| | 1 | | using System.Collections; |
| | 2 | | using System.Collections.Generic; |
| | 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 | | private ICollection<Renderer> renderers; |
| | 17 | | private ICollection<SkinnedMeshRenderer> skinnedRenderers; |
| | 18 | | private Animation[] animations; |
| | 19 | |
|
| | 20 | | private int ignoredLayersMask; |
| 105 | 21 | | private bool dirty = true; |
| | 22 | |
|
| | 23 | |
|
| 105 | 24 | | public CullingObjectsTracker() |
| | 25 | | { |
| 105 | 26 | | PoolManager.i.OnGet -= MarkDirty; |
| 105 | 27 | | PoolManager.i.OnGet += MarkDirty; |
| 105 | 28 | | } |
| | 29 | |
|
| | 30 | | /// <summary> |
| | 31 | | /// If the dirty flag is true, this coroutine will re-populate all the tracked objects. |
| | 32 | | /// </summary> |
| | 33 | | public IEnumerator PopulateRenderersList() |
| | 34 | | { |
| 16 | 35 | | if (!dirty) |
| 1 | 36 | | yield break; |
| | 37 | |
|
| 15 | 38 | | List<Renderer> renderersList = new List<Renderer>(); |
| 15 | 39 | | List<SkinnedMeshRenderer> skinnedRenderersList = new List<SkinnedMeshRenderer>(); |
| 15 | 40 | | Renderer[] allRenderers = Object.FindObjectsOfType<Renderer>(); |
| | 41 | |
|
| | 42 | | // TODO new task, avoid FindGameObjectsOfType and use: |
| | 43 | | // SceneManager.GetActiveScene().GetRootGameObjects(), calculate from there. |
| | 44 | |
|
| 15 | 45 | | yield return null; |
| | 46 | |
|
| 11 | 47 | | int amount = 0; |
| 72 | 48 | | foreach (Renderer renderer in allRenderers) |
| | 49 | | { |
| 25 | 50 | | if (renderer == null) |
| | 51 | | continue; |
| | 52 | |
|
| 25 | 53 | | if (amount >= CullingControllerSettings.MAX_POPULATING_ELEMENTS_PER_FRAME) |
| | 54 | | { |
| 0 | 55 | | yield return null; |
| 0 | 56 | | amount = 0; |
| | 57 | | } |
| 25 | 58 | | amount++; |
| | 59 | |
|
| 25 | 60 | | if ((((1 << renderer.gameObject.layer) & ignoredLayersMask) == 0) |
| | 61 | | && !(renderer is ParticleSystemRenderer)) |
| | 62 | | { |
| 23 | 63 | | if (renderer is SkinnedMeshRenderer) |
| 6 | 64 | | skinnedRenderersList.Add((SkinnedMeshRenderer)renderer); |
| | 65 | | else |
| 17 | 66 | | renderersList.Add(renderer); |
| | 67 | | } |
| 25 | 68 | | } |
| 11 | 69 | | renderers = renderersList; |
| 11 | 70 | | skinnedRenderers = skinnedRenderersList; |
| | 71 | |
|
| 11 | 72 | | yield return null; |
| | 73 | |
|
| 10 | 74 | | animations = Object.FindObjectsOfType<Animation>(); |
| | 75 | |
|
| 10 | 76 | | dirty = false; |
| 10 | 77 | | } |
| | 78 | |
|
| | 79 | | /// <summary> |
| | 80 | | /// This will re-populate all the tracked objects in a sync way. |
| | 81 | | /// </summary> |
| | 82 | | /// <param name="includeInactives">True for add inactive objects to the tracked list.</param> |
| | 83 | | public void ForcePopulateRenderersList(bool includeInactives) |
| | 84 | | { |
| 99 | 85 | | List<Renderer> renderersList = new List<Renderer>(); |
| 99 | 86 | | List<SkinnedMeshRenderer> skinnedRenderersList = new List<SkinnedMeshRenderer>(); |
| 99 | 87 | | Renderer[] allRenderers = Object.FindObjectsOfType<Renderer>(includeInactives); |
| | 88 | |
|
| 994 | 89 | | foreach (Renderer renderer in allRenderers) |
| | 90 | | { |
| 398 | 91 | | if ((((1 << renderer.gameObject.layer) & ignoredLayersMask) == 0) |
| | 92 | | && !(renderer is ParticleSystemRenderer)) |
| | 93 | | { |
| 398 | 94 | | if (renderer is SkinnedMeshRenderer) |
| 0 | 95 | | skinnedRenderersList.Add((SkinnedMeshRenderer)renderer); |
| | 96 | | else |
| 398 | 97 | | renderersList.Add(renderer); |
| | 98 | | } |
| | 99 | | } |
| 99 | 100 | | renderers = renderersList; |
| 99 | 101 | | skinnedRenderers = skinnedRenderersList; |
| 99 | 102 | | } |
| | 103 | |
|
| 238 | 104 | | public void SetIgnoredLayersMask(int ignoredLayersMask) { this.ignoredLayersMask = ignoredLayersMask; } |
| | 105 | |
|
| | 106 | | /// <summary> |
| | 107 | | /// Sets the dirty flag to true to make PopulateRenderersList retrieve all the scene objects on its next call. |
| | 108 | | /// </summary> |
| 3372 | 109 | | public void MarkDirty() { dirty = true; } |
| | 110 | |
|
| | 111 | | /// <summary> |
| | 112 | | /// Returns true if dirty. |
| | 113 | | /// </summary> |
| | 114 | | /// <returns>True if dirty.</returns> |
| 3 | 115 | | public bool IsDirty() { return dirty; } |
| | 116 | |
|
| | 117 | | /// <summary> |
| | 118 | | /// Returns the renderers list. |
| | 119 | | /// </summary> |
| | 120 | | /// <returns>An ICollection with all the tracked renderers.</returns> |
| 110 | 121 | | public ICollection<Renderer> GetRenderers() { return renderers; } |
| | 122 | |
|
| | 123 | | /// <summary> |
| | 124 | | /// Returns the skinned renderers list. |
| | 125 | | /// </summary> |
| | 126 | | /// <returns>An ICollection with all the tracked skinned renderers.</returns> |
| 109 | 127 | | public ICollection<SkinnedMeshRenderer> GetSkinnedRenderers() { return skinnedRenderers; } |
| | 128 | |
|
| | 129 | | /// <summary> |
| | 130 | | /// Returns the animations list. |
| | 131 | | /// </summary> |
| | 132 | | /// <returns>An array with all the tracked animations.</returns> |
| 104 | 133 | | public Animation[] GetAnimations() { return animations; } |
| | 134 | |
|
| | 135 | | public void Dispose() |
| | 136 | | { |
| 101 | 137 | | dirty = true; |
| 101 | 138 | | renderers = null; |
| 101 | 139 | | animations = null; |
| 101 | 140 | | skinnedRenderers = null; |
| 101 | 141 | | PoolManager.i.OnGet -= MarkDirty; |
| 101 | 142 | | } |
| | 143 | | } |
| | 144 | | } |