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

402 lines
16 KiB
C#

#if ENABLE_SPRINGBONE_BURST
using Unity.Burst;
#endif
using System;
using System.Collections.Generic;
using System.Linq;
using UniGLTF.SpringBoneJobs.Blittables;
using UniGLTF.SpringBoneJobs.InputPorts;
using Unity.Collections;
using Unity.Jobs;
using UnityEngine;
using UnityEngine.Jobs;
using UnityEngine.Profiling;
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 class FastSpringBoneCombinedBuffer : IDisposable
{
// Joint Level
private NativeArray<BlittableJointImmutable> _logics;
private NativeArray<BlittableJointMutable> _joints;
private NativeArray<Vector3> _prevTails;
private NativeArray<Vector3> _currentTails;
private NativeArray<Vector3> _nextTails;
// Spring Level
private NativeArray<BlittableSpring> _springs;
// Moodel Level
private NativeArray<BlittableModelLevel> _models;
// その他
private NativeArray<BlittableCollider> _colliders;
private NativeArray<BlittableTransform> _transforms;
private TransformAccessArray _transformAccessArray;
// accessor: Joint Level
public NativeArray<BlittableJointImmutable> Logics => _logics;
public NativeArray<BlittableJointMutable> Joints => _joints;
public NativeArray<Vector3> PrevTails => _prevTails;
public NativeArray<Vector3> CurrentTails => _currentTails;
public NativeArray<Vector3> NextTails => _nextTails;
// accessor: Spring Level
public NativeArray<BlittableSpring> Springs => _springs;
// accessor: Model LEvel
public NativeArray<BlittableModelLevel> Models => _models;
// accessor: Other
public NativeArray<BlittableCollider> Colliders => _colliders;
public NativeArray<BlittableTransform> Transforms => _transforms;
public TransformAccessArray TransformAccessArray => _transformAccessArray;
// 構築情報
private FastSpringBoneBuffer[] _batchedBuffers;
private int[] _batchedBufferLogicSizes;
private Dictionary<Transform, int> _modelMap = new();
private Dictionary<Transform, int> _jointMap = new();
private FastSpringBoneCombinedBuffer(int logicsCount, int springsCount, int modelCount, int collidersCount, int transformsCount,
FastSpringBoneBuffer[] batchedBuffers,
int[] batchedBufferLogicSizes
)
{
// joint level
_logics = new NativeArray<BlittableJointImmutable>(logicsCount, Allocator.Persistent);
_joints = new NativeArray<BlittableJointMutable>(logicsCount, Allocator.Persistent);
_prevTails = new NativeArray<Vector3>(logicsCount, Allocator.Persistent);
_currentTails = new NativeArray<Vector3>(logicsCount, Allocator.Persistent);
_nextTails = new NativeArray<Vector3>(logicsCount, Allocator.Persistent);
// spring level
_springs = new NativeArray<BlittableSpring>(springsCount, Allocator.Persistent);
// model level
_models = new NativeArray<BlittableModelLevel>(modelCount, Allocator.Persistent);
// others
_colliders = new NativeArray<BlittableCollider>(collidersCount, Allocator.Persistent);
_transforms = new NativeArray<BlittableTransform>(transformsCount, Allocator.Persistent);
_batchedBuffers = batchedBuffers;
_batchedBufferLogicSizes = batchedBufferLogicSizes;
}
internal static JobHandle Create(JobHandle handle,
LinkedList<FastSpringBoneBuffer> _buffers, out FastSpringBoneCombinedBuffer combined)
{
Profiler.BeginSample("FastSpringBone.ReconstructBuffers.CopyToBatchedBuffers");
var batchedBuffers = _buffers.ToArray();
var batchedBufferLogicSizes = batchedBuffers.Select(buffer => buffer.Logics.Length).ToArray();
Profiler.EndSample();
// バッファを数える
Profiler.BeginSample("FastSpringBone.ReconstructBuffers.CountBufferSize");
var springsCount = 0;
var collidersCount = 0;
var logicsCount = 0;
var transformsCount = 0;
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");
combined = new FastSpringBoneCombinedBuffer(logicsCount, springsCount, _buffers.Count,
collidersCount, transformsCount, batchedBuffers, batchedBufferLogicSizes);
Profiler.EndSample();
return combined.Batching(handle);
}
private JobHandle Batching(JobHandle handle)
{
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];
// 逆引き
_modelMap.Add(buffer.Model, i);
for (var j = 0; j < _batchedBufferLogicSizes[i]; ++j)
{
var head = buffer.Logics[j].headTransformIndex;
_jointMap.Add(buffer.Transforms[head], logicsOffset + j);
}
// 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
{
ModelIndex = i,
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<BlittableJointImmutable>(_logics, logicsOffset, buffer.Logics.Length),
DestJoints = new NativeSlice<BlittableJointMutable>(_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[_transforms.Length];
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();
return handle;
}
public void Dispose()
{
// joint
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();
// spring
if (_springs.IsCreated) _springs.Dispose();
// model
if (_models.IsCreated) _models.Dispose();
// other
if (_colliders.IsCreated) _colliders.Dispose();
if (_transforms.IsCreated) _transforms.Dispose();
if (_transformAccessArray.isCreated) _transformAccessArray.Dispose();
}
/// <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
/// Logics to _batchedBuffers[].Logics
/// 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>
internal void SaveToSourceBuffer()
{
var logicsIndex = 0;
for (var i = 0; i < _batchedBuffers.Length; ++i)
{
var length = _batchedBufferLogicSizes[i];
if (!_batchedBuffers[i].IsDisposed && length > 0)
{
NativeArray<BlittableJointImmutable>.Copy(Logics, logicsIndex, _batchedBuffers[i].Logics, 0, length);
}
logicsIndex += length;
}
}
public void FlipBuffer()
{
var tmp = _prevTails;
_prevTails = _currentTails;
_currentTails = _nextTails;
_nextTails = tmp;
}
public void SetJointLevel(Transform joint, BlittableJointMutable jointSettings)
{
if (_jointMap.TryGetValue(joint, out var jointIndex))
{
_joints[jointIndex] = jointSettings;
}
}
public void SetModelLevel(Transform model, BlittableModelLevel modelSetting)
{
if (_modelMap.TryGetValue(model, out var modelIndex))
{
_models[modelIndex] = modelSetting;
}
}
#if ENABLE_SPRINGBONE_BURST
[BurstCompile]
#endif
/// <summary>
///
/// </summary>
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 ModelIndex;
public int CollidersOffset;
public int LogicsOffset;
public int TransformOffset;
public void Execute(int index)
{
var spring = SrcSprings[index];
spring.modelIndex = ModelIndex;
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<BlittableJointImmutable> SrcLogics;
[ReadOnly] public NativeSlice<BlittableJointMutable> SrcJoints;
[WriteOnly] public NativeSlice<BlittableJointImmutable> DestLogics;
[WriteOnly] public NativeSlice<BlittableJointMutable> 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<BlittableJointImmutable> 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;
}
}
}
/// <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);
}
public void InitializeJointsLocalRotation(FastSpringBoneBuffer buffer)
{
var logicsIndex = 0;
for (var i = 0; i < _batchedBuffers.Length; ++i)
{
var length = _batchedBufferLogicSizes[i];
Debug.Assert(length == buffer.Logics.Length);
if (_batchedBuffers[i] == buffer)
{
for (var j = 0; j < length; ++j)
{
var logic = buffer.Logics[j];
if (logic.tailTransformIndex != -1)
{
var tailPosition = buffer.Transforms[logic.tailTransformIndex].position;
var dst = logicsIndex + j;
// tail 位置を初期化し速度を0にする
_currentTails[dst] = _prevTails[dst] = _nextTails[dst] = tailPosition;
}
}
break;
}
logicsIndex += length;
}
}
}
}