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Fixing simulation stopping when editor is not focused. Fixing crashes and hangs on completing long simulations by adding object caching
/main
Fixing simulation stopping when editor is not focused. Fixing crashes and hangs on completing long simulations by adding object caching
/main
Steven Leal
4 年前
当前提交
a944e1e6
共有 5 个文件被更改,包括 114 次插入 和 22 次删除
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2com.unity.perception/Runtime/GroundTruth/PerceptionCamera.cs
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24com.unity.perception/Runtime/Randomization/Randomizers/RandomizerExamples/Randomizers/BackgroundObjectPlacementRandomizer.cs
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26com.unity.perception/Runtime/Randomization/Randomizers/RandomizerExamples/Randomizers/ForegroundObjectPlacementRandomizer.cs
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81com.unity.perception/Runtime/Randomization/Randomizers/RandomizerExamples/Utilities/GameObjectOneWayCache.cs
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3com.unity.perception/Runtime/Randomization/Randomizers/RandomizerExamples/Utilities/GameObjectOneWayCache.cs.meta
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using System; |
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using System.Collections.Generic; |
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using Unity.Profiling; |
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using UnityEngine; |
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using Object = UnityEngine.Object; |
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/// <summary>
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/// Facilitates object pooling for a pre-specified collection of prefabs with the caveat that objects can be fetched
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/// from the cache but not returned. Every frame, the cache needs to be reset, which will return all objects to the pool
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/// </summary>
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class GameObjectOneWayCache |
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{ |
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static ProfilerMarker s_ResetAllObjectsMarker = new ProfilerMarker("ResetAllObjects"); |
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// Objects will reset to this origin when not being used
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Transform m_CacheParent; |
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Dictionary<int, int> m_InstanceIdToIndex; |
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List<GameObject>[] m_InstantiatedObjects; |
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int[] m_NumObjectsActive; |
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int NumObjectsInCache { get; set; } |
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public int NumObjectsActive { get; private set; } |
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public GameObjectOneWayCache(Transform parent, GameObject[] prefabs) |
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{ |
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m_CacheParent = parent; |
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m_InstanceIdToIndex = new Dictionary<int, int>(); |
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m_InstantiatedObjects = new List<GameObject>[prefabs.Length]; |
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m_NumObjectsActive = new int[prefabs.Length]; |
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var index = 0; |
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foreach (var prefab in prefabs) |
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{ |
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var instanceId = prefab.GetInstanceID(); |
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m_InstanceIdToIndex.Add(instanceId, index); |
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m_InstantiatedObjects[index] = new List<GameObject>(); |
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m_NumObjectsActive[index] = 0; |
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++index; |
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} |
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} |
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public GameObject GetOrInstantiate(GameObject prefab) |
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{ |
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if (!m_InstanceIdToIndex.TryGetValue(prefab.GetInstanceID(), out var index)) |
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{ |
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throw new ArgumentException($"Prefab {prefab.name} (ID: {prefab.GetInstanceID()}) is not in cache."); |
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} |
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++NumObjectsActive; |
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if (m_NumObjectsActive[index] < m_InstantiatedObjects[index].Count) |
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{ |
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var nextInCache = m_InstantiatedObjects[index][m_NumObjectsActive[index]]; |
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++m_NumObjectsActive[index]; |
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return nextInCache; |
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} |
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else |
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{ |
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++NumObjectsInCache; |
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var newObject = Object.Instantiate(prefab, m_CacheParent); |
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++m_NumObjectsActive[index]; |
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m_InstantiatedObjects[index].Add(newObject); |
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return newObject; |
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} |
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} |
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public void ResetAllObjects() |
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{ |
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using (s_ResetAllObjectsMarker.Auto()) |
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{ |
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NumObjectsActive = 0; |
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for (var i = 0; i < m_InstantiatedObjects.Length; ++i) |
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{ |
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m_NumObjectsActive[i] = 0; |
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foreach (var obj in m_InstantiatedObjects[i]) |
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{ |
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// Position outside the frame
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obj.transform.localPosition = new Vector3(10000, 0, 0); |
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} |
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} |
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} |
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} |
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} |
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fileFormatVersion: 2 |
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guid: f71829e483594d159927c8ad5e3c8eef |
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timeCreated: 1583339841 |
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