Esempio n. 1
0
        public static void AddRange <T>(this DynamicBuffer <T> buffer, T[] array)
            where T : struct
        {
            var a = new NativeArray <T>(array, Allocator.Temp);

            buffer.AddRange(a);
            a.Dispose();
        }
Esempio n. 2
0
            private void Populate(Entity entity, ref DynamicBuffer <MeshVertex> vertices, ref DynamicBuffer <MeshVertexIndex> triangles, int startIndex)
            {
                var textVertices = VerticesFromEntity[entity];
                var textIndices  = TrianglesFromEntity[entity];

                for (int i = 0; i < textIndices.Length; i++)
                {
                    triangles.Add(new MeshVertexIndex()
                    {
                        Value = textIndices[i].Value + startIndex
                    });
                }
                vertices.AddRange(textVertices.Reinterpret <MeshVertex>().AsNativeArray());
            }
Esempio n. 3
0
        private void ShowAdd()
        {
            DynamicBuffer <int> buffer       = new DynamicBuffer <int>();
            DynamicBuffer <int> secondBuffer = new DynamicBuffer <int>();

            #region dynamicbuffer.add

            buffer.Add(5);

            #endregion

            #region dynamicbuffer.addrange

            int[]             source      = { 1, 2, 3, 4, 5 };
            NativeArray <int> newElements = new NativeArray <int>(source, Allocator.Persistent);
            buffer.AddRange(newElements);

            #endregion

            #region dynamicbuffer.asnativearray

            int[] intArray = { 1, 2, 3, 4, 5 };
            NativeArray <int> .Copy(intArray, buffer.AsNativeArray());

            #endregion

            #region dynamicbuffer.capacity

            #endregion

            #region dynamicbuffer.clear

            buffer.Clear();

            #endregion

            #region dynamicbuffer.copyfrom.dynamicbuffer

            buffer.CopyFrom(secondBuffer);

            #endregion

            #region dynamicbuffer.copyfrom.nativearray

            int[]             sourceArray = { 1, 2, 3, 4, 5 };
            NativeArray <int> nativeArray = new NativeArray <int>(source, Allocator.Persistent);
            buffer.CopyFrom(nativeArray);

            #endregion

            #region dynamicbuffer.copyfrom.nativeslice

            NativeSlice <int> nativeSlice = new NativeSlice <int>(nativeArray, 1, 3);
            buffer.CopyFrom(nativeSlice);

            #endregion

            #region dynamicbuffer.copyfrom.array

            int[] integerArray = { 1, 2, 3, 4, 5 };
            buffer.CopyFrom(integerArray);

            #endregion

            #region dynamicbuffer.getenumerator

            foreach (var element in buffer)
            {
                //Use element...
            }

            #endregion

            #region dynamicbuffer.getunsafeptr

            #endregion

            int insertionIndex = 2;

            #region dynamicbuffer.insert

            if (insertionIndex < buffer.Length)
            {
                buffer.Insert(insertionIndex, 6);
            }

            #endregion

            #region dynamicbuffer.iscreated

            #endregion

            #region dynamicbuffer.length

            for (int i = 0; i < buffer.Length; i++)
            {
                buffer[i] = i * i;
            }

            #endregion

            #region dynamicbuffer.removeat

            if (insertionIndex < buffer.Length)
            {
                buffer.RemoveAt(insertionIndex);
            }

            #endregion

            int start = 1;

            #region dynamicbuffer.removerange

            buffer.RemoveRange(start, 5);

            #endregion

            #region dynamicbuffer.reserve

            buffer.EnsureCapacity(buffer.Capacity + 10);

            #endregion

            #region dynamicbuffer.resizeuninitialized

            buffer.ResizeUninitialized(buffer.Length + 10);

            #endregion

            #region dynamicbuffer.indexoperator

            for (int i = 0; i < buffer.Length; i++)
            {
                buffer[i] = i * i;
            }

            #endregion

            #region dynamicbuffer.tonativearray

            NativeArray <int> copy = buffer.ToNativeArray(Allocator.Persistent);

            #endregion

            #region dynamicbuffer.trimexcess

            if (buffer.Capacity > buffer.Length)
            {
                buffer.TrimExcess();
            }

            #endregion
        }
            private void AddQuad(
                float3 v1,
                float3 v2,
                float3 v3,
                float3 v4,
                int width,
                int height,
                Voxel voxel,
                bool backFace,
                float scale,
                DynamicBuffer <Vertex> vertices,
                DynamicBuffer <Index> indices,
                DynamicBuffer <UV0> UVs)
            {
                NativeArray <Vertex> voxelVertices = new NativeArray <Vertex>(4, Allocator.Temp);
                NativeArray <Index>  voxelIndices  = new NativeArray <Index>(6, Allocator.Temp);
                NativeArray <UV0>    voxelUVs      = new NativeArray <UV0>(4, Allocator.Temp);

                voxelVertices[0] = new Vertex {
                    Value = v1 * scale
                };
                voxelVertices[1] = new Vertex {
                    Value = v2 * scale
                };
                voxelVertices[2] = new Vertex {
                    Value = v3 * scale
                };
                voxelVertices[3] = new Vertex {
                    Value = v4 * scale
                };

                int indexOffset = vertices.Length;

                if (backFace)
                {
                    voxelIndices[0] = new Index {
                        value = indexOffset + 2
                    };
                    voxelIndices[1] = new Index {
                        value = indexOffset + 1
                    };
                    voxelIndices[2] = new Index {
                        value = indexOffset
                    };

                    voxelIndices[3] = new Index {
                        value = indexOffset
                    };
                    voxelIndices[4] = new Index {
                        value = indexOffset + 3
                    };
                    voxelIndices[5] = new Index {
                        value = indexOffset + 2
                    };
                }
                else
                {
                    voxelIndices[0] = new Index {
                        value = indexOffset
                    };
                    voxelIndices[1] = new Index {
                        value = indexOffset + 1
                    };
                    voxelIndices[2] = new Index {
                        value = indexOffset + 2
                    };

                    voxelIndices[3] = new Index {
                        value = indexOffset + 2
                    };
                    voxelIndices[4] = new Index {
                        value = indexOffset + 3
                    };
                    voxelIndices[5] = new Index {
                        value = indexOffset
                    };
                }

                VoxelConcurrent currentVoxel = ConcurrentVoxels[voxel.DatabaseIndex];

                for (int i = 0; i < voxelUVs.Length; i++)
                {
                    float2 uv = float2.zero;
                    switch (voxel.Side)
                    {
                    case TOP:
                        uv = currentVoxel.TopUV;
                        break;

                    case BOTTOM:
                        uv = currentVoxel.BottomUV;
                        break;

                    case WEST:
                        uv = currentVoxel.WestUV;
                        break;

                    case EAST:
                        uv = currentVoxel.EastUV;
                        break;

                    case NORTH:
                        uv = currentVoxel.NorthUV;
                        break;

                    case SOUTH:
                        uv = currentVoxel.SouthUV;
                        break;
                    }
                    voxelUVs[i] = new UV0 {
                        Value = uv
                    };
                }

                vertices.AddRange(voxelVertices);
                indices.AddRange(voxelIndices);
                UVs.AddRange(voxelUVs);

                voxelVertices.Dispose();
                voxelIndices.Dispose();
                voxelUVs.Dispose();
            }
        void AddDashedLaneLine(
            NativeArray <RigidTransform> samples,
            float xOffset,
            RoadMarking marking,
            DynamicBuffer <CombinedVertex> vertexBuffer,
            DynamicBuffer <Triangle> triangleBuffer,
            DynamicBuffer <SubMesh> subMeshBuffer,
            DynamicBuffer <RigidTransform> roadMarkingSamples,
            DynamicBuffer <DashPoint> dashPoints)
        {
            DashSamples(samples, marking, out var dashSamples, out var dashCaps);
            roadMarkingSamples.AddRange(dashSamples);
            dashPoints.AddRange(dashCaps);

            var markingWidth      = marking.Width / 2;
            var leftOffsetSpline  = SplineUtility.OffsetSpline(dashSamples, new float3(-markingWidth + xOffset, 0f, 0f), Allocator.Temp);
            var rightOffsetSpline = SplineUtility.OffsetSpline(dashSamples, new float3(markingWidth + xOffset, 0f, 0f), Allocator.Temp);
            var dashVertices      = new NativeList <CombinedVertex>(leftOffsetSpline.Length / 2, Allocator.Temp);
            var nonDashVertices   = new NativeList <CombinedVertex>(leftOffsetSpline.Length / 2, Allocator.Temp);

            var upVector = new float3(0f, 1f, 0f);

            for (var i = 0; i < dashSamples.Length - 1; i++)
            {
                if (dashCaps[i].Cap == DashCap.Start)
                {
                    var leftPoint = leftOffsetSpline[i];
                    dashVertices.Add(new CombinedVertex
                    {
                        Vertex = leftPoint.pos,
                        Normal = math.mul(leftPoint.rot, upVector),
                        Uv     = leftPoint.pos.xz
                    });
                    var rightPoint = rightOffsetSpline[i];
                    dashVertices.Add(new CombinedVertex
                    {
                        Vertex = rightPoint.pos,
                        Normal = math.mul(rightPoint.rot, upVector),
                        Uv     = rightPoint.pos.xz
                    });
                    leftPoint = leftOffsetSpline[i + 1];
                    dashVertices.Add(new CombinedVertex
                    {
                        Vertex = leftPoint.pos,
                        Normal = math.mul(leftPoint.rot, upVector),
                        Uv     = leftPoint.pos.xz
                    });
                    rightPoint = rightOffsetSpline[i + 1];
                    dashVertices.Add(new CombinedVertex
                    {
                        Vertex = rightPoint.pos,
                        Normal = math.mul(rightPoint.rot, upVector),
                        Uv     = rightPoint.pos.xz
                    });
                }
                else
                {
                    var leftPoint = leftOffsetSpline[i];
                    nonDashVertices.Add(new CombinedVertex
                    {
                        Vertex = leftPoint.pos,
                        Normal = math.mul(leftPoint.rot, upVector),
                        Uv     = leftPoint.pos.xz
                    });
                    var rightPoint = rightOffsetSpline[i];
                    nonDashVertices.Add(new CombinedVertex
                    {
                        Vertex = rightPoint.pos,
                        Normal = math.mul(rightPoint.rot, upVector),
                        Uv     = rightPoint.pos.xz
                    });
                    leftPoint = leftOffsetSpline[i + 1];
                    nonDashVertices.Add(new CombinedVertex
                    {
                        Vertex = leftPoint.pos,
                        Normal = math.mul(leftPoint.rot, upVector),
                        Uv     = leftPoint.pos.xz
                    });
                    rightPoint = rightOffsetSpline[i + 1];
                    nonDashVertices.Add(new CombinedVertex
                    {
                        Vertex = rightPoint.pos,
                        Normal = math.mul(rightPoint.rot, upVector),
                        Uv     = rightPoint.pos.xz
                    });
                }
            }
            leftOffsetSpline.Dispose();
            rightOffsetSpline.Dispose();
            dashSamples.Dispose();
            dashCaps.Dispose();

            var dashSubMesh = new SubMesh
            {
                VertexCount        = dashVertices.Length,
                VertexStartIndex   = vertexBuffer.Length,
                TriangleCount      = (dashVertices.Length * 3) / 2,
                TriangleStartIndex = triangleBuffer.Length,
                Material           = marking.Material
            };

            var nonDashSubMesh = new SubMesh
            {
                VertexCount        = nonDashVertices.Length,
                VertexStartIndex   = dashSubMesh.VertexStartIndex + dashSubMesh.VertexCount,
                TriangleCount      = (nonDashVertices.Length * 3) / 2,
                TriangleStartIndex = dashSubMesh.TriangleStartIndex + dashSubMesh.TriangleCount,
                Material           = RoadMaterial.RoadSurface
            };

            vertexBuffer.AddRange(dashVertices);
            vertexBuffer.AddRange(nonDashVertices);

            triangleBuffer.ResizeUninitialized(triangleBuffer.Length + dashSubMesh.TriangleCount + nonDashSubMesh.TriangleCount);
            for (int i = 0, j = dashSubMesh.TriangleStartIndex; i < dashSubMesh.VertexCount; i += 4)
            {
                triangleBuffer[j++] = i;
                triangleBuffer[j++] = i + 3;
                triangleBuffer[j++] = i + 1;

                triangleBuffer[j++] = i;
                triangleBuffer[j++] = i + 2;
                triangleBuffer[j++] = i + 3;
            }

            for (int i = 0, j = nonDashSubMesh.TriangleStartIndex; i < nonDashSubMesh.VertexCount; i += 4)
            {
                triangleBuffer[j++] = i;
                triangleBuffer[j++] = i + 3;
                triangleBuffer[j++] = i + 1;

                triangleBuffer[j++] = i;
                triangleBuffer[j++] = i + 2;
                triangleBuffer[j++] = i + 3;
            }

            subMeshBuffer.Add(dashSubMesh);
            subMeshBuffer.Add(nonDashSubMesh);
            dashVertices.Dispose();
            nonDashVertices.Dispose();
        }