mirror of
https://github.com/vrm-c/UniVRM.git
synced 2026-06-02 22:14:30 -05:00
FastSpringBoneBufferCombiner の責務を分割。
- FastSpringBoneCombinedBuffer 統合バッファ - FastSpringBoneBufferCombiner 統合前バッファの登録管理
This commit is contained in:
parent
580a10d960
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6917f195f1
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@ -1,67 +1,26 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Unity.Collections;
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using Unity.Jobs;
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using UnityEngine;
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using UnityEngine.Jobs;
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using UnityEngine.Profiling;
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using UniGLTF.SpringBoneJobs.Blittables;
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using UniGLTF.SpringBoneJobs.InputPorts;
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#if ENABLE_SPRINGBONE_BURST
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using Unity.Burst;
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#endif
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namespace UniGLTF.SpringBoneJobs
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{
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/// <summary>
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/// FastSpringBoneの処理に利用するバッファを全て結合して持つクラス
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/// CombinedBuffer 構築を管理する
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///
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/// - FastSpringBoneBuffer(Vrm-1.0 一体分の情報)を登録・削除する。
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/// - 再構築する。登録・削除後に反映するために呼び出す。
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/// - (TODO) FastSpringBoneBuffer一体分の回転初期化を実行する。
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///
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/// </summary>
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public sealed class FastSpringBoneBufferCombiner : IDisposable
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{
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// 長さと index 同じ
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private NativeArray<BlittableJointImmutable> _logics;
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private NativeArray<BlittableJointMutable> _joints;
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private NativeArray<Vector3> _prevTails;
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private NativeArray<Vector3> _currentTails;
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private NativeArray<Vector3> _nextTails;
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private NativeArray<BlittableSpring> _springs;
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private NativeArray<BlittableCollider> _colliders;
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private NativeArray<BlittableTransform> _transforms;
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private TransformAccessArray _transformAccessArray;
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private FastSpringBoneCombinedBuffer _combinedBuffer;
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public FastSpringBoneCombinedBuffer Combined => _combinedBuffer;
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private readonly LinkedList<FastSpringBoneBuffer> _buffers = new LinkedList<FastSpringBoneBuffer>();
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private FastSpringBoneBuffer[] _batchedBuffers;
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private int[] _batchedBufferLogicSizes;
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private bool _isDirty;
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public NativeArray<BlittableJointImmutable> Logics => _logics;
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public NativeArray<BlittableJointMutable> Joints => _joints;
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public NativeArray<Vector3> PrevTails => _prevTails;
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public NativeArray<Vector3> CurrentTails => _currentTails;
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public NativeArray<Vector3> NextTails => _nextTails;
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public NativeArray<BlittableSpring> Springs => _springs;
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public NativeArray<BlittableCollider> Colliders => _colliders;
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public NativeArray<BlittableTransform> Transforms => _transforms;
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public TransformAccessArray TransformAccessArray => _transformAccessArray;
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public bool HasBuffer => _batchedBuffers != null && _batchedBuffers.Length > 0;
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public void FlipBuffer()
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{
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var tmp = _prevTails;
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_prevTails = _currentTails;
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_currentTails = _nextTails;
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_nextTails = tmp;
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}
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public bool HasBuffer => _buffers.Count > 0 && _combinedBuffer != null;
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public void Register(FastSpringBoneBuffer buffer)
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{
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@ -90,27 +49,6 @@ namespace UniGLTF.SpringBoneJobs
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return handle;
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}
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/// <summary>
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/// バッチングされたバッファから、個々のバッファへと値を戻す
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/// バッファの再構築前にこの処理を行わないと、揺れの状態がリセットされてしまい、不自然な挙動になる
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/// </summary>
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private void SaveToSourceBuffer()
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{
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if (_batchedBuffers == null) return;
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var logicsIndex = 0;
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for (var i = 0; i < _batchedBuffers.Length; ++i)
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{
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var length = _batchedBufferLogicSizes[i];
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if (!_batchedBuffers[i].IsDisposed && length > 0)
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{
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NativeArray<BlittableJointImmutable>.Copy(_logics, logicsIndex, _batchedBuffers[i].Logics, 0, length);
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}
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logicsIndex += length;
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}
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}
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/// <summary>
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/// バッファを再構築する
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/// </summary>
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@ -118,254 +56,31 @@ namespace UniGLTF.SpringBoneJobs
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{
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Profiler.BeginSample("FastSpringBone.ReconstructBuffers");
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Profiler.BeginSample("FastSpringBone.ReconstructBuffers.SaveToSourceBuffer");
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SaveToSourceBuffer();
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Profiler.EndSample();
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Profiler.BeginSample("FastSpringBone.ReconstructBuffers.DisposeBuffers");
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DisposeAllBuffers();
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Profiler.EndSample();
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var springsCount = 0;
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var collidersCount = 0;
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var logicsCount = 0;
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var transformsCount = 0;
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Profiler.BeginSample("FastSpringBone.ReconstructBuffers.CopyToBatchedBuffers");
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_batchedBuffers = _buffers.ToArray();
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_batchedBufferLogicSizes = _batchedBuffers.Select(buffer => buffer.Logics.Length).ToArray();
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Profiler.EndSample();
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// バッファを数える
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Profiler.BeginSample("FastSpringBone.ReconstructBuffers.CountBufferSize");
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foreach (var buffer in _buffers)
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if (_combinedBuffer is FastSpringBoneCombinedBuffer combined)
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{
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springsCount += buffer.Springs.Length;
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collidersCount += buffer.Colliders.Length;
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logicsCount += buffer.Logics.Length;
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transformsCount += buffer.BlittableTransforms.Length;
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Profiler.BeginSample("FastSpringBone.ReconstructBuffers.SaveToSourceBuffer");
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combined.SaveToSourceBuffer();
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Profiler.EndSample();
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// TODO: Dispose せずに再利用?
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combined.Dispose();
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}
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Profiler.EndSample();
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// バッファの構築
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Profiler.BeginSample("FastSpringBone.ReconstructBuffers.CreateBuffers");
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_logics = new NativeArray<BlittableJointImmutable>(logicsCount, Allocator.Persistent);
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_joints = new NativeArray<BlittableJointMutable>(logicsCount, Allocator.Persistent);
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_prevTails = new NativeArray<Vector3>(logicsCount, Allocator.Persistent);
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_currentTails = new NativeArray<Vector3>(logicsCount, Allocator.Persistent);
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_nextTails = new NativeArray<Vector3>(logicsCount, Allocator.Persistent);
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_springs = new NativeArray<BlittableSpring>(springsCount, Allocator.Persistent);
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_colliders = new NativeArray<BlittableCollider>(collidersCount, Allocator.Persistent);
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_transforms = new NativeArray<BlittableTransform>(transformsCount, Allocator.Persistent);
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Profiler.EndSample();
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Profiler.BeginSample("FastSpringBone.ReconstructBuffers.ScheduleLoadBufferJobs");
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var springsOffset = 0;
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var collidersOffset = 0;
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var logicsOffset = 0;
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var transformOffset = 0;
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for (var i = 0; i < _batchedBuffers.Length; i++)
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{
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var buffer = _batchedBuffers[i];
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// バッファの読み込みをスケジュール
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handle = new LoadTransformsJob
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{
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SrcTransforms = buffer.BlittableTransforms,
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DestTransforms = new NativeSlice<BlittableTransform>(_transforms, transformOffset,
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buffer.BlittableTransforms.Length)
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}.Schedule(buffer.BlittableTransforms.Length, 1, handle);
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handle = new LoadSpringsJob
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{
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SrcSprings = buffer.Springs,
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DestSprings = new NativeSlice<BlittableSpring>(_springs, springsOffset, buffer.Springs.Length),
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CollidersOffset = collidersOffset,
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LogicsOffset = logicsOffset,
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TransformOffset = transformOffset,
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}.Schedule(buffer.Springs.Length, 1, handle);
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handle = new LoadCollidersJob
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{
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SrcColliders = buffer.Colliders,
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DestColliders = new NativeSlice<BlittableCollider>(_colliders, collidersOffset, buffer.Colliders.Length)
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}.Schedule(buffer.Colliders.Length, 1, handle);
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handle = new OffsetLogicsJob
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{
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SrcLogics = buffer.Logics,
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SrcJoints = buffer.Joints,
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DestLogics = new NativeSlice<BlittableJointImmutable>(_logics, logicsOffset, buffer.Logics.Length),
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DestJoints = new NativeSlice<BlittableJointMutable>(_joints, logicsOffset, buffer.Logics.Length),
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}.Schedule(buffer.Logics.Length, 1, handle);
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springsOffset += buffer.Springs.Length;
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collidersOffset += buffer.Colliders.Length;
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logicsOffset += buffer.Logics.Length;
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transformOffset += buffer.BlittableTransforms.Length;
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}
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handle = InitCurrentTails(handle);
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// TransformAccessArrayの構築と並行してJobを行うため、この時点で走らせておく
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JobHandle.ScheduleBatchedJobs();
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Profiler.EndSample();
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// TransformAccessArrayの構築
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Profiler.BeginSample("FastSpringBone.ReconstructBuffers.LoadTransformAccessArray");
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var transforms = new Transform[transformsCount];
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var transformAccessArrayOffset = 0;
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foreach (var buffer in _batchedBuffers)
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{
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Array.Copy(buffer.Transforms, 0, transforms, transformAccessArrayOffset, buffer.Transforms.Length);
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transformAccessArrayOffset += buffer.BlittableTransforms.Length;
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}
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_transformAccessArray = new TransformAccessArray(transforms);
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Profiler.EndSample();
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handle = FastSpringBoneCombinedBuffer.Create(handle, _buffers, out _combinedBuffer);
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Profiler.EndSample();
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return handle;
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}
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/// <summary>
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/// Transform から currentTail を更新。
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/// prevTail も同じ内容にする(速度0)。
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/// </summary>
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/// <param name="handle"></param>
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/// <returns></returns>
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public JobHandle InitCurrentTails(JobHandle handle)
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{
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return new InitCurrentTailsJob
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{
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Logics = Logics,
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Transforms = Transforms,
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CurrentTails = CurrentTails,
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PrevTails = PrevTails,
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NextTails = NextTails,
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}.Schedule(Logics.Length, 1, handle);
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}
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private void DisposeAllBuffers()
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{
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if (_logics.IsCreated) _logics.Dispose();
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if (_joints.IsCreated) _joints.Dispose();
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if (_prevTails.IsCreated) _prevTails.Dispose();
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if (_currentTails.IsCreated) _currentTails.Dispose();
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if (_nextTails.IsCreated) _nextTails.Dispose();
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if (_springs.IsCreated) _springs.Dispose();
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if (_colliders.IsCreated) _colliders.Dispose();
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if (_transforms.IsCreated) _transforms.Dispose();
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if (_transformAccessArray.isCreated) _transformAccessArray.Dispose();
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}
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public void Dispose()
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{
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DisposeAllBuffers();
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}
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#if ENABLE_SPRINGBONE_BURST
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[BurstCompile]
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#endif
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private struct LoadTransformsJob : IJobParallelFor
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{
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[ReadOnly] public NativeArray<BlittableTransform> SrcTransforms;
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[WriteOnly] public NativeSlice<BlittableTransform> DestTransforms;
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public void Execute(int index)
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if (_combinedBuffer is FastSpringBoneCombinedBuffer combined)
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{
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DestTransforms[index] = SrcTransforms[index];
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}
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}
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#if ENABLE_SPRINGBONE_BURST
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[BurstCompile]
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#endif
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private struct LoadSpringsJob : IJobParallelFor
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{
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[ReadOnly] public NativeArray<BlittableSpring> SrcSprings;
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[WriteOnly] public NativeSlice<BlittableSpring> DestSprings;
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public int CollidersOffset;
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public int LogicsOffset;
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public int TransformOffset;
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public void Execute(int index)
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{
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var spring = SrcSprings[index];
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spring.colliderSpan.startIndex += CollidersOffset;
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spring.logicSpan.startIndex += LogicsOffset;
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spring.transformIndexOffset = TransformOffset;
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DestSprings[index] = spring;
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}
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}
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#if ENABLE_SPRINGBONE_BURST
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[BurstCompile]
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#endif
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private struct LoadCollidersJob : IJobParallelFor
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{
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[ReadOnly] public NativeArray<BlittableCollider> SrcColliders;
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[WriteOnly] public NativeSlice<BlittableCollider> DestColliders;
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public void Execute(int index)
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{
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DestColliders[index] = SrcColliders[index];
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}
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}
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#if ENABLE_SPRINGBONE_BURST
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[BurstCompile]
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#endif
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private struct OffsetLogicsJob : IJobParallelFor
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{
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[ReadOnly] public NativeSlice<BlittableJointImmutable> SrcLogics;
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[ReadOnly] public NativeSlice<BlittableJointMutable> SrcJoints;
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[WriteOnly] public NativeSlice<BlittableJointImmutable> DestLogics;
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[WriteOnly] public NativeSlice<BlittableJointMutable> DestJoints;
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public void Execute(int index)
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{
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DestLogics[index] = SrcLogics[index];
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DestJoints[index] = SrcJoints[index];
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}
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}
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#if ENABLE_SPRINGBONE_BURST
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[BurstCompile]
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#endif
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private struct InitCurrentTailsJob : IJobParallelFor
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{
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[ReadOnly] public NativeArray<BlittableJointImmutable> Logics;
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[ReadOnly] public NativeArray<BlittableTransform> Transforms;
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[WriteOnly] public NativeSlice<Vector3> CurrentTails;
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[WriteOnly] public NativeSlice<Vector3> PrevTails;
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[WriteOnly] public NativeSlice<Vector3> NextTails;
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public void Execute(int jointIndex)
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{
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var tailIndex = Logics[jointIndex].tailTransformIndex;
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if (tailIndex == -1)
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{
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// tail 無い
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var tail = Transforms[Logics[jointIndex].headTransformIndex];
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CurrentTails[jointIndex] = tail.position;
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PrevTails[jointIndex] = tail.position;
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NextTails[jointIndex] = tail.position;
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}
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else
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{
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var tail = Transforms[tailIndex];
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CurrentTails[jointIndex] = tail.position;
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PrevTails[jointIndex] = tail.position;
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NextTails[jointIndex] = tail.position;
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}
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combined.Dispose();
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_combinedBuffer = null;
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}
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}
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}
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@ -0,0 +1,334 @@
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#if ENABLE_SPRINGBONE_BURST
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using Unity.Burst;
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#endif
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using UniGLTF.SpringBoneJobs.Blittables;
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using UniGLTF.SpringBoneJobs.InputPorts;
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using Unity.Collections;
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using Unity.Jobs;
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using UnityEngine;
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using UnityEngine.Jobs;
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using UnityEngine.Profiling;
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namespace UniGLTF.SpringBoneJobs
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{
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/// <summary>
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/// FastSpringBoneの処理に利用するバッファを全て結合して持つクラス
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/// </summary>
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public class FastSpringBoneCombinedBuffer : IDisposable
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{
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// 長さと index 同じ
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private NativeArray<BlittableJointImmutable> _logics;
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private NativeArray<BlittableJointMutable> _joints;
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private NativeArray<Vector3> _prevTails;
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private NativeArray<Vector3> _currentTails;
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private NativeArray<Vector3> _nextTails;
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private NativeArray<BlittableSpring> _springs;
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private NativeArray<BlittableCollider> _colliders;
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private NativeArray<BlittableTransform> _transforms;
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private TransformAccessArray _transformAccessArray;
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public NativeArray<BlittableJointImmutable> Logics => _logics;
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public NativeArray<BlittableJointMutable> Joints => _joints;
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public NativeArray<Vector3> PrevTails => _prevTails;
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public NativeArray<Vector3> CurrentTails => _currentTails;
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public NativeArray<Vector3> NextTails => _nextTails;
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public NativeArray<BlittableSpring> Springs => _springs;
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public NativeArray<BlittableCollider> Colliders => _colliders;
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public NativeArray<BlittableTransform> Transforms => _transforms;
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public TransformAccessArray TransformAccessArray => _transformAccessArray;
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// 構築情報
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private FastSpringBoneBuffer[] _batchedBuffers;
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private int[] _batchedBufferLogicSizes;
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private FastSpringBoneCombinedBuffer(int logicsCount, int springsCount, int collidersCount, int transformsCount,
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FastSpringBoneBuffer[] batchedBuffers,
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int[] batchedBufferLogicSizes
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)
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{
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_logics = new NativeArray<BlittableJointImmutable>(logicsCount, Allocator.Persistent);
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_joints = new NativeArray<BlittableJointMutable>(logicsCount, Allocator.Persistent);
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_prevTails = new NativeArray<Vector3>(logicsCount, Allocator.Persistent);
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_currentTails = new NativeArray<Vector3>(logicsCount, Allocator.Persistent);
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_nextTails = new NativeArray<Vector3>(logicsCount, Allocator.Persistent);
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_springs = new NativeArray<BlittableSpring>(springsCount, Allocator.Persistent);
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_colliders = new NativeArray<BlittableCollider>(collidersCount, Allocator.Persistent);
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_transforms = new NativeArray<BlittableTransform>(transformsCount, Allocator.Persistent);
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_batchedBuffers = batchedBuffers;
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_batchedBufferLogicSizes = batchedBufferLogicSizes;
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}
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internal static JobHandle Create(JobHandle handle,
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LinkedList<FastSpringBoneBuffer> _buffers, out FastSpringBoneCombinedBuffer combined)
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{
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Profiler.BeginSample("FastSpringBone.ReconstructBuffers.CopyToBatchedBuffers");
|
||||
var batchedBuffers = _buffers.ToArray();
|
||||
var batchedBufferLogicSizes = batchedBuffers.Select(buffer => buffer.Logics.Length).ToArray();
|
||||
Profiler.EndSample();
|
||||
|
||||
// バッファを数える
|
||||
Profiler.BeginSample("FastSpringBone.ReconstructBuffers.CountBufferSize");
|
||||
var springsCount = 0;
|
||||
var collidersCount = 0;
|
||||
var logicsCount = 0;
|
||||
var transformsCount = 0;
|
||||
foreach (var buffer in _buffers)
|
||||
{
|
||||
springsCount += buffer.Springs.Length;
|
||||
collidersCount += buffer.Colliders.Length;
|
||||
logicsCount += buffer.Logics.Length;
|
||||
transformsCount += buffer.BlittableTransforms.Length;
|
||||
}
|
||||
Profiler.EndSample();
|
||||
|
||||
// バッファの構築
|
||||
Profiler.BeginSample("FastSpringBone.ReconstructBuffers.CreateBuffers");
|
||||
combined = new FastSpringBoneCombinedBuffer(logicsCount, springsCount, collidersCount, transformsCount,
|
||||
batchedBuffers, batchedBufferLogicSizes);
|
||||
Profiler.EndSample();
|
||||
|
||||
return combined.Batching(handle);
|
||||
}
|
||||
|
||||
private JobHandle Batching(JobHandle handle)
|
||||
{
|
||||
Profiler.BeginSample("FastSpringBone.ReconstructBuffers.ScheduleLoadBufferJobs");
|
||||
var springsOffset = 0;
|
||||
var collidersOffset = 0;
|
||||
var logicsOffset = 0;
|
||||
var transformOffset = 0;
|
||||
for (var i = 0; i < _batchedBuffers.Length; i++)
|
||||
{
|
||||
var buffer = _batchedBuffers[i];
|
||||
|
||||
// バッファの読み込みをスケジュール
|
||||
handle = new LoadTransformsJob
|
||||
{
|
||||
SrcTransforms = buffer.BlittableTransforms,
|
||||
DestTransforms = new NativeSlice<BlittableTransform>(_transforms, transformOffset,
|
||||
buffer.BlittableTransforms.Length)
|
||||
}.Schedule(buffer.BlittableTransforms.Length, 1, handle);
|
||||
|
||||
handle = new LoadSpringsJob
|
||||
{
|
||||
SrcSprings = buffer.Springs,
|
||||
DestSprings = new NativeSlice<BlittableSpring>(_springs, springsOffset, buffer.Springs.Length),
|
||||
CollidersOffset = collidersOffset,
|
||||
LogicsOffset = logicsOffset,
|
||||
TransformOffset = transformOffset,
|
||||
}.Schedule(buffer.Springs.Length, 1, handle);
|
||||
|
||||
handle = new LoadCollidersJob
|
||||
{
|
||||
SrcColliders = buffer.Colliders,
|
||||
DestColliders = new NativeSlice<BlittableCollider>(_colliders, collidersOffset, buffer.Colliders.Length)
|
||||
}.Schedule(buffer.Colliders.Length, 1, handle);
|
||||
|
||||
handle = new OffsetLogicsJob
|
||||
{
|
||||
SrcLogics = buffer.Logics,
|
||||
SrcJoints = buffer.Joints,
|
||||
|
||||
DestLogics = new NativeSlice<BlittableJointImmutable>(_logics, logicsOffset, buffer.Logics.Length),
|
||||
DestJoints = new NativeSlice<BlittableJointMutable>(_joints, logicsOffset, buffer.Logics.Length),
|
||||
}.Schedule(buffer.Logics.Length, 1, handle);
|
||||
|
||||
springsOffset += buffer.Springs.Length;
|
||||
collidersOffset += buffer.Colliders.Length;
|
||||
logicsOffset += buffer.Logics.Length;
|
||||
transformOffset += buffer.BlittableTransforms.Length;
|
||||
}
|
||||
|
||||
handle = InitCurrentTails(handle);
|
||||
|
||||
// TransformAccessArrayの構築と並行してJobを行うため、この時点で走らせておく
|
||||
JobHandle.ScheduleBatchedJobs();
|
||||
Profiler.EndSample();
|
||||
|
||||
// TransformAccessArrayの構築
|
||||
Profiler.BeginSample("FastSpringBone.ReconstructBuffers.LoadTransformAccessArray");
|
||||
var transforms = new Transform[_transforms.Length];
|
||||
var transformAccessArrayOffset = 0;
|
||||
foreach (var buffer in _batchedBuffers)
|
||||
{
|
||||
Array.Copy(buffer.Transforms, 0, transforms, transformAccessArrayOffset, buffer.Transforms.Length);
|
||||
transformAccessArrayOffset += buffer.BlittableTransforms.Length;
|
||||
}
|
||||
|
||||
_transformAccessArray = new TransformAccessArray(transforms);
|
||||
Profiler.EndSample();
|
||||
|
||||
return handle;
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
if (_logics.IsCreated) _logics.Dispose();
|
||||
if (_joints.IsCreated) _joints.Dispose();
|
||||
if (_prevTails.IsCreated) _prevTails.Dispose();
|
||||
if (_currentTails.IsCreated) _currentTails.Dispose();
|
||||
if (_nextTails.IsCreated) _nextTails.Dispose();
|
||||
if (_springs.IsCreated) _springs.Dispose();
|
||||
if (_colliders.IsCreated) _colliders.Dispose();
|
||||
if (_transforms.IsCreated) _transforms.Dispose();
|
||||
if (_transformAccessArray.isCreated) _transformAccessArray.Dispose();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// バッチングされたバッファから、個々のバッファへと値を戻す
|
||||
/// Logics to _batchedBuffers[].Logics
|
||||
/// バッファの再構築前にこの処理を行わないと、揺れの状態がリセットされてしまい、不自然な挙動になる
|
||||
/// </summary>
|
||||
internal void SaveToSourceBuffer()
|
||||
{
|
||||
var logicsIndex = 0;
|
||||
for (var i = 0; i < _batchedBuffers.Length; ++i)
|
||||
{
|
||||
var length = _batchedBufferLogicSizes[i];
|
||||
if (!_batchedBuffers[i].IsDisposed && length > 0)
|
||||
{
|
||||
NativeArray<BlittableJointImmutable>.Copy(Logics, logicsIndex, _batchedBuffers[i].Logics, 0, length);
|
||||
}
|
||||
logicsIndex += length;
|
||||
}
|
||||
}
|
||||
|
||||
public void FlipBuffer()
|
||||
{
|
||||
var tmp = _prevTails;
|
||||
_prevTails = _currentTails;
|
||||
_currentTails = _nextTails;
|
||||
_nextTails = tmp;
|
||||
}
|
||||
|
||||
#if ENABLE_SPRINGBONE_BURST
|
||||
[BurstCompile]
|
||||
#endif
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
private struct LoadTransformsJob : IJobParallelFor
|
||||
{
|
||||
[ReadOnly] public NativeArray<BlittableTransform> SrcTransforms;
|
||||
[WriteOnly] public NativeSlice<BlittableTransform> DestTransforms;
|
||||
|
||||
public void Execute(int index)
|
||||
{
|
||||
DestTransforms[index] = SrcTransforms[index];
|
||||
}
|
||||
}
|
||||
|
||||
#if ENABLE_SPRINGBONE_BURST
|
||||
[BurstCompile]
|
||||
#endif
|
||||
private struct LoadSpringsJob : IJobParallelFor
|
||||
{
|
||||
[ReadOnly] public NativeArray<BlittableSpring> SrcSprings;
|
||||
[WriteOnly] public NativeSlice<BlittableSpring> DestSprings;
|
||||
|
||||
public int CollidersOffset;
|
||||
public int LogicsOffset;
|
||||
public int TransformOffset;
|
||||
|
||||
public void Execute(int index)
|
||||
{
|
||||
var spring = SrcSprings[index];
|
||||
spring.colliderSpan.startIndex += CollidersOffset;
|
||||
spring.logicSpan.startIndex += LogicsOffset;
|
||||
spring.transformIndexOffset = TransformOffset;
|
||||
DestSprings[index] = spring;
|
||||
}
|
||||
}
|
||||
|
||||
#if ENABLE_SPRINGBONE_BURST
|
||||
[BurstCompile]
|
||||
#endif
|
||||
private struct LoadCollidersJob : IJobParallelFor
|
||||
{
|
||||
[ReadOnly] public NativeArray<BlittableCollider> SrcColliders;
|
||||
[WriteOnly] public NativeSlice<BlittableCollider> DestColliders;
|
||||
|
||||
public void Execute(int index)
|
||||
{
|
||||
DestColliders[index] = SrcColliders[index];
|
||||
}
|
||||
}
|
||||
|
||||
#if ENABLE_SPRINGBONE_BURST
|
||||
[BurstCompile]
|
||||
#endif
|
||||
private struct OffsetLogicsJob : IJobParallelFor
|
||||
{
|
||||
[ReadOnly] public NativeSlice<BlittableJointImmutable> SrcLogics;
|
||||
[ReadOnly] public NativeSlice<BlittableJointMutable> SrcJoints;
|
||||
[WriteOnly] public NativeSlice<BlittableJointImmutable> DestLogics;
|
||||
[WriteOnly] public NativeSlice<BlittableJointMutable> DestJoints;
|
||||
|
||||
public void Execute(int index)
|
||||
{
|
||||
DestLogics[index] = SrcLogics[index];
|
||||
DestJoints[index] = SrcJoints[index];
|
||||
}
|
||||
}
|
||||
|
||||
#if ENABLE_SPRINGBONE_BURST
|
||||
[BurstCompile]
|
||||
#endif
|
||||
private struct InitCurrentTailsJob : IJobParallelFor
|
||||
{
|
||||
[ReadOnly] public NativeArray<BlittableJointImmutable> Logics;
|
||||
[ReadOnly] public NativeArray<BlittableTransform> Transforms;
|
||||
[WriteOnly] public NativeSlice<Vector3> CurrentTails;
|
||||
[WriteOnly] public NativeSlice<Vector3> PrevTails;
|
||||
[WriteOnly] public NativeSlice<Vector3> NextTails;
|
||||
|
||||
public void Execute(int jointIndex)
|
||||
{
|
||||
var tailIndex = Logics[jointIndex].tailTransformIndex;
|
||||
if (tailIndex == -1)
|
||||
{
|
||||
// tail 無い
|
||||
var tail = Transforms[Logics[jointIndex].headTransformIndex];
|
||||
CurrentTails[jointIndex] = tail.position;
|
||||
PrevTails[jointIndex] = tail.position;
|
||||
NextTails[jointIndex] = tail.position;
|
||||
}
|
||||
else
|
||||
{
|
||||
var tail = Transforms[tailIndex];
|
||||
CurrentTails[jointIndex] = tail.position;
|
||||
PrevTails[jointIndex] = tail.position;
|
||||
NextTails[jointIndex] = tail.position;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Transform から currentTail を更新。
|
||||
/// prevTail も同じ内容にする(速度0)。
|
||||
/// </summary>
|
||||
/// <param name="handle"></param>
|
||||
/// <returns></returns>
|
||||
public JobHandle InitCurrentTails(JobHandle handle)
|
||||
{
|
||||
return new InitCurrentTailsJob
|
||||
{
|
||||
Logics = Logics,
|
||||
Transforms = Transforms,
|
||||
CurrentTails = CurrentTails,
|
||||
PrevTails = PrevTails,
|
||||
NextTails = NextTails,
|
||||
}.Schedule(Logics.Length, 1, handle);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 0485fe3392c9d0246bfb6b44720b8153
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -26,30 +26,33 @@ namespace UniGLTF.SpringBoneJobs
|
|||
return handle;
|
||||
}
|
||||
|
||||
handle = new PullTransformJob
|
||||
if (_bufferCombiner.Combined is FastSpringBoneCombinedBuffer combined)
|
||||
{
|
||||
Transforms = _bufferCombiner.Transforms
|
||||
}.Schedule(_bufferCombiner.TransformAccessArray, handle);
|
||||
handle = new PullTransformJob
|
||||
{
|
||||
Transforms = combined.Transforms
|
||||
}.Schedule(combined.TransformAccessArray, handle);
|
||||
|
||||
_bufferCombiner.FlipBuffer();
|
||||
combined.FlipBuffer();
|
||||
|
||||
handle = new UpdateFastSpringBoneJob
|
||||
{
|
||||
Joints = _bufferCombiner.Joints,
|
||||
Logics = _bufferCombiner.Logics,
|
||||
CurrentTail = _bufferCombiner.CurrentTails,
|
||||
PrevTail = _bufferCombiner.PrevTails,
|
||||
NextTail = _bufferCombiner.NextTails,
|
||||
Springs = _bufferCombiner.Springs,
|
||||
Colliders = _bufferCombiner.Colliders,
|
||||
Transforms = _bufferCombiner.Transforms,
|
||||
DeltaTime = deltaTime,
|
||||
}.Schedule(_bufferCombiner.Springs.Length, 1, handle);
|
||||
handle = new UpdateFastSpringBoneJob
|
||||
{
|
||||
Joints = combined.Joints,
|
||||
Logics = combined.Logics,
|
||||
CurrentTail = combined.CurrentTails,
|
||||
PrevTail = combined.PrevTails,
|
||||
NextTail = combined.NextTails,
|
||||
Springs = combined.Springs,
|
||||
Colliders = combined.Colliders,
|
||||
Transforms = combined.Transforms,
|
||||
DeltaTime = deltaTime,
|
||||
}.Schedule(combined.Springs.Length, 1, handle);
|
||||
|
||||
handle = new PushTransformJob
|
||||
{
|
||||
Transforms = _bufferCombiner.Transforms
|
||||
}.Schedule(_bufferCombiner.TransformAccessArray, handle);
|
||||
handle = new PushTransformJob
|
||||
{
|
||||
Transforms = combined.Transforms
|
||||
}.Schedule(combined.TransformAccessArray, handle);
|
||||
}
|
||||
|
||||
return handle;
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user