提交 0f8f1ac3 编写于 作者: 魔术师Dix's avatar 魔术师Dix

【DotsRender】增加物件烘培的部分辅助数据结构;

上级 44059aa1
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/*
*Copyright(C) 2024 by Chief All rights reserved.
*Unity版本:2023.2.5f1c1
*作者:Chief
*创建日期: 2024-03-06
*模块说明:Ecs通用模块-渲染部分编辑器工具
*版本: 1.0
*/
using Sirenix.OdinInspector;
using System.Collections.Generic;
using UnityEngine;
namespace Aster.DotsRenderEditor
{
/// <summary>
/// 烘培配置
/// </summary>
[CreateAssetMenu(fileName = "DotsRenderBakerConfig", menuName = "Aster/DotsRender烘培配置", order = 1)]
public class DotsRenderBakerConfig : ScriptableObject
{
[LabelText("目标预制")]
[AssetsOnly]
public List<GameObject> ListPrefabs = new List<GameObject>();
[Button("开始烘焙", ButtonSizes.Medium)]
public void StartBake()
{
}
}
}
\ No newline at end of file
fileFormatVersion: 2
guid: 9d624566c8f3ca64baee59b31428d9db
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/*
*Copyright(C) 2024 by Chief All rights reserved.
*Unity版本:2023.2.5f1c1
*作者:Chief
*创建日期: 2024-03-06
*模块说明:Ecs通用模块-渲染部分编辑器工具
*版本: 1.0
*/
namespace Aster.DotsRenderEditor
{
/// <summary>
///
/// </summary>
public class PartConfigGlobalSetting
{
}
}
fileFormatVersion: 2
guid: 777d24f67bf11c34e9911e802b197aa4
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/*
*Copyright(C) 2024 by Chief All rights reserved.
*Unity版本:2023.2.5f1c1
*作者:Chief
*创建日期: 2024-03-06
*模块说明:Ecs通用模块-渲染部分编辑器工具
*版本: 1.0
*/
using Unity.Mathematics;
using UnityEngine;
namespace Aster.DotsRenderEditor
{
public struct PrefabInfo
{
public float3 Position;
public quaternion Rotation;
public float3 Scale;
//以下是Render的信息
public MeshRenderer Renderer;
public string Name;
public string HierarchyName;
public int Layer;
public GameObject gameObject;
public Transform transform;
public void SetRender(MeshRenderer render)
{
Renderer = render;
HierarchyName = render.transform.GetHierarchyName();
SharedMaterialsCount = render.sharedMaterials.Length;
gameObject = render.gameObject;
transform = render.transform;
Layer = render.gameObject.layer;
Name = render.gameObject.name;
SetMesh(render.GetComponent<MeshFilter>().sharedMesh);
SetMaterial(render.sharedMaterial);
SetLods(render.GetComponentInParent<LODGroup>(true));
}
//网格
public Mesh SharedMesh;
public int SubMeshCount;
public string MeshName;
public void SetMesh(Mesh mesh)
{
if (mesh == null)
return;
SharedMesh = mesh;
SubMeshCount = mesh.subMeshCount;
MeshName = mesh.name;
}
//材质球
public Material SharedMaterial;
public int SharedMaterialsCount;
public bool EnableInstancing;
public string MaterialName;
public void SetMaterial(Material mat)
{
if (mat == null)
return;
SharedMaterial = mat;
EnableInstancing = mat.enableInstancing;
MaterialName = mat.name;
}
//LODGroup
public LODGroup lodGroup;
public LOD[] Lods;
public bool IsLod0Mesh;
public void SetLods(LODGroup group)
{
lodGroup = group;
if (group == null)
return;
Lods = group.GetLODs();
var r = GetLod0MeshRender(Lods);
if (r == null)
return;
var lodMeshFliter = r.GetComponent<MeshFilter>();
var lodMesh = lodMeshFliter.sharedMesh;
IsLod0Mesh = lodMesh == SharedMesh && SharedMaterial == r.sharedMaterial;
}
public static MeshRenderer GetLod0MeshRender(LOD[] Lods)
{
if (Lods == null || Lods.Length == 0)
return null;
var renders = Lods[0].renderers;
if (renders == null || renders.Length == 0)
return null;
return renders[0] as MeshRenderer;
}
}
}
fileFormatVersion: 2
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/*
*Copyright(C) 2024 by Chief All rights reserved.
*Unity版本:2023.2.5f1c1
*作者:Chief
*创建日期: 2024-03-06
*模块说明:Ecs通用模块-渲染部分编辑器工具
*版本: 1.0
*/
using Sirenix.OdinInspector;
using System;
using UnityEngine;
namespace Aster.DotsRenderEditor
{
/// <summary>
/// 错误信息
/// </summary>
[Serializable]
public class PrefabStatisticsErrorInfo
{
[HideLabel]
[VerticalGroup("模型")]
public GameObject ErrorTarget;
[DisplayAsString]
[HideLabel]
[VerticalGroup("错误信息")]
public string ErrorMessage;
[DisplayAsString]
[HideLabel]
[VerticalGroup("路径")]
public string Path;
public PrefabStatisticsErrorInfo(GameObject errorTarget, string error, string path)
{
ErrorTarget = errorTarget;
ErrorMessage = error;
Path = path;
}
}
}
fileFormatVersion: 2
guid: 7c714e10fc3d61e44af7a192193353dc
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/*
*Copyright(C) 2024 by Chief All rights reserved.
*Unity版本:2023.2.5f1c1
*作者:Chief
*创建日期: 2024-03-06
*模块说明:Ecs通用模块-渲染部分编辑器工具
*版本: 1.0
*/
using Sirenix.OdinInspector;
using System;
using System.Collections.Generic;
using System.Threading.Tasks;
using Unity.Mathematics;
using UnityEngine;
namespace Aster.DotsRenderEditor
{
/// <summary>
/// 预制统计信息
/// </summary>
[Serializable]
public class PrefabStatisticsInfo
{
[HideInInspector]
public Transform Trans;
[DisplayAsString]
[HideLabel]
[VerticalGroup("Key")]
[PropertyOrder(0)]
public string UniqueKey;
[HideLabel]
[VerticalGroup("网格")]
[PropertyOrder(1)]
public Mesh mesh;
[HideLabel]
[ShowInInspector]
[DisplayAsString]
[VerticalGroup("网格顶点数")]
[PropertyOrder(1)]
public int MeshVertexCount
{
get { return mesh == null ? 0 : mesh.vertexCount; }
set { }
}
[HideLabel]
[VerticalGroup("材质球")]
[PropertyOrder(2)]
public Material material;
[DisplayAsString]
[HideLabel, ShowInInspector]
[VerticalGroup("引用计数")]
[PropertyOrder(3)]
public int RefrenceCount => RefrenceTargets.Count;
[HideLabel]
[VerticalGroup("缩放边界")]
[PropertyOrder(2)]
[DisplayAsString]
[ShowInInspector]
public string ScaleMinMaxStr
{
get { return $"{ScaleMinMax.x} => {ScaleMinMax.y} "; }
set { }
}
[HideLabel]
[VerticalGroup("网格尺寸")]
[PropertyOrder(2)]
[DisplayAsString, ShowInInspector]
public float MeshBounds
{
get
{
if (mesh == null)
return 0;
return mesh.bounds.extents.magnitude;
}
set { }
}
[HideLabel]
[VerticalGroup("推荐缩放精度")]
[PropertyOrder(2)]
[DisplayAsString, ShowInInspector]
public float SuggestScalePrecision
{
get { return 1.0f / MeshBounds; }
set { }
}
[HideInInspector]
public Vector2 ScaleMinMax = new Vector2(float.MaxValue, float.MinValue);
/// <summary>
/// 缓存引用的对象;
/// </summary>
[HideInInspector]
public List<PrefabInfo> RefrenceTargets = new List<PrefabInfo>(2048);
public void AddRefrenceTarget(PrefabInfo target)
{
//if (RefrenceTargets.Contains(target))
// return;耗时非常严重,先不判定 Contains
RefrenceTargets.Add(target);
float3 scale = target.Scale;
float scaleMin = math.min(math.min(scale.x, scale.y), scale.z);
float scaleMax = math.max(math.max(scale.x, scale.y), scale.z);
ScaleMinMax.x = math.min(ScaleMinMax.x, scaleMin);
ScaleMinMax.y = math.max(ScaleMinMax.y, scaleMax);
}
public bool HasSameTransform(PrefabInfo target)
{
bool hasSameTrasform = false;
Parallel.ForEach(RefrenceTargets, (info, loopState) =>
{
if (math.any(info.Position != target.Position))
return;
if (math.any(info.Rotation.value != target.Rotation.value))
return;
if (math.any(info.Scale != target.Scale))
return;
hasSameTrasform = true;
loopState.Break();
});
return hasSameTrasform;
}
public void CopyToParent(Transform parent)
{
foreach (var item in RefrenceTargets)
{
var newObj = UnityEngine.Object.Instantiate(item.Renderer.gameObject, parent, true);
newObj.name = UniqueKey;
newObj.transform.localPosition = item.Position;
newObj.transform.localRotation = item.Rotation;
newObj.transform.localScale = item.Scale;
var count = newObj.transform.childCount;
for (int i = count - 1; i >= 0; i--)
{
var child = newObj.transform.GetChild(i);
child.gameObject.Destory();
}
}
}
}
}
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/*
*Copyright(C) 2024 by Chief All rights reserved.
*Unity版本:2023.2.5f1c1
*作者:Chief
*创建日期: 2024-03-06
*模块说明:Ecs通用模块-渲染部分编辑器工具
*版本: 1.0
*/
using System.Collections.Generic;
using UnityEngine;
namespace Aster.DotsRenderEditor
{
/// <summary>
/// 预制统计所需参数
/// </summary>
public class PrefabStatisticsParam
{
public List<PrefabStatisticsInfo> ListRenderInfoStatistics;
public List<PrefabStatisticsErrorInfo> ListErrorPrefab;
public List<LODGroup> ListLodGroups;
public Transform transform;
//需要排除的层级,模型属于这个层级时则跳过统计
public LayerMask ExcludeLayer = -1;
//错误的层级,模型属于这个层级这报出错误;
public LayerMask ErrorLayer = -1;
/// <summary>
/// 根节点位置
/// </summary>
public Vector3 RootPosition;
public PartConfigGlobalSetting PartGlobalSetting;
}
}
\ No newline at end of file
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......@@ -11,7 +11,10 @@ using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Entities;
using Unity.Mathematics;
using Unity.Transforms;
using Unity.VisualScripting.YamlDotNet.Core;
using UnityEngine;
using UnityEngine.Jobs;
namespace Aster.ECS
{
......@@ -202,5 +205,10 @@ namespace Aster.ECS
#endregion
#region Mono Transform进行对接
#endregion
}
}
}
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"Unity.Entities.Hybrid"
"Unity.Entities.Hybrid",
"Unity.Transforms",
"Unity.Transforms.Hybrid"
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"excludePlatforms": [],
......
......@@ -18,7 +18,10 @@ namespace Aster.Sample
{
public override void Bake(SampleBakerAuthoring authoring)
{
AddComponent(new ASampleData_ID(authoring.GetIndex));
var entity = GetEntity(TransformUsageFlags.Dynamic);
AddComponent(entity, new ASampleData_ID(authoring.GetIndex));
var go = GetEntity(authoring.gameObject, TransformUsageFlags.Dynamic);
AddComponent(entity, new SpawnerData() { gameObject = go, SpawnRate = 2 });
}
}
......
......@@ -9,6 +9,7 @@
using Unity.Entities;
using Unity.Mathematics;
using UnityEngine;
namespace Aster.Sample
{
......@@ -20,4 +21,11 @@ namespace Aster.Sample
public ASampleData_ID(int aId) { ID = aId; }
}
public struct SpawnerData : IComponentData
{
public float SpawnRate;
public Entity gameObject;
}
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