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:
ousttrue 2024-10-01 19:10:35 +09:00
parent 580a10d960
commit 6917f195f1
4 changed files with 388 additions and 325 deletions

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@ -1,67 +1,26 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Unity.Collections;
using Unity.Jobs;
using UnityEngine;
using UnityEngine.Jobs;
using UnityEngine.Profiling;
using UniGLTF.SpringBoneJobs.Blittables;
using UniGLTF.SpringBoneJobs.InputPorts;
#if ENABLE_SPRINGBONE_BURST
using Unity.Burst;
#endif
namespace UniGLTF.SpringBoneJobs
{
/// <summary>
/// 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
/// CombinedBuffer 構築を管理する
///
/// - FastSpringBoneBuffer(Vrm-1.0 一体分の情報)を登録・削除する。
/// - 再構築する。登録・削除後に反映するために呼び出す。
/// - (TODO) FastSpringBoneBuffer一体分の回転初期化を実行する。
///
/// </summary>
public sealed class FastSpringBoneBufferCombiner : IDisposable
{
// 長さと index 同じ
private NativeArray<BlittableJointImmutable> _logics;
private NativeArray<BlittableJointMutable> _joints;
private NativeArray<Vector3> _prevTails;
private NativeArray<Vector3> _currentTails;
private NativeArray<Vector3> _nextTails;
private NativeArray<BlittableSpring> _springs;
private NativeArray<BlittableCollider> _colliders;
private NativeArray<BlittableTransform> _transforms;
private TransformAccessArray _transformAccessArray;
private FastSpringBoneCombinedBuffer _combinedBuffer;
public FastSpringBoneCombinedBuffer Combined => _combinedBuffer;
private readonly LinkedList<FastSpringBoneBuffer> _buffers = new LinkedList<FastSpringBoneBuffer>();
private FastSpringBoneBuffer[] _batchedBuffers;
private int[] _batchedBufferLogicSizes;
private bool _isDirty;
public NativeArray<BlittableJointImmutable> Logics => _logics;
public NativeArray<BlittableJointMutable> Joints => _joints;
public NativeArray<Vector3> PrevTails => _prevTails;
public NativeArray<Vector3> CurrentTails => _currentTails;
public NativeArray<Vector3> NextTails => _nextTails;
public NativeArray<BlittableSpring> Springs => _springs;
public NativeArray<BlittableCollider> Colliders => _colliders;
public NativeArray<BlittableTransform> Transforms => _transforms;
public TransformAccessArray TransformAccessArray => _transformAccessArray;
public bool HasBuffer => _batchedBuffers != null && _batchedBuffers.Length > 0;
public void FlipBuffer()
{
var tmp = _prevTails;
_prevTails = _currentTails;
_currentTails = _nextTails;
_nextTails = tmp;
}
public bool HasBuffer => _buffers.Count > 0 && _combinedBuffer != null;
public void Register(FastSpringBoneBuffer buffer)
{
@ -90,27 +49,6 @@ namespace UniGLTF.SpringBoneJobs
return handle;
}
/// <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
/// 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>
private void SaveToSourceBuffer()
{
if (_batchedBuffers == null) return;
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;
}
}
/// <summary>
/// バッファを再構築する
/// </summary>
@ -118,254 +56,31 @@ namespace UniGLTF.SpringBoneJobs
{
Profiler.BeginSample("FastSpringBone.ReconstructBuffers");
Profiler.BeginSample("FastSpringBone.ReconstructBuffers.SaveToSourceBuffer");
SaveToSourceBuffer();
Profiler.EndSample();
Profiler.BeginSample("FastSpringBone.ReconstructBuffers.DisposeBuffers");
DisposeAllBuffers();
Profiler.EndSample();
var springsCount = 0;
var collidersCount = 0;
var logicsCount = 0;
var transformsCount = 0;
Profiler.BeginSample("FastSpringBone.ReconstructBuffers.CopyToBatchedBuffers");
_batchedBuffers = _buffers.ToArray();
_batchedBufferLogicSizes = _batchedBuffers.Select(buffer => buffer.Logics.Length).ToArray();
Profiler.EndSample();
// バッファを数える
Profiler.BeginSample("FastSpringBone.ReconstructBuffers.CountBufferSize");
foreach (var buffer in _buffers)
if (_combinedBuffer is FastSpringBoneCombinedBuffer combined)
{
springsCount += buffer.Springs.Length;
collidersCount += buffer.Colliders.Length;
logicsCount += buffer.Logics.Length;
transformsCount += buffer.BlittableTransforms.Length;
Profiler.BeginSample("FastSpringBone.ReconstructBuffers.SaveToSourceBuffer");
combined.SaveToSourceBuffer();
Profiler.EndSample();
// TODO: Dispose せずに再利用?
combined.Dispose();
}
Profiler.EndSample();
// バッファの構築
Profiler.BeginSample("FastSpringBone.ReconstructBuffers.CreateBuffers");
_logics = new NativeArray<BlittableJointImmutable>(logicsCount, Allocator.Persistent);
_joints = new NativeArray<BlittableJointMutable>(logicsCount, Allocator.Persistent);
_prevTails = new NativeArray<Vector3>(logicsCount, Allocator.Persistent);
_currentTails = new NativeArray<Vector3>(logicsCount, Allocator.Persistent);
_nextTails = new NativeArray<Vector3>(logicsCount, Allocator.Persistent);
_springs = new NativeArray<BlittableSpring>(springsCount, Allocator.Persistent);
_colliders = new NativeArray<BlittableCollider>(collidersCount, Allocator.Persistent);
_transforms = new NativeArray<BlittableTransform>(transformsCount, Allocator.Persistent);
Profiler.EndSample();
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[transformsCount];
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();
handle = FastSpringBoneCombinedBuffer.Create(handle, _buffers, out _combinedBuffer);
Profiler.EndSample();
return handle;
}
/// <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);
}
private void DisposeAllBuffers()
{
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();
}
public void Dispose()
{
DisposeAllBuffers();
}
#if ENABLE_SPRINGBONE_BURST
[BurstCompile]
#endif
private struct LoadTransformsJob : IJobParallelFor
{
[ReadOnly] public NativeArray<BlittableTransform> SrcTransforms;
[WriteOnly] public NativeSlice<BlittableTransform> DestTransforms;
public void Execute(int index)
if (_combinedBuffer is FastSpringBoneCombinedBuffer combined)
{
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;
}
combined.Dispose();
_combinedBuffer = null;
}
}
}

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@ -0,0 +1,334 @@
#if ENABLE_SPRINGBONE_BURST
using Unity.Burst;
#endif
using System;
using System.Collections.Generic;
using System.Linq;
using UniGLTF.SpringBoneJobs.Blittables;
using UniGLTF.SpringBoneJobs.InputPorts;
using Unity.Collections;
using Unity.Jobs;
using UnityEngine;
using UnityEngine.Jobs;
using UnityEngine.Profiling;
namespace UniGLTF.SpringBoneJobs
{
/// <summary>
/// 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
/// </summary>
public class FastSpringBoneCombinedBuffer : IDisposable
{
// 長さと index 同じ
private NativeArray<BlittableJointImmutable> _logics;
private NativeArray<BlittableJointMutable> _joints;
private NativeArray<Vector3> _prevTails;
private NativeArray<Vector3> _currentTails;
private NativeArray<Vector3> _nextTails;
private NativeArray<BlittableSpring> _springs;
private NativeArray<BlittableCollider> _colliders;
private NativeArray<BlittableTransform> _transforms;
private TransformAccessArray _transformAccessArray;
public NativeArray<BlittableJointImmutable> Logics => _logics;
public NativeArray<BlittableJointMutable> Joints => _joints;
public NativeArray<Vector3> PrevTails => _prevTails;
public NativeArray<Vector3> CurrentTails => _currentTails;
public NativeArray<Vector3> NextTails => _nextTails;
public NativeArray<BlittableSpring> Springs => _springs;
public NativeArray<BlittableCollider> Colliders => _colliders;
public NativeArray<BlittableTransform> Transforms => _transforms;
public TransformAccessArray TransformAccessArray => _transformAccessArray;
// 構築情報
private FastSpringBoneBuffer[] _batchedBuffers;
private int[] _batchedBufferLogicSizes;
private FastSpringBoneCombinedBuffer(int logicsCount, int springsCount, int collidersCount, int transformsCount,
FastSpringBoneBuffer[] batchedBuffers,
int[] batchedBufferLogicSizes
)
{
_logics = new NativeArray<BlittableJointImmutable>(logicsCount, Allocator.Persistent);
_joints = new NativeArray<BlittableJointMutable>(logicsCount, Allocator.Persistent);
_prevTails = new NativeArray<Vector3>(logicsCount, Allocator.Persistent);
_currentTails = new NativeArray<Vector3>(logicsCount, Allocator.Persistent);
_nextTails = new NativeArray<Vector3>(logicsCount, Allocator.Persistent);
_springs = new NativeArray<BlittableSpring>(springsCount, Allocator.Persistent);
_colliders = new NativeArray<BlittableCollider>(collidersCount, Allocator.Persistent);
_transforms = new NativeArray<BlittableTransform>(transformsCount, Allocator.Persistent);
_batchedBuffers = batchedBuffers;
_batchedBufferLogicSizes = batchedBufferLogicSizes;
}
internal static JobHandle Create(JobHandle handle,
LinkedList<FastSpringBoneBuffer> _buffers, out FastSpringBoneCombinedBuffer combined)
{
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);
}
}
}

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@ -0,0 +1,11 @@
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serializedVersion: 2
defaultReferences: []
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icon: {instanceID: 0}
userData:
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@ -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;
}