mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-12-20 17:33:12 +00:00
301 lines
No EOL
8 KiB
C#
301 lines
No EOL
8 KiB
C#
using SanAndreasUnity.Behaviours.Vehicles;
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using SanAndreasUnity.Importing.Items;
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using SanAndreasUnity.Importing.Items.Placements;
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using SanAndreasUnity.Utilities;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using UnityEngine;
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//using Facepunch.Networking;
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namespace SanAndreasUnity.Behaviours.World
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{
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public class Cell : MonoBehaviour
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{
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private Stopwatch _timer;
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private List<Division> _leaves;
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private Dictionary<Instance, StaticGeometry> m_insts;
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private MapObject[] m_cars;
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public Division RootDivision { get; private set; }
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public List<int> CellIds = new List<int> { 0, 13 };
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public Camera PreviewCamera;
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public List<Transform> focusPoints = new List<Transform> ();
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public Water Water;
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public static Cell Instance { get ; private set; }
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// Statistics
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private int totalNumObjects = 0;
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private int numLeavesLoadedThisFrame = 0;
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private int numObjectsLoadedThisFrame = 0;
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private float[] measuredTimes = new float[3];
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private int numDivisionsUpdatedLoadOrder = 0;
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private int numMapObjectsUpdatedLoadOrder = 0;
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private Division containingDivision = null;
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// variable used by Division class
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public float divisionLoadOrderDistanceFactor = 16;
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// variable used by Division class
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public float divisionRefreshDistanceDelta = 20;
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[Range(0.1f, 3f)]
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public float divisionsUpdateInterval = 0.3f;
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// variable used by MapObject class
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public float maxDrawDistance = 500;
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public bool loadParkedVehicles = true;
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private void Awake()
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{
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if (null == Instance)
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Instance = this;
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}
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private void Start()
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{
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//InvokeRepeating("UpdateDivisions", 0f, 0.1f);
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StartCoroutine( this.UpdateDivisionsCoroutine () );
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}
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internal void CreateStaticGeometry ()
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{
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if (RootDivision == null)
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{
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RootDivision = Division.Create(transform);
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RootDivision.SetBounds(
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new Vector2(-3000f, -3000f),
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new Vector2(+3000f, +3000f));
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}
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var placements = Item.GetPlacements<Instance>(CellIds.ToArray());
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m_insts = new Dictionary<Instance,StaticGeometry> (48 * 1024);
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foreach (var plcm in placements) {
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m_insts.Add (plcm, StaticGeometry.Create ());
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}
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//m_insts = placements.ToDictionary(x => x, x => StaticGeometry.Create());
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UnityEngine.Debug.Log("Num static geometries " + m_insts.Count);
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totalNumObjects = m_insts.Count;
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}
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internal void InitStaticGeometry ()
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{
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foreach (var inst in m_insts)
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{
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inst.Value.Initialize(inst.Key, m_insts);
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}
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}
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internal void LoadParkedVehicles ()
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{
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if (loadParkedVehicles)
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{
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var parkedVehicles = Item.GetPlacements<ParkedVehicle> (CellIds.ToArray ());
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m_cars = parkedVehicles.Select (x => VehicleSpawner.Create (x))
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.Cast<MapObject> ()
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.ToArray ();
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UnityEngine.Debug.Log ("Num parked vehicles " + m_cars.Length);
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}
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}
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internal void AddMapObjectsToDivisions ()
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{
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var enumerable = m_insts.Values.Cast<MapObject> ();
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if (m_cars != null)
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enumerable = enumerable.Concat (m_cars);
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RootDivision.AddRange (enumerable);
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}
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internal void LoadWater ()
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{
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if (Water != null)
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{
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Water.Initialize(new WaterFile(Config.GetPath("water_path")));
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}
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}
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internal void FinalizeLoad ()
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{
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// set layer recursively for all game objects
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// this.gameObject.SetLayerRecursive( this.gameObject.layer );
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_timer = new Stopwatch();
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_leaves = RootDivision.ToList();
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}
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private void Update()
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{
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if (!Loader.HasLoaded)
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return;
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//this.Setup ();
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if (null == _leaves)
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return;
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_timer.Reset();
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_timer.Start();
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numLeavesLoadedThisFrame = 0;
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numObjectsLoadedThisFrame = 0;
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foreach (var div in _leaves)
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{
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if (float.IsPositiveInfinity(div.LoadOrder))
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break;
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numObjectsLoadedThisFrame += div.LoadWhile(() => _timer.Elapsed.TotalSeconds < 1d / 60d);
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if (_timer.Elapsed.TotalSeconds >= 1d / 60d)
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{
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// break;
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}
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else
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{
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numLeavesLoadedThisFrame++;
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}
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}
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measuredTimes[2] = (float)_timer.Elapsed.TotalMilliseconds;
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}
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System.Collections.IEnumerator UpdateDivisionsCoroutine ()
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{
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while (true)
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{
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// wait 100 ms
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float timePassed = 0;
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while (timePassed < this.divisionsUpdateInterval)
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{
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yield return null;
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timePassed += Time.unscaledDeltaTime;
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}
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F.RunExceptionSafe (() => this.UpdateDivisions ());
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}
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}
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private void UpdateDivisions()
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{
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if (!Loader.HasLoaded)
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return;
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if (_leaves == null) return;
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this.focusPoints.RemoveAll (t => null == t);
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if (this.focusPoints.Count < 1)
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return;
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numDivisionsUpdatedLoadOrder = 0;
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numMapObjectsUpdatedLoadOrder = 0;
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containingDivision = null;
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_timer.Reset();
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_timer.Start();
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List<Vector3> positions = this.focusPoints.Select (f => f.position).ToList ();
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bool toLoad = false; // _leaves.Aggregate(false, (current, leaf) => current | leaf.RefreshLoadOrder(pos));
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UnityEngine.Profiling.Profiler.BeginSample ("Update divisions", this);
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foreach (Division leaf in _leaves)
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{
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Vector3 pos = leaf.GetClosestPosition (positions);
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int count = 0;
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toLoad |= leaf.RefreshLoadOrder(pos, out count);
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if (count > 0)
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{
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numDivisionsUpdatedLoadOrder++;
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numMapObjectsUpdatedLoadOrder += count;
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}
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if (null == containingDivision && leaf.Contains(pos))
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{
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containingDivision = leaf;
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}
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}
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UnityEngine.Profiling.Profiler.EndSample ();
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measuredTimes[0] = (float)_timer.Elapsed.TotalMilliseconds;
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if (!toLoad) return;
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_timer.Reset();
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_timer.Start();
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UnityEngine.Profiling.Profiler.BeginSample ("Sort leaves", this);
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_leaves.Sort();
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UnityEngine.Profiling.Profiler.EndSample ();
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measuredTimes[1] = (float)_timer.Elapsed.TotalMilliseconds;
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}
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/*
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private static Rect windowRect = new Rect(10, 10, 250, 330);
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private const int windowID = 0;
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private void OnGUI()
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{
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if (!Loader.HasLoaded)
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return;
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if (!PlayerController._showMenu)
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return;
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windowRect = GUILayout.Window(windowID, windowRect, showWindow, "World statistics");
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}
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*/
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public void showWindow(int windowID)
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{
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GUILayout.Label("total num divisions " + (null == _leaves ? 0 : _leaves.Count));
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GUILayout.Label("total num objects " + totalNumObjects);
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GUILayout.Label("geometry parts loaded " + SanAndreasUnity.Importing.Conversion.Geometry.NumGeometryPartsLoaded);
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GUILayout.Label("num objects in current division " + (containingDivision != null ? containingDivision.NumObjects : 0));
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GUILayout.Label("num divisions updated " + numDivisionsUpdatedLoadOrder);
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GUILayout.Label("num objects updated " + numMapObjectsUpdatedLoadOrder);
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GUILayout.Label("num divisions loading this frame " + numLeavesLoadedThisFrame);
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GUILayout.Label("num objects loading this frame " + numObjectsLoadedThisFrame);
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GUILayout.Space(10);
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string[] timeNames = new string[] { "refresh load order ", "sort ", "load / update display " };
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int i = 0;
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foreach (float time in measuredTimes)
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{
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GUILayout.Label(timeNames[i] + Mathf.RoundToInt(time));
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i++;
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}
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GUI.DragWindow();
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}
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}
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} |