WuhuIslandTesting/Library/PackageCache/com.stresslevelzero.static-batching@1.0.1/editor/Debug/DebugSB.cs
2025-01-07 02:06:59 +01:00

113 lines
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3.1 KiB
C#

#if DEBUG_CUSTOM_STATIC_BATCHING
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using Unity.Jobs;
using System.Linq;
using SLZ.CustomStaticBatching;
using Unity.Collections;
namespace SLZ.CustomStaticBatching.Editor
{
public class DebugSB
{
[MenuItem("Tools/Print SB Debug Message")]
public static void PrintDebugMessage()
{
GameObject[] selection = Selection.gameObjects;
List<MeshRenderer> renderers = new List<MeshRenderer>();
for (int i =0; i < selection.Length; i++)
{
MeshRenderer[] mf2 = selection[i].GetComponentsInChildren<MeshRenderer>();
renderers.AddRange(mf2);
}
int numRenderers = renderers.Count;
int rendererIdx = 0;
List<MeshFilter> meshFilters = new List<MeshFilter>(numRenderers);
for (int i = 0; i < numRenderers; i++)
{
MeshRenderer mr = renderers[i];
GameObject go = mr.gameObject;
if (!GameObjectUtility.AreStaticEditorFlagsSet(go, StaticEditorFlags.BatchingStatic))
{
continue;
}
MeshFilter mf = go.GetComponent<MeshFilter>();
if (mf == null || mf.sharedMesh == null)
{
continue;
}
if (mf.sharedMesh.indexFormat == UnityEngine.Rendering.IndexFormat.UInt32)
{
continue;
}
if (mr.sharedMaterials.Length == 0 || mr.sharedMaterials[0] == null)
{
continue;
}
renderers[rendererIdx] = mr;
meshFilters.Add(mf);
rendererIdx++;
}
if (numRenderers != rendererIdx) renderers.RemoveRange(rendererIdx, numRenderers - rendererIdx);
renderers.TrimExcess();
meshFilters.TrimExcess();
RendererData[] sortedData = RendererSort.GetSortedData(renderers, meshFilters);
ComputeShader transferVtxCompute = SBCombineMeshEditor.GetTransferVtxComputeShader();
SBCombineMeshList combiner = new SBCombineMeshList(transferVtxCompute);
combiner.FetchGlobalProjectSettings();
combiner.GenerateStaticBatches(sortedData);
}
[MenuItem("Tools/Create Hilbert Curve")]
public static void TestHilbert()
{
NativeArray<Vector3> points = new NativeArray<Vector3>(16 * 16 * 16, Allocator.TempJob);
for (int z = 0; z < 16; z++)
{
for (int y = 0; y < 16; y++)
{
for (int x = 0; x < 16; x++)
{
points[256 * z + 16 * y + x] = new Vector3(x, y, z);
}
}
}
/*
NativeArray<ulong> sortIdxes = HilbertIndex.GetHilbertIndices(points, new Bounds(new Vector3(8, 8, 8), new Vector3(16, 16, 16)), new Vector3(1,1.0f,1), Allocator.TempJob);
//NativeSortExtension.Sort<SortIdx>(sortIdxes);
string message = "";
for (int i = 0; i < 16; i++)
{
message += sortIdxes[i].ToString() + "\n";
}
Debug.Log(message);
GameObject lineObj = new GameObject();
LineRenderer lineRenderer = lineObj.AddComponent<LineRenderer>();
lineRenderer.positionCount = points.Length;
lineRenderer.widthMultiplier = 0.02f;
lineRenderer.alignment = LineAlignment.View;
lineRenderer.useWorldSpace = false;
for (int i = 0; i < points.Length; i++)
{
lineRenderer.SetPosition(i, points[sortIdxes[i].arrayIdx]);
}
sortIdxes.Dispose();
*/
points.Dispose();
}
}
}
#endif