UniVRM/Assets/VRM10_Samples/ClothSample/ClothWarp/Runtime/Jobs/ClothWarpJobRuntime.cs

633 lines
23 KiB
C#

using System;
using System.Collections.Generic;
using System.Threading.Tasks;
using UniGLTF;
using UniGLTF.SpringBoneJobs.Blittables;
using Unity.Collections;
using Unity.Jobs;
using UnityEngine;
using UnityEngine.Jobs;
namespace UniVRM10.ClothWarp.Jobs
{
/// <summary>
/// Job 版
/// </summary>
public class ClothWarpJobRuntime : IVrm10SpringBoneRuntime
{
Vrm10Instance _vrm;
Action<Vrm10Instance> _onInit;
bool _building = false;
//
// colliderTransform
//
List<Transform> _colliderTransforms;
TransformAccessArray _colliderTransformAccessArray;
NativeArray<Matrix4x4> _currentColliders;
//
// collider
//
List<VRM10SpringBoneCollider> _colliders;
NativeArray<BlittableCollider> _colliderInfo;
//
// colliderGroup
//
List<VRM10SpringBoneColliderGroup> _colliderGroups;
NativeArray<int> _colliderRef;
NativeArray<ArrayRange> _colliderGroup;
NativeArray<int> _colliderGroupRef;
//
// particle
//
List<Transform> _transforms;
TransformAccessArray _transformAccessArray;
NativeArray<TransformData> _inputData;
NativeArray<TransformInfo> _info;
NativeArray<Vector3> _currentPositions;
NativeArray<Vector3> _prevPositions;
NativeArray<Vector3> _nextPositions;
NativeArray<Quaternion> _nextRotations;
NativeArray<Vector3> _warpCollision;
NativeArray<int> _rectCollisionCount;
NativeArray<Vector3> _rectCollisionDelta;
NativeArray<Vector3> _impulsiveForces;
//
// warp
//
NativeArray<WarpInfo> _warps;
//
// cloth rect
//
NativeArray<bool> _clothUsedParticles;
NativeArray<(int ClothGridIndex, SpringConstraint SpringConstraint, SphereTriangle.ClothRect Rect)> _clothRects;
NativeArray<(Vector3, Vector3, Vector3, Vector3)> _clothRectResults;
//
// cloth grid
//
NativeArray<ClothInfo> _cloths;
public void Dispose()
{
if (_colliderTransformAccessArray.isCreated) _colliderTransformAccessArray.Dispose();
if (_currentColliders.IsCreated) _currentColliders.Dispose();
if (_colliderRef.IsCreated) _colliderRef.Dispose();
if (_colliderGroup.IsCreated) _colliderGroup.Dispose();
if (_colliderGroupRef.IsCreated) _colliderGroupRef.Dispose();
if (_warps.IsCreated) _warps.Dispose();
if (_transformAccessArray.isCreated) _transformAccessArray.Dispose();
if (_inputData.IsCreated) _inputData.Dispose();
if (_info.IsCreated) _info.Dispose();
if (_currentPositions.IsCreated) _currentPositions.Dispose();
if (_prevPositions.IsCreated) _prevPositions.Dispose();
if (_nextPositions.IsCreated) _nextPositions.Dispose();
if (_nextRotations.IsCreated) _nextRotations.Dispose();
if (_warpCollision.IsCreated) _warpCollision.Dispose();
if (_rectCollisionCount.IsCreated) _rectCollisionCount.Dispose();
if (_rectCollisionDelta.IsCreated) _rectCollisionDelta.Dispose();
if (_impulsiveForces.IsCreated) _impulsiveForces.Dispose();
if (_warps.IsCreated) _warps.Dispose();
if (_cloths.IsCreated) _cloths.Dispose();
if (_clothUsedParticles.IsCreated) _clothUsedParticles.Dispose();
if (_clothRects.IsCreated) _clothRects.Dispose();
if (_clothRectResults.IsCreated) _clothRectResults.Dispose();
}
(int index, bool isNew) GetTransformIndex(Transform t,
TransformInfo info,
List<TransformInfo> infos,
List<Vector3> positions)
{
Debug.Assert(t != null);
var i = _transforms.IndexOf(t);
if (i != -1)
{
return (i, false);
}
i = _transforms.Count;
_transforms.Add(t);
infos.Add(info);
positions.Add(t.position);
return (i, true);
}
Transform GetParent(Transform t, Transform root)
{
for (var parent = t.parent; parent != null; parent = parent.parent)
{
if (_transforms.Contains(parent))
{
return parent;
}
if (parent == root)
{
break;
}
}
throw new Exception();
}
int GetOrAddColliderTransform(Transform t)
{
var index = _colliderTransforms.IndexOf(t);
if (index == -1)
{
index = _colliderTransforms.Count;
_colliderTransforms.Add(t);
}
return index;
}
public async Task InitializeAsync(Vrm10Instance vrm, IAwaitCaller awaitCaller)
{
_vrm = vrm;
_building = true;
if (_onInit != null)
{
_onInit(vrm);
_onInit = null;
}
//
// colliders
//
_colliders = new();
_colliderGroups = new();
_colliderTransforms = new();
List<BlittableCollider> colliderInfo = new();
List<int> colliderRef = new();
List<ArrayRange> colliderGroups = new();
foreach (var colliderGroup in vrm.GetComponentsInChildren<VRM10SpringBoneColliderGroup>())
{
if (colliderGroup == null)
{
continue;
}
var startColliderRef = colliderRef.Count;
foreach (var collider in colliderGroup.Colliders)
{
if (collider == null)
{
continue;
}
if (_colliders.Contains(collider))
{
continue;
}
var colliderTransformIndex = GetOrAddColliderTransform(collider.transform);
colliderRef.Add(colliderInfo.Count);
colliderInfo.Add(new BlittableCollider(
offset: collider.Offset,
radius: collider.Radius,
tailOrNormal: collider.TailOrNormal,
colliderType: TranslateColliderType(collider.ColliderType),
colliderTransformIndex: colliderTransformIndex));
_colliders.Add(collider);
}
_colliderGroups.Add(colliderGroup);
colliderGroups.Add(new ArrayRange
{
Start = startColliderRef,
End = colliderRef.Count,
});
}
_colliderTransformAccessArray = new(_colliderTransforms.ToArray(), 128);
_currentColliders = new(_colliderTransforms.Count, Allocator.Persistent);
_colliderInfo = new(colliderInfo.ToArray(), Allocator.Persistent);
_colliderRef = new(colliderRef.ToArray(), Allocator.Persistent);
_colliderGroup = new(colliderGroups.ToArray(), Allocator.Persistent);
//
// warps => particles
//
_transforms = new();
List<TransformInfo> info = new();
List<Vector3> positions = new();
List<WarpInfo> warps = new();
List<int> colliderGroupRef = new();
var warpSrcs = vrm.GetComponentsInChildren<Components.ClothWarpRoot>();
for (int warpIndex = 0; warpIndex < warpSrcs.Length; ++warpIndex)
{
var warp = warpSrcs[warpIndex];
var start = _transforms.Count;
if (warp.Center != null)
{
GetTransformIndex(warp.Center, new TransformInfo
{
TransformType = TransformType.Center,
WarpIndex = warpIndex,
}, info, positions);
start += 1;
}
var warpRootParentTransformIndex = GetTransformIndex(warp.transform.parent, new TransformInfo
{
TransformType = TransformType.WarpRootParent,
WarpIndex = warpIndex,
}, info, positions);
Debug.Assert(warpRootParentTransformIndex.index != -1);
if (warpRootParentTransformIndex.isNew)
{
start += 1;
}
var warpRootTransformIndex = GetTransformIndex(warp.transform, new TransformInfo
{
TransformType = TransformType.ClothWarp,
ParentIndex = warpRootParentTransformIndex.index,
InitLocalPosition = vrm.DefaultTransformStates[warp.transform].LocalPosition,
InitLocalRotation = vrm.DefaultTransformStates[warp.transform].LocalRotation,
Settings = warp.BaseSettings,
WarpIndex = warpIndex,
}, info, positions);
Debug.Assert(warpRootTransformIndex.index != -1);
var colliderGroupRefStart = colliderGroupRef.Count;
if (warpRootTransformIndex.isNew)
{
// var parentIndex = warpRootTransformIndex.index;
Func<int, int> GetFirstSiblingIndex = (parent) =>
{
for (int i = 0; i < info.Count; ++i)
{
if (info[i].ParentIndex == parent)
{
return i;
}
}
throw new Exception();
};
HashSet<int> parentIndexSet = new();
foreach (var particle in warp.Particles)
{
if (particle.Transform != null && particle.Mode != Components.ClothWarpRoot.ParticleMode.Disabled)
{
var parentIndex = _transforms.IndexOf(GetParent(particle.Transform, warp.transform));
BranchInfo? branch = default;
if (parentIndexSet.Contains(parentIndex))
{
branch = new BranchInfo
{
FirstSiblingIndex = GetFirstSiblingIndex(parentIndex),
};
}
else
{
parentIndexSet.Add(parentIndex);
}
var outputParticleTransformIndex = GetTransformIndex(particle.Transform, new TransformInfo
{
TransformType = TransformType.Particle,
ParentIndex = parentIndex,
InitLocalPosition = vrm.DefaultTransformStates[particle.Transform].LocalPosition,
InitLocalRotation = vrm.DefaultTransformStates[particle.Transform].LocalRotation,
Settings = particle.Settings,
WarpIndex = warpIndex,
Branch = branch,
}, info, positions);
// parentIndex = outputParticleTransformIndex.index;
}
}
foreach (var group in warp.ColliderGroups)
{
if (group != null)
{
colliderGroupRef.Add(_colliderGroups.IndexOf(group));
}
}
}
warps.Add(new WarpInfo
{
PrticleRange = new ArrayRange
{
Start = start,
End = _transforms.Count,
},
ColliderGroupRefRange = new ArrayRange
{
Start = colliderGroupRefStart,
End = colliderGroupRef.Count,
},
});
await awaitCaller.NextFrame();
}
_warps = new(warps.ToArray(), Allocator.Persistent);
_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);
_nextRotations = new(pos.Length, Allocator.Persistent);
_info = new(info.ToArray(), Allocator.Persistent);
_warpCollision = new(pos.Length, Allocator.Persistent);
_rectCollisionCount = new(pos.Length, Allocator.Persistent);
_rectCollisionDelta = new(pos.Length, Allocator.Persistent);
_impulsiveForces = new(pos.Length, Allocator.Persistent);
//
// cloths
//
var clothRects = new ClothRectList(_transforms, vrm);
_clothRects = new(clothRects.List.ToArray(), Allocator.Persistent);
_clothRectResults = new(clothRects.List.Count, Allocator.Persistent);
_clothUsedParticles = new(clothRects.ClothUsedParticles, Allocator.Persistent);
_building = false;
List<ClothInfo> cloths = new();
foreach (var grid in clothRects.ClothGrids)
{
var colliderGroupRefStart = colliderGroupRef.Count;
HashSet<VRM10SpringBoneColliderGroup> groups = new();
foreach (var warp in grid.Warps)
{
foreach (var group in warp.ColliderGroups)
{
if (group != null && !groups.Contains(group))
{
groups.Add(group);
colliderGroupRef.Add(_colliderGroups.IndexOf(group));
}
}
}
cloths.Add(new ClothInfo
{
ColliderGroupRefRange = new ArrayRange
{
Start = colliderGroupRefStart,
End = colliderGroupRef.Count,
},
});
}
_cloths = new(cloths.ToArray(), Allocator.Persistent);
_colliderGroupRef = new(colliderGroupRef.ToArray(), Allocator.Persistent);
}
private static BlittableColliderType TranslateColliderType(VRM10SpringBoneColliderTypes colliderType)
{
switch (colliderType)
{
case VRM10SpringBoneColliderTypes.Sphere:
return BlittableColliderType.Sphere;
case VRM10SpringBoneColliderTypes.Capsule:
return BlittableColliderType.Capsule;
case VRM10SpringBoneColliderTypes.Plane:
return BlittableColliderType.Plane;
case VRM10SpringBoneColliderTypes.SphereInside:
return BlittableColliderType.SphereInside;
case VRM10SpringBoneColliderTypes.CapsuleInside:
return BlittableColliderType.CapsuleInside;
default:
throw new ArgumentOutOfRangeException();
}
}
public void Process(float deltaTime)
{
var frame = new FrameInfo(deltaTime, Vector3.zero);
JobHandle handle = default;
// input
handle = new InputColliderJob
{
CurrentCollider = _currentColliders,
}.Schedule(_colliderTransformAccessArray, handle);
handle = new InputTransformJob
{
Info = _info,
InputData = _inputData,
CurrentPositions = _currentPositions,
ImpulsiveForces = _impulsiveForces,
CollisionCount = _rectCollisionCount,
CollisionDelta = _rectCollisionDelta,
}.Schedule(_transformAccessArray, handle);
// spring(cloth weft)
handle = new WeftConstraintJob
{
ClothRects = _clothRects,
CurrentPositions = _currentPositions,
ImpulsiveForces = _impulsiveForces,
}.Schedule(_clothRects.Length, 1, handle);
// verlet
handle = new VerletJob
{
Frame = frame,
Info = _info,
CurrentTransforms = _inputData,
PrevPositions = _prevPositions,
CurrentPositions = _currentPositions,
ImpulsiveForces = _impulsiveForces,
NextPositions = _nextPositions,
NextRotations = _nextRotations,
}.Schedule(_info.Length, 1, handle);
// 親子の長さで拘束
handle = new ParentLengthConstraintJob
{
Warps = _warps,
Info = _info,
Data = _inputData,
NextPositions = _nextPositions,
}.Schedule(_warps.Length, 1, handle);
// collision
{
var handle0 = new WarpCollisionJob
{
Colliders = _colliderInfo,
CurrentColliders = _currentColliders,
Info = _info,
NextPositions = _nextPositions,
ClothUsedParticles = _clothUsedParticles,
StrandCollision = _warpCollision,
Warps = _warps,
ColliderGroupRef = _colliderGroupRef,
ColliderGroup = _colliderGroup,
ColliderRef = _colliderRef,
}.Schedule(_info.Length, 1, handle);
var handle1 = new RectCollisionJob
{
ClothRects = _clothRects,
ClothRectResults = _clothRectResults,
Colliders = _colliderInfo,
CurrentColliders = _currentColliders,
Info = _info,
NextPositions = _nextPositions,
Cloths = _cloths,
ColliderGroupRef = _colliderGroupRef,
ColliderGroup = _colliderGroup,
ColliderRef = _colliderRef,
}.Schedule(_clothRects.Length, 1, handle);
handle1 = new RectCollisionReduceJob
{
ClothRects = _clothRects,
ClothRectResults = _clothRectResults,
NextPositions = _nextPositions,
RectCollisionCount = _rectCollisionCount,
RectCollisionDelta = _rectCollisionDelta,
}.Schedule(handle1);
handle = JobHandle.CombineDependencies(handle0, handle1);
handle = new CollisionApplyJob
{
ClothUsedParticles = _clothUsedParticles,
StrandCollision = _warpCollision,
RectCollisionCount = _rectCollisionCount,
RectCollisionDelta = _rectCollisionDelta,
NextPosition = _nextPositions,
}.Schedule(_info.Length, 1, handle);
}
// 親子の長さで拘束. TODO: ApplyRotationJob と合体
handle = new ParentLengthConstraintJob
{
Warps = _warps,
Info = _info,
Data = _inputData,
NextPositions = _nextPositions,
}.Schedule(_warps.Length, 1, handle);
// NextPositions から NextRotations を作る
handle = new ApplyRotationJob
{
Warps = _warps,
Info = _info,
CurrentTransforms = _inputData,
NextPositions = _nextPositions,
NextRotations = _nextRotations,
}.Schedule(_warps.Length, 1, handle);
// output
handle = new OutputTransformJob
{
Info = _info,
NextRotations = _nextRotations,
}.Schedule(_transformAccessArray, handle);
handle.Complete();
// update state
NativeArray<Vector3>.Copy(_currentPositions, _prevPositions);
NativeArray<Vector3>.Copy(_nextPositions, _currentPositions);
}
public void RestoreInitialTransform()
{
foreach (var warp in _warps)
{
for (int i = warp.PrticleRange.Start; i < warp.PrticleRange.End; ++i)
{
var p = _info[i];
var t = _transforms[i];
switch (p.TransformType)
{
case TransformType.Particle:
t.localRotation = _vrm.DefaultTransformStates[t].LocalRotation;
_currentPositions[i] = t.position;
_prevPositions[i] = t.position;
_nextPositions[i] = t.position;
break;
}
}
}
}
public void DrawGizmos()
{
for (int i = 0; i < _info.Length; ++i)
{
var info = _info[i];
var v = _currentPositions[i];
switch (info.TransformType)
{
case TransformType.Center:
case TransformType.WarpRootParent:
break;
case TransformType.ClothWarp:
Gizmos.color = Color.white;
Gizmos.DrawSphere(v, info.Settings.Radius);
break;
case TransformType.Particle:
Gizmos.color = Color.cyan;
Gizmos.DrawWireSphere(v, info.Settings.Radius);
break;
}
}
}
public void SetJointLevel(Transform joint, BlittableJointMutable jointSettings)
{
var i = _transforms.IndexOf(joint);
if (i != -1)
{
var info = _info[i];
info.Settings.FromBlittableJointMutable(jointSettings);
_info[i] = info;
}
}
public ClothWarpJobRuntime(Action<Vrm10Instance> onInit = null)
{
_onInit = onInit;
}
public bool ReconstructSpringBone()
{
if (_vrm == null)
{
return false;
}
if (_building)
{
return false;
}
var task = InitializeAsync(_vrm, new ImmediateCaller());
return true;
}
public void SetModelLevel(Transform modelRoot, BlittableModelLevel modelSettings)
{
}
}
}