generated from max/template-unity-project
long ids but not long enough!
- Object and prefab file id loading - Generate grid update - Switched uint to long but should probably be ulong!
This commit is contained in:
parent
1556f95485
commit
d225f897ba
@ -39,15 +39,17 @@ private void DrawSceneDataCache()
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foreach (KeyValuePair<ScenePartitionSO, ScenePartitionData> sceneData in scenePartitionSS.SceneDataCache)
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{
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if (sceneData.Key == null || sceneData.Value == null) continue;
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EditorGUILayout.LabelField($"{sceneData.Key.name}");
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if (sceneData.Value.HasCreatedPartitions)
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{
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EditorGUILayout.LabelField($"scenePartitions");
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foreach (KeyValuePair<uint, ScenePartition> scenePartition in sceneData.Value.ScenePartitions)
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foreach (KeyValuePair<long, ScenePartition> scenePartition in sceneData.Value.ScenePartitions)
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{
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EditorGUILayout.IntField((int)scenePartition.Value.id);
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EditorGUILayout.LongField(scenePartition.Key);
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}
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}
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@ -57,9 +59,9 @@ private void DrawSceneDataCache()
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{
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EditorGUILayout.LabelField($"loadedScenePartitions");
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foreach (KeyValuePair<uint, ScenePartition> scenePartition in sceneData.Value.LoadedScenePartitions)
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foreach (KeyValuePair<long, ScenePartition> scenePartition in sceneData.Value.LoadedScenePartitions)
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{
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EditorGUILayout.IntField((int)scenePartition.Value.id);
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EditorGUILayout.LongField(scenePartition.Value.id);
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}
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}
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@ -67,15 +69,15 @@ private void DrawSceneDataCache()
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{
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EditorGUILayout.LabelField($"generatedSceneGrid");
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foreach (KeyValuePair<int, List<uint>> item in sceneData.Value.SceneGrid.Grid)
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foreach (KeyValuePair<int, List<long>> item in sceneData.Value.SceneGrid.Grid)
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{
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EditorGUILayout.IntField("gridId", item.Key);
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EditorGUI.indentLevel++;
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foreach (uint id in item.Value)
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foreach (long id in item.Value)
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{
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EditorGUILayout.IntField((int)id);
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EditorGUILayout.LongField(id);
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}
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EditorGUI.indentLevel--;
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@ -1,6 +1,5 @@
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using System.Collections.Generic;
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using System.IO;
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using System.Reflection;
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using System.Text.RegularExpressions;
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using UnityEditor;
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using UnityEditor.SceneManagement;
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@ -16,7 +15,7 @@ public class ScenePartitionSO : ScriptableObject
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public SceneAsset SceneAsset { get; private set; } = null;
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public string SceneName => SceneAsset == null ? name : SceneAsset.name;
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public List<uint> alwaysLoadIds = new List<uint> { 0, 1, 2, 3, 4 };
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public List<long> alwaysLoadIds = new List<long> { 0, 1, 2, 3, 4 };
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public ScenePartitionData Data
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{
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@ -54,7 +53,7 @@ public void CreateScene()
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public void LoadAll()
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{
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CreateScenePartitions();
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SortedSet<uint> ids = new SortedSet<uint>(Data.ScenePartitions.Keys);
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SortedSet<long> ids = new SortedSet<long>(Data.ScenePartitions.Keys);
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LoadScenePartitions(ids);
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}
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@ -64,7 +63,7 @@ public void LoadAll()
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public void Reload()
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{
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if (!Data.HasLoadedPartitions) return;
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LoadScenePartitions(new SortedSet<uint>(Data.LoadedScenePartitions.Keys));
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LoadScenePartitions(new SortedSet<long>(Data.LoadedScenePartitions.Keys));
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}
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private void CreateScenePartitions()
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@ -81,7 +80,7 @@ private void CreateScenePartitions()
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}
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}
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private void LoadScenePartitions(SortedSet<uint> partitionIds)
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private void LoadScenePartitions(SortedSet<long> partitionIds)
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{
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if (!Data.HasCreatedPartitions) return;
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@ -91,17 +90,15 @@ private void LoadScenePartitions(SortedSet<uint> partitionIds)
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Data.LoadedScenePartitions.Clear();
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// Add default ids.
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for (int i = 0; i < alwaysLoadIds.Count; i++)
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// Add always load ids.
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SortedSet<long> baseIds = GetAlwaysLoadIds();
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foreach (var id in baseIds)
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{
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if (Data.ScenePartitions.ContainsKey(alwaysLoadIds[i]))
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{
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partitionIds.Add(alwaysLoadIds[i]);
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}
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partitionIds.Add(id);
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}
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// Create scene data.
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foreach (uint id in partitionIds)
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foreach (long id in partitionIds)
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{
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ScenePartition p = Data.ScenePartitions[id];
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sceneData.AddRange(File.ReadAllLines(p.filePath));
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@ -181,7 +178,7 @@ private void DeleteLoadedPartitions()
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{
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if (!Data.HasLoadedPartitions) return;
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foreach (KeyValuePair<uint, ScenePartition> scenePartition in Data.LoadedScenePartitions)
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foreach (KeyValuePair<long, ScenePartition> scenePartition in Data.LoadedScenePartitions)
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{
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if (!File.Exists(scenePartition.Value.filePath)) continue;
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@ -189,15 +186,14 @@ private void DeleteLoadedPartitions()
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}
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}
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public void LoadPartitions(uint[] ids)
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public void LoadPartitions(long[] ids)
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{
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SortedSet<uint> partitionIds = new SortedSet<uint>();
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SortedSet<long> partitionIds = new SortedSet<long>();
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for (int i = 0; i < ids.Length; i++)
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{
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SortedSet<uint> connections = ScenePartitionUtils.FindDeeplyLinkedObjects(Data.ScenePartitions, ids[i]);
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foreach (uint c in connections)
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SortedSet<long> connections = ScenePartitionUtils.FindDeeplyLinkedObjects(Data.ScenePartitions, ids[i]);
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foreach (long c in connections)
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{
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partitionIds.Add(c);
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}
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@ -206,36 +202,90 @@ public void LoadPartitions(uint[] ids)
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LoadScenePartitions(partitionIds);
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}
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private SortedSet<long> GetAlwaysLoadIds()
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{
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SortedSet<long> partitionIds = new SortedSet<long>();
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foreach (long id in alwaysLoadIds)
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{
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SortedSet<long> connections = ScenePartitionUtils.FindDeeplyLinkedObjects(Data.ScenePartitions, id);
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foreach (long c in connections)
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{
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partitionIds.Add(c);
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}
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}
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return partitionIds;
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}
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public void GenerateSceneGridData()
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{
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if (!Data.HasCreatedPartitions) return;
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LoadAll();
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if (!Data.HasCreatedPartitions) return;
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Scene scene = EditorSceneManager.OpenScene(ScenePartitionUtils.GetScenePath(this), OpenSceneMode.Single);
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GameObject[] rootGameObjects = scene.GetRootGameObjects();
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Data.SceneGrid.Grid.Clear();
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// Maybe later switch to getting the data from disk instead of loading the scene and then unloading it again.
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foreach (GameObject gameObject in rootGameObjects)
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{
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// https://forum.unity.com/threads/how-to-get-the-local-identifier-in-file-for-scene-objects.265686/
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PropertyInfo inspectorModeInfo = typeof(SerializedObject).GetProperty("inspectorMode", BindingFlags.NonPublic | BindingFlags.Instance);
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SerializedObject serializedObject = new SerializedObject(gameObject.transform);
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inspectorModeInfo.SetValue(serializedObject, InspectorMode.Debug, null);
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SerializedProperty localIdProp = serializedObject.FindProperty("m_LocalIdentfierInFile");
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//// Maybe later switch to getting the data from disk instead of loading the scene and then unloading it again.
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//foreach (GameObject gameObject in rootGameObjects)
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//{
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// // https://forum.unity.com/threads/how-to-get-the-local-identifier-in-file-for-scene-objects.265686/
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// PropertyInfo inspectorModeInfo = typeof(SerializedObject).GetProperty("inspectorMode", BindingFlags.NonPublic | BindingFlags.Instance);
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// SerializedObject serializedObject = new SerializedObject(gameObject.transform);
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// inspectorModeInfo.SetValue(serializedObject, InspectorMode.Debug, null);
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// SerializedProperty localIdProp = serializedObject.FindProperty("m_LocalIdentfierInFile");
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uint localId = (uint)localIdProp.intValue;
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// long localId = localIdProp.longValue;
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if (Data.ScenePartitions.ContainsKey(localId))
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// if (localId == 0)
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// {
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// if (PrefabUtility.IsPartOfPrefabInstance(gameObject))
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// {
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// GlobalObjectId id = GlobalObjectId.GetGlobalObjectIdSlow(gameObject); // We could use this funtion for all objects. Might be a bit slower but is also simple.
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// localId = long.Parse(id.targetPrefabId.ToString());
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// Debug.Log($"{id.assetGUID} | {id.identifierType} | {id.targetObjectId} | {id.targetPrefabId}");
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// if (id.targetObjectId == 0 && id.targetPrefabId == 0)
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// {
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// Debug.LogWarning($"Could not find LocalIdentfierInFile for {gameObject.transform} {gameObject.name} {gameObject.transform.GetInstanceID()}");
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// continue;
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// }
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// }
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// else
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// {
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// Debug.LogWarning($"Could not find LocalIdentfierInFile for {gameObject.transform} {gameObject.name} {gameObject.transform.GetInstanceID()}");
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// continue;
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// }
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// }
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// if (!Data.ScenePartitions.ContainsKey(localId))
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// {
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// Debug.LogWarning($"Could not find LocalIdentfierInFile for {gameObject.transform} {gameObject.name} {gameObject.transform.GetInstanceID()}");
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// continue;
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// }
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// Data.SceneGrid.Insert(localId, gameObject.transform.position);
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//}
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GlobalObjectId[] ids = new GlobalObjectId[rootGameObjects.Length];
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GlobalObjectId.GetGlobalObjectIdsSlow(rootGameObjects, ids);
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for (int i = 0; i < ids.Length; i++)
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{
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Data.SceneGrid.Insert(localId, gameObject.transform.position);
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Debug.Log($"{ids[i].assetGUID} | {ids[i].identifierType} | {ids[i].targetObjectId} | {ids[i].targetPrefabId}");
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if (ids[i].targetPrefabId == 0) // 0 = no prefab.
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{
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Data.SceneGrid.Insert((long)ids[i].targetObjectId, rootGameObjects[i].transform.position);
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}
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else
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{
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Debug.LogWarning($"Could not find LocalIdentfierInFile for {gameObject.transform} {gameObject.name} {gameObject.transform.GetInstanceID()}");
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Data.SceneGrid.Insert((long)ids[i].targetPrefabId, rootGameObjects[i].transform.position);
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}
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}
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@ -244,10 +294,15 @@ public void GenerateSceneGridData()
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public void LoadCell(int gridId)
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{
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if (Data.SceneGrid.Grid.TryGetValue(gridId, out List<uint> ids))
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if (Data.SceneGrid.Grid.TryGetValue(gridId, out List<long> ids))
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{
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LoadPartitions(ids.ToArray());
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}
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}
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public void ClearCache()
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{
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data = null;
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}
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}
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}
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@ -7,7 +7,7 @@ namespace VertexColor.ScenePartition.Editor
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[CustomEditor(typeof(ScenePartitionSO))]
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public class ScenePartitionSOEditor : UnityEditor.Editor
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{
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private int id = 0;
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private long id = 0;
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private int gridId = 0;
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public override void OnInspectorGUI()
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@ -60,11 +60,11 @@ public override void OnInspectorGUI()
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EditorGUILayout.Space();
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id = EditorGUILayout.IntField("id", id);
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id = EditorGUILayout.LongField("id", id);
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if (GUILayout.Button("Load Section"))
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{
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scenePartitionSO.LoadPartitions(new uint[1] { (uint)id });
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scenePartitionSO.LoadPartitions(new long[1] { (long)id });
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}
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if (GUILayout.Button("GenerateSceneGrid"))
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@ -83,20 +83,26 @@ public override void OnInspectorGUI()
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{
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EditorGUILayout.LabelField($"generatedSceneGrid");
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foreach (KeyValuePair<int, List<uint>> item in scenePartitionSO.Data.SceneGrid.Grid)
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foreach (KeyValuePair<int, List<long>> item in scenePartitionSO.Data.SceneGrid.Grid)
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{
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EditorGUILayout.IntField("gridId", item.Key);
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EditorGUILayout.LongField("gridId", item.Key);
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EditorGUI.indentLevel++;
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foreach (uint id in item.Value)
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foreach (long id in item.Value)
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{
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EditorGUILayout.IntField((int)id);
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EditorGUILayout.LongField(id);
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}
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EditorGUI.indentLevel--;
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}
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}
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if (GUILayout.Button("ClearCache"))
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{
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scenePartitionSO.ClearCache();
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ScenePartitionSS.instance.SceneDataCache.Clear();
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}
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}
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}
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}
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@ -26,26 +26,26 @@ public static string GetScenePath(ScenePartitionSO scenePartitionSO)
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return scenePath;
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}
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public static SortedSet<uint> FindDeeplyLinkedObjects(SortedList<uint, ScenePartition> scenePartitions, uint partitionId)
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public static SortedSet<long> FindDeeplyLinkedObjects(SortedList<long, ScenePartition> scenePartitions, long partitionId)
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{
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SortedSet<uint> linkedObjects = new SortedSet<uint>();
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SortedSet<long> linkedObjects = new SortedSet<long>();
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FindDeeplyLinkedObjectsRecursive(scenePartitions, partitionId, linkedObjects);
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return linkedObjects;
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}
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private static void FindDeeplyLinkedObjectsRecursive(SortedList<uint, ScenePartition> scenePartitions, uint partitionId, SortedSet<uint> linkedObjects)
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private static void FindDeeplyLinkedObjectsRecursive(SortedList<long, ScenePartition> scenePartitions, long partitionId, SortedSet<long> linkedObjects)
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{
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if (linkedObjects.Contains(partitionId)) return;
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if (!scenePartitions.TryGetValue(partitionId, out ScenePartition partition)) return;
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linkedObjects.Add(partitionId);
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foreach (uint reference in partition.references)
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foreach (long reference in partition.references)
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{
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FindDeeplyLinkedObjectsRecursive(scenePartitions, reference, linkedObjects);
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if (scenePartitions.TryGetValue(reference, out ScenePartition referencedPartition))
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{
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foreach (uint subReference in referencedPartition.references)
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foreach (long subReference in referencedPartition.references)
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{
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FindDeeplyLinkedObjectsRecursive(scenePartitions, subReference, linkedObjects);
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}
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@ -14,16 +14,16 @@ public class SceneGrid
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public SceneGridDictionary Grid => grid;
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public void Insert(uint id, Vector3 point)
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public void Insert(long scenePartitionId, Vector3 point)
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{
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int gridId = CalculateGridPosition(point, cellSize);
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if (grid.TryGetValue(gridId, out List<uint> ids))
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if (grid.TryGetValue(gridId, out List<long> ids))
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{
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ids.Add(id);
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ids.Add(scenePartitionId);
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}
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else
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{
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grid.Add(gridId, new List<uint> { id });
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grid.Add(gridId, new List<long> { scenePartitionId });
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}
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}
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@ -49,5 +49,20 @@ public static (int, int) IntToIntPair(int value)
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return (x, y);
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}
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public static long LongPairToLong(long x, long y)
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{
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// Combine x and y components into a single long
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return (x << 32) | (uint)y;
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}
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public static (long, long) LongToLongPair(long value)
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{
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// Extract x and y components from the combined long
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long x = value >> 32;
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long y = (uint)value;
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return (x, y);
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}
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}
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}
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@ -24,10 +24,11 @@ public int Compare(ScenePartition x, ScenePartition y)
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[System.Serializable]
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public class ScenePartition
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{
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public uint id = 0;
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public long id = 0;
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//public long classId = 0;
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public string filePath = null;
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//public string[] data = null;
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public UintSortedSet references = new UintSortedSet();
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public LongSortedSet references = new LongSortedSet();
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public ScenePartition(string filePath)
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{
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@ -44,9 +45,19 @@ public ScenePartition(string filePath)
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Match match = Regex.Match(data[0], pattern);
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if (!match.Success) return;
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if (!uint.TryParse(match.Groups[1].Value, out id)) return;
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if (!long.TryParse(match.Groups[1].Value, out id)) return;
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}
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//{ // Get class id.
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// string pattern = @"!u!(\d+)";
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// // Find all matches using regex
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// Match match = Regex.Match(data[0], pattern);
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// if (!match.Success) return;
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// if (!long.TryParse(match.Groups[1].Value, out classId)) return;
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//}
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{ // Get references.
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string pattern = @"fileID:\s(\d+)";
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@ -57,7 +68,7 @@ public ScenePartition(string filePath)
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if (!match.Success) continue;
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if (uint.TryParse(match.Groups[1].Value, out uint fileNumber))
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if (long.TryParse(match.Groups[1].Value, out long fileNumber))
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{
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if (fileNumber == 0) continue; // 0 == nothing.
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@ -3,11 +3,11 @@
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namespace VertexColor.ScenePartition
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{
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[System.Serializable]
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public class ScenePartitionSortedList : SerializableSortedList<uint, ScenePartition> { }
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public class ScenePartitionSortedList : SerializableSortedList<long, ScenePartition> { }
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[System.Serializable]
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public class UintSortedSet : SerializableSortedSet<uint> { }
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public class LongSortedSet : SerializableSortedSet<long> { }
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[System.Serializable]
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public class SceneGridDictionary : SerializableDictionary<int, List<uint>> { }
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public class SceneGridDictionary : SerializableDictionary<int, List<long>> { }
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}
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Reference in New Issue
Block a user