {
                return(inputDeps);
            }
            var tfCamera = m_CameraContainer.transform;
            m_ParentForeground.transform.SetPositionAndRotation(
                tfCamera.position + tfCamera.forward * k_ForegroundLayerDistance, Quaternion.identity);
            m_ParentOccluding.transform.SetPositionAndRotation(
                tfCamera.position + tfCamera.forward * k_OccludingLayerDistance, Quaternion.identity);
        }

        using (s_ClearGameObjects.Auto())
        {
            for (var i = 0; i < m_ParentForeground.transform.childCount; i++)
            {
                var gameObject = m_ParentForeground.transform.GetChild(i).gameObject;
                ObjectPlacementUtilities.SetMeshRenderersEnabledRecursive(gameObject, false);
            }
        }

        if (m_ResourceDirectoriesQuery.CalculateEntityCount() != 1)
        {
            return(inputDeps);
        }

        var singletonEntity = m_CurriculumQuery.GetSingletonEntity();
        var curriculumState = EntityManager.GetComponentData <CurriculumState>(singletonEntity);
        var statics         = EntityManager.GetComponentObject <PlacementStatics>(singletonEntity);

        if (statics.ForegroundPrefabs == null || statics.ForegroundPrefabs.Length == 0)
        {
            return(inputDeps);
        }
        if (statics.BackgroundPrefabs == null || statics.BackgroundPrefabs.Length == 0)
        {
            return(inputDeps);
        }

        if (curriculumState.ScaleIndex >= statics.ScaleFactors.Length)
        {
            return(inputDeps);
        }

        var perceptionCamera = m_CameraContainer.GetComponent <PerceptionCamera>();

        if (perceptionCamera != null)
        {
            perceptionCamera.SetPersistentSensorData("scale", statics.ScaleFactors[curriculumState.ScaleIndex]);
        }

        var camera = m_CameraContainer.GetComponent <Camera>();
        NativeList <PlacedObject> placedObjectBoundingBoxes;

        using (s_PlaceObjects.Auto())
            placedObjectBoundingBoxes = PlaceObjects(camera, statics, ref curriculumState);

        ReportObjectStats(placedObjectBoundingBoxes, m_CameraContainer);

        var occludingObjects = statics.BackgroundPrefabs;

        using (s_PlaceOccludingObjects.Auto())
            PlaceOccludingObjects(occludingObjects, camera, statics, placedObjectBoundingBoxes);
        EntityManager.SetComponentData(singletonEntity, curriculumState);

        placedObjectBoundingBoxes.Dispose();

        return(inputDeps);
    }
Ejemplo n.º 4
0
    NativeList <PlacedObject> PlaceObjects(Camera camera, PlacementStatics statics, ref CurriculumState curriculumState)
    {
        var placedObjectBoundingBoxes = new NativeList <PlacedObject>(500, Allocator.TempJob);
        var objectBounds = ComputeObjectBounds(statics.ForegroundPrefabs);

        var localCurriculumState = curriculumState;
        var curriculumStatePtr   = (CurriculumState *)UnsafeUtility.AddressOf(ref localCurriculumState);
        var localRandom          = m_Rand;
        var randomPtr            = (Random *)UnsafeUtility.AddressOf(ref localRandom);
        var placementRegion      = ObjectPlacementUtilities.ComputePlacementRegion(camera, k_ForegroundLayerDistance);

        using (s_ComputePlacements.Auto())
        {
            var computePlacementsJob = new ComputePlacementsJob()
            {
                CurriculumStatePtr     = curriculumStatePtr,
                Transformer            = new WorldToScreenTransformer(camera),
                ImageCoordinates       = placementRegion,
                ObjectBounds           = objectBounds,
                PlaceObjects           = placedObjectBoundingBoxes,
                RandomPtr              = randomPtr,
                NativePlacementStatics = new NativePlacementStatics
                {
                    ForegroundPrefabCount = statics.ForegroundPrefabs.Length,
                    MaxForegroundObjects  = statics.MaxForegroundObjectsPerFrame,
                    InPlaneRotations      = statics.InPlaneRotations,
                    OutOfPlaneRotations   = statics.OutOfPlaneRotations,
                    ScaleFactors          = statics.ScaleFactors
                }
            };
            computePlacementsJob.Run();
            curriculumState = *computePlacementsJob.CurriculumStatePtr;
            m_Rand          = *computePlacementsJob.RandomPtr;
        }

        using (s_SetupObjects.Auto())
        {
            int objectGroupIndex = 0;
            foreach (var placedObject in placedObjectBoundingBoxes)
            {
                EnsureObjectGroupsExist(statics, objectGroupIndex);
                var gameObject = m_ParentForeground.transform.GetChild(placedObject.PrefabIndex + objectGroupIndex * statics.ForegroundPrefabs.Length).gameObject;

                gameObject.transform.localRotation = placedObject.Rotation;

                gameObject.transform.localScale =
                    Vector3.one * placedObject.Scale;
                gameObject.transform.localPosition = placedObject.Position;

                ObjectPlacementUtilities.SetMeshRenderersEnabledRecursive(gameObject, true);

                if (placedObject.PrefabIndex == statics.ForegroundPrefabs.Length - 1)
                {
                    objectGroupIndex++;
                }
            }
        }

        objectBounds.Dispose();

        return(placedObjectBoundingBoxes);
    }
Ejemplo n.º 5
0
    NativeList <PlacedObject> PlaceObjects(Camera camera, PlacementStatics statics, NativeArray <Bounds> occludingObjectBounds, ref CurriculumState curriculumState)
    {
        var placedObjectBoundingBoxes = new NativeList <PlacedObject>(500, Allocator.TempJob);
        var objectBounds = ComputeObjectBounds(statics.ForegroundPrefabs);

        var localCurriculumState = curriculumState;
        var curriculumStatePtr   = (CurriculumState *)UnsafeUtility.AddressOf(ref localCurriculumState);
        var localRandom          = m_Rand;
        var randomPtr            = (Random *)UnsafeUtility.AddressOf(ref localRandom);
        var placementRegion      = ObjectPlacementUtilities.ComputePlacementRegion(camera, k_ForegroundLayerDistance);

        using (s_ComputePlacements.Auto())
        {
            var computePlacementsJob = new ComputePlacementsJob()
            {
                CurriculumStatePtr     = curriculumStatePtr,
                Transformer            = new WorldToScreenTransformer(camera),
                ImageCoordinates       = placementRegion,
                ObjectBounds           = objectBounds,
                OccludingObjectBounds  = occludingObjectBounds,
                PlaceObjects           = placedObjectBoundingBoxes,
                RandomPtr              = randomPtr,
                NativePlacementStatics = new NativePlacementStatics
                {
                    ForegroundPrefabCount = statics.ForegroundPrefabs.Length,
                    MaxForegroundObjects  = statics.MaxForegroundObjectsPerFrame,
                    InPlaneRotations      = statics.InPlaneRotations,
                    OutOfPlaneRotations   = statics.OutOfPlaneRotations,
                    ScaleFactors          = statics.ScaleFactors,
                    BackgroundObjectInForegroundChance = statics.BackgroundObjectInForegroundChance,
                }
            };
            computePlacementsJob.Run();
            curriculumState = *computePlacementsJob.CurriculumStatePtr;
            m_Rand          = *computePlacementsJob.RandomPtr;
        }

        using (s_SetupObjects.Auto())
        {
            var materialPropertyBlock = new MaterialPropertyBlock();
            int objectGroupIndex      = 0;
            foreach (var placedObject in placedObjectBoundingBoxes)
            {
                GameObject gameObject;
                if (placedObject.IsOccluding)
                {
                    gameObject = m_BackgroundInForegroundObjectCache.GetOrInstantiate(statics.BackgroundPrefabs[placedObject.PrefabIndex]);

                    var meshRenderer = gameObject.GetComponentInChildren <MeshRenderer>();
                    meshRenderer.GetPropertyBlock(materialPropertyBlock);
                    ObjectPlacementUtilities.CreateRandomizedHue(materialPropertyBlock, statics.OccludingHueMaxOffset, ref m_Rand);
                    materialPropertyBlock.SetTexture("_BaseMap", statics.BackgroundImages[m_Rand.NextInt(statics.BackgroundImages.Length)]);
                    meshRenderer.SetPropertyBlock(materialPropertyBlock);
                }
                else
                {
                    EnsureObjectGroupsExist(statics, objectGroupIndex);
                    gameObject = m_ParentForeground.transform.GetChild(placedObject.PrefabIndex + objectGroupIndex * statics.ForegroundPrefabs.Length).gameObject;
                }

                gameObject.transform.localRotation = placedObject.Rotation;
                gameObject.transform.localScale    = Vector3.one * placedObject.Scale;
                gameObject.transform.localPosition = placedObject.Position;

                ObjectPlacementUtilities.SetMeshRenderersEnabledRecursive(gameObject, true);

                if (placedObject.PrefabIndex == statics.ForegroundPrefabs.Length - 1)
                {
                    objectGroupIndex++;
                }
            }
        }

        objectBounds.Dispose();

        return(placedObjectBoundingBoxes);
    }