| | 1 | | using System.Collections; |
| | 2 | | using System.Linq; |
| | 3 | | using UnityEngine; |
| | 4 | | using Object = UnityEngine.Object; |
| | 5 | |
|
| | 6 | | namespace DCL.Rendering |
| | 7 | | { |
| | 8 | | /// <summary> |
| | 9 | | /// This class is used for tracking all the renderers, skinnedMeshRenderers and Animations of the world. |
| | 10 | | /// |
| | 11 | | /// It currently uses a very lazy FindObjectsOfType approach, but is enough for its purposes as its used |
| | 12 | | /// to optimize a bigger bottleneck. |
| | 13 | | /// </summary> |
| | 14 | | public class CullingObjectsTracker : ICullingObjectsTracker |
| | 15 | | { |
| | 16 | | Renderer[] renderers; |
| | 17 | | SkinnedMeshRenderer[] skinnedRenderers; |
| | 18 | | Animation[] animations; |
| | 19 | |
|
| 0 | 20 | | bool dirty = true; |
| | 21 | | private int ignoredLayersMask; |
| | 22 | |
|
| | 23 | | /// <summary> |
| | 24 | | /// If the dirty flag is true, this coroutine will re-populate all the tracked objects. |
| | 25 | | /// </summary> |
| | 26 | | public IEnumerator PopulateRenderersList() |
| | 27 | | { |
| 368 | 28 | | if (!dirty) |
| 1 | 29 | | yield break; |
| | 30 | |
|
| 367 | 31 | | renderers = Object.FindObjectsOfType<Renderer>() |
| 6995 | 32 | | .Where(x => !(x is SkinnedMeshRenderer) |
| | 33 | | && !(x is ParticleSystemRenderer) |
| | 34 | | && ((1 << x.gameObject.layer) & ignoredLayersMask) == 0) |
| | 35 | | .ToArray(); |
| | 36 | |
|
| 367 | 37 | | yield return null; |
| | 38 | |
|
| 364 | 39 | | skinnedRenderers = Object.FindObjectsOfType<SkinnedMeshRenderer>() |
| 7 | 40 | | .Where(x => ((1 << x.gameObject.layer) & ignoredLayersMask) == 0) |
| | 41 | | .ToArray(); |
| | 42 | |
|
| 364 | 43 | | yield return null; |
| | 44 | |
|
| 221 | 45 | | animations = Object.FindObjectsOfType<Animation>(); |
| | 46 | |
|
| 221 | 47 | | dirty = false; |
| 221 | 48 | | } |
| | 49 | |
|
| | 50 | | /// <summary> |
| | 51 | | /// This will re-populate all the tracked objects in a sync way. |
| | 52 | | /// </summary> |
| | 53 | | /// <param name="includeInactives">True for add inactive objects to the tracked list.</param> |
| | 54 | | public void ForcePopulateRenderersList(bool includeInactives) |
| | 55 | | { |
| 676 | 56 | | renderers = Object.FindObjectsOfType<Renderer>(includeInactives) |
| 14942 | 57 | | .Where(x => !(x is SkinnedMeshRenderer) |
| | 58 | | && !(x is ParticleSystemRenderer) |
| | 59 | | && ((1 << x.gameObject.layer) & ignoredLayersMask) == 0) |
| | 60 | | .ToArray(); |
| | 61 | |
|
| 676 | 62 | | skinnedRenderers = Object.FindObjectsOfType<SkinnedMeshRenderer>(includeInactives) |
| 0 | 63 | | .Where(x => ((1 << x.gameObject.layer) & ignoredLayersMask) == 0) |
| | 64 | | .ToArray(); |
| 676 | 65 | | } |
| | 66 | |
|
| 1386 | 67 | | public void SetIgnoredLayersMask(int ignoredLayersMask) { this.ignoredLayersMask = ignoredLayersMask; } |
| | 68 | |
|
| | 69 | | /// <summary> |
| | 70 | | /// Sets the dirty flag to true to make PopulateRenderersList retrieve all the scene objects on its next call. |
| | 71 | | /// </summary> |
| 2670 | 72 | | public void MarkDirty() { dirty = true; } |
| | 73 | |
|
| | 74 | | /// <summary> |
| | 75 | | /// Returns true if dirty. |
| | 76 | | /// </summary> |
| | 77 | | /// <returns>True if dirty.</returns> |
| 3 | 78 | | public bool IsDirty() { return dirty; } |
| | 79 | |
|
| | 80 | | /// <summary> |
| | 81 | | /// Returns the renderers list. |
| | 82 | | /// </summary> |
| | 83 | | /// <returns>An array with all the tracked renderers.</returns> |
| 879 | 84 | | public Renderer[] GetRenderers() { return renderers; } |
| | 85 | |
|
| | 86 | | /// <summary> |
| | 87 | | /// Returns the skinned renderers list. |
| | 88 | | /// </summary> |
| | 89 | | /// <returns>An array with all the tracked skinned renderers.</returns> |
| 686 | 90 | | public SkinnedMeshRenderer[] GetSkinnedRenderers() { return skinnedRenderers; } |
| | 91 | |
|
| | 92 | | /// <summary> |
| | 93 | | /// Returns the animations list. |
| | 94 | | /// </summary> |
| | 95 | | /// <returns>An array with all the tracked animations.</returns> |
| 681 | 96 | | public Animation[] GetAnimations() { return animations; } |
| | 97 | |
|
| | 98 | | public void Dispose() |
| | 99 | | { |
| 695 | 100 | | dirty = true; |
| 695 | 101 | | renderers = null; |
| 695 | 102 | | animations = null; |
| 695 | 103 | | skinnedRenderers = null; |
| 695 | 104 | | } |
| | 105 | | } |
| | 106 | | } |