protected override JobHandle OnUpdate(JobHandle inputDeps)
        {
            this.DisposeBuffers();
            var handle            = inputDeps;
            var playerGroupLength = this._playerGroup.CalculateLength();

            // ---------------------
            // Allocate Memory
            this._playerColliders = new NativeArray <SphereCollider>(
                playerGroupLength,
                Allocator.TempJob,
                NativeArrayOptions.UninitializedMemory);

            this._playerHashmap = new NativeMultiHashMap <int, int>(
                playerGroupLength * MaxGridNum,
                Allocator.TempJob);

            // ---------------------
            // ComponentDataArray
            var copyPlayerColliderJobHandle = new CopyComponentData <SphereCollider>
            {
                Source  = this._playerGroup.GetComponentDataArray <SphereCollider>(),
                Results = this._playerColliders,
            }.Schedule(playerGroupLength, 32, handle);

            // Hashmap Settings
            var playerHashmapJobHandle = new HashPositions
            {
                CellRadius      = CellRadius,
                Offsets         = this._offsets,
                SphereColliders = this._playerGroup.GetComponentDataArray <SphereCollider>(),
                Hashmap         = this._playerHashmap.ToConcurrent(),
            }.Schedule(playerGroupLength, 32, handle);

            // ※Jobの依存関係の結合
            var handles = new NativeArray <JobHandle>(2, Allocator.Temp);

            handles[0] = copyPlayerColliderJobHandle;
            handles[1] = playerHashmapJobHandle;
            handle     = JobHandle.CombineDependencies(handles);
            handles.Dispose();

            // ---------------------
            // Check Hit
            handle = new CheckHitJob
            {
                CellRadius      = CellRadius,
                PlayerColliders = this._playerColliders,
                PlayerHashmap   = this._playerHashmap,
            }.Schedule(this, handle);

            return(handle);
        }
    protected override JobHandle OnUpdate(JobHandle inputDependencies)
    {
        int cellRadius = 50;

        var boidCount   = boidGroup.CalculateEntityCount();
        var turretCount = turretGroup.CalculateEntityCount();

        if (boidCount == 0)
        {
            // TODO: or maybe rotate to idle
            return(inputDependencies);
        }

        var boidPosition = new NativeArray <float3>(boidCount, Allocator.TempJob,
                                                    NativeArrayOptions.UninitializedMemory);
        var boidDict     = new NativeMultiHashMap <int, int>(boidCount, Allocator.TempJob);
        var turretTarget = new NativeHashMap <int, int>(turretCount, Allocator.TempJob);
        //var turretTarget = new NativeArray<TurretTarget>(turretCount, Allocator.TempJob);

        var nextData = new PrevData {
            boidDict     = boidDict,
            boidPosition = boidPosition,
            turretTarget = turretTarget
        };

        // Data Cleanup
        if (prevData.Count != 0)
        {
            prevData[0].boidDict.Dispose();
            prevData[0].boidPosition.Dispose();
            prevData[0].turretTarget.Dispose();
        }
        else
        {
            prevData.Add(nextData);
        }
        prevData[0] = nextData;

        var copyBoidPositionsJob = new CopyPositions {
            positions = boidPosition
        };
        var copyBoidPositionsJobHandle = copyBoidPositionsJob.Schedule(boidGroup, inputDependencies);

        var hashPositionsJob = new HashPositions {
            boidDict   = boidDict.AsParallelWriter(),
            cellRadius = cellRadius
        };
        var hashPositionsJobHandle = hashPositionsJob.Schedule(boidGroup, copyBoidPositionsJobHandle);

        ref PhysicsWorld physicsWorld = ref Unity.Entities.World.Active.GetExistingSystem <Unity.Physics.Systems.BuildPhysicsWorld>().PhysicsWorld;
        protected override JobHandle OnUpdate(JobHandle inputDeps)
        {
            EntityManager.GetAllUniqueSharedComponentData(m_UniqueTypes);

            var obstacleCount = m_ObstacleGroup.CalculateLength();
            var targetCount   = m_TargetGroup.CalculateLength();

            // Ignore typeIndex 0, can't use the default for anything meaningful.
            for (int typeIndex = 1; typeIndex < m_UniqueTypes.Count; typeIndex++)
            {
                var settings = m_UniqueTypes[typeIndex];
                m_BoidGroup.SetFilter(settings);

                var boidCount = m_BoidGroup.CalculateLength();

                var cacheIndex                = typeIndex - 1;
                var cellIndices               = new NativeArray <int>(boidCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
                var hashMap                   = new NativeMultiHashMap <int, int>(boidCount, Allocator.TempJob);
                var cellObstacleDistance      = new NativeArray <float>(boidCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
                var cellObstaclePositionIndex = new NativeArray <int>(boidCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
                var cellTargetPositionIndex   = new NativeArray <int>(boidCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
                var cellCount                 = new NativeArray <int>(boidCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);


                var cellAlignment = new NativeArray <float3>(boidCount, Allocator.TempJob,
                                                             NativeArrayOptions.UninitializedMemory);
                var cellSeparation = new NativeArray <float3>(boidCount, Allocator.TempJob,
                                                              NativeArrayOptions.UninitializedMemory);
                var copyTargetPositions = new NativeArray <float3>(targetCount, Allocator.TempJob,
                                                                   NativeArrayOptions.UninitializedMemory);
                var copyObstaclePositions = new NativeArray <float3>(obstacleCount, Allocator.TempJob,
                                                                     NativeArrayOptions.UninitializedMemory);

                var initialCellAlignmentJob = new CopyHeadings
                {
                    headings = cellAlignment
                };
                var initialCellAlignmentJobHandle = initialCellAlignmentJob.Schedule(m_BoidGroup, inputDeps);

                var initialCellSeparationJob = new CopyPositions
                {
                    positions = cellSeparation
                };
                var initialCellSeparationJobHandle = initialCellSeparationJob.Schedule(m_BoidGroup, inputDeps);

                var copyTargetPositionsJob = new CopyPositions
                {
                    positions = copyTargetPositions
                };
                var copyTargetPositionsJobHandle = copyTargetPositionsJob.Schedule(m_TargetGroup, inputDeps);

                var copyObstaclePositionsJob = new CopyPositions
                {
                    positions = copyObstaclePositions
                };
                var copyObstaclePositionsJobHandle = copyObstaclePositionsJob.Schedule(m_ObstacleGroup, inputDeps);

                var nextCells = new PrevCells
                {
                    cellIndices               = cellIndices,
                    hashMap                   = hashMap,
                    copyObstaclePositions     = copyObstaclePositions,
                    copyTargetPositions       = copyTargetPositions,
                    cellAlignment             = cellAlignment,
                    cellSeparation            = cellSeparation,
                    cellObstacleDistance      = cellObstacleDistance,
                    cellObstaclePositionIndex = cellObstaclePositionIndex,
                    cellTargetPositionIndex   = cellTargetPositionIndex,
                    cellCount                 = cellCount
                };

                if (cacheIndex > (m_PrevCells.Count - 1))
                {
                    m_PrevCells.Add(nextCells);
                }
                else
                {
                    m_PrevCells[cacheIndex].hashMap.Dispose();
                    m_PrevCells[cacheIndex].cellIndices.Dispose();
                    m_PrevCells[cacheIndex].cellObstaclePositionIndex.Dispose();
                    m_PrevCells[cacheIndex].cellTargetPositionIndex.Dispose();
                    m_PrevCells[cacheIndex].copyTargetPositions.Dispose();
                    m_PrevCells[cacheIndex].copyObstaclePositions.Dispose();
                    m_PrevCells[cacheIndex].cellAlignment.Dispose();
                    m_PrevCells[cacheIndex].cellSeparation.Dispose();
                    m_PrevCells[cacheIndex].cellObstacleDistance.Dispose();
                    m_PrevCells[cacheIndex].cellCount.Dispose();
                }
                m_PrevCells[cacheIndex] = nextCells;

                var hashPositionsJob = new HashPositions
                {
                    hashMap    = hashMap.ToConcurrent(),
                    cellRadius = settings.CellRadius
                };
                var hashPositionsJobHandle = hashPositionsJob.Schedule(m_BoidGroup, inputDeps);

                var initialCellCountJob = new MemsetNativeArray <int>
                {
                    Source = cellCount,
                    Value  = 1
                };
                var initialCellCountJobHandle = initialCellCountJob.Schedule(boidCount, 64, inputDeps);

                var initialCellBarrierJobHandle        = JobHandle.CombineDependencies(initialCellAlignmentJobHandle, initialCellSeparationJobHandle, initialCellCountJobHandle);
                var copyTargetObstacleBarrierJobHandle = JobHandle.CombineDependencies(copyTargetPositionsJobHandle, copyObstaclePositionsJobHandle);
                var mergeCellsBarrierJobHandle         = JobHandle.CombineDependencies(hashPositionsJobHandle, initialCellBarrierJobHandle, copyTargetObstacleBarrierJobHandle);

                var mergeCellsJob = new MergeCells
                {
                    cellIndices               = cellIndices,
                    cellAlignment             = cellAlignment,
                    cellSeparation            = cellSeparation,
                    cellObstacleDistance      = cellObstacleDistance,
                    cellObstaclePositionIndex = cellObstaclePositionIndex,
                    cellTargetPositionIndex   = cellTargetPositionIndex,
                    cellCount         = cellCount,
                    targetPositions   = copyTargetPositions,
                    obstaclePositions = copyObstaclePositions
                };
                var mergeCellsJobHandle = mergeCellsJob.Schedule(hashMap, 64, mergeCellsBarrierJobHandle);

                var steerJob = new Steer
                {
                    cellIndices               = nextCells.cellIndices,
                    settings                  = settings,
                    cellAlignment             = cellAlignment,
                    cellSeparation            = cellSeparation,
                    cellObstacleDistance      = cellObstacleDistance,
                    cellObstaclePositionIndex = cellObstaclePositionIndex,
                    cellTargetPositionIndex   = cellTargetPositionIndex,
                    cellCount                 = cellCount,
                    targetPositions           = copyTargetPositions,
                    obstaclePositions         = copyObstaclePositions,
                    dt = Time.deltaTime,
                };
                var steerJobHandle = steerJob.Schedule(m_BoidGroup, mergeCellsJobHandle);

                inputDeps = steerJobHandle;
                m_BoidGroup.AddDependency(inputDeps);
            }
            m_UniqueTypes.Clear();

            return(inputDeps);
        }
Exemplo n.º 4
0
        protected override JobHandle OnUpdate(JobHandle inputDeps)
        {
            dispose_resources();

            handle_ = inputDeps;

            player_colliders_ = new NativeArray <SphereCollider>(player_group_.Length,
                                                                 Allocator.TempJob,
                                                                 NativeArrayOptions.UninitializedMemory);
            enemy_colliders_ = new  NativeArray <SphereCollider>(enemy_group_.Length,
                                                                 Allocator.TempJob,
                                                                 NativeArrayOptions.UninitializedMemory);
            player_bullet_colliders_ = new  NativeArray <SphereCollider>(player_bullet_group_.Length,
                                                                         Allocator.TempJob,
                                                                         NativeArrayOptions.UninitializedMemory);
            enemy_bullet_colliders_ = new  NativeArray <SphereCollider>(enemy_bullet_group_.Length,
                                                                        Allocator.TempJob,
                                                                        NativeArrayOptions.UninitializedMemory);
            player_hashmap_ = new NativeMultiHashMap <int, int>(player_group_.Length * 27 /* expanded */,
                                                                Allocator.TempJob);
            enemy_hashmap_ = new NativeMultiHashMap <int, int>(enemy_group_.Length * 27 /* expanded */,
                                                               Allocator.TempJob);
            player_bullet_hashmap_ = new NativeMultiHashMap <int, int>(player_bullet_group_.Length * 27 /* expand */,
                                                                       Allocator.TempJob);
            enemy_bullet_hashmap_ = new NativeMultiHashMap <int, int>(enemy_bullet_group_.Length * 27 /* expand */,
                                                                      Allocator.TempJob);

            var initial_player_collider_job = new CopyComponentData <SphereCollider> {
                Source  = player_group_.sphere_collider_list_,
                Results = player_colliders_,
            };
            var initial_player_collider_handle_ = initial_player_collider_job.Schedule(player_group_.Length, 32, handle_);

            var initial_enemy_collider_job = new CopyComponentData <SphereCollider> {
                Source  = enemy_group_.sphere_collider_list_,
                Results = enemy_colliders_,
            };
            var initial_enemy_collider_handle_ = initial_enemy_collider_job.Schedule(enemy_group_.Length, 32, handle_);

            var initial_player_bullet_collider_job = new CopyComponentData <SphereCollider> {
                Source  = player_bullet_group_.sphere_collider_list_,
                Results = player_bullet_colliders_,
            };
            var initial_player_bullet_collider_handle_ = initial_player_bullet_collider_job.Schedule(player_bullet_group_.Length,
                                                                                                     32, handle_);

            var initial_enemy_bullet_collider_job = new CopyComponentData <SphereCollider> {
                Source  = enemy_bullet_group_.sphere_collider_list_,
                Results = enemy_bullet_colliders_,
            };
            var initial_enemy_bullet_collider_handle_ = initial_enemy_bullet_collider_job.Schedule(enemy_bullet_group_.Length,
                                                                                                   32, handle_);

            const float CELL_RADIUS = 8f;
            var         initial_player_hashmap_job = new HashPositions {
                cell_radius_          = CELL_RADIUS,
                offsets_              = offsets_,
                sphere_collider_list_ = player_group_.sphere_collider_list_,
                hashmap_              = player_hashmap_,
            };
            var initial_player_hashmap_handle_ = initial_player_hashmap_job.Schedule(player_group_.Length, 32, handle_);

            var initial_enemy_hashmap_job = new HashPositions {
                cell_radius_          = CELL_RADIUS,
                offsets_              = offsets_,
                sphere_collider_list_ = enemy_group_.sphere_collider_list_,
                hashmap_              = enemy_hashmap_,
            };
            var initial_enemy_hashmap_handle_ = initial_enemy_hashmap_job.Schedule(enemy_group_.Length, 32, handle_);

            var initial_player_bullet_hashmap_job = new HashPositions {
                cell_radius_          = CELL_RADIUS,
                offsets_              = offsets_,
                sphere_collider_list_ = player_bullet_group_.sphere_collider_list_,
                hashmap_              = player_bullet_hashmap_,
            };
            var initial_player_bullet_hashmap_handle_ = initial_player_bullet_hashmap_job.Schedule(player_bullet_group_.Length,
                                                                                                   32, handle_);
            var initial_enemy_bullet_hashmap_job = new HashPositions {
                cell_radius_          = CELL_RADIUS,
                offsets_              = offsets_,
                sphere_collider_list_ = enemy_bullet_group_.sphere_collider_list_,
                hashmap_              = enemy_bullet_hashmap_,
            };
            var initial_enemy_bullet_hashmap_handle_ = initial_enemy_bullet_hashmap_job.Schedule(enemy_bullet_group_.Length,
                                                                                                 32, handle_);

            {
                var handle_s = new NativeArray <JobHandle>(8, Allocator.Temp);
                var idx      = 0;
                handle_s[idx] = initial_player_collider_handle_; ++idx;
                handle_s[idx] = initial_enemy_collider_handle_; ++idx;
                handle_s[idx] = initial_player_bullet_collider_handle_; ++idx;
                handle_s[idx] = initial_enemy_bullet_collider_handle_; ++idx;
                handle_s[idx] = initial_player_hashmap_handle_; ++idx;
                handle_s[idx] = initial_enemy_hashmap_handle_; ++idx;
                handle_s[idx] = initial_player_bullet_hashmap_handle_; ++idx;
                handle_s[idx] = initial_enemy_bullet_hashmap_handle_; ++idx;
                handle_       = JobHandle.CombineDependencies(handle_s);
                handle_s.Dispose();
            }

            {
                var job = new CheckEnemyToPlayer {
                    cell_radius_      = CELL_RADIUS,
                    enemy_colliders_  = enemy_colliders_,
                    player_colliders_ = player_colliders_,
                    player_hashmap_   = player_hashmap_,
                    enemy_list_       = enemy_group_.enemy_list_,
                    player_list_      = player_group_.player_list_,
                };
                handle_ = job.Schedule(enemy_group_.Length, 32, handle_);
            }
            {
                var job = new CheckEnemyBulletToPlayer {
                    time_                             = Time.GetCurrent(),
                    cell_radius_                      = CELL_RADIUS,
                    enemy_bullet_colliders_           = enemy_bullet_colliders_,
                    player_colliders_                 = player_colliders_,
                    player_hashmap_                   = player_hashmap_,
                    player_list_                      = player_group_.player_list_,
                    destroyable_list_                 = enemy_bullet_group_.destroyable_list_,
                    enemy_bullet_collision_info_list_ = enemy_bullet_group_.collision_info_list_,
                };
                handle_ = job.Schedule(enemy_bullet_group_.Length, 32, handle_);
            }
            {
                var job = new CheckPlayerBulletToEnemy {
                    time_                              = Time.GetCurrent(),
                    cell_radius_                       = CELL_RADIUS,
                    player_bullet_colliders_           = player_bullet_colliders_,
                    enemy_colliders_                   = enemy_colliders_,
                    enemy_hashmap_                     = enemy_hashmap_,
                    destroyable_list_                  = player_bullet_group_.destroyable_list_,
                    enemy_list_                        = enemy_group_.enemy_list_,
                    player_bullet_collision_info_list_ = player_bullet_group_.collision_info_list_,
                };
                handle_ = job.Schedule(player_bullet_group_.Length, 32, handle_);
            }

            return(handle_);
        }
        protected override JobHandle OnUpdate(JobHandle inputDeps)
        {
            EntityManager.GetAllUniqueSharedComponentData(m_UniqueTypes);

            var obstacleCount = m_ObstacleQuery.CalculateEntityCount();
            var targetCount   = m_TargetQuery.CalculateEntityCount();

            // Cannot call [DeallocateOnJobCompletion] on Hashmaps yet, so doing own cleanup here
            // of the hashes created in the previous iteration.
            for (int i = 0; i < m_PrevFrameHashmaps.Count; ++i)
            {
                m_PrevFrameHashmaps[i].Dispose();
            }
            m_PrevFrameHashmaps.Clear();

            // Each variant of the Boid represents a different value of the SharedComponentData and is self-contained,
            // meaning Boids of the same variant only interact with one another. Thus, this loop processes each
            // variant type individually.
            for (int boidVariantIndex = 0; boidVariantIndex < m_UniqueTypes.Count; boidVariantIndex++)
            {
                var settings = m_UniqueTypes[boidVariantIndex];
                m_BoidQuery.SetFilter(settings);
                var boidCount = m_BoidQuery.CalculateEntityCount();

                if (boidCount == 0)
                {
                    // Early out. If the given variant includes no Boids, move on to the next loop.
                    // For example, variant 0 will always exit early bc it's it represents a default, uninitialized
                    // Boid struct, which does not appear in this sample.
                    continue;
                }

                // The following calculates spatial cells of neighboring Boids
                // note: working with a sparse grid and not a dense bounded grid so there
                // are no predefined borders of the space.

                var hashMap = new NativeMultiHashMap <int, int>(boidCount, Allocator.TempJob);

                var cellIndices = new NativeArray <int>(boidCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
                var cellObstaclePositionIndex = new NativeArray <int>(boidCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
                var cellTargetPositionIndex   = new NativeArray <int>(boidCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);

                var cellCount = new NativeArray <int>(boidCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);

                var cellObstacleDistance = new NativeArray <float>(boidCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
                var cellAlignment        = new NativeArray <float3>(boidCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
                var cellSeparation       = new NativeArray <float3>(boidCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);

                var copyTargetPositions   = new NativeArray <float3>(targetCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
                var copyObstaclePositions = new NativeArray <float3>(obstacleCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);

                // The following jobs all run in parallel because the same JobHandle is passed for their
                // input dependencies when the jobs are scheduled; thus, they can run in any order (or concurrently).
                // The concurrency is property of how they're scheduled, not of the job structs themselves.

                var initialCellAlignmentJob = new CopyHeadings
                {
                    headings = cellAlignment
                };
                var initialCellAlignmentJobHandle = initialCellAlignmentJob.Schedule(m_BoidQuery, inputDeps);

                var initialCellSeparationJob = new CopyPositions
                {
                    positions = cellSeparation
                };
                var initialCellSeparationJobHandle = initialCellSeparationJob.Schedule(m_BoidQuery, inputDeps);

                var copyTargetPositionsJob = new CopyPositions
                {
                    positions = copyTargetPositions
                };
                var copyTargetPositionsJobHandle = copyTargetPositionsJob.Schedule(m_TargetQuery, inputDeps);

                var copyObstaclePositionsJob = new CopyPositions
                {
                    positions = copyObstaclePositions
                };
                var copyObstaclePositionsJobHandle = copyObstaclePositionsJob.Schedule(m_ObstacleQuery, inputDeps);

                // Cannot call [DeallocateOnJobCompletion] on Hashmaps yet, so adding resolved hashes to the list
                // so that theyre usable in the upcoming cell jobs and also have a straight forward cleanup.
                m_PrevFrameHashmaps.Add(hashMap);

                // setting up the jobs for position and cell count

                var hashPositionsJob = new HashPositions
                {
                    hashMap    = hashMap.AsParallelWriter(),
                    cellRadius = settings.CellRadius
                };
                var hashPositionsJobHandle = hashPositionsJob.Schedule(m_BoidQuery, inputDeps);

                var initialCellCountJob = new MemsetNativeArray <int>
                {
                    Source = cellCount,
                    Value  = 1
                };
                var initialCellCountJobHandle = initialCellCountJob.Schedule(boidCount, 64, inputDeps);

                var initialCellBarrierJobHandle        = JobHandle.CombineDependencies(initialCellAlignmentJobHandle, initialCellSeparationJobHandle, initialCellCountJobHandle);
                var copyTargetObstacleBarrierJobHandle = JobHandle.CombineDependencies(copyTargetPositionsJobHandle, copyObstaclePositionsJobHandle);
                var mergeCellsBarrierJobHandle         = JobHandle.CombineDependencies(hashPositionsJobHandle, initialCellBarrierJobHandle, copyTargetObstacleBarrierJobHandle);

                var mergeCellsJob = new MergeCells
                {
                    cellIndices               = cellIndices,
                    cellAlignment             = cellAlignment,
                    cellSeparation            = cellSeparation,
                    cellObstacleDistance      = cellObstacleDistance,
                    cellObstaclePositionIndex = cellObstaclePositionIndex,
                    cellTargetPositionIndex   = cellTargetPositionIndex,
                    cellCount         = cellCount,
                    targetPositions   = copyTargetPositions,
                    obstaclePositions = copyObstaclePositions
                };
                var mergeCellsJobHandle = mergeCellsJob.Schedule(hashMap, 64, mergeCellsBarrierJobHandle);

                var steerJob = new Steer
                {
                    cellIndices               = cellIndices,
                    settings                  = settings,
                    cellAlignment             = cellAlignment,
                    cellSeparation            = cellSeparation,
                    cellObstacleDistance      = cellObstacleDistance,
                    cellObstaclePositionIndex = cellObstaclePositionIndex,
                    cellTargetPositionIndex   = cellTargetPositionIndex,
                    cellCount                 = cellCount,
                    targetPositions           = copyTargetPositions,
                    obstaclePositions         = copyObstaclePositions,
                    dt = Time.deltaTime,
                };
                var steerJobHandle = steerJob.Schedule(m_BoidQuery, mergeCellsJobHandle);

                inputDeps = steerJobHandle;
                m_BoidQuery.AddDependency(inputDeps);
            }
            m_UniqueTypes.Clear();

            return(inputDeps);
        }
Exemplo n.º 6
0
    protected override JobHandle OnUpdate(JobHandle inputDeps)
    {
        if (cameraTransform == null)
        {
            cameraTransform = GameObject.Find("Main Camera").transform;
        }

        EntityManager.GetAllUniqueSharedComponentData(uniqueTypes);

        ComponentDataArray <SPHCollider> colliders = SPHColliderGroup.GetComponentDataArray <SPHCollider>();
        int colliderCount = colliders.Length;

        for (int typeIndex = 1; typeIndex < uniqueTypes.Count; typeIndex++)
        {
            // Get the current chunk setting
            SPHParticle settings = uniqueTypes[typeIndex];
            SPHCharacterGroup.SetFilter(settings);

            // Cache the data
            ComponentDataArray <Position>    positions  = SPHCharacterGroup.GetComponentDataArray <Position>();
            ComponentDataArray <SPHVelocity> velocities = SPHCharacterGroup.GetComponentDataArray <SPHVelocity>();

            int cacheIndex    = typeIndex - 1;
            int particleCount = positions.Length;

            NativeMultiHashMap <int, int> hashMap = new NativeMultiHashMap <int, int>(particleCount, Allocator.TempJob);

            NativeArray <Position>    particlesPosition = new NativeArray <Position>(particleCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
            NativeArray <SPHVelocity> particlesVelocity = new NativeArray <SPHVelocity>(particleCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
            NativeArray <float3>      particlesForces   = new NativeArray <float3>(particleCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
            NativeArray <float>       particlesPressure = new NativeArray <float>(particleCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
            NativeArray <float>       particlesDensity  = new NativeArray <float>(particleCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
            NativeArray <int>         particleIndices   = new NativeArray <int>(particleCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);

            NativeArray <int>         cellOffsetTableNative = new NativeArray <int>(cellOffsetTable, Allocator.TempJob);
            NativeArray <SPHCollider> copyColliders         = new NativeArray <SPHCollider>(colliderCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);



            // Add new or dispose previous particle chunks
            PreviousParticle nextParticles = new PreviousParticle
            {
                hashMap           = hashMap,
                particlesPosition = particlesPosition,
                particlesVelocity = particlesVelocity,
                particlesForces   = particlesForces,
                particlesPressure = particlesPressure,
                particlesDensity  = particlesDensity,
                particleIndices   = particleIndices,
                cellOffsetTable   = cellOffsetTableNative,
                copyColliders     = copyColliders
            };

            if (cacheIndex > previousParticles.Count - 1)
            {
                previousParticles.Add(nextParticles);
            }
            else
            {
                previousParticles[cacheIndex].hashMap.Dispose();
                previousParticles[cacheIndex].particlesPosition.Dispose();
                previousParticles[cacheIndex].particlesVelocity.Dispose();
                previousParticles[cacheIndex].particlesForces.Dispose();
                previousParticles[cacheIndex].particlesPressure.Dispose();
                previousParticles[cacheIndex].particlesDensity.Dispose();
                previousParticles[cacheIndex].particleIndices.Dispose();
                previousParticles[cacheIndex].cellOffsetTable.Dispose();
                previousParticles[cacheIndex].copyColliders.Dispose();
            }
            previousParticles[cacheIndex] = nextParticles;



            // Copy the component data to native arrays
            CopyComponentData <Position> particlesPositionJob = new CopyComponentData <Position> {
                Source = positions, Results = particlesPosition
            };
            JobHandle particlesPositionJobHandle = particlesPositionJob.Schedule(particleCount, 64, inputDeps);

            CopyComponentData <SPHVelocity> particlesVelocityJob = new CopyComponentData <SPHVelocity> {
                Source = velocities, Results = particlesVelocity
            };
            JobHandle particlesVelocityJobHandle = particlesVelocityJob.Schedule(particleCount, 64, inputDeps);

            CopyComponentData <SPHCollider> copyCollidersJob = new CopyComponentData <SPHCollider> {
                Source = colliders, Results = copyColliders
            };
            JobHandle copyCollidersJobHandle = copyCollidersJob.Schedule(colliderCount, 64, inputDeps);

            MemsetNativeArray <float> particlesPressureJob = new MemsetNativeArray <float> {
                Source = particlesPressure, Value = 0.0f
            };
            JobHandle particlesPressureJobHandle = particlesPressureJob.Schedule(particleCount, 64, inputDeps);

            MemsetNativeArray <float> particlesDensityJob = new MemsetNativeArray <float> {
                Source = particlesDensity, Value = 0.0f
            };
            JobHandle particlesDensityJobHandle = particlesDensityJob.Schedule(particleCount, 64, inputDeps);

            MemsetNativeArray <int> particleIndicesJob = new MemsetNativeArray <int> {
                Source = particleIndices, Value = 0
            };
            JobHandle particleIndicesJobHandle = particleIndicesJob.Schedule(particleCount, 64, inputDeps);

            MemsetNativeArray <float3> particlesForcesJob = new MemsetNativeArray <float3> {
                Source = particlesForces, Value = new float3(0, 0, 0)
            };
            JobHandle particlesForcesJobHandle = particlesForcesJob.Schedule(particleCount, 64, inputDeps);



            // Put positions into a hashMap
            HashPositions hashPositionsJob = new HashPositions
            {
                positions  = particlesPosition,
                hashMap    = hashMap.ToConcurrent(),
                cellRadius = settings.radius
            };
            JobHandle hashPositionsJobHandle = hashPositionsJob.Schedule(particleCount, 64, particlesPositionJobHandle);

            JobHandle mergedPositionIndicesJobHandle = JobHandle.CombineDependencies(hashPositionsJobHandle, particleIndicesJobHandle);

            MergeParticles mergeParticlesJob = new MergeParticles
            {
                particleIndices = particleIndices
            };
            JobHandle mergeParticlesJobHandle = mergeParticlesJob.Schedule(hashMap, 64, mergedPositionIndicesJobHandle);

            JobHandle mergedMergedParticlesDensityPressure = JobHandle.CombineDependencies(mergeParticlesJobHandle, particlesPressureJobHandle, particlesDensityJobHandle);

            // Compute density pressure
            ComputeDensityPressure computeDensityPressureJob = new ComputeDensityPressure
            {
                particlesPosition = particlesPosition,
                densities         = particlesDensity,
                pressures         = particlesPressure,
                hashMap           = hashMap,
                cellOffsetTable   = cellOffsetTableNative,
                settings          = settings
            };
            JobHandle computeDensityPressureJobHandle = computeDensityPressureJob.Schedule(particleCount, 64, mergedMergedParticlesDensityPressure);

            JobHandle mergeComputeDensityPressureVelocityForces = JobHandle.CombineDependencies(computeDensityPressureJobHandle, particlesForcesJobHandle, particlesVelocityJobHandle);

            // Compute forces
            ComputeForces computeForcesJob = new ComputeForces
            {
                particlesPosition = particlesPosition,
                particlesVelocity = particlesVelocity,
                particlesForces   = particlesForces,
                particlesPressure = particlesPressure,
                particlesDensity  = particlesDensity,
                cellOffsetTable   = cellOffsetTableNative,
                hashMap           = hashMap,
                settings          = settings
            };
            JobHandle computeForcesJobHandle = computeForcesJob.Schedule(particleCount, 64, mergeComputeDensityPressureVelocityForces);

            // Integrate
            Integrate integrateJob = new Integrate
            {
                particlesPosition = particlesPosition,
                particlesVelocity = particlesVelocity,
                particlesDensity  = particlesDensity,
                particlesForces   = particlesForces
            };
            JobHandle integrateJobHandle = integrateJob.Schedule(particleCount, 64, computeForcesJobHandle);

            JobHandle mergedIntegrateCollider = JobHandle.CombineDependencies(integrateJobHandle, copyCollidersJobHandle);

            // Compute Colliders
            ComputeColliders computeCollidersJob = new ComputeColliders
            {
                particlesPosition = particlesPosition,
                particlesVelocity = particlesVelocity,
                copyColliders     = copyColliders,
                settings          = settings
            };
            JobHandle computeCollidersJobHandle = computeCollidersJob.Schedule(particleCount, 64, mergedIntegrateCollider);

            // Apply positions
            ApplyPositions applyPositionsJob = new ApplyPositions
            {
                particlesPosition = particlesPosition,
                particlesVelocity = particlesVelocity,
                positions         = positions,
                velocities        = velocities
            };
            JobHandle applyPositionsJobHandle = applyPositionsJob.Schedule(particleCount, 64, computeCollidersJobHandle);

            inputDeps = applyPositionsJobHandle;
        }

        // Done
        uniqueTypes.Clear();
        return(inputDeps);
    }
Exemplo n.º 7
0
    protected override JobHandle OnUpdate(JobHandle inputDependencies)
    {
        Settings settings;

        settings.CellRadius        = 16;
        settings.SeparationWeight  = 1;
        settings.AlignmentWeight   = 1;
        settings.TargetWeight      = 2;
        settings.MaxTargetDistance = 10000;
        //settings.ObstacleAversionDistance = 35;
        settings.MoveSpeed  = 25;
        settings.boidRadius = 0.5f;

        EntityManager.GetAllUniqueSharedComponentData(uniqueFactions);

        int healthCount = healthQuery.CalculateEntityCount();

        for (int i = 0; i < prevFrameHashmaps.Count; i++)
        {
            prevFrameHashmaps[i].Dispose();
        }
        prevFrameHashmaps.Clear();

        for (int index = 0; index < uniqueFactions.Count; index++)
        {
            boidQuery.SetFilter(uniqueFactions[index]);

            int boidCount = boidQuery.CalculateEntityCount();

            if (boidCount == 0)
            {
                continue;
            }

            var cellIndices          = new NativeArray <int>(boidCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
            var hashMap              = new NativeMultiHashMap <int, int>(boidCount, Allocator.TempJob);
            var cellObstacleDistance = new NativeArray <float>(boidCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
            var cellCount            = new NativeArray <int>(boidCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
            var killTrigger          = new NativeArray <int>(boidCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);

            var cellAlignment = new NativeArray <float3>(boidCount, Allocator.TempJob,
                                                         NativeArrayOptions.UninitializedMemory);
            var cellSeparation = new NativeArray <float3>(boidCount, Allocator.TempJob,
                                                          NativeArrayOptions.UninitializedMemory);
            var boidsData = new NativeArray <Boid>(boidCount, Allocator.TempJob,
                                                   NativeArrayOptions.UninitializedMemory);
            var cellTargetPositions = new NativeArray <float3>(boidCount, Allocator.TempJob,
                                                               NativeArrayOptions.UninitializedMemory);
            var cellObstaclePositions = new NativeArray <float3>(boidCount, Allocator.TempJob,
                                                                 NativeArrayOptions.UninitializedMemory);
            var bulletSpawns = new NativeArray <BulletSpawn>(boidCount, Allocator.TempJob,
                                                             NativeArrayOptions.ClearMemory);

            var damageDict = new NativeMultiHashMap <int, int>(boidCount, Allocator.TempJob);

            var initialCellAlignmentJob = new CopyHeadings {
                headings = cellAlignment
            };
            var initialCellAlignmentJobHandle = initialCellAlignmentJob.Schedule(boidQuery, inputDependencies);

            var initialCellSeparationJob = new CopyPositions {
                positions = cellSeparation
            };
            var initialCellSeparationJobHandle = initialCellSeparationJob.Schedule(boidQuery, inputDependencies);

            var initialBoidData = new CopyBoids {
                boids = boidsData
            };
            var initialBoidDataJobHandle = initialBoidData.Schedule(boidQuery, inputDependencies);

            // Cannot call [DeallocateOnJobCompletion] on Hashmaps yet
            prevFrameHashmaps.Add(hashMap);

            var hashPositionsJob = new HashPositions {
                hashMap    = hashMap.AsParallelWriter(),
                cellRadius = settings.CellRadius
            };
            var hashPositionsJobHandle = hashPositionsJob.Schedule(boidQuery, inputDependencies);

            var initialCellCountJob = new MemsetNativeArray <int> {
                Source = cellCount,
                Value  = 1
            };
            var initialCellCountJobHandle = initialCellCountJob.Schedule(boidCount, 64, inputDependencies);

            var killTriggerJob = new MemsetNativeArray <int> {
                Source = killTrigger,
                Value  = 0
            };
            var killTriggerJobHandle = killTriggerJob.Schedule(boidCount, 64, inputDependencies);

            var initialCellBarrierJobHandle = JobHandle.CombineDependencies(initialCellAlignmentJobHandle, initialCellSeparationJobHandle, initialCellCountJobHandle);
            var initialBoidBarrierJobHandle = JobHandle.CombineDependencies(initialBoidDataJobHandle, killTriggerJobHandle);
            var mergeCellsBarrierJobHandle  = JobHandle.CombineDependencies(hashPositionsJobHandle, initialCellBarrierJobHandle, initialBoidBarrierJobHandle);

            ref PhysicsWorld physicsWorld = ref Unity.Entities.World.Active.GetExistingSystem <BuildPhysicsWorld>().PhysicsWorld;

            var commandBuffer = m_Barrier.CreateCommandBuffer().ToConcurrent();
            prevFrameHashmaps.Add(damageDict);

            var mergeCellsJob = new MergeCells {
                cellIndices           = cellIndices,
                cellObstaclePositions = cellObstaclePositions,
                cellTargetPositions   = cellTargetPositions,
                cellAlignment         = cellAlignment,
                cellSeparation        = cellSeparation,
                cellObstacleDistance  = cellObstacleDistance,
                cellCount             = cellCount,
                boidsData             = boidsData,
                killTrigger           = killTrigger,
                physicsWorld          = physicsWorld,
                damageDict            = damageDict.AsParallelWriter(),
                bulletSpawns          = bulletSpawns,
                commandBuffer         = commandBuffer,
                bulletPrefab          = BulletPrefabAuthoring.Prefab,
                //enemyEntityLook = Setup.enemyEntityLook,
                groupIndex = math.select(4u, 8u, uniqueFactions[index].Value == 0),
                time       = Time.time,
                settings   = settings,
            };
            var mergeCellsJobHandle = mergeCellsJob.Schedule(hashMap, 64, mergeCellsBarrierJobHandle);

            m_Barrier.AddJobHandleForProducer(mergeCellsJobHandle);

            var applyBulletSpawnDataJob = new ApplyBulletSpawnData {
                bulletSpawns  = bulletSpawns,
                destroyAtTime = Time.time + 5,
                commandBuffer = commandBuffer,
                bulletPrefab  = BulletPrefabAuthoring.Prefab
            };
            var applyBulletSpawnDataJobHandle = applyBulletSpawnDataJob.Schedule(boidCount, 64, mergeCellsJobHandle);

            m_Barrier.AddJobHandleForProducer(applyBulletSpawnDataJobHandle);

            var updateBoidData = new UpdateBoidData {
                boidsData = boidsData
            };
            var updateBoidDataJobHandle = updateBoidData.Schedule(boidQuery, applyBulletSpawnDataJobHandle);

            var steerJob = new Steer {
                cellIndices          = cellIndices,
                settings             = settings,
                cellAlignment        = cellAlignment,
                cellSeparation       = cellSeparation,
                cellObstacleDistance = cellObstacleDistance,
                cellCount            = cellCount,
                targetPositions      = cellTargetPositions,
                obstaclePositions    = cellObstaclePositions,
                boidsData            = boidsData,
                dt = Time.deltaTime,
            };
            var steerJobHandle = steerJob.Schedule(boidQuery, updateBoidDataJobHandle);

            var killJob = new Kill {
                killTrigger   = killTrigger,
                commandBuffer = commandBuffer,
            };
            var killJobHandle = killJob.Schedule(boidQuery, steerJobHandle);

            m_Barrier.AddJobHandleForProducer(killJobHandle);

            var applyDamageJob = new ApplyDamage {
                damageDict = damageDict
            };
            var applyDamageJobHandle = applyDamageJob.Schedule(healthQuery, mergeCellsJobHandle);

            inputDependencies = JobHandle.CombineDependencies(killJobHandle, applyDamageJobHandle, applyBulletSpawnDataJobHandle);
            boidQuery.AddDependency(inputDependencies);
        }
Exemplo n.º 8
0
    protected override JobHandle OnUpdate(JobHandle inputDeps)
    {
        BoidActionSort    boidActionsSort   = new BoidActionSort();
        NonBoidActionSort nonBoidActionSort = new NonBoidActionSort();

        EntityManager.GetAllUniqueSharedComponentData(m_UniqueTypes);

        int obstacleCount = m_ObstacleGroup.CalculateLength();
        int targetCount   = m_TargetGroup.CalculateLength();

        // Ingore typeIndex 0, can't use the default for anything meaningful.
        for (int typeIndex = 1; typeIndex < m_UniqueTypes.Count; typeIndex++)
        {
            MainBoid uniqueBoidConfig = m_UniqueTypes[typeIndex];
            m_BoidGroup.SetFilter(uniqueBoidConfig);

            int boidCount = m_BoidGroup.CalculateLength();
            //some of this can be cached from last time to reduce component data calls.
            int cacheIndex = typeIndex - 1;
            //this was causing an undisposed allocation error
            //NativeArray<JobHandle> initializationJobHandles = new NativeArray<JobHandle>(5, Allocator.Temp);

            NativeArray <Heading> boidHeadings = m_BoidGroup.ToComponentDataArray <Heading>(Allocator.TempJob, out JobHandle initialCellAlignmentJobHandle);
            //TODO: make this into a 2d array so that the 2d positions doesnt have to be calculated all the time.
            NativeArray <Translation> boidPositions         = m_BoidGroup.ToComponentDataArray <Translation>(Allocator.TempJob, out JobHandle initialCellSeparationJobHandle);
            NativeArray <Translation> copyTargetPositions   = m_TargetGroup.ToComponentDataArray <Translation>(Allocator.TempJob, out JobHandle copyTargetPositionsJobHandle);
            NativeArray <Translation> copyObstaclePositions = m_ObstacleGroup.ToComponentDataArray <Translation>(Allocator.TempJob, out JobHandle copyObstaclePositionsJobHandle);
            //  initializationJobHandles[0] = initialCellAlignmentJobHandle;
            //    initializationJobHandles[1] = initialCellSeparationJobHandle;
            //   initializationJobHandles[2] = copyTargetPositionsJobHandle;
            //    initializationJobHandles[3] = copyObstaclePositionsJobHandle;

            NativeArray <BoidAction> orderedBoidActions = new NativeArray <BoidAction>(uniqueBoidConfig.boidActions.Length, Allocator.TempJob);
            orderedBoidActions.CopyFrom(uniqueBoidConfig.boidActions);

            NativeArray <NonBoidAction> orderedNonBoidActions = new NativeArray <NonBoidAction>(uniqueBoidConfig.boidActions.Length, Allocator.TempJob);
            orderedBoidActions.CopyFrom(uniqueBoidConfig.boidActions);

            orderedNonBoidActions.Sort(nonBoidActionSort);
            orderedBoidActions.Sort(boidActionsSort);

            var hashMap = new NativeHashMap <float3, int>(boidCount, Allocator.TempJob);

            var hashPositionsJob = new HashPositions
            {
                hashMap = hashMap.ToConcurrent()
            };
            var hashPositionsJobHandle = hashPositionsJob.Schedule(m_BoidGroup, inputDeps);

            //  initializationJobHandles[4] = hashPositionsJobHandle;

            var nextCells = new PrevCells
            {
                hashMap = hashMap,

                boidHeadings  = boidHeadings,
                boidPositions = boidPositions,

                copyObstaclePositions = copyObstaclePositions,
                copyTargetPositions   = copyTargetPositions,

                orderedBoidActions    = orderedBoidActions,
                orderedNonBoidActions = orderedNonBoidActions,
            };
            if (cacheIndex > (m_PrevCells.Count - 1))
            {
                m_PrevCells.Add(nextCells);
            }
            else
            {
                m_PrevCells[cacheIndex].hashMap.Dispose();

                m_PrevCells[cacheIndex].copyTargetPositions.Dispose();
                m_PrevCells[cacheIndex].copyObstaclePositions.Dispose();

                m_PrevCells[cacheIndex].boidHeadings.Dispose();
                m_PrevCells[cacheIndex].boidPositions.Dispose();

                m_PrevCells[cacheIndex].orderedBoidActions.Dispose();
                m_PrevCells[cacheIndex].orderedNonBoidActions.Dispose();
            }
            m_PrevCells[cacheIndex] = nextCells;

            JobHandle initialCellBarrierJobHandle        = JobHandle.CombineDependencies(initialCellAlignmentJobHandle, initialCellSeparationJobHandle, copyTargetPositionsJobHandle);
            JobHandle copyTargetObstacleBarrierJobHandle = JobHandle.CombineDependencies(initialCellBarrierJobHandle, copyObstaclePositionsJobHandle, hashPositionsJobHandle);

            Steer steerJob = new Steer
            {
                //                boidActionFunctions = boidActionFunctions,
                //boidConfig = uniqueBoidConfig,
                boidIndexs            = hashMap,
                boidHeadings          = boidHeadings,
                boidPositions         = boidPositions,
                orderedBoidActions    = orderedBoidActions,
                orderedNonBoidActions = orderedNonBoidActions,
                targetPositions       = copyTargetPositions,
                obstaclePositions     = copyObstaclePositions,
                dt = Time.deltaTime
            };
            JobHandle steerJobHandle = steerJob.Schedule(m_BoidGroup, copyTargetObstacleBarrierJobHandle);

            inputDeps = steerJobHandle;
            m_BoidGroup.AddDependency(inputDeps);
        }
        m_UniqueTypes.Clear();

        return(inputDeps);
    }
Exemplo n.º 9
0
    //La data del sphereParticle es compartiiiida
    protected override JobHandle OnUpdate(JobHandle inputDeps)
    {
        if (cameraTransform == null)
        {
            cameraTransform = GameObject.Find("Main Camera").transform;
        }
        EntityManager.GetAllUniqueSharedComponentData(uniqueTypes);
        ComponentDataArray <SMBCollider> colliders = SMBColliderGroup.GetComponentDataArray <SMBCollider>();
        int colliderCount = colliders.Length;

        for (int typeIndex = 1; typeIndex < uniqueTypes.Count; typeIndex++)
        {
            // Get the current chunk setting
            SMBProperties settings = uniqueTypes[typeIndex];
            //SMBDestination smbdestination = _destination[typeIndex];
            SMBCharacterGroup.SetFilter(settings);

            // Cache the data
            ComponentDataArray <Position>       positions       = SMBCharacterGroup.GetComponentDataArray <Position>();
            ComponentDataArray <SMBVelocity>    velocities      = SMBCharacterGroup.GetComponentDataArray <SMBVelocity>();
            ComponentDataArray <SMBDestination> SMBdestinations = SMBCharacterGroup.GetComponentDataArray <SMBDestination>();
            ComponentDataArray <SMBSspeed>      SMBSspeeds      = SMBCharacterGroup.GetComponentDataArray <SMBSspeed>();
            ComponentDataArray <SMBPath>        indexPaths      = SMBCharacterGroup.GetComponentDataArray <SMBPath>();

            int cacheIndex    = typeIndex - 1;
            int particleCount = positions.Length;

            NativeMultiHashMap <int, int> hashMap              = new NativeMultiHashMap <int, int>(particleCount, Allocator.TempJob);
            NativeArray <Position>        particlesPosition    = new NativeArray <Position>(particleCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
            NativeArray <Position>        finalposition        = new NativeArray <Position>(particleCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
            NativeArray <SMBVelocity>     particlesVelocity    = new NativeArray <SMBVelocity>(particleCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
            NativeArray <SMBDestination>  particlesDestination = new NativeArray <SMBDestination>(particleCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
            NativeArray <SMBSspeed>       particlesSspeed      = new NativeArray <SMBSspeed>(particleCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
            NativeArray <SMBPath>         particlesindexPaths  = new NativeArray <SMBPath>(particleCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
            NativeArray <float3>          particlesForces      = new NativeArray <float3>(particleCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
            NativeArray <float>           particlesPressure    = new NativeArray <float>(particleCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
            NativeArray <float>           particlesDensity     = new NativeArray <float>(particleCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
            NativeArray <int>             particleIndices      = new NativeArray <int>(particleCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);

            NativeArray <int>         cellOffsetTableNative = new NativeArray <int>(cellOffsetTable, Allocator.TempJob);
            NativeArray <SMBCollider> copyColliders         = new NativeArray <SMBCollider>(colliderCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);



            // Add new or dispose previous particle chunks
            PreviousParticle nextParticles = new PreviousParticle
            {
                hashMap              = hashMap,
                particlesPosition    = particlesPosition,
                particlesVelocity    = particlesVelocity,
                particlesDestination = particlesDestination,
                particlesSspeed      = particlesSspeed,
                particlesindexPaths  = particlesindexPaths,
                particlesForces      = particlesForces,
                particlesPressure    = particlesPressure,
                particlesDensity     = particlesDensity,
                particleIndices      = particleIndices,
                cellOffsetTable      = cellOffsetTableNative,
                copyColliders        = copyColliders
            };

            if (cacheIndex > previousParticles.Count - 1)
            {
                previousParticles.Add(nextParticles);
            }
            else
            {
                previousParticles[cacheIndex].hashMap.Dispose();
                previousParticles[cacheIndex].particlesPosition.Dispose();
                previousParticles[cacheIndex].particlesVelocity.Dispose();
                previousParticles[cacheIndex].particlesDestination.Dispose();
                previousParticles[cacheIndex].particlesSspeed.Dispose();
                previousParticles[cacheIndex].particlesindexPaths.Dispose();
                previousParticles[cacheIndex].particlesForces.Dispose();
                previousParticles[cacheIndex].particlesPressure.Dispose();
                previousParticles[cacheIndex].particlesDensity.Dispose();
                previousParticles[cacheIndex].particleIndices.Dispose();
                previousParticles[cacheIndex].cellOffsetTable.Dispose();
                previousParticles[cacheIndex].copyColliders.Dispose();
            }
            previousParticles[cacheIndex] = nextParticles;



            // Copy the component data to native arrays
            CopyComponentData <Position> particlesPositionJob = new CopyComponentData <Position> {
                Source = positions, Results = particlesPosition
            };
            JobHandle particlesPositionJobHandle = particlesPositionJob.Schedule(particleCount, 64, inputDeps);

            CopyComponentData <SMBVelocity> particlesVelocityJob = new CopyComponentData <SMBVelocity> {
                Source = velocities, Results = particlesVelocity
            };
            JobHandle particlesVelocityJobHandle = particlesVelocityJob.Schedule(particleCount, 64, inputDeps);

            CopyComponentData <SMBDestination> particlesDestinationJob = new CopyComponentData <SMBDestination> {
                Source = SMBdestinations, Results = particlesDestination
            };
            JobHandle particlesDestinationJobHandle = particlesDestinationJob.Schedule(particleCount, 64, inputDeps);

            CopyComponentData <SMBSspeed> particlesSspeedJob = new CopyComponentData <SMBSspeed> {
                Source = SMBSspeeds, Results = particlesSspeed
            };
            JobHandle particlesSspeedJobHandle = particlesSspeedJob.Schedule(particleCount, 64, inputDeps);

            CopyComponentData <SMBCollider> copyCollidersJob = new CopyComponentData <SMBCollider> {
                Source = colliders, Results = copyColliders
            };
            JobHandle copyCollidersJobHandle = copyCollidersJob.Schedule(colliderCount, 64, inputDeps);

            MemsetNativeArray <float> particlesPressureJob = new MemsetNativeArray <float> {
                Source = particlesPressure, Value = 0.0f
            };
            JobHandle particlesPressureJobHandle = particlesPressureJob.Schedule(particleCount, 64, inputDeps);

            MemsetNativeArray <float> particlesDensityJob = new MemsetNativeArray <float> {
                Source = particlesDensity, Value = 0.0f
            };
            JobHandle particlesDensityJobHandle = particlesDensityJob.Schedule(particleCount, 64, inputDeps);

            MemsetNativeArray <int> particleIndicesJob = new MemsetNativeArray <int> {
                Source = particleIndices, Value = 0
            };
            JobHandle particleIndicesJobHandle = particleIndicesJob.Schedule(particleCount, 64, inputDeps);

            MemsetNativeArray <float3> particlesForcesJob = new MemsetNativeArray <float3> {
                Source = particlesForces, Value = new float3(0, 0, 0)
            };
            JobHandle particlesForcesJobHandle = particlesForcesJob.Schedule(particleCount, 64, inputDeps);

            MemsetNativeArray <Position> finalpositionJob = new MemsetNativeArray <Position> {
                Source = finalposition, Value = new Position {
                    Value = new float3()
                }
            };
            JobHandle finalpositionJobHandle = finalpositionJob.Schedule(particleCount, 64, inputDeps);

            //JobHandle computepathsJobHandle = particlesPositionJobHandle;


            if (first)
            {
                int index = 0, firsTriangle = 1;
                for (int i = 0; i < particleCount; ++i)
                {
                    astar.cleanStructures();
                    astar.setOrigin(positions[i].Value);
                    astar.setDestination(SMBdestinations[i].destination);
                    astar.trianglePath2();
                    //Allpaths.AddRange(astar.trianglePath2());
                    wayPointsPath.AddRange(astar.getWayPoints());

                    int aux = wayPointsPath.Count;
                    if (aux - index == 0)
                    {
                        firsTriangle = -1;
                    }
                    else
                    {
                        firsTriangle = 1;
                    }
                    Unity.Mathematics.Random ola = new Unity.Mathematics.Random(1);
                    indexPaths[i] = new SMBPath {
                        indexIni = index, indexFin = aux, NextPoint = new float3(), Firsttriangle = firsTriangle, recalculate = ola.NextInt(15), fordwarDir = new float3()
                    };
                    index = aux;
                }
                first = false;
            }
            //Una vez llegado al destino ir a otro, funciona pero va muuuuy lento

            /*else
             * {
             *  int index = 0, firsTriangle = 1, aux = 0;
             *  int diff = 0;
             *  for (int i = 0; i < particleCount; ++i)
             *  {
             *      index = indexPaths[i].indexIni + diff;
             *      aux = indexPaths[i].indexFin + diff;
             *      float3 NextPoint = indexPaths[i].NextPoint, fordwarDir = indexPaths[i].fordwarDir;
             *      int recalculate = indexPaths[i].recalculate;
             *      firsTriangle = indexPaths[i].Firsttriangle;
             *      if (SMBdestinations[i].finished == 1)
             *      {
             *          firsTriangle = 1;
             *          astar.cleanStructures();
             *          astar.setOrigin(positions[i].Value);
             *          astar.setDestination(SMBdestinations[i].destinations2);
             *          astar.trianglePath2();
             *          int count = 0;
             *          if (i == 0)
             *          {
             *              wayPointsPath.RemoveRange(0, indexPaths[i].indexFin);
             *              index = 0;
             *              count = indexPaths[i].indexFin;
             *          }
             *          else
             *          {
             *              index = indexPaths[i - 1].indexFin;
             *              count = indexPaths[i].indexFin + diff - indexPaths[i - 1].indexFin;
             *              wayPointsPath.RemoveRange(indexPaths[i - 1].indexFin, count);
             *          }
             *          List<SMBWaypoint> wayaux = astar.getWayPoints();
             *          wayPointsPath.InsertRange(index, wayaux);
             *
             *          aux = wayaux.Count;
             *
             *          indexPaths[i] = new SMBPath { indexIni = index, indexFin = aux + index, NextPoint = new float3(), Firsttriangle = firsTriangle, recalculate = recalculate, fordwarDir = new float3() };
             *          SMBdestinations[i] = new SMBDestination {finished = 2, destinations2 = SMBdestinations[i].destinations2, destination = SMBdestinations[i].destination };
             *          diff += aux - count;
             *      }
             *      else indexPaths[i] = new SMBPath { indexIni = index, indexFin = aux, NextPoint = NextPoint, Firsttriangle = firsTriangle, recalculate = recalculate, fordwarDir = fordwarDir };
             *  }
             * }*/


            NativeArray <SMBWaypoint> NwayPointspaths = new NativeArray <SMBWaypoint>(wayPointsPath.Count, Allocator.TempJob);
            //MemsetNativeArray<SMBWaypoint> waypointsJob = new MemsetNativeArray<SMBWaypoint> { Source = NwayPointspaths, Value = new SMBWaypoint { } };

            //NativeArray<int>.Copy(Allpaths.ToArray(), paths);
            NativeArray <SMBWaypoint> .Copy(wayPointsPath.ToArray(), NwayPointspaths, wayPointsPath.Count);

            //CopyComponentData<SMBDestination> particlesDestinationJob = new CopyComponentData<SMBDestination> { Source = SMBdestinations, Results = particlesDestination };
            //JobHandle particlesDestinationJobHandle = particlesDestinationJob.Schedule(particleCount, 64, inputDeps);

            CopyComponentData <SMBPath> particlesIndexPathJob = new CopyComponentData <SMBPath> {
                Source = indexPaths, Results = particlesindexPaths
            };
            JobHandle particlesIndexPathJobHandle = particlesIndexPathJob.Schedule(particleCount, 64, inputDeps);
            // Put positions into a hashMap
            HashPositions hashPositionsJob = new HashPositions
            {
                positions  = particlesPosition,
                hashMap    = hashMap.ToConcurrent(),
                cellRadius = settings.radius
            };
            JobHandle hashPositionsJobHandle = hashPositionsJob.Schedule(particleCount, 64, particlesPositionJobHandle);

            JobHandle mergedPositionIndicesJobHandle = JobHandle.CombineDependencies(hashPositionsJobHandle, particleIndicesJobHandle);

            MergeParticles mergeParticlesJob = new MergeParticles
            {
                particleIndices = particleIndices
            };
            JobHandle mergeParticlesJobHandle = mergeParticlesJob.Schedule(hashMap, 64, mergedPositionIndicesJobHandle);

            JobHandle mergedMergedParticlesDensityPressure = JobHandle.CombineDependencies(mergeParticlesJobHandle, particlesPressureJobHandle, particlesDensityJobHandle);

            // Compute density pressure
            ComputeDensityPressure computeDensityPressureJob = new ComputeDensityPressure
            {
                particlesPosition = particlesPosition,
                densities         = particlesDensity,
                pressures         = particlesPressure,
                hashMap           = hashMap,
                cellOffsetTable   = cellOffsetTableNative,
                settings          = settings
            };
            JobHandle computeDensityPressureJobHandle = computeDensityPressureJob.Schedule(particleCount, 64, mergedMergedParticlesDensityPressure);

            JobHandle mergeComputeDensityPressureVelocityForces = JobHandle.CombineDependencies(computeDensityPressureJobHandle, particlesForcesJobHandle, particlesVelocityJobHandle);

            // Compute forces
            ComputeForces computeForcesJob = new ComputeForces
            {
                particlesPosition = particlesPosition,
                particlesVelocity = particlesVelocity,
                particlesForces   = particlesForces,
                particlesPressure = particlesPressure,
                particlesDensity  = particlesDensity,
                cellOffsetTable   = cellOffsetTableNative,
                hashMap           = hashMap,
                settings          = settings
            };
            JobHandle computeForcesJobHandle = computeForcesJob.Schedule(particleCount, 64, mergeComputeDensityPressureVelocityForces);

            // Integrate
            Integrate integrateJob = new Integrate
            {
                particlesPosition = particlesPosition,
                particlesVelocity = particlesVelocity,
                particlesDensity  = particlesDensity,
                particlesForces   = particlesForces
            };
            JobHandle integrateJobHandle = integrateJob.Schedule(particleCount, 64, computeForcesJobHandle);

            JobHandle mergedIntegrateCollider = JobHandle.CombineDependencies(integrateJobHandle, copyCollidersJobHandle);
            //JobHandle mergedIntegrateCollider = JobHandle.CombineDependencies(particlesPositionJobHandle, particlesVelocityJobHandle, copyCollidersJobHandle);
            // Compute Colliders
            ComputeColliders computeCollidersJob = new ComputeColliders
            {
                particlesPosition = particlesPosition,
                particlesVelocity = particlesVelocity,
                copyColliders     = copyColliders,
                settings          = settings
            };
            JobHandle computeCollidersJobHandle = computeCollidersJob.Schedule(particleCount, 64, mergedIntegrateCollider);
            JobHandle allReady = JobHandle.CombineDependencies(computeCollidersJobHandle, particlesIndexPathJobHandle, particlesDestinationJobHandle);

            ComputeNewPoint computeNewPointJob = new ComputeNewPoint
            {
                particlesPosition    = particlesPosition,
                waypoints            = NwayPointspaths,
                indexPaths           = particlesindexPaths,
                particlesDestination = particlesDestination
            };
            JobHandle computeNewPointJobHandle = computeNewPointJob.Schedule(particleCount, 64, allReady);


            computeNewPointJobHandle = JobHandle.CombineDependencies(computeNewPointJobHandle, finalpositionJobHandle);

            RecomputeNewPoint RecomputeNewPointJob = new RecomputeNewPoint
            {
                particlesPosition = particlesPosition,
                waypoints         = NwayPointspaths,
                indexPaths        = particlesindexPaths
            };
            JobHandle       RecomputeNewPointJobHandle = RecomputeNewPointJob.Schedule(particleCount, 64, computeNewPointJobHandle);
            JobHandle       preparedToComputePositions = JobHandle.CombineDependencies(RecomputeNewPointJobHandle, particlesSspeedJobHandle);
            ComputePosition computePositionJob         = new ComputePosition
            {
                particlesPosition    = particlesPosition,
                particlesDestination = particlesDestination,
                particlesSspeed      = particlesSspeed,
                particlesVelocity    = particlesVelocity,
                indexPaths           = particlesindexPaths,
                hashMap         = hashMap,
                settings        = settings,
                cellOffsetTable = cellOffsetTableNative,
                finalPosition   = finalposition
            };
            JobHandle comptePositionJobHandle = computePositionJob.Schedule(particleCount, 64, preparedToComputePositions);


            // Apply positions
            ApplyPositions applyPositionsJob = new ApplyPositions
            {
                particlesPosition   = finalposition,
                particlesVelocity   = particlesVelocity,
                particlesindexPaths = particlesindexPaths,
                //particlesDestination = particlesDestination,
                particlesSspeed = particlesSspeed,
                positions       = positions,
                velocities      = velocities,
                indexPaths      = indexPaths,
                SMBSspeeds      = SMBSspeeds,
                //SMBdestinations = SMBdestinations,
            };
            JobHandle applyPositionsJobHandle = applyPositionsJob.Schedule(particleCount, 64, comptePositionJobHandle);

            inputDeps = applyPositionsJobHandle;
            inputDeps.Complete();
            NwayPointspaths.Dispose();
            finalposition.Dispose();
        }

        // Done
        uniqueTypes.Clear();

        return(inputDeps);
    }
Exemplo n.º 10
0
    protected override JobHandle OnUpdate(JobHandle inputDependencies)
    {
        EntityManager.GetAllUniqueSharedComponentData(uniqueTypes);

        var obstacleCount = obstacleQuery.CalculateEntityCount();
        var targetCount   = targetQuery.CalculateEntityCount();

        for (int i = 0; i < prevFrameHashmaps.Count; i++)
        {
            prevFrameHashmaps[i].Dispose();
        }
        prevFrameHashmaps.Clear();

        for (int hordeVariantIndex = 0; hordeVariantIndex < uniqueTypes.Count; hordeVariantIndex++)
        {
            var settings = uniqueTypes[hordeVariantIndex];
            hordeQuery.SetFilter(settings);
            var hordeCount = hordeQuery.CalculateEntityCount();

            if (hordeCount == 0)
            {
                continue;
            }
            //Debug.Log(hordeCount);

            #region Initial vars

            var hashMap = new NativeMultiHashMap <int, int>(hordeCount, Allocator.TempJob);

            var cellIndices = new NativeArray <int>(hordeCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
            var cellObstaclePositionIndex = new NativeArray <int>(hordeCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
            var cellTargetPositionIndex   = new NativeArray <int>(hordeCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);

            var cellCount = new NativeArray <int>(hordeCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);

            var cellObstacleDistance = new NativeArray <float>(hordeCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
            var cellAlignment        = new NativeArray <float3>(hordeCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
            var cellSeparation       = new NativeArray <float3>(hordeCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);

            var copyTargetPositions   = new NativeArray <float3>(targetCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
            var copyObstaclePositions = new NativeArray <float3>(obstacleCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);

            #endregion

            #region Initial jobs

            var initialCellAlignmentJob = new CopyHeadings {
                headings = cellAlignment
            };
            var initialCellAlignmentJobHandle = initialCellAlignmentJob.Schedule(hordeQuery, inputDependencies);

            var initialCellSeparationJob = new CopyPositions {
                positions = cellSeparation
            };
            var initialCellSeparationJobHandle = initialCellSeparationJob.Schedule(hordeQuery, inputDependencies);

            var copyTargetPositionsJob = new CopyPositions {
                positions = copyTargetPositions
            };
            var copyTargetPositionsJobHandle = copyTargetPositionsJob.Schedule(targetQuery, inputDependencies);

            var copyObstaclePositionsJob = new CopyPositions {
                positions = copyObstaclePositions
            };
            var copyObstaclePositionsJobHandle = copyObstaclePositionsJob.Schedule(obstacleQuery, inputDependencies);

            prevFrameHashmaps.Add(hashMap);

            var hashPositionsJob = new HashPositions
            {
                hashMap    = hashMap.AsParallelWriter(),
                cellRadius = settings.CellRadius
            };
            var hashPositionsJobHandle = hashPositionsJob.Schedule(hordeQuery, inputDependencies);

            var initialCellCountJob = new MemsetNativeArray <int>
            {
                Source = cellCount,
                Value  = 1
            };
            var initialCellCountJobHandle = initialCellCountJob.Schedule(hordeCount, 64, inputDependencies);

            #endregion

            var initialCellBarrierJobHandle        = JobHandle.CombineDependencies(initialCellAlignmentJobHandle, initialCellSeparationJobHandle, initialCellCountJobHandle);
            var copyTargetObstacleBarrierJobHandle = JobHandle.CombineDependencies(copyTargetPositionsJobHandle, copyObstaclePositionsJobHandle);
            var mergeCellsBarrierJobHandle         = JobHandle.CombineDependencies(hashPositionsJobHandle, initialCellBarrierJobHandle, copyTargetObstacleBarrierJobHandle);

            var mergeCellsJob = new MergeCells
            {
                cellIndices               = cellIndices,
                cellAlignment             = cellAlignment,
                cellSeparation            = cellSeparation,
                cellObstacleDistance      = cellObstacleDistance,
                cellObstaclePositionIndex = cellObstaclePositionIndex,
                cellTargetPositionIndex   = cellTargetPositionIndex,
                cellCount         = cellCount,
                targetPositions   = copyTargetPositions,
                obstaclePositions = copyObstaclePositions
            };
            var mergeCellsJobHandle = mergeCellsJob.Schedule(hashMap, 64, mergeCellsBarrierJobHandle);

            var steerJob = new Steer
            {
                cellIndices               = cellIndices,
                settings                  = settings,
                cellAlignment             = cellAlignment,
                cellSeparation            = cellSeparation,
                cellObstacleDistance      = cellObstacleDistance,
                cellObstaclePositionIndex = cellObstaclePositionIndex,
                cellTargetPositionIndex   = cellTargetPositionIndex,
                cellCount                 = cellCount,
                targetPositions           = copyTargetPositions,
                obstaclePositions         = copyObstaclePositions,
                dt = Time.deltaTime,
            };
            var steerJobHandle = steerJob.Schedule(hordeQuery, mergeCellsJobHandle);

            inputDependencies = steerJobHandle;
            hordeQuery.AddDependency(inputDependencies);
        }
        uniqueTypes.Clear();

        return(inputDependencies);
    }
Exemplo n.º 11
0
        protected override JobHandle OnUpdate(JobHandle inputDeps)
        {
            var boidCount = m_Boids.boidTag.Length;

            var cellIndices               = new NativeArray <int>(boidCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
            var hashMap                   = new NativeMultiHashMap <int, int>(boidCount, Allocator.TempJob);
            var copyTargetPositions       = new NativeArray <Position>(m_Boids.boidTarget.Length, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
            var copyObstaclePositions     = new NativeArray <Position>(m_Obstacles.obstaclePositions.Length, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
            var cellSeparation            = new NativeArray <Position>(boidCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
            var cellObstacleDistance      = new NativeArray <float>(boidCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
            var cellObstaclePositionIndex = new NativeArray <int>(boidCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
            var cellCount                 = new NativeArray <int>(boidCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);



            var hashPositionsJob = new HashPositions
            {
                positions  = m_Boids.boidPositions,
                hashMap    = hashMap,
                cellRadius = ECSBootstrapper.boidSettings.cellRadius
            };
            var hashPositionsJobHandle = hashPositionsJob.Schedule(boidCount, 64, inputDeps);

            var initialCellSeparationJob = new CopyComponentData <Position>
            {
                Source  = m_Boids.boidPositions,
                Results = cellSeparation
            };
            var initialCellSeparationJobHandle = initialCellSeparationJob.Schedule(boidCount, 64, inputDeps);

            var initialCellCountJob = new MemsetNativeArray <int>
            {
                Source = cellCount,
                Value  = 1
            };
            var initialCellCountJobHandle = initialCellCountJob.Schedule(boidCount, 64, inputDeps);

            var initialCellBarrierJobHandle = JobHandle.CombineDependencies(initialCellSeparationJobHandle, initialCellCountJobHandle);

            var copyTargetPositionJob = new CopyTargetPositions
            {
                Source  = m_Boids.boidTarget,
                Results = copyTargetPositions
            };

            var copyTargetPositionsJobHandle = copyTargetPositionJob.Schedule(m_Boids.boidTarget.Length, 2, inputDeps);

            var copyObstaclePositionsJob = new CopyComponentData <Position>
            {
                Source  = m_Obstacles.obstaclePositions,
                Results = copyObstaclePositions
            };
            var copyObstaclePositionsJobHandle = copyObstaclePositionsJob.Schedule(m_Obstacles.obstaclePositions.Length, 2, inputDeps);

            var copyTargetObstacleBarrierJobHandle = JobHandle.CombineDependencies(copyTargetPositionsJobHandle, copyObstaclePositionsJobHandle);

            var mergeCellsBarrierJobHandle = JobHandle.CombineDependencies(hashPositionsJobHandle, initialCellBarrierJobHandle, copyTargetObstacleBarrierJobHandle);

            var mergeCellsJob = new MergeCells
            {
                cellIndices               = cellIndices,
                cellSeparation            = cellSeparation,
                cellObstacleDistance      = cellObstacleDistance,
                cellObstaclePositionIndex = cellObstaclePositionIndex,
                cellCount         = cellCount,
                obstaclePositions = copyObstaclePositions
            };
            var mergeCellsJobHandle = mergeCellsJob.Schedule(hashMap, 64, mergeCellsBarrierJobHandle);

            var steerJob = new Steer
            {
                cellIndices               = cellIndices, //D
                settings                  = ECSBootstrapper.boidSettings,
                cellSeparation            = cellSeparation,
                cellObstacleDistance      = cellObstacleDistance,
                cellObstaclePositionIndex = cellObstaclePositionIndex,
                cellCount                 = cellCount,
                targetPositions           = copyTargetPositions,
                obstaclePositions         = copyObstaclePositions,
                dt        = Time.deltaTime,
                positions = m_Boids.boidPositions,
                headings  = m_Boids.boidHeadings,
            };
            var steerJobHandle = steerJob.Schedule(boidCount, 64, mergeCellsJobHandle);

            steerJobHandle.Complete();


            cellIndices.Dispose();
            hashMap.Dispose();
            copyTargetPositions.Dispose();
            copyObstaclePositions.Dispose();
            cellSeparation.Dispose();
            cellObstacleDistance.Dispose();
            cellObstaclePositionIndex.Dispose();
            cellCount.Dispose();


            return(inputDeps);
        }