ulong and grid list wrapper test

- wrapped lists in serialized dicts do work, maybe wrap anything.
- note: maybe convert long fields to string fields to support ulong?
This commit is contained in:
max
2023-07-03 23:35:29 +02:00
parent 6f600c38ab
commit 80c90d884a
7 changed files with 79 additions and 52 deletions

View File

@ -47,9 +47,9 @@ namespace VertexColor.ScenePartition.Editor
{
EditorGUILayout.LabelField($"scenePartitions");
foreach (KeyValuePair<long, ScenePartition> scenePartition in sceneData.Value.ScenePartitions)
foreach (KeyValuePair<ulong, ScenePartition> scenePartition in sceneData.Value.ScenePartitions)
{
EditorGUILayout.LongField(scenePartition.Key);
EditorGUILayout.LongField((long)scenePartition.Key);
}
}
@ -59,9 +59,9 @@ namespace VertexColor.ScenePartition.Editor
{
EditorGUILayout.LabelField($"loadedScenePartitions");
foreach (KeyValuePair<long, ScenePartition> scenePartition in sceneData.Value.LoadedScenePartitions)
foreach (KeyValuePair<ulong, ScenePartition> scenePartition in sceneData.Value.LoadedScenePartitions)
{
EditorGUILayout.LongField(scenePartition.Value.id);
EditorGUILayout.LongField((long)scenePartition.Value.id);
}
}
@ -69,15 +69,15 @@ namespace VertexColor.ScenePartition.Editor
{
EditorGUILayout.LabelField($"generatedSceneGrid");
foreach (KeyValuePair<int, List<long>> item in sceneData.Value.SceneGrid.Grid)
foreach (KeyValuePair<int, GridList> item in sceneData.Value.SceneGrid.Grid)
{
EditorGUILayout.IntField("gridId", item.Key);
EditorGUI.indentLevel++;
foreach (long id in item.Value)
foreach (ulong id in item.Value.list)
{
EditorGUILayout.LongField(id);
EditorGUILayout.LongField((long)id);
}
EditorGUI.indentLevel--;

View File

@ -15,7 +15,7 @@ namespace VertexColor.ScenePartition.Editor
public SceneAsset SceneAsset { get; private set; } = null;
public string SceneName => SceneAsset == null ? name : SceneAsset.name;
public List<long> alwaysLoadIds = new List<long> { 0, 1, 2, 3, 4 };
public List<ulong> alwaysLoadIds = new List<ulong> { 0, 1, 2, 3, 4 };
public ScenePartitionData Data
{
@ -53,7 +53,7 @@ namespace VertexColor.ScenePartition.Editor
public void LoadAll()
{
CreateScenePartitions();
SortedSet<long> ids = new SortedSet<long>(Data.ScenePartitions.Keys);
SortedSet<ulong> ids = new SortedSet<ulong>(Data.ScenePartitions.Keys);
LoadScenePartitions(ids);
}
@ -63,7 +63,7 @@ namespace VertexColor.ScenePartition.Editor
public void Reload()
{
if (!Data.HasLoadedPartitions) return;
LoadScenePartitions(new SortedSet<long>(Data.LoadedScenePartitions.Keys));
LoadScenePartitions(new SortedSet<ulong>(Data.LoadedScenePartitions.Keys));
}
private void CreateScenePartitions()
@ -80,7 +80,7 @@ namespace VertexColor.ScenePartition.Editor
}
}
private void LoadScenePartitions(SortedSet<long> partitionIds)
private void LoadScenePartitions(SortedSet<ulong> partitionIds)
{
if (!Data.HasCreatedPartitions) return;
@ -91,14 +91,14 @@ namespace VertexColor.ScenePartition.Editor
Data.LoadedScenePartitions.Clear();
// Add always load ids.
SortedSet<long> baseIds = GetAlwaysLoadIds();
SortedSet<ulong> baseIds = GetAlwaysLoadIds();
foreach (var id in baseIds)
{
partitionIds.Add(id);
}
// Create scene data.
foreach (long id in partitionIds)
foreach (ulong id in partitionIds)
{
ScenePartition p = Data.ScenePartitions[id];
sceneData.AddRange(File.ReadAllLines(p.filePath));
@ -178,7 +178,7 @@ namespace VertexColor.ScenePartition.Editor
{
if (!Data.HasLoadedPartitions) return;
foreach (KeyValuePair<long, ScenePartition> scenePartition in Data.LoadedScenePartitions)
foreach (KeyValuePair<ulong, ScenePartition> scenePartition in Data.LoadedScenePartitions)
{
if (!File.Exists(scenePartition.Value.filePath)) continue;
@ -186,14 +186,14 @@ namespace VertexColor.ScenePartition.Editor
}
}
public void LoadPartitions(long[] ids)
public void LoadPartitions(ulong[] ids)
{
SortedSet<long> partitionIds = new SortedSet<long>();
SortedSet<ulong> partitionIds = new SortedSet<ulong>();
for (int i = 0; i < ids.Length; i++)
{
SortedSet<long> connections = ScenePartitionUtils.FindDeeplyLinkedObjects(Data.ScenePartitions, ids[i]);
foreach (long c in connections)
SortedSet<ulong> connections = ScenePartitionUtils.FindDeeplyLinkedObjects(Data.ScenePartitions, ids[i]);
foreach (ulong c in connections)
{
partitionIds.Add(c);
}
@ -202,14 +202,14 @@ namespace VertexColor.ScenePartition.Editor
LoadScenePartitions(partitionIds);
}
private SortedSet<long> GetAlwaysLoadIds()
private SortedSet<ulong> GetAlwaysLoadIds()
{
SortedSet<long> partitionIds = new SortedSet<long>();
SortedSet<ulong> partitionIds = new SortedSet<ulong>();
foreach (long id in alwaysLoadIds)
foreach (ulong id in alwaysLoadIds)
{
SortedSet<long> connections = ScenePartitionUtils.FindDeeplyLinkedObjects(Data.ScenePartitions, id);
foreach (long c in connections)
SortedSet<ulong> connections = ScenePartitionUtils.FindDeeplyLinkedObjects(Data.ScenePartitions, id);
foreach (ulong c in connections)
{
partitionIds.Add(c);
}
@ -281,11 +281,11 @@ namespace VertexColor.ScenePartition.Editor
if (ids[i].targetPrefabId == 0) // 0 = no prefab.
{
Data.SceneGrid.Insert((long)ids[i].targetObjectId, rootGameObjects[i].transform.position);
Data.SceneGrid.Insert(ids[i].targetObjectId, rootGameObjects[i].transform.position);
}
else
{
Data.SceneGrid.Insert((long)ids[i].targetPrefabId, rootGameObjects[i].transform.position);
Data.SceneGrid.Insert(ids[i].targetPrefabId, rootGameObjects[i].transform.position);
}
}
@ -294,9 +294,9 @@ namespace VertexColor.ScenePartition.Editor
public void LoadCell(int gridId)
{
if (Data.SceneGrid.Grid.TryGetValue(gridId, out List<long> ids))
if (Data.SceneGrid.Grid.TryGetValue(gridId, out GridList ids))
{
LoadPartitions(ids.ToArray());
LoadPartitions(ids.list.ToArray());
}
}

View File

@ -7,7 +7,7 @@ namespace VertexColor.ScenePartition.Editor
[CustomEditor(typeof(ScenePartitionSO))]
public class ScenePartitionSOEditor : UnityEditor.Editor
{
private long id = 0;
private ulong id = 0;
private int gridId = 0;
public override void OnInspectorGUI()
@ -60,11 +60,11 @@ namespace VertexColor.ScenePartition.Editor
EditorGUILayout.Space();
id = EditorGUILayout.LongField("id", id);
id = (ulong)EditorGUILayout.LongField("id", (long)id);
if (GUILayout.Button("Load Section"))
{
scenePartitionSO.LoadPartitions(new long[1] { (long)id });
scenePartitionSO.LoadPartitions(new ulong[1] { id });
}
if (GUILayout.Button("GenerateSceneGrid"))
@ -83,15 +83,15 @@ namespace VertexColor.ScenePartition.Editor
{
EditorGUILayout.LabelField($"generatedSceneGrid");
foreach (KeyValuePair<int, List<long>> item in scenePartitionSO.Data.SceneGrid.Grid)
foreach (KeyValuePair<int, GridList> item in scenePartitionSO.Data.SceneGrid.Grid)
{
EditorGUILayout.LongField("gridId", item.Key);
EditorGUI.indentLevel++;
foreach (long id in item.Value)
foreach (ulong id in item.Value.list)
{
EditorGUILayout.LongField(id);
EditorGUILayout.LongField((long)id);
}
EditorGUI.indentLevel--;

View File

@ -9,7 +9,7 @@ namespace VertexColor.ScenePartition.Editor
{
public static string GetDataPath(ScenePartitionSO scenePartitionSO)
{
string dataPath = Path.Combine(Application.dataPath, $"../Data/Scenes/{scenePartitionSO.name}");
string dataPath = Path.Combine(Application.dataPath, GetRelativeFilePath(scenePartitionSO));
if (!Directory.Exists(dataPath))
{
@ -19,6 +19,11 @@ namespace VertexColor.ScenePartition.Editor
return dataPath;
}
public static string GetRelativeFilePath(ScenePartitionSO scenePartitionSO)
{
return $"../Data/ScenePartition/{scenePartitionSO.name}";
}
public static string GetScenePath(ScenePartitionSO scenePartitionSO)
{
string scenePath = AssetDatabase.GetAssetOrScenePath(scenePartitionSO.SceneAsset);
@ -26,26 +31,26 @@ namespace VertexColor.ScenePartition.Editor
return scenePath;
}
public static SortedSet<long> FindDeeplyLinkedObjects(SortedList<long, ScenePartition> scenePartitions, long partitionId)
public static SortedSet<ulong> FindDeeplyLinkedObjects(SortedList<ulong, ScenePartition> scenePartitions, ulong partitionId)
{
SortedSet<long> linkedObjects = new SortedSet<long>();
SortedSet<ulong> linkedObjects = new SortedSet<ulong>();
FindDeeplyLinkedObjectsRecursive(scenePartitions, partitionId, linkedObjects);
return linkedObjects;
}
private static void FindDeeplyLinkedObjectsRecursive(SortedList<long, ScenePartition> scenePartitions, long partitionId, SortedSet<long> linkedObjects)
private static void FindDeeplyLinkedObjectsRecursive(SortedList<ulong, ScenePartition> scenePartitions, ulong partitionId, SortedSet<ulong> linkedObjects)
{
if (linkedObjects.Contains(partitionId)) return;
if (!scenePartitions.TryGetValue(partitionId, out ScenePartition partition)) return;
linkedObjects.Add(partitionId);
foreach (long reference in partition.references)
foreach (ulong reference in partition.references)
{
FindDeeplyLinkedObjectsRecursive(scenePartitions, reference, linkedObjects);
if (scenePartitions.TryGetValue(reference, out ScenePartition referencedPartition))
{
foreach (long subReference in referencedPartition.references)
foreach (ulong subReference in referencedPartition.references)
{
FindDeeplyLinkedObjectsRecursive(scenePartitions, subReference, linkedObjects);
}