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https://github.com/vrm-c/UniVRM.git
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Merge pull request #2507 from ousttrue/fix/spring_reconstruct_logic
[fastspringbone] InitCurrentTailsJob use spring.transformIndexOffset
This commit is contained in:
@@ -4,6 +4,8 @@ using Unity.Jobs;
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using UnityEngine.Profiling;
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using UniGLTF.SpringBoneJobs.InputPorts;
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using UnityEngine;
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using Unity.Collections;
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using System.Linq;
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namespace UniGLTF.SpringBoneJobs
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{
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@@ -20,19 +22,17 @@ namespace UniGLTF.SpringBoneJobs
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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 bool _isDirty;
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private Queue<(bool isAdd, FastSpringBoneBuffer buffer)> _request = new();
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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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_buffers.AddLast(buffer);
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_isDirty = true;
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_request.Enqueue((true, buffer));
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}
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public void Unregister(FastSpringBoneBuffer buffer)
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{
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_buffers.Remove(buffer);
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_isDirty = true;
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_request.Enqueue((false, buffer));
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}
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/// <summary>
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@@ -40,14 +40,45 @@ namespace UniGLTF.SpringBoneJobs
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/// </summary>
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public JobHandle ReconstructIfDirty(JobHandle handle)
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{
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if (_isDirty)
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if (_request.Count == 0)
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{
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var result = ReconstructBuffers(handle);
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_isDirty = false;
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return result;
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return handle;
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}
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return handle;
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if (_combinedBuffer is FastSpringBoneCombinedBuffer combined)
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{
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// index が変わる前に シミュレーションの状態を保存する。
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// 状態の保存場所が BlittableJoint から CurrentTails に移動しているのでここでやる。
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var logicsIndex = 0;
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foreach (var buffer in _buffers)
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{
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if (_request.Any(x => !x.isAdd && x.buffer == buffer))
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{
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// 削除するので skip
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continue;
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}
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buffer.BackupCurrentTails(combined.CurrentTails, combined.NextTails, logicsIndex);
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logicsIndex += buffer.Logics.Length;
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}
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}
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// buffer 増減
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while (_request.Count > 0)
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{
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var (isAdd, buffer) = _request.Dequeue();
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if (isAdd)
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{
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// 速度 0 にする
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_buffers.AddLast(buffer);
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}
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else
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{
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_buffers.Remove(buffer);
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}
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}
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// 再構築
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return ReconstructBuffers(handle);
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}
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/// <summary>
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@@ -60,10 +91,6 @@ namespace UniGLTF.SpringBoneJobs
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Profiler.BeginSample("FastSpringBone.ReconstructBuffers.DisposeBuffers");
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if (_combinedBuffer is FastSpringBoneCombinedBuffer combined)
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{
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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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@@ -97,7 +97,7 @@ namespace UniGLTF.SpringBoneJobs
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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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transformsCount += buffer.Transforms.Length;
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}
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Profiler.EndSample();
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@@ -112,6 +112,24 @@ namespace UniGLTF.SpringBoneJobs
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private JobHandle Batching(JobHandle handle)
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{
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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[_transforms.Length];
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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.Transforms.Length;
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}
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_transformAccessArray = new TransformAccessArray(transforms);
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Profiler.EndSample();
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// Transforms を更新。後続の InitCurrentTails で使う
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handle = new PullTransformJob
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{
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Transforms = Transforms
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}.Schedule(TransformAccessArray, handle);
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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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@@ -129,13 +147,8 @@ namespace UniGLTF.SpringBoneJobs
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_jointMap.Add(buffer.Transforms[head], logicsOffset + j);
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}
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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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// 速度の維持
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buffer.RestoreCurrentTails(_currentTails, _nextTails, logicsOffset);
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handle = new LoadSpringsJob
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{
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@@ -165,26 +178,10 @@ namespace UniGLTF.SpringBoneJobs
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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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transformOffset += buffer.Transforms.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[_transforms.Length];
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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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return handle;
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@@ -208,25 +205,6 @@ namespace UniGLTF.SpringBoneJobs
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if (_transformAccessArray.isCreated) _transformAccessArray.Dispose();
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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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/// Logics to _batchedBuffers[].Logics
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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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internal void SaveToSourceBuffer()
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{
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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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public void FlipBuffer()
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{
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var tmp = _prevTails;
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@@ -251,23 +229,6 @@ namespace UniGLTF.SpringBoneJobs
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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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/// <summary>
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///
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/// </summary>
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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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{
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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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@@ -328,49 +289,69 @@ namespace UniGLTF.SpringBoneJobs
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#endif
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private struct InitCurrentTailsJob : IJobParallelFor
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{
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[ReadOnly] public NativeArray<BlittableSpring> Springs;
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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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[NativeDisableParallelForRestriction] public NativeSlice<Vector3> CurrentTails;
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[NativeDisableParallelForRestriction] public NativeSlice<Vector3> PrevTails;
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[NativeDisableParallelForRestriction] public NativeSlice<Vector3> NextTails;
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public void Execute(int jointIndex)
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public void Execute(int springIndex)
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{
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var tailIndex = Logics[jointIndex].tailTransformIndex;
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if (tailIndex == -1)
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var spring = Springs[springIndex];
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for (int jointIndex = spring.logicSpan.startIndex; jointIndex < spring.logicSpan.EndIndex; ++jointIndex)
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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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if (float.IsNaN(CurrentTails[jointIndex].x))
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{
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// Transsform の現状を使う。velocity を zero にする
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int tailIndex;
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if (Logics[jointIndex].tailTransformIndex == -1)
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{
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// tail 無い
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tailIndex = spring.transformIndexOffset + Logics[jointIndex].headTransformIndex;
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}
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else
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{
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tailIndex = spring.transformIndexOffset + Logics[jointIndex].tailTransformIndex;
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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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}
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}
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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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/// # CurrentTails[i] == NAN
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///
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/// Transforms から Current, Prev, Next を代入する。
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/// 速度 0 で初期化することになる。
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///
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/// # CurrentTails[i] != NAN
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///
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/// 本処理はスキップされて Current, Next の利用が継続されます。
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///
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/// # NAN
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///
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/// Batching 関数内の FastSpringBoneBuffer.RestoreCurrentTails にて backup の Current, Next が無かったときに
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/// 目印として NAN が代入されます。
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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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Springs = Springs,
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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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}.Schedule(Springs.Length, 1, handle);
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}
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public void InitializeJointsLocalRotation(FastSpringBoneBuffer buffer)
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@@ -379,9 +360,9 @@ namespace UniGLTF.SpringBoneJobs
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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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Debug.Assert(length == buffer.Logics.Length);
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if (_batchedBuffers[i] == buffer)
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{
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Debug.Assert(length == buffer.Logics.Length);
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for (var j = 0; j < length; ++j)
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{
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var logic = buffer.Logics[j];
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@@ -401,22 +382,23 @@ namespace UniGLTF.SpringBoneJobs
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public void DrawGizmos()
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{
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foreach (var collider in _colliders)
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{
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collider.DrawGizmo(_transforms[collider.transformIndex]);
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}
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foreach (var spring in _springs)
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{
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for (int i = spring.colliderSpan.startIndex; i < spring.colliderSpan.EndIndex; ++i)
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{
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var collider = _colliders[i];
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collider.DrawGizmo(_transforms[spring.transformIndexOffset + collider.transformIndex]);
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}
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for (int i = spring.logicSpan.startIndex; i < spring.logicSpan.EndIndex; ++i)
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{
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var joint = _logics[i];
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joint.DrawGizmo(_transforms[joint.tailTransformIndex], _joints[i]);
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joint.DrawGizmo(_transforms[spring.transformIndexOffset + joint.tailTransformIndex], _joints[i]);
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Gizmos.matrix = Matrix4x4.identity;
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Gizmos.DrawLine(
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_transforms[joint.tailTransformIndex].position,
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_transforms[joint.headTransformIndex].position);
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_transforms[spring.transformIndexOffset + joint.tailTransformIndex].position,
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_transforms[spring.transformIndexOffset + joint.headTransformIndex].position);
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}
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}
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}
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@@ -22,9 +22,9 @@ namespace UniGLTF.SpringBoneJobs.InputPorts
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public NativeArray<BlittableJointMutable> Joints { get; }
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public NativeArray<BlittableCollider> Colliders { get; }
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public NativeArray<BlittableJointImmutable> Logics { get; }
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public NativeArray<BlittableTransform> BlittableTransforms { get; }
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private NativeArray<Vector3> _currentTailsBackup;
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private NativeArray<Vector3> _nextTailsBackup;
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public Transform[] Transforms { get; }
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public bool IsDisposed { get; private set; }
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/// <summary>
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/// Joint, Collider, Center の Transform のリスト
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@@ -103,16 +103,6 @@ namespace UniGLTF.SpringBoneJobs.InputPorts
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Joints = new NativeArray<BlittableJointMutable>(blittableJoints.ToArray(), Allocator.Persistent);
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Colliders = new NativeArray<BlittableCollider>(blittableColliders.ToArray(), Allocator.Persistent);
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Logics = new NativeArray<BlittableJointImmutable>(blittableLogics.ToArray(), Allocator.Persistent);
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BlittableTransforms = new NativeArray<BlittableTransform>(Transforms.Select(transform => new BlittableTransform
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{
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position = transform.position,
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rotation = transform.rotation,
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localPosition = transform.localPosition,
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localRotation = transform.localRotation,
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localScale = transform.localScale,
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localToWorldMatrix = transform.localToWorldMatrix,
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worldToLocalMatrix = transform.worldToLocalMatrix
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}).ToArray(), Allocator.Persistent);
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Profiler.EndSample();
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}
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@@ -151,15 +141,50 @@ namespace UniGLTF.SpringBoneJobs.InputPorts
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}
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}
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public void BackupCurrentTails(NativeArray<Vector3> currentTails, NativeArray<Vector3> nextTails, int offset)
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{
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if (!Logics.IsCreated || Logics.Length == 0)
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{
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return;
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}
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if (!_currentTailsBackup.IsCreated)
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{
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_currentTailsBackup = new(Logics.Length, Allocator.Persistent);
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}
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if (!_nextTailsBackup.IsCreated)
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{
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_nextTailsBackup = new(Logics.Length, Allocator.Persistent);
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}
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NativeArray<Vector3>.Copy(currentTails, offset, _currentTailsBackup, 0, Logics.Length);
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NativeArray<Vector3>.Copy(nextTails, offset, _nextTailsBackup, 0, Logics.Length);
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}
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public void RestoreCurrentTails(NativeArray<Vector3> currentTails, NativeArray<Vector3> nextTails, int offset)
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{
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if (_currentTailsBackup.IsCreated)
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{
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NativeArray<Vector3>.Copy(_currentTailsBackup, 0, currentTails, offset, Logics.Length);
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NativeArray<Vector3>.Copy(_nextTailsBackup, 0, nextTails, offset, Logics.Length);
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}
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else
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{
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var end = offset + Logics.Length;
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for (int i = offset; i < end; ++i)
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{
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// mark velocity zero
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currentTails.GetSubArray(offset, Logics.Length).AsSpan().Fill(new Vector3(float.NaN, float.NaN, float.NaN));
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}
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}
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}
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public void Dispose()
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{
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if (IsDisposed) return;
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IsDisposed = true;
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Springs.Dispose();
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Joints.Dispose();
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BlittableTransforms.Dispose();
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Colliders.Dispose();
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Logics.Dispose();
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if (Springs.IsCreated) Springs.Dispose();
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if (Joints.IsCreated) Joints.Dispose();
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if (Colliders.IsCreated) Colliders.Dispose();
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if (Logics.IsCreated) Logics.Dispose();
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if (_currentTailsBackup.IsCreated) _currentTailsBackup.Dispose();
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if (_nextTailsBackup.IsCreated) _nextTailsBackup.Dispose();
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}
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}
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}
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@@ -26,6 +26,7 @@ namespace UniVRM10
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if (fastSpringBoneBuffer != null)
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{
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fastSpringBoneBuffer.Dispose();
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fastSpringBoneBuffer = null;
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}
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Func<Transform, TransformState> GetOrAddDefaultTransformState = (Transform tf) =>
|
||||
@@ -41,7 +42,7 @@ namespace UniVRM10
|
||||
|
||||
// create(Spring情報の再収集。設定変更の反映)
|
||||
var springs = vrm.SpringBone.Springs.Select(spring => new FastSpringBoneSpring
|
||||
{
|
||||
{
|
||||
center = spring.Center,
|
||||
colliders = spring.ColliderGroups
|
||||
.SelectMany(group => group.Colliders)
|
||||
|
||||
Reference in New Issue
Block a user