コード例 #1
0
    public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem)
    {
        var floorPrefabCount = FloorPrefab.Length;

        if (floorPrefabCount == 0)
        {
            return;
        }

#if UNITY_EDITOR
        dstManager.SetName(entity, "Grid");
#endif

        var cx = (RowCount * 0.5f);
        var cz = (RowCount * 0.5f);

        var gridWallsBuffer = dstManager.AddBuffer <GridWalls>(entity);

        var faceLocalToWorld = new NativeArray <FaceLocalToWorld>(6, Allocator.Temp);
        var faceWorldToLocal = new NativeArray <FaceLocalToWorld>(6, Allocator.Temp);
        var faceLocalToLocal = new NativeArray <FaceLocalToWorld>(6 * 6, Allocator.Temp);

        for (int faceIndex = 0; faceIndex < 6; faceIndex++)
        {
            var localToWorld = m_FaceLocalToWorldRotation[faceIndex];

            // Translate along normal of face by width
            localToWorld.c3.xyz = localToWorld.c1.xyz * RowCount * 0.5f;

            faceLocalToWorld[faceIndex] = new FaceLocalToWorld
            {
                Value = localToWorld
            };
            faceWorldToLocal[faceIndex] = new FaceLocalToWorld
            {
                Value = math.fastinverse(faceLocalToWorld[faceIndex].Value)
            };
        }

        // Diagonal is identity and unused, but makes lookup simpler.
        for (int i = 0; i < 6; i++)
        {
            for (int j = 0; j < 6; j++)
            {
                faceLocalToLocal[(i * 6) + j] = new FaceLocalToWorld
                {
                    Value = math.mul(faceWorldToLocal[j].Value, faceLocalToWorld[i].Value)
                };
            }
        }

        for (int i = 0; i < 6; i++)
        {
            // 4 bits per grid section (bit:0=N,1=S,2=W,3=E)
            var gridWalls = new NativeArray <GridWalls>(RowCount * ((RowCount + 1) / 2), Allocator.Persistent);

            GridAuthoringUtility.CreateGridPath(RowCount, RowCount, gridWalls, WallSProbability, WallWProbability, false);

            // Create visible geometry
            for (int y = 0; y < RowCount; y++)
            {
                for (int x = 0; x < RowCount; x++)
                {
                    var prefabIndex = (x + y) % floorPrefabCount;
                    var tx          = ((float)x) - cx;
                    var tz          = ((float)y) - cz;

                    GridAuthoringUtility.CreateFloorPanel(dstManager, conversionSystem, gameObject, FloorPrefab[prefabIndex], faceLocalToWorld[i].Value, tx, tz);

                    var gridWallsIndex = (y * ((RowCount + 1) / 2)) + (x / 2);
                    var walls          = (gridWalls[gridWallsIndex].Value >> ((x & 1) * 4)) & 0x0f;

                    if ((walls & 0x02) != 0) // South wall
                    {
                        GridAuthoringUtility.CreateWallS(dstManager, conversionSystem, gameObject, WallPrefab, faceLocalToWorld[i].Value, tx, tz);
                    }
                    if ((walls & 0x04) != 0) // West wall
                    {
                        GridAuthoringUtility.CreateWallW(dstManager, conversionSystem, gameObject, WallPrefab, faceLocalToWorld[i].Value, tx, tz);
                    }
                }
            }

            gridWallsBuffer = dstManager.GetBuffer <GridWalls>(entity);
            gridWallsBuffer.AddRange(gridWalls);

            gridWalls.Dispose();
        }

        dstManager.AddComponent <GridCube>(entity);
        dstManager.AddComponentData(entity, new GridConfig
        {
            RowCount = (ushort)RowCount,
            ColCount = (ushort)RowCount
        });

        var faceLocalToWorldBuffer = dstManager.AddBuffer <FaceLocalToWorld>(entity);
        faceLocalToWorldBuffer.AddRange(faceLocalToWorld);
        faceLocalToWorldBuffer.AddRange(faceLocalToLocal);

        GridAuthoringUtility.AddTrailingOffsets(dstManager, entity, RowCount, RowCount);

        faceLocalToWorld.Dispose();
        faceWorldToLocal.Dispose();
        faceLocalToLocal.Dispose();
    }
コード例 #2
0
    public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem)
    {
        var prefabCount = FloorPrefab.Length;

#if UNITY_EDITOR
        dstManager.SetName(entity, "Grid");
#endif

        var cx = (ColumnCount * 0.5f);
        var cz = (RowCount * 0.5f);

        // 4 bits per grid section (bit:0=N,1=S,2=W,3=E)
        var gridWalls = new NativeArray <GridWalls>(RowCount * (ColumnCount + 1) / 2, Allocator.Persistent);

        GridAuthoringUtility.CreateGridPath(RowCount, ColumnCount, gridWalls, WallSProbability, WallWProbability, true);

        // Create visible geometry
        for (int y = 0; y < RowCount; y++)
        {
            for (int x = 0; x < ColumnCount; x++)
            {
                var prefabIndex = (x + y) % prefabCount;
                var tx          = ((float)x) - cx;
                var tz          = ((float)y) - cz;

                GridAuthoringUtility.CreateFloorPanel(dstManager, conversionSystem, gameObject, FloorPrefab[prefabIndex], float4x4.identity, tx, tz);

                var gridWallsIndex = (y * ((ColumnCount + 1) / 2)) + (x / 2);
                var walls          = (gridWalls[gridWallsIndex].Value >> ((x & 1) * 4)) & 0x0f;

                if ((walls & 0x02) != 0) // South wall
                {
                    GridAuthoringUtility.CreateWallS(dstManager, conversionSystem, gameObject, WallPrefab, float4x4.identity, tx, tz);
                }
                if ((walls & 0x04) != 0) // West wall
                {
                    GridAuthoringUtility.CreateWallW(dstManager, conversionSystem, gameObject, WallPrefab, float4x4.identity, tx, tz);
                }
                if (y == (RowCount - 1)) // North wall
                {
                    GridAuthoringUtility.CreateWallS(dstManager, conversionSystem, gameObject, WallPrefab, float4x4.identity, tx, tz + 1.0f);
                }
                if (x == (ColumnCount - 1)) // East wall
                {
                    GridAuthoringUtility.CreateWallW(dstManager, conversionSystem, gameObject, WallPrefab, float4x4.identity, tx + 1.0f, tz);
                }
            }
        }

        var gridWallsBuffer = dstManager.AddBuffer <GridWalls>(entity);
        gridWallsBuffer.AddRange(gridWalls);

        dstManager.AddComponent <GridPlane>(entity);
        dstManager.AddComponentData(entity, new GridConfig
        {
            RowCount = (ushort)RowCount,
            ColCount = (ushort)ColumnCount
        });

        GridAuthoringUtility.AddTrailingOffsets(dstManager, entity, RowCount, ColumnCount);

        gridWalls.Dispose();
    }