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_clothRects
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@@ -37,8 +37,8 @@ namespace RotateParticle.Jobs
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//
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// cloth
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//
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NativeArray<int> _clothUsedParticles = new();
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NativeArray<(SpringConstraint, SphereTriangle.ClothRect)> _clothRects = new();
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NativeArray<bool> _clothUsedParticles;
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NativeArray<(SpringConstraint, SphereTriangle.ClothRect)> _clothRects;
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void IDisposable.Dispose()
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{
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@@ -53,6 +53,9 @@ namespace RotateParticle.Jobs
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if (_prevPositions.IsCreated) _prevPositions.Dispose();
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if (_nextPositions.IsCreated) _nextPositions.Dispose();
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if (_nextRotations.IsCreated) _nextRotations.Dispose();
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if (_clothUsedParticles.IsCreated) _clothUsedParticles.Dispose();
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if (_clothRects.IsCreated) _clothRects.Dispose();
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}
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(int index, bool isNew) GetTransformIndex(Transform t,
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@@ -178,8 +181,8 @@ namespace RotateParticle.Jobs
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//
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// cloths
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//
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HashSet<int> clothUsedParticles = new();
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List<(SpringConstraint, SphereTriangle.ClothRect)> clothRects = new();
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_clothUsedParticles = new(_transforms.Count, Allocator.Persistent);
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var cloths = vrm.GetComponentsInChildren<RectCloth>();
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foreach (var cloth in cloths)
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{
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@@ -196,10 +199,10 @@ namespace RotateParticle.Jobs
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var b = s1.Particles[j];
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var c = s1.Particles[j - 1];
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var d = s0.Particles[j - 1];
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clothUsedParticles.Add(_transforms.IndexOf(a.Transform));
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clothUsedParticles.Add(_transforms.IndexOf(b.Transform));
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clothUsedParticles.Add(_transforms.IndexOf(c.Transform));
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clothUsedParticles.Add(_transforms.IndexOf(d.Transform));
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_clothUsedParticles[_transforms.IndexOf(a.Transform)] = true;
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_clothUsedParticles[_transforms.IndexOf(b.Transform)] = true;
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_clothUsedParticles[_transforms.IndexOf(c.Transform)] = true;
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_clothUsedParticles[_transforms.IndexOf(d.Transform)] = true;
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if (i % 2 == 1)
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{
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// 互い違いに
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@@ -234,10 +237,10 @@ namespace RotateParticle.Jobs
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var b = s1.Particles[j];
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var c = s1.Particles[j - 1];
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var d = s0.Particles[j - 1];
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clothUsedParticles.Add(_transforms.IndexOf(a.Transform));
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clothUsedParticles.Add(_transforms.IndexOf(b.Transform));
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clothUsedParticles.Add(_transforms.IndexOf(c.Transform));
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clothUsedParticles.Add(_transforms.IndexOf(d.Transform));
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_clothUsedParticles[_transforms.IndexOf(a.Transform)] = true;
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_clothUsedParticles[_transforms.IndexOf(b.Transform)] = true;
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_clothUsedParticles[_transforms.IndexOf(c.Transform)] = true;
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_clothUsedParticles[_transforms.IndexOf(d.Transform)] = true;
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if (i % 2 == 1)
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{
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// 互い違いに
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@@ -263,6 +266,7 @@ namespace RotateParticle.Jobs
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}
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}
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}
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_clothRects = new(clothRects.ToArray(), Allocator.Persistent);
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}
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private static BlittableColliderType TranslateColliderType(VRM10SpringBoneColliderTypes colliderType)
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@@ -56,7 +56,7 @@ namespace RotateParticle
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return Color.gray;
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}
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HashSet<int> _clothUsedParticles = new();
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bool[] _clothUsedParticles;
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void IDisposable.Dispose()
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{
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@@ -67,6 +67,7 @@ namespace RotateParticle
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ParticleList list,
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Dictionary<WarpRoot, Strand> strandMap)
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{
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_clothUsedParticles = new bool[_list._particles.Count];
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for (int i = 1; i < cloth.Warps.Count; ++i)
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{
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var s0 = strandMap[cloth.Warps[i - 1]];
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@@ -80,10 +81,10 @@ namespace RotateParticle
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var b = s1.Particles[j];
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var c = s1.Particles[j - 1];
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var d = s0.Particles[j - 1];
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_clothUsedParticles.Add(a.Init.Index);
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_clothUsedParticles.Add(b.Init.Index);
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_clothUsedParticles.Add(c.Init.Index);
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_clothUsedParticles.Add(d.Init.Index);
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_clothUsedParticles[a.Init.Index] = true;
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_clothUsedParticles[b.Init.Index] = true;
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_clothUsedParticles[c.Init.Index] = true;
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_clothUsedParticles[d.Init.Index] = true;
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if (i % 2 == 1)
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{
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// 互い違いに
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@@ -116,10 +117,10 @@ namespace RotateParticle
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var b = s1.Particles[j];
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var c = s1.Particles[j - 1];
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var d = s0.Particles[j - 1];
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_clothUsedParticles.Add(a.Init.Index);
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_clothUsedParticles.Add(b.Init.Index);
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_clothUsedParticles.Add(c.Init.Index);
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_clothUsedParticles.Add(d.Init.Index);
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_clothUsedParticles[a.Init.Index] = true;
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_clothUsedParticles[b.Init.Index] = true;
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_clothUsedParticles[c.Init.Index] = true;
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_clothUsedParticles[d.Init.Index] = true;
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if (i % 2 == 1)
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{
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// 互い違いに
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@@ -268,7 +269,7 @@ namespace RotateParticle
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for (int j = 0; j < _list._particles.Count; ++j)
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{
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// using var prof = new ProfileSample("Collision: Strand");
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if (_clothUsedParticles.Contains(j))
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if (_clothUsedParticles[j])
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{
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// 布で処理された
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continue;
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