PO/Library/PackageCache/com.unity.2d.animation@5.0.7/Runtime/UpdateBoundsJob.cs

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2022-01-12 10:06:03 +03:00
#if ENABLE_ANIMATION_COLLECTION
using Unity.Collections;
using Unity.Jobs;
using Unity.Mathematics;
#if ENABLE_ANIMATION_BURST
using Unity.Burst;
#endif
namespace UnityEngine.U2D.Animation
{
#if ENABLE_ANIMATION_BURST
[BurstCompile]
#endif
internal struct UpdateBoundJob : IJobParallelFor
{
[ReadOnly]
public NativeArray<int> rootTransformId;
[ReadOnly]
public NativeArray<int> rootBoneTransformId;
[ReadOnly]
public NativeArray<float4x4> rootTransform;
[ReadOnly]
public NativeArray<float4x4> boneTransform;
[ReadOnly]
public NativeHashMap<int, TransformAccessJob.TransformData> rootTransformIndex;
[ReadOnly]
public NativeHashMap<int, TransformAccessJob.TransformData> boneTransformIndex;
[ReadOnly]
public NativeArray<Bounds> spriteSkinBound;
public NativeArray<Bounds> bounds;
public void Execute(int i)
{
//for (int i = 0; i < rootTransformId.Length; ++i)
{
var unityBounds = spriteSkinBound[i];
var rootIndex = rootTransformIndex[rootTransformId[i]].transformIndex;
var rootBoneIndex = boneTransformIndex[rootBoneTransformId[i]].transformIndex;
if (rootIndex < 0 || rootBoneIndex < 0)
return;
var rootTransformMatrix = rootTransform[rootIndex];
var rootBoneTransformMatrix = boneTransform[rootBoneIndex];
var matrix = math.mul(rootTransformMatrix, rootBoneTransformMatrix);
var center = new float4(unityBounds.center, 1);
var extents = new float4(unityBounds.extents, 0);
var p0 = math.mul(matrix, center + new float4(-extents.x, -extents.y, extents.z, extents.w));
var p1 = math.mul(matrix, center + new float4(-extents.x, extents.y, extents.z, extents.w));
var p2 = math.mul(matrix, center + extents);
var p3 = math.mul(matrix, center + new float4(extents.x, -extents.y, extents.z, extents.w));
var min = math.min(p0, math.min(p1, math.min(p2, p3)));
var max = math.max(p0, math.max(p1, math.max(p2, p3)));
extents = (max - min) * 0.5f;
center = min + extents;
bounds[i] = new Bounds()
{
center = new Vector3(center.x, center.y, center.z),
extents = new Vector3(extents.x, extents.y, extents.z)
};
}
}
}
}
#endif