Esempio n. 1
0
        protected override JobHandle OnUpdate(JobHandle inputDeps)
        {
            var neighbors = new NeighborsDetectionJob
            {
                prodThresh          = math.cos(math.radians(Bootstrap.Param.neighborFov)),
                distThresh          = Bootstrap.Param.neighborDistance,
                neighborsFromEntity = GetBufferFromEntity <NeighborsEntityBuffer>(false),
                positionFromEntity  = GetComponentDataFromEntity <Position>(true),
                entities            = group.GetEntityArray(),
            };

            var wall = new WallJob
            {
                scale  = Bootstrap.Param.wallScale * 0.5f,
                thresh = Bootstrap.Param.wallDistance,
                weight = Bootstrap.Param.wallWeight,
            };

            var separation = new SeparationJob
            {
                separationWeight    = Bootstrap.Param.separationWeight,
                neighborsFromEntity = GetBufferFromEntity <NeighborsEntityBuffer>(true),
                positionFromEntity  = GetComponentDataFromEntity <Position>(true),
            };

            var alignment = new AlignmentJob
            {
                alignmentWeight     = Bootstrap.Param.alignmentWeight,
                neighborsFromEntity = GetBufferFromEntity <NeighborsEntityBuffer>(true),
                velocityFromEntity  = GetComponentDataFromEntity <Velocity>(true),
            };

            var cohesion = new CohesionJob
            {
                cohesionWeight      = Bootstrap.Param.cohesionWeight,
                neighborsFromEntity = GetBufferFromEntity <NeighborsEntityBuffer>(true),
                positionFromEntity  = GetComponentDataFromEntity <Position>(true),
            };

            var move = new MoveJob
            {
                dt       = Time.deltaTime,
                minSpeed = Bootstrap.Param.minSpeed,
                maxSpeed = Bootstrap.Param.maxSpeed,
            };

            inputDeps = neighbors.Schedule(this, inputDeps);
            inputDeps = wall.Schedule(this, inputDeps);
            inputDeps = separation.Schedule(this, inputDeps);
            inputDeps = alignment.Schedule(this, inputDeps);
            inputDeps = cohesion.Schedule(this, inputDeps);
            inputDeps = move.Schedule(this, inputDeps);
            return(inputDeps);
        }
Esempio n. 2
0
        void IEcsRunSystem.Run()
        {
            if (_filter.EntitiesCount == 0)
            {
                return;
            }

            if (FullBackground)
            {
                if (!CanRead)
                {
                    jobHandle.Complete();
                    CanRead = true;
                }
            }

            var neighbors = new NeighborsDetectionJob {
                prodThresh          = NeighborFov,
                distThresh          = NeighborDistance,
                velocities          = BoidEntityData.velocities,
                positions           = BoidEntityData.positions,
                neighborsFromEntity = BoidEntityData.neighbors,
                entitiesCount       = EntitiesCount
            };

            var wall = new WallJob {
                scale         = WallScale,
                thresh        = WallDistance,
                weight        = WallWeight,
                positions     = BoidEntityData.positions,
                accelerations = BoidEntityData.accelerations,
                _right        = new Float3(1, 0, 0),
                _up           = new Float3(0, 1, 0),
                _fwd          = new Float3(0, 0, 1),
                _left         = new Float3(-1, 0, 0),
                _down         = new Float3(0, -1, 0),
                _back         = new Float3(0, 0, -1)
            };

            var separation = new SeparationJob {
                separationWeight    = SeparationWeight,
                entitiesCount       = EntitiesCount,
                neighborsFromEntity = BoidEntityData.neighbors,
                positions           = BoidEntityData.positions,
                accelerations       = BoidEntityData.accelerations
            };

            var alignment = new AlignmentJob {
                alignmentWeight     = AlignmentWeight,
                entitiesCount       = EntitiesCount,
                neighborsFromEntity = BoidEntityData.neighbors,
                velocities          = BoidEntityData.velocities,
                accelerations       = BoidEntityData.accelerations
            };

            var cohesion = new CohesionJob {
                cohesionWeight      = CohesionWeight,
                entitiesCount       = EntitiesCount,
                neighborsFromEntity = BoidEntityData.neighbors,
                positions           = BoidEntityData.positions,
                accelerations       = BoidEntityData.accelerations
            };

            var move = new MoveJob {
                dt            = _timeSystem.DeltaTime,
                minSpeed      = MinSpeed,
                maxSpeed      = MaxSpeed,
                scale         = BoidScale,
                positions     = BoidEntityData.positions,
                velocities    = BoidEntityData.velocities,
                accelerations = BoidEntityData.accelerations,
                matrices      = BoidsVisualisationSystem._nativeMatrices
            };

            jobHandle = neighbors.Schedule(EntitiesCount, NumBoidsPerJob);
            jobHandle = wall.Schedule(EntitiesCount, NumBoidsPerJob, jobHandle);
            jobHandle = separation.Schedule(EntitiesCount, NumBoidsPerJob, jobHandle);
            jobHandle = alignment.Schedule(EntitiesCount, NumBoidsPerJob, jobHandle);
            jobHandle = cohesion.Schedule(EntitiesCount, NumBoidsPerJob, jobHandle);
            jobHandle = move.Schedule(EntitiesCount, NumBoidsPerJob, jobHandle);
            JobHandle.ScheduleBatchedJobs();
            if (FullBackground)
            {
                CanRead = false;
            }
            else
            {
                jobHandle.Complete();
                CanRead = true;
            }
        }