示例#1
0
        private void ProcessGeneratorJobs(NativeList <int3> jobsToRemove)
        {
            NativeKeyValueArrays <int3, ChunkJobData> jobs = generateJobs.GetKeyValueArrays(Allocator.Temp);

            for (int i = 0; i < jobs.Keys.Length; i++)
            {
                ChunkJobData data = jobs.Values[i];

                if (data.urgent || data.job.IsCompleted || data.frameCounter >= maxJobFrames)
                {
                    data.job.Complete();
                    Chunk chunk = chunks[data.position];
                    chunk.CompleteGenerating();

                    if (!chunk.RequestedRemoval && chunk.render)
                    {
                        TryToQueueChunkRender(chunk, data.priority);
                    }

                    jobsToRemove.Add(jobs.Keys[i]);
                }
                else
                {
                    data.frameCounter++;
                    generateJobs[jobs.Keys[i]] = data;
                }
            }

            jobs.Dispose();

            for (int i = 0; i < jobsToRemove.Length; i++)
            {
                generateJobs.Remove(jobsToRemove[i]);
            }
        }
示例#2
0
        private bool AddChunkToRenderList(Chunk chunk, float priority = 0)
        {
            if (renderJobs.ContainsKey(chunk.position) || chunk.RequestedRemoval)
            {
                return(false);
            }

            JobHandle    job  = chunk.ScheduleRenderJob();
            ChunkJobData data = new ChunkJobData(chunk.position, job, priority, false);

            renderJobs.Add(chunk.position, data);

            return(true);
        }
示例#3
0
        private void ProcessRenderJobs(NativeList <int3> jobsToRemove)
        {
            NativeKeyValueArrays <int3, ChunkJobData> jobs = renderJobs.GetKeyValueArrays(Allocator.Temp);

            for (int i = 0; i < jobs.Keys.Length; i++)
            {
                ChunkJobData data = jobs.Values[i];
                if (data.urgent || data.job.IsCompleted || data.frameCounter >= maxJobFrames)
                {
                    data.job.Complete();
                    Chunk chunk = chunks[data.position];

                    if (useRendererPrefab)
                    {
                        CreateChunkRenderer(data.position, chunk.CompleteMeshUpdate(chunk.mesh));
                    }
                    else
                    {
                        chunk.CompleteMeshUpdate(chunk.mesh);
                    }

                    if (!chunk.RequestedRemoval)
                    {
                        AddToQueue(colliderQueue, data.position, data.priority);
                    }

                    jobsToRemove.Add(jobs.Keys[i]);
                }
                else
                {
                    data.frameCounter++;
                    renderJobs[jobs.Keys[i]] = data;
                }
            }

            jobs.Dispose();

            for (int i = 0; i < jobsToRemove.Length; i++)
            {
                renderJobs.Remove(jobsToRemove[i]);
            }
        }
示例#4
0
        private void ProcessColliderJobs(NativeList <int3> jobsToRemove)
        {
            NativeKeyValueArrays <int3, ChunkJobData> jobs = colliderJobs.GetKeyValueArrays(Allocator.Temp);

            for (int i = 0; i < jobs.Keys.Length; i++)
            {
                ChunkJobData data = jobs.Values[i];
                if (data.urgent || data.job.IsCompleted || data.frameCounter >= maxJobFrames)
                {
                    data.job.Complete();
                    Chunk chunk = chunks[data.position];

                    if (!chunkColliders.TryGetValue(data.position, out MeshCollider collider))
                    {
                        collider = GetChunkCollider();
                        chunkColliders.Add(data.position, collider);
#if DEBUG
                        collider.gameObject.name = "Collider [" + data.position.x + "," + data.position.y + "," + data.position.z + "]";
#endif
                    }

                    collider.sharedMesh = chunk.CompleteColliderMeshUpdate(collider.sharedMesh);

                    jobsToRemove.Add(jobs.Keys[i]);
                }
                else
                {
                    data.frameCounter++;
                    colliderJobs[jobs.Keys[i]] = data;
                }
            }

            jobs.Dispose();

            for (int i = 0; i < jobsToRemove.Length; i++)
            {
                colliderJobs.Remove(jobsToRemove[i]);
            }
        }
示例#5
0
        private void LateUpdateChunks()
        {
            if (generatingChunks)
            {
                generatingChunksFrame++;
                if (generateChunksJob.IsCompleted || generatingChunksFrame >= maxJobFrames)
                {
                    FinishGeneratingChunks();
                }
            }

            int numChunks = 0;

            while (generateQueue.Count > 0)
            {
                if (generator == null)
                {
                    break;
                }

                if (numChunks > maxGenerateJobs)
                {
                    break;
                }

                ChunkNode node = generateQueue.Dequeue();

                if (chunks.TryGetValue(node.position, out Chunk chunk))
                {
                    if (generateJobs.ContainsKey(chunk.position) || !chunk.NeedsTerrain || chunk.RequestedRemoval || chunk.GeneratingTerrain)
                    {
                        continue;
                    }

                    chunk.StartGenerating(new NativeArray <int>(Chunk.CHUNK_SIZE * Chunk.CHUNK_SIZE * Chunk.CHUNK_SIZE, Allocator.TempJob));

                    JobHandle    job  = generator.GenerateChunk(chunk.temporaryBlocks, chunk.position);
                    ChunkJobData data = new ChunkJobData(node.position, job, node.Priority, false);
                    generateJobs.Add(chunk.position, data);

                    numChunks++;
                }
            }

            numChunks = 0;

            while (renderQueue.Count > 0)
            {
                if (numChunks > maxRenderJobs)
                {
                    break;
                }

                ChunkNode node = renderQueue.Dequeue();
                if (chunks.TryGetValue(node.position, out Chunk chunk))
                {
                    if (AddChunkToRenderList(chunk, node.Priority))
                    {
                        numChunks++;
                    }
                }
            }

            numChunks = 0;

            while (colliderQueue.Count > 0)
            {
                if (numChunks > maxColliderJobs)
                {
                    break;
                }

                ChunkNode node = colliderQueue.Dequeue();
                if (chunks.TryGetValue(node.position, out Chunk chunk))
                {
                    if (colliderJobs.ContainsKey(node.position) || chunk.RequestedRemoval)
                    {
                        continue;
                    }

                    JobHandle job = chunk.ScheduleColliderJob();
                    colliderJobs.Add(node.position, new ChunkJobData(node.position, job, node.Priority, false));
                    numChunks++;
                }
            }
        }