Esempio n. 1
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    protected override JobHandle OnUpdate(JobHandle inputDeps)
    {
        var job = new SelectionJob
        {
            commandBuffer = m_EntityCommandBufferSystem.CreateCommandBuffer().ToConcurrent(),
        }.Schedule(this, inputDeps);

        m_EntityCommandBufferSystem.AddJobHandleForProducer(job);
        return(job);
    }
Esempio n. 2
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        public IEnumerator TestPerformanceOnLargeGraphBudget10()
        {
            var planGraph = PlanGraphUtility.BuildLattice(midLatticeDepth: 10);

            var nodeCount = planGraph.Size;
            var depthMap  = new NativeHashMap <int, int>(nodeCount, Allocator.TempJob);
            var queue     = new NativeQueue <StateHorizonPair <int> >(Allocator.TempJob);

            planGraph.GetExpandedDepthMap(0, depthMap, queue);

            var selectedUnexpandedStates = new NativeList <int>(1, Allocator.Persistent);
            var allExpandedStates        = new NativeMultiHashMap <int, int>(1, Allocator.Persistent);

            yield return(null);

            // Set up performance test
            Measure.Method(() =>
            {
                var selectJob = new SelectionJob <int, int>()
                {
                    StateExpansionBudget      = 10,
                    RootStateKey              = 0,
                    StateDepthLookup          = depthMap,
                    StateInfoLookup           = planGraph.StateInfoLookup,
                    ActionLookup              = planGraph.ActionLookup,
                    ActionInfoLookup          = planGraph.ActionInfoLookup,
                    ResultingStateLookup      = planGraph.ResultingStateLookup,
                    StateTransitionInfoLookup = planGraph.StateTransitionInfoLookup,

                    SelectedUnexpandedStates = selectedUnexpandedStates,
                    AllSelectedStates        = allExpandedStates
                };
                selectJob.Schedule().Complete();
            }).WarmupCount(1).MeasurementCount(1).IterationsPerMeasurement(1).CleanUp(() =>
            {
                depthMap.Clear();
                queue.Clear();
                planGraph.GetExpandedDepthMap(0, depthMap, queue);

                selectedUnexpandedStates.Clear();
                allExpandedStates.Clear();
            }).Run();

            queue.Dispose();
            depthMap.Dispose();
            planGraph.Dispose();
            selectedUnexpandedStates.Dispose();
            allExpandedStates.Dispose();

            // Check performance times
            PerformanceUtility.AssertRange(0.00, 5);
        }
    //-----------------------------------------------------------------------------
    protected override JobHandle OnUpdate(JobHandle inputDeps)
    {
        // select all key?
        var status = m_Input.Buttons[0].Values["SelectAll"].Status;

        if (status == ECSInput.InputButtons.UP)
        {
            var selectionJob = new SelectAllJob {
                AgentSelection = m_AgentSelection
            };
            return(selectionJob.Schedule(m_AgentSelection.Length, 64, inputDeps));
        }

        status = m_Input.Buttons[0].Values["SelectAgents"].Status;
        if (status == ECSInput.InputButtons.NONE)
        {
            return(inputDeps);
        }


        // select by rectangle?
        if (status == ECSInput.InputButtons.DOWN)
        {
            m_Start             = m_Input.MousePos[0].Value;
            m_Selection.Start   = m_Start;
            m_Selection.Stop    = m_Stop;
            m_Selection.enabled = true;
        }
        m_Stop           = m_Input.MousePos[0].Value;
        m_Selection.Stop = m_Stop;

        if (status == ECSInput.InputButtons.UP)
        {
            m_Selection.enabled = false;
        }

        if (m_Selection.enabled)
        {
            var job = new SelectionJob
            {
                Start          = Normalize(math.min(m_Start, m_Stop), Screen.width, Screen.height),
                Stop           = Normalize(math.max(m_Start, m_Stop), Screen.width, Screen.height),
                World2Clip     = Camera.main.projectionMatrix * Camera.main.GetComponent <Transform>().worldToLocalMatrix,
                AgentSelection = m_AgentSelection
            };
            return(job.Schedule(m_AgentSelection.Length, 64, inputDeps));
        }

        return(inputDeps);
    }
Esempio n. 4
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        void SelectSequential()
        {
            var selectJob = new SelectionJob <int, int>()
            {
                StateExpansionBudget      = 1,
                RootStateKey              = rootState,
                StateDepthLookup          = m_DepthMap,
                StateInfoLookup           = m_PlanGraph.StateInfoLookup,
                ActionLookup              = m_PlanGraph.ActionLookup,
                ActionInfoLookup          = m_PlanGraph.ActionInfoLookup,
                ResultingStateLookup      = m_PlanGraph.ResultingStateLookup,
                StateTransitionInfoLookup = m_PlanGraph.StateTransitionInfoLookup,

                SelectedUnexpandedStates = m_SelectedUnexpandedStates,
                AllSelectedStates        = m_SelectedStateHorizons
            };

            selectJob.Schedule().Complete();
        }
    protected override JobHandle OnUpdate(JobHandle inputDependencies)
    {
        var handleSchedule = HandleInput(inputDependencies);

        if (selection && SelectionEnded())
        {
            var job = new SelectionJob()
            {
                physicsWorld        = physicsWorldSystem.PhysicsWorld,
                collisionWorld      = physicsWorldSystem.PhysicsWorld.CollisionWorld,
                entityCommandBuffer = endSimulationEntityCommandBuffer.CreateCommandBuffer().ToConcurrent(),
                lowerLeftPosition   = lowerLeftPosition,
                upperRightPosition  = upperRightPosition,
                startPosition       = startPosition,
                endPosition         = endPosition,
                selectionAreaSize   = selectionAreaSize
            };
            var schedule = job.Schedule(1, handleSchedule);
            schedule.Complete();
            endSimulationEntityCommandBuffer.AddJobHandleForProducer(schedule);
            return(schedule);
        }
        return(handleSchedule);
    }