mirror of
https://github.com/vrm-c/UniVRM.git
synced 2026-05-12 05:24:14 -05:00
233 lines
7.9 KiB
C#
233 lines
7.9 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using System.Threading.Tasks;
|
|
using RotateParticle.Components;
|
|
using UniGLTF;
|
|
using Unity.Collections;
|
|
using Unity.Jobs;
|
|
using UnityEngine;
|
|
using UnityEngine.Jobs;
|
|
using UniVRM10;
|
|
|
|
|
|
namespace RotateParticle.Jobs
|
|
{
|
|
public class RotateParticleJobSystem : IRotateParticleSystem
|
|
{
|
|
Vrm10Instance _vrm;
|
|
|
|
public enum TransformType
|
|
{
|
|
WarpRoot,
|
|
Particle,
|
|
Center,
|
|
}
|
|
|
|
public struct TransformIndo
|
|
{
|
|
public TransformType TransformType;
|
|
public int? ParentIndex;
|
|
public Vector3 InitLocalPosition;
|
|
// DragForce: 1 で即時停止
|
|
public float DragForce;
|
|
}
|
|
|
|
public struct TransformData
|
|
{
|
|
public Matrix4x4 ToWorld;
|
|
public Vector3 Position => ToWorld.GetPosition();
|
|
public Matrix4x4 ToLocal;
|
|
|
|
public TransformData(TransformAccess t)
|
|
{
|
|
ToWorld = t.localToWorldMatrix;
|
|
ToLocal = t.worldToLocalMatrix;
|
|
}
|
|
public TransformData(Transform t)
|
|
{
|
|
ToWorld = t.localToWorldMatrix;
|
|
ToLocal = t.worldToLocalMatrix;
|
|
}
|
|
}
|
|
|
|
// [Input]
|
|
List<Transform> _transforms;
|
|
int GetTransformIndex(Transform t,
|
|
TransformIndo info,
|
|
List<TransformIndo> infos,
|
|
List<Vector3> positions)
|
|
{
|
|
if (t == null) return -1;
|
|
var i = _transforms.IndexOf(t);
|
|
if (i == -1)
|
|
{
|
|
i = _transforms.Count;
|
|
_transforms.Add(t);
|
|
infos.Add(info);
|
|
positions.Add(t.position);
|
|
}
|
|
return i;
|
|
}
|
|
|
|
TransformAccessArray _transformAccessArray;
|
|
NativeArray<TransformData> _inputData;
|
|
public struct InputTransformJob : IJobParallelForTransform
|
|
{
|
|
[WriteOnly] public NativeArray<TransformData> InputData;
|
|
public void Execute(int index, TransformAccess transform)
|
|
{
|
|
InputData[index] = new TransformData(transform);
|
|
}
|
|
}
|
|
|
|
// [Output]
|
|
NativeArray<Vector3> _nextPositions;
|
|
public struct OutputTransformJob : IJobParallelForTransform
|
|
{
|
|
[ReadOnly] public NativeArray<TransformIndo> Info;
|
|
[ReadOnly] public NativeArray<Vector3> NextPositions;
|
|
public void Execute(int index, TransformAccess transform)
|
|
{
|
|
var info = Info[index];
|
|
if (info.TransformType == TransformType.Particle)
|
|
{
|
|
transform.position = NextPositions[index];
|
|
}
|
|
}
|
|
}
|
|
|
|
NativeArray<TransformIndo> _info;
|
|
|
|
// [Init/State]
|
|
// 初期化時に値を作って毎フレーム更新していく
|
|
// output と同じ長さ index
|
|
NativeArray<Vector3> _currentPositions;
|
|
NativeArray<Vector3> _prevPositions;
|
|
public struct VerletJob : IJobParallelFor
|
|
{
|
|
public FrameInfo Frame;
|
|
[ReadOnly] public NativeArray<TransformIndo> Info;
|
|
[ReadOnly] public NativeArray<Vector3> Current;
|
|
[ReadOnly] public NativeArray<Vector3> Prev;
|
|
[WriteOnly] public NativeArray<Vector3> Next;
|
|
|
|
public void Execute(int index)
|
|
{
|
|
var particle = Info[index];
|
|
if (particle.ParentIndex.HasValue)
|
|
{
|
|
var velocity = Current[index] - Prev[index];
|
|
velocity *= (1 - particle.DragForce);
|
|
var newPosition = Current[index] + velocity + Frame.Force * Frame.SqDeltaTime;
|
|
|
|
var parentIndex = particle.ParentIndex.Value;
|
|
var parentPosition = Current[parentIndex];
|
|
|
|
// 位置を長さで拘束
|
|
newPosition = parentPosition + (newPosition - parentPosition).normalized * particle.InitLocalPosition.magnitude;
|
|
|
|
Next[index] = newPosition;
|
|
}
|
|
else
|
|
{
|
|
// kinematic
|
|
Next[index] = Current[index];
|
|
}
|
|
}
|
|
}
|
|
|
|
void IDisposable.Dispose()
|
|
{
|
|
}
|
|
|
|
async Task IRotateParticleSystem.InitializeAsync(Vrm10Instance vrm, IAwaitCaller awaitCaller)
|
|
{
|
|
_vrm = vrm;
|
|
_transforms = new();
|
|
List<TransformIndo> info = new();
|
|
List<Vector3> positions = new();
|
|
var warpSrcs = vrm.GetComponentsInChildren<Warp>();
|
|
for (int warpIndex = 0; warpIndex < warpSrcs.Length; ++warpIndex)
|
|
{
|
|
var warp = warpSrcs[warpIndex];
|
|
var centerTransformIndex = GetTransformIndex(warp.Center, new TransformIndo { TransformType = TransformType.Center }, info, positions);
|
|
var warpRootTransformIndex = GetTransformIndex(warp.transform, new TransformIndo { TransformType = TransformType.WarpRoot }, info, positions);
|
|
Debug.Assert(warpRootTransformIndex != -1);
|
|
|
|
var parentIndex = warpRootTransformIndex;
|
|
foreach (var particle in warp.Particles)
|
|
{
|
|
if (particle != null && particle.Transform != null)
|
|
{
|
|
var outputParticleTransformIndex = GetTransformIndex(particle.Transform, new TransformIndo
|
|
{
|
|
TransformType = TransformType.Particle,
|
|
ParentIndex = parentIndex,
|
|
InitLocalPosition = vrm.DefaultTransformStates[particle.Transform].LocalPosition,
|
|
DragForce = particle.GetSettings(warp.BaseSettings).DragForce,
|
|
}, info, positions);
|
|
parentIndex = outputParticleTransformIndex;
|
|
}
|
|
}
|
|
await awaitCaller.NextFrame();
|
|
}
|
|
_transformAccessArray = new(_transforms.ToArray(), 128);
|
|
_inputData = new(_transforms.Count, Allocator.Persistent);
|
|
var pos = positions.ToArray();
|
|
_currentPositions = new(pos, Allocator.Persistent);
|
|
_prevPositions = new(pos, Allocator.Persistent);
|
|
_nextPositions = new(pos.Length, Allocator.Persistent);
|
|
_info = new(info.ToArray(), Allocator.Persistent);
|
|
}
|
|
|
|
void IRotateParticleSystem.Process(float deltaTime)
|
|
{
|
|
var frame = new FrameInfo(deltaTime, Vector3.zero);
|
|
|
|
// input
|
|
new InputTransformJob
|
|
{
|
|
InputData = _inputData,
|
|
}.Schedule(_transformAccessArray, default).Complete();
|
|
|
|
// update root position
|
|
for (int i = 0; i < _info.Length; ++i)
|
|
{
|
|
var particle = _info[i];
|
|
if (particle.TransformType == TransformType.WarpRoot)
|
|
{
|
|
_currentPositions[i] = _inputData[i].ToWorld.GetPosition();
|
|
}
|
|
}
|
|
|
|
// verlet
|
|
new VerletJob
|
|
{
|
|
Frame = frame,
|
|
Info = _info,
|
|
Prev = _prevPositions,
|
|
Current = _currentPositions,
|
|
Next = _nextPositions,
|
|
}.Run(_info.Length);
|
|
|
|
// output
|
|
new OutputTransformJob
|
|
{
|
|
Info = _info,
|
|
NextPositions = _nextPositions,
|
|
}.Schedule(_transformAccessArray, default).Complete();
|
|
|
|
// update state
|
|
NativeArray<Vector3>.Copy(_currentPositions, _prevPositions);
|
|
NativeArray<Vector3>.Copy(_nextPositions, _currentPositions);
|
|
}
|
|
|
|
void IRotateParticleSystem.ResetInitialRotation()
|
|
{
|
|
}
|
|
|
|
void IRotateParticleSystem.DrawGizmos()
|
|
{
|
|
}
|
|
}
|
|
} |