├── .gitignore ├── Assets ├── Scripts.meta ├── Scripts │ ├── Common.meta │ ├── Common │ │ ├── Native.meta │ │ ├── Native │ │ │ ├── ListExtensions.cs │ │ │ ├── ListExtensions.cs.meta │ │ │ ├── NativeUnit.cs │ │ │ └── NativeUnit.cs.meta │ │ ├── Utility.meta │ │ └── Utility │ │ │ ├── BatchSystem.cs │ │ │ ├── BatchSystem.cs.meta │ │ │ ├── NoAllocHelpers.cs │ │ │ └── NoAllocHelpers.cs.meta │ ├── MeshDemo.asmdef │ ├── MeshDemo.asmdef.meta │ ├── Systems.meta │ └── Systems │ │ ├── Mesh.meta │ │ └── Mesh │ │ ├── Components.cs │ │ ├── Components.cs.meta │ │ ├── MeshSystem.cs │ │ └── MeshSystem.cs.meta ├── _Demo.meta └── _Demo │ ├── BlockModel.cs │ ├── BlockModel.cs.meta │ ├── Bootstrap.cs │ ├── Bootstrap.cs.meta │ ├── MeshManipulation.cs │ ├── MeshManipulation.cs.meta │ ├── Scenes.meta │ └── Scenes │ ├── SampleScene.unity │ └── SampleScene.unity.meta ├── Logs └── Packages-Update.log ├── Packages └── manifest.json └── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset └── VFXManager.asset /.gitignore: -------------------------------------------------------------------------------- 1 | [Ll]ibrary/ 2 | [Tt]emp/ 3 | [Oo]bj/ 4 | [Bb]uild/ 5 | [Bb]uilds/ 6 | Assets/AssetStoreTools* 7 | 8 | # Visual Studio cache directory 9 | .vs/ 10 | 11 | # Autogenerated VS/MD/Consulo solution and project files 12 | ExportedObj/ 13 | .consulo/ 14 | *.csproj 15 | *.unityproj 16 | *.sln 17 | *.suo 18 | *.tmp 19 | *.user 20 | *.userprefs 21 | *.pidb 22 | *.booproj 23 | *.svd 24 | *.pdb 25 | *.opendb 26 | 27 | # Unity3D generated meta files 28 | *.pidb.meta 29 | *.pdb.meta 30 | 31 | # Unity3D Generated File On Crash Reports 32 | sysinfo.txt 33 | 34 | # Builds 35 | *.apk 36 | *.unitypackage 37 | -------------------------------------------------------------------------------- /Assets/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a03a8f2d421ea2b4ca570642216a2655 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/Common.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 702914808b1b35245a2547b41b8a4b19 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/Common/Native.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c8a9fcd53864e934085d1d077e5adc14 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/Common/Native/ListExtensions.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Copyright (c) Timothy Raines. All rights reserved. 3 | // 4 | 5 | namespace BovineLabs.Common.Native 6 | { 7 | using System; 8 | using System.Collections.Generic; 9 | using System.Linq; 10 | using BovineLabs.Common.Utility; 11 | using Unity.Collections; 12 | using Unity.Collections.LowLevel.Unsafe; 13 | using Unity.Entities; 14 | 15 | /// 16 | /// Extensions for Native Containers. 17 | /// 18 | public static class Extensions 19 | { 20 | /// 21 | /// Adds a native version of . 22 | /// 23 | /// The type. 24 | /// The to add to. 25 | /// The native array to add to the list. 26 | public static void AddRange(this List list, NativeArray array) 27 | where T : struct 28 | { 29 | AddRange(list, array, array.Length); 30 | } 31 | 32 | /// 33 | /// Adds a native version of . 34 | /// 35 | /// The type. 36 | /// The to add to. 37 | /// The array to add to the list. 38 | /// The length of the array to add to the list. 39 | public static unsafe void AddRange(this List list, NativeArray array, int length) 40 | where T : struct 41 | { 42 | list.AddRange(array.GetUnsafeReadOnlyPtr(), length); 43 | } 44 | 45 | /// 46 | /// Adds a native version of . 47 | /// 48 | /// The type. 49 | /// The to add to. 50 | /// The native list to add to the list. 51 | public static unsafe void AddRange(this List list, NativeList nativeList) 52 | where T : struct 53 | { 54 | list.AddRange(nativeList.GetUnsafePtr(), nativeList.Length); 55 | } 56 | 57 | /// 58 | /// Adds a native version of . 59 | /// 60 | /// The type. 61 | /// The to add to. 62 | /// The array to add to the list. 63 | public static unsafe void AddRange(this List list, NativeSlice nativeSlice) 64 | where T : struct 65 | { 66 | list.AddRange(nativeSlice.GetUnsafeReadOnlyPtr(), nativeSlice.Length); 67 | } 68 | 69 | /// 70 | /// Adds a native version of . 71 | /// 72 | /// The type. 73 | /// The to add to. 74 | /// The dynamic buffer to add to the list. 75 | public static unsafe void AddRange(this List list, DynamicBuffer dynamicBuffer) 76 | where T : struct 77 | { 78 | list.AddRange(dynamicBuffer.GetUnsafePtr(), dynamicBuffer.Length); 79 | } 80 | 81 | /// 82 | /// Adds a range of values to a list using a buffer; 83 | /// 84 | /// The type. 85 | /// The list to add the values to. 86 | /// The buffer to add from. 87 | /// The length of the buffer. 88 | public static unsafe void AddRange(this List list, void* arrayBuffer, int length) 89 | where T : struct 90 | { 91 | var index = list.Count; 92 | var newLength = index + length; 93 | 94 | // Resize our list if we require 95 | if (list.Capacity < newLength) 96 | { 97 | list.Capacity = newLength; 98 | } 99 | 100 | var items = NoAllocHelpers.ExtractArrayFromListT(list); 101 | var size = UnsafeUtility.SizeOf(); 102 | 103 | // Get the pointer to the end of the list 104 | var bufferStart = (IntPtr)UnsafeUtility.AddressOf(ref items[0]); 105 | var buffer = (byte*)(bufferStart + (size * index)); 106 | 107 | UnsafeUtility.MemCpy(buffer, arrayBuffer, length * (long)size); 108 | 109 | NoAllocHelpers.ResizeList(list, newLength); 110 | } 111 | 112 | 113 | public static void Resize(this List list, int sz, T c = default) 114 | { 115 | int cur = list.Count; 116 | 117 | if (sz < cur) 118 | { 119 | list.RemoveRange(sz, cur - sz); 120 | } 121 | else if (sz > cur) 122 | { 123 | list.AddRange(Enumerable.Repeat(c, sz - cur)); 124 | } 125 | } 126 | 127 | public static void EnsureLength(this List list, int sz, T c = default) 128 | { 129 | int cur = list.Count; 130 | 131 | if (sz > cur) 132 | { 133 | list.AddRange(Enumerable.Repeat(c, sz - cur)); 134 | } 135 | } 136 | } 137 | } -------------------------------------------------------------------------------- /Assets/Scripts/Common/Native/ListExtensions.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2a8f5c97ab5f4313b90473edc94a8d42 3 | timeCreated: 1532670298 -------------------------------------------------------------------------------- /Assets/Scripts/Common/Native/NativeUnit.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Copyright (c) Timothy Raines. All rights reserved. 3 | // 4 | 5 | namespace BovineLabs.Common.Native 6 | { 7 | using System; 8 | 9 | using Unity.Burst; 10 | using Unity.Collections; 11 | using Unity.Collections.LowLevel.Unsafe; 12 | 13 | /// 14 | /// A single value native container to allow values to be passed between jobs. 15 | /// 16 | /// The type of the . 17 | [NativeContainerSupportsDeallocateOnJobCompletion] 18 | [NativeContainer] 19 | public unsafe struct NativeUnit : IDisposable 20 | where T : struct 21 | { 22 | [NativeDisableUnsafePtrRestriction] 23 | private void* m_Buffer; 24 | 25 | private Allocator m_AllocatorLabel; 26 | 27 | #if ENABLE_UNITY_COLLECTIONS_CHECKS 28 | private AtomicSafetyHandle m_Safety; 29 | 30 | [NativeSetClassTypeToNullOnSchedule] 31 | private DisposeSentinel m_DisposeSentinel; 32 | #endif 33 | 34 | /// 35 | /// Initializes a new instance of the struct. 36 | /// 37 | /// The of the . 38 | /// The default memory state. 39 | public NativeUnit(Allocator allocator, NativeArrayOptions options = NativeArrayOptions.ClearMemory) 40 | { 41 | if (allocator <= Allocator.None) 42 | { 43 | throw new ArgumentException("Allocator must be Temp, TempJob or Persistent", nameof(allocator)); 44 | } 45 | 46 | IsBlittableAndThrow(); 47 | 48 | var size = UnsafeUtility.SizeOf(); 49 | this.m_Buffer = UnsafeUtility.Malloc(size, UnsafeUtility.AlignOf(), allocator); 50 | this.m_AllocatorLabel = allocator; 51 | 52 | #if ENABLE_UNITY_COLLECTIONS_CHECKS 53 | DisposeSentinel.Create(out this.m_Safety, out this.m_DisposeSentinel, 1, allocator); 54 | #endif 55 | 56 | if ((options & NativeArrayOptions.ClearMemory) == NativeArrayOptions.ClearMemory) 57 | { 58 | UnsafeUtility.MemClear(this.m_Buffer, UnsafeUtility.SizeOf()); 59 | } 60 | } 61 | 62 | /// 63 | /// Gets or sets the value of the unit. 64 | /// 65 | public T Value 66 | { 67 | get 68 | { 69 | #if ENABLE_UNITY_COLLECTIONS_CHECKS 70 | AtomicSafetyHandle.CheckReadAndThrow(this.m_Safety); 71 | #endif 72 | return UnsafeUtility.ReadArrayElement(this.m_Buffer, 0); 73 | } 74 | 75 | [WriteAccessRequired] 76 | set 77 | { 78 | #if ENABLE_UNITY_COLLECTIONS_CHECKS 79 | AtomicSafetyHandle.CheckWriteAndThrow(this.m_Safety); 80 | #endif 81 | UnsafeUtility.WriteArrayElement(this.m_Buffer, 0, value); 82 | } 83 | } 84 | 85 | /// 86 | /// Gets a value indicating whether the has been initialized. 87 | /// 88 | public bool IsCreated => (IntPtr)this.m_Buffer != IntPtr.Zero; 89 | 90 | /// 91 | [WriteAccessRequired] 92 | public void Dispose() 93 | { 94 | if (!UnsafeUtility.IsValidAllocator(this.m_AllocatorLabel)) 95 | { 96 | throw new InvalidOperationException( 97 | "The NativeArray can not be Disposed because it was not allocated with a valid allocator."); 98 | } 99 | 100 | #if ENABLE_UNITY_COLLECTIONS_CHECKS 101 | DisposeSentinel.Dispose(ref this.m_Safety, ref this.m_DisposeSentinel); 102 | #endif 103 | UnsafeUtility.Free(this.m_Buffer, this.m_AllocatorLabel); 104 | this.m_Buffer = null; 105 | } 106 | 107 | [BurstDiscard] 108 | private static void IsBlittableAndThrow() 109 | { 110 | if (!UnsafeUtility.IsBlittable()) 111 | { 112 | throw new ArgumentException($"{typeof(T)} used in NativeArray<{typeof(T)}> must be blittable"); 113 | } 114 | } 115 | } 116 | } -------------------------------------------------------------------------------- /Assets/Scripts/Common/Native/NativeUnit.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 05754dcf85144d5fbb0042cf2a1337c3 3 | timeCreated: 1533701124 -------------------------------------------------------------------------------- /Assets/Scripts/Common/Utility.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 072707e7726c00646b601281524bee3b 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/Common/Utility/BatchSystem.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Copyright (c) Timothy Raines. All rights reserved. 3 | // 4 | 5 | namespace BovineLabs.Common.Utility 6 | { 7 | using System; 8 | using System.Collections.Generic; 9 | using BovineLabs.Common.Native; 10 | using Unity.Burst; 11 | using Unity.Collections; 12 | using Unity.Entities; 13 | using Unity.Jobs; 14 | 15 | /// 16 | /// The BatchBarrierSystem. 17 | /// 18 | public sealed class BatchSystem : ComponentSystem 19 | { 20 | private readonly Dictionary types = new Dictionary(); 21 | 22 | private readonly List> destroyBatch = new List>(); 23 | 24 | private interface IEventBatch : IDisposable 25 | { 26 | void Update(EntityManager entityManager); 27 | } 28 | 29 | /// 30 | /// Any component added to the returned will be attached to a new entity as an event. 31 | /// These entities will be destroyed after 1 frame. 32 | /// 33 | /// The type of component data event. 34 | /// A which any component that is added will be turned into a single frame event. 35 | public NativeQueue GetEventBatch() 36 | where T : struct, IComponentData 37 | { 38 | if (!this.types.TryGetValue(typeof(T), out var create)) 39 | { 40 | create = this.types[typeof(T)] = new EventBatch(); 41 | } 42 | 43 | return ((EventBatch)create).GetNew(); 44 | } 45 | 46 | public NativeQueue GetDestroyBatch() 47 | { 48 | var queue = new NativeQueue(Allocator.TempJob); 49 | this.destroyBatch.Add(queue); 50 | return queue; 51 | } 52 | 53 | /// 54 | protected override void OnDestroyManager() 55 | { 56 | foreach (var t in this.types) 57 | { 58 | t.Value.Dispose(); 59 | } 60 | 61 | this.types.Clear(); 62 | } 63 | 64 | /// 65 | protected override void OnUpdate() 66 | { 67 | this.DestroyEntities(); 68 | 69 | foreach (var t in this.types) 70 | { 71 | t.Value.Update(this.EntityManager); 72 | } 73 | } 74 | 75 | private void DestroyEntities() 76 | { 77 | var count = 0; 78 | 79 | foreach (var s in this.destroyBatch) 80 | { 81 | count += s.Count; 82 | } 83 | 84 | if (count == 0) 85 | { 86 | return; 87 | } 88 | 89 | var array = new NativeArray(count, Allocator.TempJob, NativeArrayOptions.UninitializedMemory); 90 | 91 | int index = 0; 92 | 93 | foreach (var destroy in this.destroyBatch) 94 | { 95 | while (destroy.TryDequeue(out var entity)) 96 | { 97 | array[index++] = entity; 98 | } 99 | 100 | destroy.Dispose(); 101 | } 102 | 103 | this.destroyBatch.Clear(); 104 | 105 | this.EntityManager.DestroyEntity(array); 106 | array.Dispose(); 107 | } 108 | 109 | private class EventBatch : IEventBatch 110 | where T : struct, IComponentData 111 | { 112 | private readonly List> queues = new List>(); 113 | private readonly EntityArchetypeQuery query; 114 | 115 | private EntityArchetype archetype; 116 | private NativeArray entities; 117 | 118 | public EventBatch() 119 | { 120 | this.query = new EntityArchetypeQuery 121 | { 122 | Any = Array.Empty(), 123 | None = Array.Empty(), 124 | All = new[] { ComponentType.Create() }, 125 | }; 126 | } 127 | 128 | public NativeQueue GetNew() 129 | { 130 | // Having allocation leak warnings when using TempJob 131 | var queue = new NativeQueue(Allocator.Persistent); 132 | this.queues.Add(queue); 133 | return queue; 134 | } 135 | 136 | /// 137 | public void Update(EntityManager entityManager) 138 | { 139 | if (this.entities.IsCreated) 140 | { 141 | entityManager.DestroyEntity(this.entities); 142 | this.entities.Dispose(); 143 | } 144 | 145 | var count = this.GetCount(); 146 | 147 | if (count == 0) 148 | { 149 | return; 150 | } 151 | 152 | // Felt like Temp should be the allocator but gets disposed for some reason. 153 | this.entities = new NativeArray(count, Allocator.TempJob, NativeArrayOptions.UninitializedMemory); 154 | 155 | if (!this.archetype.Valid) 156 | { 157 | this.archetype = entityManager.CreateArchetype(typeof(T)); 158 | } 159 | 160 | entityManager.CreateEntity(this.archetype, this.entities); 161 | 162 | JobHandle handle = default; 163 | 164 | var chunkIndex = new NativeUnit(Allocator.TempJob); 165 | var entityIndex = new NativeUnit(Allocator.TempJob); 166 | 167 | var componentType = entityManager.GetArchetypeChunkComponentType(false); 168 | 169 | var chunks = entityManager.CreateArchetypeChunkArray(this.query, Allocator.TempJob); 170 | 171 | foreach (var queue in this.queues) 172 | { 173 | handle = new SetJob 174 | { 175 | Chunks = chunks, 176 | Queue = queue, 177 | ChunkIndex = chunkIndex, 178 | EntityIndex = entityIndex, 179 | ComponentType = componentType, 180 | } 181 | .Schedule(handle); 182 | } 183 | 184 | handle.Complete(); 185 | 186 | chunks.Dispose(); 187 | chunkIndex.Dispose(); 188 | entityIndex.Dispose(); 189 | 190 | foreach (var queue in this.queues) 191 | { 192 | queue.Dispose(); 193 | } 194 | 195 | this.queues.Clear(); 196 | } 197 | 198 | public void Dispose() 199 | { 200 | if (this.entities.IsCreated) 201 | { 202 | this.entities.Dispose(); 203 | } 204 | 205 | foreach (var queue in this.queues) 206 | { 207 | queue.Dispose(); 208 | } 209 | this.queues.Clear(); 210 | } 211 | 212 | private int GetCount() 213 | { 214 | var sum = 0; 215 | foreach (var i in this.queues) 216 | { 217 | sum += i.Count; 218 | } 219 | 220 | return sum; 221 | } 222 | 223 | 224 | [BurstCompile] 225 | private struct SetJob : IJob 226 | { 227 | public NativeQueue Queue; 228 | 229 | public NativeArray Chunks; 230 | 231 | public NativeUnit ChunkIndex; 232 | 233 | public NativeUnit EntityIndex; 234 | 235 | public ArchetypeChunkComponentType ComponentType; 236 | 237 | /// 238 | public void Execute() 239 | { 240 | for (; this.ChunkIndex.Value < this.Chunks.Length; this.ChunkIndex.Value++) 241 | { 242 | var chunk = this.Chunks[this.ChunkIndex.Value]; 243 | 244 | var components = chunk.GetNativeArray(this.ComponentType); 245 | 246 | var intLocalIndex = this.EntityIndex.Value; 247 | 248 | while (this.Queue.TryDequeue(out var item) && intLocalIndex < components.Length) 249 | { 250 | components[intLocalIndex++] = item; 251 | } 252 | 253 | this.EntityIndex.Value = intLocalIndex < components.Length ? intLocalIndex : 0; 254 | } 255 | } 256 | } 257 | } 258 | } 259 | } -------------------------------------------------------------------------------- /Assets/Scripts/Common/Utility/BatchSystem.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2f226f331f094cf489708953e658238a 3 | timeCreated: 1544053799 -------------------------------------------------------------------------------- /Assets/Scripts/Common/Utility/NoAllocHelpers.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Copyright (c) Timothy Raines. All rights reserved. 3 | // 4 | 5 | namespace BovineLabs.Common.Utility 6 | { 7 | using System; 8 | using System.Collections.Generic; 9 | using System.Reflection; 10 | 11 | using UnityEngine; 12 | 13 | /// 14 | /// Provides access to the internal UnityEngine.NoAllocHelpers methods. 15 | /// 16 | public static class NoAllocHelpers 17 | { 18 | private static readonly Dictionary ExtractArrayFromListTDelegates = new Dictionary(); 19 | private static readonly Dictionary ResizeListDelegates = new Dictionary(); 20 | 21 | /// 22 | /// Extract the internal array from a list. 23 | /// 24 | /// . 25 | /// The to extract from. 26 | /// The internal array of the list. 27 | public static T[] ExtractArrayFromListT(List list) 28 | { 29 | if (!ExtractArrayFromListTDelegates.TryGetValue(typeof(T), out var obj)) 30 | { 31 | var ass = Assembly.GetAssembly(typeof(Mesh)); // any class in UnityEngine 32 | var type = ass.GetType("UnityEngine.NoAllocHelpers"); 33 | var methodInfo = type.GetMethod("ExtractArrayFromListT", BindingFlags.Static | BindingFlags.Public) 34 | .MakeGenericMethod(typeof(T)); 35 | 36 | obj = ExtractArrayFromListTDelegates[typeof(T)] = Delegate.CreateDelegate(typeof(Func, T[]>), methodInfo); 37 | } 38 | 39 | var func = (Func, T[]>)obj; 40 | return func.Invoke(list); 41 | } 42 | 43 | /// 44 | /// Resize a list. 45 | /// 46 | /// . 47 | /// The to resize. 48 | /// The new length of the . 49 | public static void ResizeList(List list, int size) 50 | { 51 | if (!ResizeListDelegates.TryGetValue(typeof(T), out var obj)) 52 | { 53 | var ass = Assembly.GetAssembly(typeof(Mesh)); // any class in UnityEngine 54 | var type = ass.GetType("UnityEngine.NoAllocHelpers"); 55 | var methodInfo = type.GetMethod("ResizeList", BindingFlags.Static | BindingFlags.Public) 56 | .MakeGenericMethod(typeof(T)); 57 | obj = ResizeListDelegates[typeof(T)] = 58 | Delegate.CreateDelegate(typeof(Action, int>), methodInfo); 59 | } 60 | 61 | var action = (Action, int>)obj; 62 | action.Invoke(list, size); 63 | } 64 | } 65 | } 66 | -------------------------------------------------------------------------------- /Assets/Scripts/Common/Utility/NoAllocHelpers.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b37d9bd10bf31244990c79c6d5bb5cf3 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/MeshDemo.asmdef: -------------------------------------------------------------------------------- 1 | { 2 | "name": "MeshDemo", 3 | "references": [ 4 | "Unity.Entities", 5 | "Unity.Entities.Hybrid", 6 | "Unity.Mathematics", 7 | "Unity.Burst", 8 | "Unity.Collections", 9 | "Unity.Rendering.Hybrid" 10 | ], 11 | "optionalUnityReferences": [], 12 | "includePlatforms": [], 13 | "excludePlatforms": [], 14 | "allowUnsafeCode": true, 15 | "overrideReferences": false, 16 | "precompiledReferences": [], 17 | "autoReferenced": true, 18 | "defineConstraints": [] 19 | } -------------------------------------------------------------------------------- /Assets/Scripts/MeshDemo.asmdef.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: aa5fc2aa156e1fc499e8f64b6b6c6991 3 | AssemblyDefinitionImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Scripts/Systems.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5f0677d1d3f0a6e4f83d14952f81caf1 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/Systems/Mesh.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7da18daa500f1644293b9915384e723b 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/Systems/Mesh/Components.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Copyright (c) Timothy Raines. All rights reserved. 3 | // 4 | // 5 | // Components to define a mesh 6 | // 7 | 8 | namespace BovineLabs.Systems.Mesh 9 | { 10 | using Unity.Entities; 11 | using Unity.Mathematics; 12 | 13 | /// 14 | /// The buffer of mesh vertices. 15 | /// 16 | [InternalBufferCapacity(0)] 17 | public struct Vertex : IBufferElementData 18 | { 19 | /// 20 | /// The Vertex. 21 | /// 22 | public float3 Value; 23 | } 24 | 25 | /// 26 | /// The buffer of mesh uvs. 27 | /// 28 | [InternalBufferCapacity(0)] 29 | public struct Uv : IBufferElementData 30 | { 31 | /// 32 | /// The uv. 33 | /// 34 | public float3 Value; 35 | } 36 | 37 | /// 38 | /// The buffer of mesh normals. 39 | /// 40 | [InternalBufferCapacity(0)] 41 | public struct Normal : IBufferElementData 42 | { 43 | /// 44 | /// The normal. 45 | /// 46 | public float3 Value; 47 | } 48 | 49 | /// 50 | /// The buffer of mesh triangles. 51 | /// 52 | [InternalBufferCapacity(0)] 53 | public struct Triangle : IBufferElementData 54 | { 55 | /// 56 | /// The triangle. 57 | /// 58 | public int Value; 59 | } 60 | 61 | /// 62 | /// Component tag that marks a mesh as being dirty and requiring an update. 63 | /// 64 | public struct MeshDirty : IComponentData 65 | { 66 | public Entity Entity; 67 | } 68 | } 69 | -------------------------------------------------------------------------------- /Assets/Scripts/Systems/Mesh/Components.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fdeade513b223fc4182d4230a8b7f4a2 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Systems/Mesh/MeshSystem.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Copyright (c) Timothy Raines. All rights reserved. 3 | // 4 | 5 | namespace BovineLabs.Systems.Mesh 6 | { 7 | using System.Collections.Generic; 8 | using BovineLabs.Common.Native; 9 | using Unity.Burst; 10 | using Unity.Collections; 11 | using Unity.Entities; 12 | using Unity.Rendering; 13 | using UnityEngine; 14 | 15 | /// 16 | /// Updates a mesh. 17 | /// 18 | public class MeshSystem : ComponentSystem 19 | { 20 | private readonly List verticesList = new List(); 21 | private readonly List normalsList = new List(); 22 | private readonly List uvsList = new List(); 23 | private readonly List trianglesList = new List(); 24 | 25 | private readonly HashSet entitySet = new HashSet(); 26 | private ComponentGroup meshDirtyQuery; 27 | 28 | /// 29 | protected override void OnCreateManager() 30 | { 31 | this.meshDirtyQuery = this.GetComponentGroup(new EntityArchetypeQuery 32 | { 33 | All = new[] { ComponentType.ReadOnly(), } 34 | }); 35 | } 36 | 37 | /// 38 | protected override void OnUpdate() 39 | { 40 | this.entitySet.Clear(); 41 | 42 | var meshDirtyType = this.GetArchetypeChunkComponentType(true); 43 | 44 | var chunks = this.meshDirtyQuery.CreateArchetypeChunkArray(Allocator.TempJob); 45 | 46 | for(var chunkIndex = 0; chunkIndex < chunks.Length; chunkIndex++) 47 | { 48 | var chunk = chunks[chunkIndex]; 49 | var meshDirty = chunk.GetNativeArray(meshDirtyType); 50 | 51 | for (var index = 0; index < chunk.Count; index++) 52 | { 53 | var entity = meshDirty[index].Entity; 54 | 55 | // Already updated this entity this frame 56 | if (!this.entitySet.Add(entity)) 57 | { 58 | continue; 59 | } 60 | 61 | Mesh mesh; 62 | 63 | if (this.EntityManager.HasComponent(entity)) 64 | { 65 | var meshInstanceRenderer = 66 | this.EntityManager.GetSharedComponentData(entity); 67 | mesh = meshInstanceRenderer.mesh; 68 | } 69 | else if (this.EntityManager.HasComponent(entity)) 70 | { 71 | var meshFilter = this.EntityManager.GetComponentObject(entity); 72 | mesh = meshFilter.mesh; 73 | } 74 | else 75 | { 76 | Debug.Log("Unsupported mesh container"); 77 | continue; 78 | } 79 | 80 | this.SetMesh( 81 | mesh, 82 | this.EntityManager.GetBuffer(entity).Reinterpret(), 83 | this.EntityManager.GetBuffer(entity).Reinterpret(), 84 | this.EntityManager.GetBuffer(entity).Reinterpret(), 85 | this.EntityManager.GetBuffer(entity).Reinterpret()); 86 | } 87 | } 88 | 89 | chunks.Dispose(); 90 | } 91 | 92 | private void SetMesh( 93 | Mesh mesh, 94 | DynamicBuffer vertices, 95 | DynamicBuffer uvs, 96 | DynamicBuffer normals, 97 | DynamicBuffer triangles) 98 | { 99 | mesh.Clear(); 100 | 101 | if (vertices.Length == 0) 102 | { 103 | return; 104 | } 105 | 106 | this.verticesList.AddRange(vertices); 107 | this.uvsList.AddRange(uvs); 108 | this.normalsList.AddRange(normals); 109 | this.trianglesList.AddRange(triangles); 110 | 111 | mesh.SetVertices(this.verticesList); 112 | mesh.SetNormals(this.normalsList); 113 | mesh.SetUVs(0, this.uvsList); 114 | mesh.SetTriangles(this.trianglesList, 0); 115 | 116 | this.verticesList.Clear(); 117 | this.normalsList.Clear(); 118 | this.uvsList.Clear(); 119 | this.trianglesList.Clear(); 120 | } 121 | } 122 | } -------------------------------------------------------------------------------- /Assets/Scripts/Systems/Mesh/MeshSystem.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f663ff99b7660eb46bf7908d470df83d 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/_Demo.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ff74ce273fbcbaf469b1012d45bfd8ab 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/_Demo/BlockModel.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Copyright (c) Timothy Raines. All rights reserved. 3 | // 4 | 5 | namespace BovineLabs.Systems.World.Models 6 | { 7 | using System; 8 | 9 | using Unity.Collections; 10 | using Unity.Mathematics; 11 | 12 | /// 13 | /// Defines a model for a cube. 14 | /// 15 | public struct BlockModel : IDisposable 16 | { 17 | private const float V0 = 0f; 18 | private const float V1 = 1f; 19 | 20 | /// 21 | /// The vertices of a cube, always a length of 24. 22 | /// 23 | public NativeArray Vertices; 24 | 25 | /// 26 | /// The normals of the cube, always a length of 6. 27 | /// 28 | public NativeArray Normals; 29 | 30 | /// 31 | /// The uvs of a cube, always a length of 24. 32 | /// 33 | public NativeArray Uvs; 34 | 35 | /// 36 | /// The triangles of a cube, always a length of 36. Every 3 values represent a triangle. 37 | /// 38 | public NativeArray Triangles; 39 | 40 | /// 41 | /// Create a default version of the BlockModel. 42 | /// 43 | /// 44 | /// The . 45 | /// 46 | public static BlockModel Create() 47 | { 48 | return new BlockModel 49 | { 50 | Vertices = 51 | new NativeArray( 52 | new[] 53 | { 54 | new float3(V0, V0, V0), new float3(V0, V1, V1), new float3(V0, V1, V0), 55 | new float3(V0, V0, V1), new float3(V1, V0, V0), new float3(V1, V1, V1), 56 | new float3(V1, V1, V0), new float3(V1, V0, V1), new float3(V0, V1, V0), 57 | new float3(V0, V1, V1), new float3(V1, V1, V0), new float3(V1, V1, V1), 58 | new float3(V0, V0, V0), new float3(V0, V0, V1), new float3(V1, V0, V0), 59 | new float3(V1, V0, V1), new float3(V0, V0, V0), new float3(V0, V1, V0), 60 | new float3(V1, V1, V0), new float3(V1, V0, V0), new float3(V0, V0, V1), 61 | new float3(V0, V1, V1), new float3(V1, V1, V1), new float3(V1, V0, V1), 62 | }, 63 | Allocator.Persistent), 64 | Normals = 65 | new NativeArray( 66 | new[] 67 | { 68 | new float3(-1, 0, 0), new float3(-1, 0, 0), new float3(-1, 0, 0), new float3(-1, 0, 0), 69 | new float3(1, 0, 0), new float3(1, 0, 0),new float3(1, 0, 0),new float3(1, 0, 0), 70 | new float3(0, 1, 0), new float3(0, 1, 0),new float3(0, 1, 0),new float3(0, 1, 0), 71 | new float3(0, -1, 0), new float3(0, -1, 0),new float3(0, -1, 0),new float3(0, -1, 0), 72 | new float3(0, 0, -1), new float3(0, 0, -1), new float3(0, 0, -1), new float3(0, 0, -1), 73 | new float3(0, 0, 1), new float3(0, 0, 1),new float3(0, 0, 1),new float3(0, 0, 1), 74 | }, 75 | Allocator.Persistent), 76 | Uvs = new NativeArray( 77 | new[] 78 | { 79 | new float3(1f, 0f, 0f), new float3(0f, 1f, 0f), new float3(1f, 1f, 0f), new float3(0f, 0f, 0f), 80 | new float3(0f, 0f, 0f), new float3(1f, 1f, 0f), new float3(0f, 1f, 0f), new float3(1f, 0f, 0f), 81 | new float3(0f, 0f, 0f), new float3(0f, 1f, 0f), new float3(1f, 0f, 0f), new float3(1f, 1f, 0f), 82 | new float3(0f, 0f, 0f), new float3(0f, 1f, 0f), new float3(1f, 0f, 0f), new float3(1f, 1f, 0f), 83 | new float3(0f, 0f, 0f), new float3(0f, 1f, 0f), new float3(1f, 1f, 0f), new float3(1f, 0f, 0f), 84 | new float3(1f, 0f, 0f), new float3(1f, 1f, 0f), new float3(0f, 1f, 0f), new float3(0f, 0f, 0f), 85 | }, 86 | Allocator.Persistent), 87 | Triangles = new NativeArray( 88 | new[] 89 | { 90 | 0, 1, 2, 0, 3, 1, // left - 91 | 4, 5, 7, 4, 6, 5, // right + 92 | 8, 11, 10, 8, 9, 11, // top + 93 | 12, 15, 13, 12, 14, 15, // bottom - 94 | 16, 18, 19, 16, 17, 18, // front + 95 | 20, 22, 21, 20, 23, 22, // back - 96 | }, 97 | Allocator.Persistent), 98 | }; 99 | } 100 | 101 | /// 102 | public void Dispose() 103 | { 104 | if (this.Vertices.IsCreated) 105 | { 106 | this.Vertices.Dispose(); 107 | } 108 | 109 | if (this.Normals.IsCreated) 110 | { 111 | this.Normals.Dispose(); 112 | } 113 | 114 | if (this.Uvs.IsCreated) 115 | { 116 | this.Uvs.Dispose(); 117 | } 118 | 119 | if (this.Triangles.IsCreated) 120 | { 121 | this.Triangles.Dispose(); 122 | } 123 | } 124 | } 125 | } -------------------------------------------------------------------------------- /Assets/_Demo/BlockModel.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7d1e1f5085ec4c16a984a84a3761d8d1 3 | timeCreated: 1545168016 -------------------------------------------------------------------------------- /Assets/_Demo/Bootstrap.cs: -------------------------------------------------------------------------------- 1 | using BovineLabs.Common.Utility; 2 | using BovineLabs.Systems.Mesh; 3 | using BovineLabs.Systems.World.Models; 4 | using Unity.Collections; 5 | using Unity.Entities; 6 | using Unity.Mathematics; 7 | using Unity.Rendering; 8 | using Unity.Transforms; 9 | using UnityEngine; 10 | using Random = UnityEngine.Random; 11 | 12 | public class Bootstrap 13 | { 14 | [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)] 15 | public static void Initialize() 16 | { 17 | const int entitiesToCreate = 10; 18 | 19 | var entityManager = World.Active.GetOrCreateManager(); 20 | 21 | var meshArchetype = entityManager.CreateArchetype(typeof(MeshInstanceRenderer), typeof(Vertex), typeof(Uv), typeof(Normal), typeof(Triangle), typeof(Position), typeof(MeshScale)); 22 | 23 | var meshEntities = new NativeArray(entitiesToCreate, Allocator.Temp); 24 | entityManager.CreateEntity(meshArchetype, meshEntities); 25 | 26 | var material = new Material(Shader.Find("Standard")); 27 | var model = BlockModel.Create(); 28 | 29 | for (var index = 0; index < entitiesToCreate; index++) 30 | { 31 | var entity = meshEntities[index]; 32 | 33 | var mesh = new Mesh(); 34 | mesh.MarkDynamic(); 35 | 36 | entityManager.SetSharedComponentData(entity, new MeshInstanceRenderer 37 | { 38 | mesh = mesh, 39 | material = material, 40 | }); 41 | 42 | var vertices = entityManager.GetBuffer(entity).Reinterpret(); 43 | vertices.AddRange(model.Vertices); 44 | 45 | var normals = entityManager.GetBuffer(entity).Reinterpret(); 46 | normals.AddRange(model.Normals); 47 | 48 | var uvs = entityManager.GetBuffer(entity).Reinterpret(); 49 | uvs.AddRange(model.Uvs); 50 | 51 | var triangles = entityManager.GetBuffer(entity).Reinterpret(); 52 | triangles.AddRange(model.Triangles); 53 | 54 | entityManager.SetComponentData(entity, new Position { Value = new float3(index * 2, 0, 0) }); 55 | 56 | entityManager.SetComponentData(entity, new MeshScale 57 | { 58 | Step = Random.Range(0.005f, 0.01f), 59 | Max = Random.Range(60, 600), 60 | //Period = Random.Range(0.5f, 2f) * (Random.Range(0,2) == 1 ? 1 : -1), 61 | }); 62 | } 63 | 64 | meshEntities.Dispose(); 65 | model.Dispose(); 66 | } 67 | } 68 | -------------------------------------------------------------------------------- /Assets/_Demo/Bootstrap.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 96a478db2f613844ab9796960c5ad0ac 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/_Demo/MeshManipulation.cs: -------------------------------------------------------------------------------- 1 | using BovineLabs.Common.Utility; 2 | using BovineLabs.Systems.Mesh; 3 | using Unity.Burst; 4 | using Unity.Collections; 5 | using Unity.Entities; 6 | using Unity.Jobs; 7 | using Unity.Mathematics; 8 | 9 | public struct MeshScale : IComponentData 10 | { 11 | public float Step; 12 | public int Count; 13 | public int Max; 14 | } 15 | 16 | /// 17 | /// The MeshManipulation. 18 | /// 19 | public class MeshManipulation : JobComponentSystem 20 | { 21 | private BatchSystem batchSystem; 22 | 23 | /// 24 | protected override void OnCreateManager() 25 | { 26 | this.batchSystem = this.World.GetOrCreateManager(); 27 | } 28 | 29 | /// 30 | protected override JobHandle OnUpdate(JobHandle handle) 31 | { 32 | return new ManipulateMeshJob 33 | { 34 | Vertices = this.GetBufferFromEntity(), 35 | MeshDirtyQueue = this.batchSystem.GetEventBatch().ToConcurrent(), 36 | } 37 | .Schedule(this, handle); 38 | } 39 | 40 | /// 41 | /// Just some random mesh manipulation. Frame dependent, don't turn off sync. 42 | /// 43 | [BurstCompile] 44 | [RequireComponentTag(typeof(Vertex))] 45 | private struct ManipulateMeshJob : IJobProcessComponentDataWithEntity 46 | { 47 | [NativeDisableParallelForRestriction] 48 | public BufferFromEntity Vertices; 49 | 50 | public NativeQueue.Concurrent MeshDirtyQueue; 51 | 52 | /// 53 | public void Execute(Entity entity, int index, ref MeshScale meshScale) 54 | { 55 | this.MeshDirtyQueue.Enqueue(new MeshDirty{Entity = entity}); 56 | 57 | meshScale.Count += 1; 58 | 59 | if (meshScale.Count == meshScale.Max) 60 | { 61 | meshScale.Count = -meshScale.Max; 62 | } 63 | 64 | var vertices = this.Vertices[entity].Reinterpret(); 65 | 66 | var offset = meshScale.Step; 67 | 68 | if (meshScale.Count < 0) 69 | { 70 | offset = -offset; 71 | } 72 | 73 | for (var i = 0; i < vertices.Length; i++) 74 | { 75 | var v = vertices[i]; 76 | v.y += offset; 77 | vertices[i] = v; 78 | } 79 | } 80 | } 81 | } 82 | 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