Example #1
0
    private void Update()
    {
        Ray            ray = Camera.main.ScreenPointToRay(Input.mousePosition);
        float3         dir = ray.direction;
        float3         pos = ray.origin;
        raycast_result result;

        if (Input.GetKeyDown(KeyCode.Mouse1))
        {
            System.Diagnostics.Stopwatch sw = System.Diagnostics.Stopwatch.StartNew();
            Raycast.RaycastJob(ref gameWorld, pos, dir, 1000, out result);
            sw.Stop();
            Debug.Log($"Raycast took {sw.ElapsedMilliseconds}ms and hit {result.hitPos.x}, {result.hitPos.y}, {result.hitPos.z}");
            GameObject go = GameObject.CreatePrimitive(PrimitiveType.Sphere);
            go.transform.localScale = new Vector3(.35f, .25f, .25f);
            go.transform.position   = result.hitPos;
            Debug.DrawLine(pos, result.hitPos, new Color32(122, 0, 122, 255), 10000);
        }

        float  boxDimWithPadding = (gameWorld.entityCount * .5f) + gameWorld.entityCount;
        Bounds b = new Bounds(new Vector3(boxDimWithPadding / 2, 0, boxDimWithPadding / 2), new Vector3(boxDimWithPadding, 100, boxDimWithPadding));

        //positionBuffer.SetData(positions);
        //material.SetBuffer("positionBuffer", positionBuffer);
        Graphics.DrawMeshInstancedIndirect(boxMesh, 0, material, b, argsBuffer);
    }
Example #2
0
    private void Update()
    {
        if (Input.GetKeyDown(KeyCode.Mouse1))
        {
            Ray            ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            float3         dir = ray.direction;
            float3         pos = ray.origin;
            raycast_result result;
            System.Diagnostics.Stopwatch sw = System.Diagnostics.Stopwatch.StartNew();
            Raycast.RaycastJob(ref gameWorld, pos, dir, 1000, out result);
            //Raycast.SlowRayCast(gameWorld, pos, dir, 1000, out result);
            sw.Stop();
            string hitStr    = $"hit {gameWorld.entities[result.hitEntityIndex].name} entity as position {result.hitPos}";
            Color  drawColor = new Color32(122, 0, 122, 255);
            selectedEntityIndex = result.hitEntityIndex;
            if (!result.didHit)
            {
                hitStr              = "did not hit";
                drawColor           = new Color32(255, 0, 0, 255);
                selectedEntityIndex = -1;
            }
            Debug.Log($"Raycast took {sw.ElapsedMilliseconds}ms and {hitStr}");
            Debug.DrawLine(pos, result.hitPos, drawColor, 10000);
        }

        if (selectedEntityIndex >= 0)
        {
            entity selectedEntity = gameWorld.entities[selectedEntityIndex];
            if (GameWorld.HasTag(ref selectedEntity, global::tag.BUILDING))
            {
                selectedBuildingTransform.position = selectedEntity.position;
                buildingUI.GetComponentInChildren <TMPro.TMP_Text>().text = selectedEntity.name;
                UIHelpers.WorldSpaceToScreenSpace(ref selectedBuildingTransform, ref buildingUI, ref dynamicBuildingCanvas);
            }
        }

        if (debugRender)
        {
            Camera     cam = Camera.main;
            Quaternion rot = Quaternion.Euler(rotation);
            for (int i = 0; i < gameWorld.entityCount; ++i)
            {
                Graphics.DrawMesh(debugMeshes[i], gameWorld.entities[i].position, rot, debugMat, 1, cam);
            }
        }
#if false //Draw the ground entity.
        Graphics.DrawMesh(groundMesh, groundPos, Quaternion.identity, debugMat, 1, Camera.main);
#endif
    }
Example #3
0
    private void Start()
    {
        mainCam   = Camera.main;
        gameWorld = new world(30000);

        positions      = new Vector4[gameWorld.maxEntities];
        positionBuffer = new ComputeBuffer(gameWorld.maxEntities, 16);
        argsBuffer     = new ComputeBuffer(1, args.Length * sizeof(uint), ComputeBufferType.IndirectArguments);
#if true
        SpawnLotsOfCubes(ref gameWorld, gameWorld.maxEntities);

        float3 start = new float3(50, 0, -50);
        System.Diagnostics.Stopwatch sw = System.Diagnostics.Stopwatch.StartNew();
        raycast_result hitResult;
        Raycast.RaycastJob(ref gameWorld, new float3(50, 0, -50), forward, 10000, out hitResult);

        sw.Stop();
        Debug.Log($"Raycast took {sw.ElapsedMilliseconds}ms");
#endif

#if false
        SpawnLotsOfGameObjects(gameWorld.maxEntities);
        System.Diagnostics.Stopwatch sw2 = System.Diagnostics.Stopwatch.StartNew();
        Physics.Raycast(new Vector3(50, 0, -5), Vector3.forward, 10000);
        sw2.Stop();
        Debug.Log($"Unity Raycast took {sw2.ElapsedMilliseconds}ms");
#endif

#if true
        RayCastAlongSphere(ref gameWorld, new float3(0, 0, 0), 20f);
#endif
#if false
        BoundsTests(ref test);
#endif

#if false
        float3CreationTests();
#endif
#if false
        ProjectionTests();
#endif
    }
Example #4
0
    private static void RayCastAlongSphere(ref world _w, float3 _origin, float _radius)
    {
        System.Diagnostics.Stopwatch sw = System.Diagnostics.Stopwatch.StartNew();
        float          diameter         = _radius * 2;
        float          yStep            = _radius / 25;
        float          cStep            = 360 / 25;
        raycast_result hitResult;
        int            count = 0;

        for (float y = -_radius;
             y <= _radius;
             y += yStep)
        {
            float absY  = Mathf.Abs(y);
            float ratio = (_radius - absY);
            for (float c = 0;
                 c < 360;
                 c += cStep)
            {
                float  x     = Mathf.Sin(c) * ratio;
                float  z     = Mathf.Cos(c) * ratio;
                float3 start = new float3(x, y, z);
                start = Math.Float3Normalize(start);
                start = start * _radius;
                float3 dir = Math.Float3Normalize(new float3(0, 0, 0) - start);
                if (Raycast.RaycastJob(ref _w, start, dir, _radius, out hitResult))
                {
                    raycast_result result2;
                    float3         newStart = start + Math.Float3FromDirAndMag(start, dir * 1, _radius * 2);
                    //newStart = float3Addfloat3(hitResult.hitPos, float3FromDirAndMag(hitResult.hitPos, dir, 1));
                    if (Raycast.RaycastJob(ref _w, newStart, dir * 1, _radius * 2, out result2))
                    {
                        Debug.DrawLine(hitResult.hitPos, result2.hitPos, Color.green, Mathf.Infinity);
                    }
                    count++;
                }
                count++;
            }
        }
        sw.Stop();
        Debug.Log($"ElapsedTime: {sw.ElapsedMilliseconds}ms for {count} raycasts");
    }