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first optimisation iteration end
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DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
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||||
assetBundleVariant:
|
||||
@@ -47,17 +47,17 @@ namespace IsoTools {
|
||||
bool _dirty = true;
|
||||
|
||||
List<SectorInfo> _sectors = new List<SectorInfo>();
|
||||
Vector3 _sectorsNum = Vector3.zero;
|
||||
Vector3 _sectorsMinNumPos = Vector3.zero;
|
||||
|
||||
List<ObjectInfo> _objects = new List<ObjectInfo>();
|
||||
List<int> _depends = new List<int>();
|
||||
float _objsSectorSize = 0.0f;
|
||||
Vector3 _objsMinNumPos = Vector3.zero;
|
||||
Vector3 _objsMaxNumPos = Vector3.zero;
|
||||
Vector3 _objsNumPosCount = Vector3.zero;
|
||||
|
||||
TileTypes _lastTileType = TileTypes.Isometric;
|
||||
float _lastTileSize = 0.0f;
|
||||
float _lastMinDepth = 0.0f;
|
||||
float _lastMaxDepth = 0.0f;
|
||||
float _lastSectorSize = 0.0f;
|
||||
|
||||
[SerializeField]
|
||||
public TileTypes _tileType = TileTypes.Isometric;
|
||||
@@ -102,17 +102,6 @@ namespace IsoTools {
|
||||
ChangeSortingProperty();
|
||||
}
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
public float _sectorSize = 3.0f;
|
||||
/// <summary>Sorting sector size.</summary>
|
||||
public float SectorSize {
|
||||
get { return _sectorSize; }
|
||||
set {
|
||||
_sectorSize = Mathf.Max(value, 1.0f);
|
||||
ChangeSortingProperty();
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------
|
||||
/// <summary>
|
||||
@@ -134,8 +123,7 @@ namespace IsoTools {
|
||||
if ( obj && obj.Sorting ) {
|
||||
var renderer = obj.GetComponent<Renderer>();
|
||||
if ( renderer && renderer.isVisible ) {
|
||||
_dirty = true;
|
||||
MarkEditorWorldDirty();
|
||||
MarkDirty();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -218,6 +206,13 @@ namespace IsoTools {
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void ApplyToAllIsoObjects(Action<IsoObject> act) {
|
||||
var iso_objects = GameObject.FindObjectsOfType<IsoObject>();
|
||||
foreach ( var obj in iso_objects ) {
|
||||
act(obj);
|
||||
}
|
||||
}
|
||||
|
||||
void FixAllTransforms() {
|
||||
ApplyToAllIsoObjects(obj => obj.FixTransform());
|
||||
@@ -226,28 +221,20 @@ namespace IsoTools {
|
||||
void ChangeSortingProperty() {
|
||||
MarkDirty();
|
||||
FixAllTransforms();
|
||||
_lastTileType = TileType;
|
||||
_lastTileSize = TileSize;
|
||||
_lastMinDepth = MinDepth;
|
||||
_lastMaxDepth = MaxDepth;
|
||||
_lastSectorSize = SectorSize;
|
||||
}
|
||||
|
||||
void ApplyToAllIsoObjects(Action<IsoObject> act) {
|
||||
var iso_objects = GameObject.FindObjectsOfType<IsoObject>();
|
||||
foreach ( var iso_object in iso_objects ) {
|
||||
act(iso_object);
|
||||
}
|
||||
_lastTileType = TileType;
|
||||
_lastTileSize = TileSize;
|
||||
_lastMinDepth = MinDepth;
|
||||
_lastMaxDepth = MaxDepth;
|
||||
}
|
||||
|
||||
int SectorIndex(Vector3 num_pos) {
|
||||
return Mathf.FloorToInt(
|
||||
num_pos.x + _sectorsNum.x * (num_pos.y + num_pos.z * _sectorsNum.y));
|
||||
num_pos.x + _objsNumPosCount.x * (num_pos.y + num_pos.z * _objsNumPosCount.y));
|
||||
}
|
||||
|
||||
Vector3 SectorNumPos(int index) {
|
||||
var mz = _sectorsNum.x * _sectorsNum.y;
|
||||
var my = _sectorsNum.x;
|
||||
var mz = _objsNumPosCount.x * _objsNumPosCount.y;
|
||||
var my = _objsNumPosCount.x;
|
||||
var vz = Mathf.FloorToInt(index / mz);
|
||||
var vy = Mathf.FloorToInt((index - vz * mz) / my);
|
||||
var vx = Mathf.FloorToInt(index - vz * mz - vy * my);
|
||||
@@ -258,44 +245,88 @@ namespace IsoTools {
|
||||
if ( num_pos.x < 0 || num_pos.y < 0 || num_pos.z < 0 ) {
|
||||
return null;
|
||||
}
|
||||
if ( num_pos.x >= _sectorsNum.x || num_pos.y >= _sectorsNum.y || num_pos.z >= _sectorsNum.z ) {
|
||||
if ( num_pos.x >= _objsNumPosCount.x || num_pos.y >= _objsNumPosCount.y || num_pos.z >= _objsNumPosCount.z ) {
|
||||
return null;
|
||||
}
|
||||
return _sectors[SectorIndex(num_pos)];
|
||||
}
|
||||
|
||||
void SetupSectors() {
|
||||
var iso_objects = GameObject.FindObjectsOfType<IsoObject>();
|
||||
void LookUpSectorDepends(Vector3 num_pos, Action<SectorInfo> act) {
|
||||
var ms = FindSector(num_pos);
|
||||
if ( ms != null ) {
|
||||
act(ms);
|
||||
|
||||
var s1 = FindSector(num_pos + new Vector3(-1, 0, 0));
|
||||
var s2 = FindSector(num_pos + new Vector3( 0, -1, 0));
|
||||
var s3 = FindSector(num_pos + new Vector3(-1, -1, 0));
|
||||
if ( s1 != null ) act(s1);
|
||||
if ( s2 != null ) act(s2);
|
||||
if ( s3 != null ) act(s3);
|
||||
for ( var i = 0; i <= _objsNumPosCount.z; ++i ) {
|
||||
var ss1 = FindSector(num_pos + new Vector3( 0 - i, 0 - i, i + 1));
|
||||
var ss2 = FindSector(num_pos + new Vector3(-1 - i, 0 - i, i + 1));
|
||||
var ss3 = FindSector(num_pos + new Vector3( 0 - i, -1 - i, i + 1));
|
||||
var ss4 = FindSector(num_pos + new Vector3(-1 - i, -1 - i, i + 1));
|
||||
var ss5 = FindSector(num_pos + new Vector3(-2 - i, -1 - i, i + 1));
|
||||
var ss6 = FindSector(num_pos + new Vector3(-1 - i, -2 - i, i + 1));
|
||||
var ss7 = FindSector(num_pos + new Vector3(-2 - i, -2 - i, i + 1));
|
||||
if ( ss1 != null ) act(ss1);
|
||||
if ( ss2 != null ) act(ss2);
|
||||
if ( ss3 != null ) act(ss3);
|
||||
if ( ss4 != null ) act(ss4);
|
||||
if ( ss5 != null ) act(ss5);
|
||||
if ( ss6 != null ) act(ss6);
|
||||
if ( ss7 != null ) act(ss7);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
_objects.Clear();
|
||||
_objects.Capacity = iso_objects.Length;
|
||||
bool IsDepends(Vector3 a_min, Vector3 a_size, Vector3 b_min, Vector3 b_size) {
|
||||
var a_max = a_min + a_size;
|
||||
var b_max = b_min + b_size;
|
||||
return a_max.x > b_min.x && a_max.y > b_min.y && b_max.z > a_min.z;
|
||||
}
|
||||
|
||||
var min_num_pos = Vector3.zero;
|
||||
var max_num_pos = Vector3.one;
|
||||
void SetupSectorSize(IsoObject[] iso_objects) {
|
||||
_objsSectorSize = 0.0f;
|
||||
var objsSum = 0;
|
||||
foreach ( var obj in iso_objects ) {
|
||||
var renderer = obj.GetComponent<Renderer>();
|
||||
if ( renderer && renderer.isVisible ) {
|
||||
var obj_max_size = IsoUtils.Vec3Max(Vector3.one, obj.Size);
|
||||
var obj_min_num_pos = IsoUtils.Vec3DivFloor(obj.Position, SectorSize);
|
||||
var obj_max_num_pos = IsoUtils.Vec3DivCeil(obj.Position + obj_max_size, SectorSize);
|
||||
min_num_pos = IsoUtils.Vec3Min(min_num_pos, obj_min_num_pos);
|
||||
max_num_pos = IsoUtils.Vec3Max(max_num_pos, obj_max_num_pos);
|
||||
_objects.Add(new ObjectInfo(_objects.Count, obj, obj_min_num_pos, obj_max_num_pos));
|
||||
++objsSum;
|
||||
_objsSectorSize += Mathf.Max(obj.Size.x, obj.Size.y, obj.Size.z);
|
||||
}
|
||||
}
|
||||
_objsSectorSize = Mathf.Round(Mathf.Max(3.0f, _objsSectorSize / objsSum));
|
||||
}
|
||||
|
||||
_sectorsNum = max_num_pos - min_num_pos;
|
||||
_sectorsMinNumPos = min_num_pos;
|
||||
void SetupObjects(IsoObject[] iso_objects) {
|
||||
_objects.Clear();
|
||||
_objsMinNumPos = Vector3.zero;
|
||||
_objsMaxNumPos = Vector3.one;
|
||||
foreach ( var obj in iso_objects ) {
|
||||
var renderer = obj.GetComponent<Renderer>();
|
||||
if ( renderer && renderer.isVisible ) {
|
||||
var max_size = IsoUtils.Vec3Max(Vector3.one, obj.Size);
|
||||
var min_npos = IsoUtils.Vec3DivFloor(obj.Position, _objsSectorSize);
|
||||
var max_npos = IsoUtils.Vec3DivCeil(obj.Position + max_size, _objsSectorSize);
|
||||
_objsMinNumPos = IsoUtils.Vec3Min(_objsMinNumPos, min_npos);
|
||||
_objsMaxNumPos = IsoUtils.Vec3Max(_objsMaxNumPos, max_npos);
|
||||
_objects.Add(new ObjectInfo(_objects.Count, obj, min_npos, max_npos));
|
||||
}
|
||||
}
|
||||
_objsNumPosCount = _objsMaxNumPos - _objsMinNumPos;
|
||||
}
|
||||
|
||||
void SetupSectors() {
|
||||
_sectors.Clear();
|
||||
_sectors.Capacity = Mathf.FloorToInt(_sectorsNum.x * _sectorsNum.y * _sectorsNum.z);
|
||||
_sectors.Capacity = Mathf.FloorToInt(_objsNumPosCount.x * _objsNumPosCount.y * _objsNumPosCount.z);
|
||||
while ( _sectors.Count < _sectors.Capacity ) {
|
||||
_sectors.Add(new SectorInfo());
|
||||
}
|
||||
|
||||
foreach ( var obj in _objects ) {
|
||||
obj.MinSector -= _sectorsMinNumPos;
|
||||
obj.MaxSector -= _sectorsMinNumPos;
|
||||
obj.MinSector -= _objsMinNumPos;
|
||||
obj.MaxSector -= _objsMinNumPos;
|
||||
IsoUtils.LookUpCube(obj.MinSector, obj.MaxSector, p => {
|
||||
var sector = FindSector(p);
|
||||
if ( sector != null ) {
|
||||
@@ -305,38 +336,13 @@ namespace IsoTools {
|
||||
}
|
||||
}
|
||||
|
||||
void LookUpSectorDepends(Vector3 num_pos, Action<SectorInfo> act) {
|
||||
var ms = FindSector(num_pos);
|
||||
if ( ms != null ) {
|
||||
act(ms);
|
||||
|
||||
var s1 = FindSector(num_pos + new Vector3(-1, 0, 0));
|
||||
var s2 = FindSector(num_pos + new Vector3( 0, -1, 0));
|
||||
var s3 = FindSector(num_pos + new Vector3(-1, -1, 0));
|
||||
if ( s1 != null ) act(s1);
|
||||
if ( s2 != null ) act(s2);
|
||||
if ( s3 != null ) act(s3);
|
||||
|
||||
for ( var i = 1; i <= _sectorsNum.z ; ++i ) {
|
||||
var ss1 = FindSector(num_pos + new Vector3( 0 - i, 0 - i, i + 1));
|
||||
var ss2 = FindSector(num_pos + new Vector3(-1 - i, 0 - i, i + 1));
|
||||
var ss3 = FindSector(num_pos + new Vector3( 0 - i, -1 - i, i + 1));
|
||||
var ss4 = FindSector(num_pos + new Vector3(-1 - i, -1 - i, i + 1));
|
||||
if ( ss1 != null ) act(ss1);
|
||||
if ( ss2 != null ) act(ss2);
|
||||
if ( ss3 != null ) act(ss3);
|
||||
if ( ss4 != null ) act(ss4);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SetupObjectDepends() {
|
||||
_depends.Clear();
|
||||
foreach ( var obj_a in _objects ) {
|
||||
obj_a.Init(_depends.Count);
|
||||
var obj_ao = obj_a.IsoObject;
|
||||
IsoUtils.LookUpCube(obj_a.MinSector, obj_a.MaxSector, p => {
|
||||
LookUpSectorDepends(p, sec => {
|
||||
IsoUtils.LookUpCube(obj_a.MinSector, obj_a.MaxSector, num_pos => {
|
||||
LookUpSectorDepends(num_pos, sec => {
|
||||
foreach ( var obj_bi in sec.Objects ) {
|
||||
var obj_bo = _objects[obj_bi].IsoObject;
|
||||
if ( obj_ao != obj_bo && IsDepends(obj_ao.Position, obj_ao.Size, obj_bo.Position, obj_bo.Size) ) {
|
||||
@@ -349,17 +355,12 @@ namespace IsoTools {
|
||||
}
|
||||
}
|
||||
|
||||
bool IsDepends(Vector3 a_min, Vector3 a_size, Vector3 b_min, Vector3 b_size) {
|
||||
var a_max = a_min + a_size;
|
||||
var b_max = b_min + b_size;
|
||||
return a_max.x > b_min.x && a_max.y > b_min.y && b_max.z > a_min.z;
|
||||
}
|
||||
|
||||
void SetupAllObjects() {
|
||||
void PlaceAllObjects() {
|
||||
var depth = MinDepth;
|
||||
foreach ( var info in _objects ) {
|
||||
depth = PlaceObject(info, depth);
|
||||
}
|
||||
_sectors.Clear();
|
||||
_objects.Clear();
|
||||
_depends.Clear();
|
||||
}
|
||||
@@ -385,9 +386,12 @@ namespace IsoTools {
|
||||
|
||||
void StepSort() {
|
||||
if ( _dirty ) {
|
||||
var iso_objects = GameObject.FindObjectsOfType<IsoObject>();
|
||||
SetupSectorSize(iso_objects);
|
||||
SetupObjects(iso_objects);
|
||||
SetupSectors();
|
||||
SetupObjectDepends();
|
||||
SetupAllObjects();
|
||||
PlaceAllObjects();
|
||||
_dirty = false;
|
||||
}
|
||||
}
|
||||
@@ -399,11 +403,10 @@ namespace IsoTools {
|
||||
|
||||
void LateUpdate() {
|
||||
if ( Application.isEditor ) {
|
||||
if ( _lastTileType != _tileType ) TileType = _tileType;
|
||||
if ( !Mathf.Approximately(_lastTileSize, _tileSize ) ) TileSize = _tileSize;
|
||||
if ( !Mathf.Approximately(_lastMinDepth, _minDepth ) ) MinDepth = _minDepth;
|
||||
if ( !Mathf.Approximately(_lastMaxDepth, _maxDepth ) ) MaxDepth = _maxDepth;
|
||||
if ( !Mathf.Approximately(_lastSectorSize, _sectorSize) ) SectorSize = _sectorSize;
|
||||
if ( _lastTileType != _tileType ) TileType = _tileType;
|
||||
if ( !Mathf.Approximately(_lastTileSize, _tileSize ) ) TileSize = _tileSize;
|
||||
if ( !Mathf.Approximately(_lastMinDepth, _minDepth ) ) MinDepth = _minDepth;
|
||||
if ( !Mathf.Approximately(_lastMaxDepth, _maxDepth ) ) MaxDepth = _maxDepth;
|
||||
}
|
||||
StepSort();
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user