UniVRM/Assets/UniGLTF/Runtime/SpringBoneJobs/FastSpringBoneBufferCombiner.cs

382 lines
14 KiB
C#

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
/// </summary>
public sealed class FastSpringBoneBufferCombiner : IDisposable
{
// 長さと index 同じ
private NativeArray<BlittableJointInit> _logics;
private NativeArray<BlittableJointSettings> _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 readonly LinkedList<FastSpringBoneBuffer> _buffers = new LinkedList<FastSpringBoneBuffer>();
private FastSpringBoneBuffer[] _batchedBuffers;
private int[] _batchedBufferLogicSizes;
private bool _isDirty;
public NativeArray<BlittableJointInit> Logics => _logics;
public NativeArray<BlittableJointSettings> 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;
int flipPhase = 0;
public (NativeArray<Vector3> current, NativeArray<Vector3> prev, NativeArray<Vector3> next) FlipBuffer()
{
switch (flipPhase++ % 3)
{
case 0: return (_currentTails, _prevTails, _nextTails);
case 1: return (_nextTails, _currentTails, _prevTails);
case 2: return (_prevTails, _nextTails, _currentTails);
default:
throw new Exception();
}
// dispose が狂う??
// var tmp = _prevTails;
// _currentTails = _nextTails;
// _prevTails = _currentTails;
// _nextTails = tmp;
}
public void Register(FastSpringBoneBuffer buffer)
{
_buffers.AddLast(buffer);
_isDirty = true;
}
public void Unregister(FastSpringBoneBuffer buffer)
{
_buffers.Remove(buffer);
_isDirty = true;
}
/// <summary>
/// 変更があったならばバッファを再構築する
/// </summary>
public JobHandle ReconstructIfDirty(JobHandle handle)
{
if (_isDirty)
{
var result = ReconstructBuffers(handle);
_isDirty = false;
return result;
}
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<BlittableJointInit>.Copy(_logics, logicsIndex, _batchedBuffers[i].Logics, 0, length);
}
logicsIndex += length;
}
}
/// <summary>
/// バッファを再構築する
/// </summary>
private JobHandle ReconstructBuffers(JobHandle handle)
{
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)
{
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");
_logics = new NativeArray<BlittableJointInit>(logicsCount, Allocator.Persistent);
_joints = new NativeArray<BlittableJointSettings>(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<BlittableJointInit>(_logics, logicsOffset, buffer.Logics.Length),
DestJoints = new NativeSlice<BlittableJointSettings>(_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();
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)
{
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<BlittableJointInit> SrcLogics;
[ReadOnly] public NativeSlice<BlittableJointSettings> SrcJoints;
[WriteOnly] public NativeSlice<BlittableJointInit> DestLogics;
[WriteOnly] public NativeSlice<BlittableJointSettings> 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<BlittableJointInit> 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;
}
}
}
}
}