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

57 lines
1.7 KiB
C#

using System;
using Unity.Jobs;
using UnityEngine.Jobs;
namespace UniGLTF.SpringBoneJobs
{
public sealed class FastSpringBoneScheduler : IDisposable
{
private readonly FastSpringBoneBufferCombiner _bufferCombiner;
public FastSpringBoneScheduler(FastSpringBoneBufferCombiner bufferCombiner)
{
_bufferCombiner = bufferCombiner;
}
public void Dispose()
{
_bufferCombiner.Dispose();
}
public JobHandle Schedule(float deltaTime)
{
var handle = _bufferCombiner.ReconstructIfDirty(default);
if (!_bufferCombiner.HasBuffer)
{
return handle;
}
handle = new PullTransformJob
{
Transforms = _bufferCombiner.Transforms
}.Schedule(_bufferCombiner.TransformAccessArray, handle);
var (current, prev, next) = _bufferCombiner.FlipBuffer();
handle = new UpdateFastSpringBoneJob
{
Joints = _bufferCombiner.Joints,
Logics = _bufferCombiner.Logics,
CurrentTail = current,
PrevTail = prev,
NextTail = next,
Springs = _bufferCombiner.Springs,
Colliders = _bufferCombiner.Colliders,
Transforms = _bufferCombiner.Transforms,
DeltaTime = deltaTime,
}.Schedule(_bufferCombiner.Springs.Length, 1, handle);
handle = new PushTransformJob
{
Transforms = _bufferCombiner.Transforms
}.Schedule(_bufferCombiner.TransformAccessArray, handle);
return handle;
}
}
}