rename NextFrameAwaitable

This commit is contained in:
ousttrue 2021-02-24 21:48:24 +09:00
parent 6d62196e74
commit fab04f7eb0
5 changed files with 11 additions and 13 deletions

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@ -2,7 +2,7 @@ using System;
namespace UniGLTF.AltTask
{
public static class LoopAwaitable
public static class NextFrameAwaitable
{
// TODO
// loop スレッド使わないようにしたい

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@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: db36517c11c455e4b94d9cbb8c1cc3ff
guid: 81795a4f6e605d74787f604354a8565f
MonoImporter:
externalObjects: {}
serializedVersion: 2

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@ -98,7 +98,6 @@ namespace UniGLTF
throw new UniGLTFNotSupportedException("draco is not supported");
}
// create textures
using (MeasureTime("LoadTextures"))
{
for (int i = 0; i < GLTF.materials.Count; ++i)
@ -115,7 +114,6 @@ namespace UniGLTF
await m_materialFactory.LoadMaterialsAsync(m_textureFactory.GetTextureAsync);
}
// meshes
var meshImporter = new MeshImporter();
for (int i = 0; i < GLTF.meshes.Count; ++i)
{
@ -135,7 +133,7 @@ namespace UniGLTF
Nodes.Add(NodeImporter.ImportNode(GLTF.nodes[i], i).transform);
}
}
await LoopAwaitable.Create();
await NextFrameAwaitable.Create();
using (MeasureTime("BuildHierarchy"))
{
@ -160,7 +158,7 @@ namespace UniGLTF
t.SetParent(Root.transform, false);
}
}
await LoopAwaitable.Create();
await NextFrameAwaitable.Create();
using (MeasureTime("AnimationImporter"))
{

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@ -631,9 +631,9 @@ namespace UniGLTF
if (recalculateTangents)
{
await LoopAwaitable.Create();
await NextFrameAwaitable.Create();
mesh.RecalculateTangents();
await LoopAwaitable.Create();
await NextFrameAwaitable.Create();
}
// 先にすべてのマテリアルを作成済みなのでテクスチャーは生成済み。Resultを使ってよい
@ -643,7 +643,7 @@ namespace UniGLTF
Materials = meshContext.MaterialIndices.Select(x => ctx.GetMaterial(x)).ToArray()
};
await LoopAwaitable.Create();
await NextFrameAwaitable.Create();
if (meshContext.BlendShapes.Count > 0)
{
var emptyVertices = new Vector3[mesh.vertexCount];

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@ -39,26 +39,26 @@ namespace VRM
{
await LoadMetaAsync();
}
await LoopAwaitable.Create();
await NextFrameAwaitable.Create();
using (MeasureTime("VRM LoadHumanoid"))
{
LoadHumanoid();
}
await LoopAwaitable.Create();
await NextFrameAwaitable.Create();
using (MeasureTime("VRM LoadBlendShapeMaster"))
{
LoadBlendShapeMaster();
}
await LoopAwaitable.Create();
await NextFrameAwaitable.Create();
using (MeasureTime("VRM LoadSecondary"))
{
VRMSpringUtility.LoadSecondary(Root.transform, Nodes,
VRM.secondaryAnimation);
}
await LoopAwaitable.Create();
await NextFrameAwaitable.Create();
using (MeasureTime("VRM LoadFirstPerson"))
{