diff --git a/Assets/VRM10_Samples/ClothSample/RotateParticle/Runtime/Jobs/Collision.cs b/Assets/VRM10_Samples/ClothSample/RotateParticle/Runtime/Jobs/Collision.cs index b2e7893c2..81cfaa6e7 100644 --- a/Assets/VRM10_Samples/ClothSample/RotateParticle/Runtime/Jobs/Collision.cs +++ b/Assets/VRM10_Samples/ClothSample/RotateParticle/Runtime/Jobs/Collision.cs @@ -11,9 +11,9 @@ namespace RotateParticle.Jobs { [WriteOnly] public NativeArray CurrentCollider; - public void Execute(int index, TransformAccess transform) + public void Execute(int colliderIndex, TransformAccess transform) { - CurrentCollider[index] = transform.localToWorldMatrix; + CurrentCollider[colliderIndex] = transform.localToWorldMatrix; } } @@ -24,18 +24,18 @@ namespace RotateParticle.Jobs [ReadOnly] public NativeArray Info; [NativeDisableParallelForRestriction] public NativeArray NextPositions; - public void Execute(int index) + public void Execute(int particleIndex) { - var info = Info[index]; - var pos = NextPositions[index]; - for (int i = 0; i < Colliders.Length; ++i) + var info = Info[particleIndex]; + var pos = NextPositions[particleIndex]; + for (int colliderIndex = 0; colliderIndex < Colliders.Length; ++colliderIndex) { - var c = Colliders[i]; + var c = Colliders[colliderIndex]; switch (c.colliderType) { case BlittableColliderType.Sphere: { - var col_pos = CurrentColliders[i].MultiplyPoint(c.offset); + var col_pos = CurrentColliders[colliderIndex].MultiplyPoint(c.offset); var d = Vector3.Distance(pos, col_pos); var min_d = info.Settings.radius + c.radius; if (d < min_d) @@ -51,7 +51,7 @@ namespace RotateParticle.Jobs break; } } - NextPositions[index] = pos; + NextPositions[particleIndex] = pos; } } } \ No newline at end of file diff --git a/Assets/VRM10_Samples/ClothSample/RotateParticle/Runtime/Jobs/Particle.cs b/Assets/VRM10_Samples/ClothSample/RotateParticle/Runtime/Jobs/Particle.cs index e64eead76..64d99fe7f 100644 --- a/Assets/VRM10_Samples/ClothSample/RotateParticle/Runtime/Jobs/Particle.cs +++ b/Assets/VRM10_Samples/ClothSample/RotateParticle/Runtime/Jobs/Particle.cs @@ -41,15 +41,15 @@ namespace RotateParticle.Jobs [ReadOnly] public NativeArray Info; [WriteOnly] public NativeArray InputData; [WriteOnly] public NativeArray CurrentPositions; - public void Execute(int index, TransformAccess transform) + public void Execute(int particleIndex, TransformAccess transform) { - InputData[index] = new TransformData(transform); + InputData[particleIndex] = new TransformData(transform); - var particle = Info[index]; + var particle = Info[particleIndex]; if (particle.TransformType.PositionInput()) { // only warp root position update - CurrentPositions[index] = transform.position; + CurrentPositions[particleIndex] = transform.position; } } } @@ -64,9 +64,9 @@ namespace RotateParticle.Jobs [WriteOnly] public NativeArray NextPositions; [WriteOnly] public NativeArray NextRotations; - public void Execute(int index) + public void Execute(int particleIndex) { - var particle = Info[index]; + var particle = Info[particleIndex]; if (particle.TransformType.Movable()) { var parentIndex = particle.ParentIndex; @@ -76,22 +76,22 @@ namespace RotateParticle.Jobs var external = (particle.Settings.gravityDir * particle.Settings.gravityPower + Frame.Force) * Frame.DeltaTime; - var newPosition = CurrentPositions[index] - + (CurrentPositions[index] - PrevPositions[index]) * (1.0f - particle.Settings.dragForce) + var newPosition = CurrentPositions[particleIndex] + + (CurrentPositions[particleIndex] - PrevPositions[particleIndex]) * (1.0f - particle.Settings.dragForce) + parentParentRotation * parent.InitLocalRotation * particle.InitLocalPosition * particle.Settings.stiffnessForce * Frame.DeltaTime // 親の回転による子ボーンの移動目標 + external ; - NextPositions[index] = newPosition; + NextPositions[particleIndex] = newPosition; } else { // kinematic - NextPositions[index] = CurrentPositions[index]; + NextPositions[particleIndex] = CurrentPositions[particleIndex]; } - NextRotations[index] = CurrentTransforms[index].Rotation; + NextRotations[particleIndex] = CurrentTransforms[particleIndex].Rotation; } } @@ -103,15 +103,15 @@ namespace RotateParticle.Jobs [ReadOnly] public NativeArray Warps; [ReadOnly] public NativeArray Info; [NativeDisableParallelForRestriction] public NativeArray NextPositions; - public void Execute(int index) + public void Execute(int warpIndex) { - var warp = Warps[index]; - for (int i = warp.StartIndex; i < warp.EndIndex - 1; ++i) + var warp = Warps[warpIndex]; + for (int particleIndex = warp.StartIndex; particleIndex < warp.EndIndex - 1; ++particleIndex) { // 位置を長さで拘束 - NextPositions[i + 1] = NextPositions[i] + - (NextPositions[i + 1] - NextPositions[i]).normalized - * Info[i + 1].InitLocalPosition.magnitude; + NextPositions[particleIndex + 1] = NextPositions[particleIndex] + + (NextPositions[particleIndex + 1] - NextPositions[particleIndex]).normalized + * Info[particleIndex + 1].InitLocalPosition.magnitude; } } } @@ -126,17 +126,17 @@ namespace RotateParticle.Jobs [ReadOnly] public NativeArray CurrentTransforms; [NativeDisableParallelForRestriction] public NativeArray NextPositions; [NativeDisableParallelForRestriction] public NativeArray NextRotations; - public void Execute(int index) + public void Execute(int warpIndex) { - var warp = Warps[index]; - for (int i = warp.StartIndex; i < warp.EndIndex - 1; ++i) + var warp = Warps[warpIndex]; + for (int particleIndex = warp.StartIndex; particleIndex < warp.EndIndex - 1; ++particleIndex) { //回転を適用 - var p = Info[i]; - var rotation = NextRotations[p.ParentIndex] * Info[i].InitLocalRotation; - NextRotations[i] = Quaternion.FromToRotation( - rotation * Info[i + 1].InitLocalPosition, - NextPositions[i + 1] - NextPositions[i]) * rotation; + var p = Info[particleIndex]; + var rotation = NextRotations[p.ParentIndex] * Info[particleIndex].InitLocalRotation; + NextRotations[particleIndex] = Quaternion.FromToRotation( + rotation * Info[particleIndex + 1].InitLocalPosition, + NextPositions[particleIndex + 1] - NextPositions[particleIndex]) * rotation; } } } @@ -146,12 +146,12 @@ namespace RotateParticle.Jobs { [ReadOnly] public NativeArray Info; [ReadOnly] public NativeArray NextRotations; - public void Execute(int index, TransformAccess transform) + public void Execute(int particleIndex, TransformAccess transform) { - var info = Info[index]; + var info = Info[particleIndex]; if (info.TransformType.Writable()) { - transform.rotation = NextRotations[index]; + transform.rotation = NextRotations[particleIndex]; } } }