public bool WriteOrStoreChunk(OrderedChunk chunk)
        {
            var chunksCount = _getChunksCount();

            _sortedDictionary.Add(chunk.Order, chunk);

            while (_sortedDictionary.ContainsKey(_chunksWritten))
            {
                var orderedChunk = _sortedDictionary[_chunksWritten];

                Write(orderedChunk);

                orderedChunk.RentedData.Dispose();

                _sortedDictionary.Remove(_chunksWritten);
                _chunksWritten++;
            }

            Flush();

            var writeEnded = _chunksWritten == chunksCount;

            if (writeEnded)
            {
                _writeCompletedEvent.Set();
            }

            return(writeEnded);
        }
Esempio n. 2
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 void show_chunk(OrderedChunk chunk)
 {
     if (chunk.mesh != null && chunk.mesh.submesh != null)
     {
         chunk.mesh.submesh.SetVisible(true);
     }
 }
Esempio n. 3
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 void hide_chunk(OrderedChunk chunk)
 {
     if (chunk.mesh != null && chunk.mesh.submesh != null)
     {
         chunk.mesh.submesh.SetVisible(false);
     }
 }
Esempio n. 4
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        // update visible triangles for this chunk
        void update_triangles(OrderedChunk chunk, float max_scalar)
        {
            if (chunk.mesh == null)
            {
                chunk.mesh = new MeshChunk();
            }

            int count = 0;

            foreach (int idx in chunk.order_range)
            {
                if (tri_ordering[idx].scalar < max_scalar)
                {
                    count++;
                }
            }

            // if we have the same count, we can keep it
            if (chunk.mesh.current_count == count)
            {
                chunk.mesh.submesh.SetVisible(true);
                return;
            }

            // find subset triangles
            int[] triangles = new int[count];
            for (int k = 0; k < count; ++k)
            {
                int idx = chunk.order_range.a + k;
                triangles[k] = tri_ordering[idx].tid;
            }

            // find submesh
            // [TODO] faster variant of this? Also could be computing these in background...
            DSubmesh3 submesh = new DSubmesh3(Mesh, triangles);

            MeshTransforms.VertexNormalOffset(submesh.SubMesh, NormalOffsetDistance);
            fMesh umesh = UnityUtil.DMeshToUnityMesh(submesh.SubMesh, false);

            // create or update GO
            if (chunk.mesh.submesh == null)
            {
                chunk.mesh.submesh = new fMeshGameObject(umesh, true, false);
                if (ChunkMeshMaterial != null)
                {
                    chunk.mesh.submesh.SetMaterial(ChunkMeshMaterial);
                }
                if (ChunkMeshParent != null)
                {
                    ChunkMeshParent.AddChild(chunk.mesh.submesh, false);
                }
            }
            else
            {
                chunk.mesh.submesh.UpdateMesh(umesh, true, false);
            }

            chunk.mesh.submesh.SetVisible(true);
            chunk.mesh.current_count = count;
        }
Esempio n. 5
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        public override RentedArray <byte> GetProcessedData(OrderedChunk chunk)
        {
            var length      = ArchiveSizeCalculator.CalculateArchiveMaxSizeInBytes(chunk.RentedData.RentedLength);
            var rentedArray = GzipArrayPool.SharedBytesPool.Rent(length);

            using var compressedStream = new MemoryStream(rentedArray, 0, length, true);
            compressedStream.SetLength(0);

            using var gZipStream = new GZipStream(compressedStream, CompressionMode.Compress);

            gZipStream.Write(chunk.RentedData.AsBoundedSpan);
            gZipStream.Flush();

            return(new RentedArray <byte>(rentedArray, (int)compressedStream.Length, GzipArrayPool.SharedBytesPool));
        }
Esempio n. 6
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 public void ComputeSelection(MeshFaceSelection selection)
 {
     for (int ci = 0; ci <= current_partial_chunk; ++ci)
     {
         OrderedChunk chunk = ordered_chunks[ci];
         if (chunk.mesh == null)
         {
             continue;
         }
         for (int k = 0; k < chunk.mesh.current_count; ++k)
         {
             int idx = chunk.order_range.a + k;
             selection.Select(tri_ordering[idx].tid);
         }
     }
 }
Esempio n. 7
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        public void Process(OrderedChunk chunk)
        {
            RentedArray <byte> processedData = _gzipProcessor.GetProcessedData(chunk);

            chunk.RentedData.Dispose();

            var orderedChunk = new OrderedChunk
            {
                RentedData = processedData,
                Order      = chunk.Order
            };

            var writingFunction = new Function(nameof(IChunkedWriter.WriteOrStoreChunk),
                                               () => _chunkedWriter.WriteOrStoreChunk(orderedChunk));

            _ioBoundQueue.Enqueue(writingFunction);

            _readSlotsSemaphore.Release();
        }
Esempio n. 8
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        public override RentedArray <byte> GetProcessedData(OrderedChunk chunk)
        {
            var length      = ApplicationConstants.BufferSizeInBytes;
            var rentedBytes = GzipArrayPool.SharedBytesPool.Rent(length);

            using var decompressedStream = new MemoryStream(rentedBytes, 0, length, true);
            decompressedStream.SetLength(0);

            using var compressedDataStream = new MemoryStream(chunk.RentedData.Array, 0, chunk.RentedData.RentedLength);
            using var gZipStream           = new GZipStream(compressedDataStream, CompressionMode.Decompress);

            try
            {
                gZipStream.CopyTo(decompressedStream);
                gZipStream.Flush();
            }
            catch (InvalidDataException e)
            {
                throw new InvalidArchiveFormatException(UserMessages.ArchiveFormatIsNotSupported, e);
            }

            return(new RentedArray <byte>(rentedBytes, (int)decompressedStream.Length, GzipArrayPool.SharedBytesPool));
        }
Esempio n. 9
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        void update_ordered_chunks()
        {
            if (ordered_chunks != null)
            {
                discard_ordered_chunks();
            }

            int N = tri_ordering.Length / ChunkSize;

            if (N == 0 || tri_ordering.Length % ChunkSize != 0)
            {
                N++;
            }

            ordered_chunks    = new OrderedChunk[N];
            ordered_chunks[0] = new OrderedChunk()
            {
                order_range = Interval1i.Empty, scalar_range = Interval1d.Empty
            };
            int ci = 0, cn = 0;

            for (int k = 0; k < tri_ordering.Length; ++k)
            {
                if (cn == ChunkSize)
                {
                    ci++;
                    ordered_chunks[ci] = new OrderedChunk()
                    {
                        order_range = Interval1i.Empty, scalar_range = Interval1d.Empty
                    };
                    cn = 0;
                }
                ordered_chunks[ci].order_range.Contain(k);
                ordered_chunks[ci].scalar_range.Contain(tri_ordering[k].scalar);
                cn++;
            }
        }
 protected override void Write(OrderedChunk chunk)
 {
     _stream.Write(chunk.RentedData.AsBoundedSpan);
 }
 /// <summary>
 ///     Writes chunk to underlying <see cref="Stream"/>
 /// </summary>
 protected abstract void Write(OrderedChunk chunk);
 protected override void Write(OrderedChunk chunk)
 {
     _binaryWriter.Write(chunk.RentedData.RentedLength);
     _binaryWriter.Write(chunk.RentedData.AsBoundedSpan);
 }