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

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#if ENABLE_ANIMATION_COLLECTION
using System;
using Unity.Mathematics;
using System.Collections.Generic;
using Unity.Collections;
using Unity.Jobs;
using Unity.Collections.LowLevel.Unsafe;
using UnityEngine.U2D.Common;
using UnityEngine.Profiling;
using Unity.Burst;
using UnityEngine.Assertions;
namespace UnityEngine.U2D.Animation
{
internal struct PerSkinJobData
{
public int deformVerticesStartPos;
public int2 bindPosesIndex;
public int2 verticesIndex;
}
internal struct SpriteSkinData
{
public NativeCustomSlice<Vector3> vertices;
public NativeCustomSlice<BoneWeight> boneWeights;
public NativeCustomSlice<Matrix4x4> bindPoses;
public NativeCustomSlice<Vector4> tangents;
public bool hasTangents;
public int spriteVertexStreamSize;
public int spriteVertexCount;
public int tangentVertexOffset;
public int deformVerticesStartPos;
public int transformId;
public NativeCustomSlice<int> boneTransformId;
}
#if ENABLE_ANIMATION_BURST
[BurstCompile]
#endif
internal struct PrepareDeformJob :IJob
{
[ReadOnly]
public NativeArray<PerSkinJobData> perSkinJobData;
[ReadOnly]
public int batchDataSize;
[WriteOnly]
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public NativeArray<int2> boneLookupData;
[WriteOnly]
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public NativeArray<int2> vertexLookupData;
public void Execute()
{
for (int i = 0; i < batchDataSize; ++i)
{
var jobData = perSkinJobData[i];
for (int k = 0, j = jobData.bindPosesIndex.x; j < jobData.bindPosesIndex.y; ++j, ++k)
{
boneLookupData[j] = new int2(i, k);
}
for (int k = 0, j = jobData.verticesIndex.x; j < jobData.verticesIndex.y; ++j, ++k)
{
vertexLookupData[j] = new int2(i, k);
}
}
}
}
#if ENABLE_ANIMATION_BURST
[BurstCompile]
#endif
internal struct BoneDeformBatchedJob : IJobParallelFor
{
[ReadOnly]
public NativeArray<float4x4> boneTransform;
[ReadOnly]
public NativeArray<float4x4> rootTransform;
[ReadOnly]
public NativeArray<int2> boneLookupData;
[ReadOnly]
public NativeArray<SpriteSkinData> spriteSkinData;
[ReadOnly]
public NativeHashMap<int, TransformAccessJob.TransformData> rootTransformIndex;
[ReadOnly]
public NativeHashMap<int, TransformAccessJob.TransformData> boneTransformIndex;
[WriteOnly]
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public NativeArray<float4x4> finalBoneTransforms;
public void Execute(int i)
{
int x = boneLookupData[i].x;
int y = boneLookupData[i].y;
var ssd = spriteSkinData[x];
var v = ssd.boneTransformId[y];
var index = boneTransformIndex[v].transformIndex;
if (index < 0)
return;
var aa = boneTransform[index];
var bb = ssd.bindPoses[y];
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var cc = rootTransformIndex[ssd.transformId].transformIndex;
finalBoneTransforms[i] = math.mul(rootTransform[cc], math.mul(aa, bb));
}
}
#if ENABLE_ANIMATION_BURST
[BurstCompile]
#endif
internal struct SkinDeformBatchedJob : IJobParallelFor
{
public NativeSlice<byte> vertices;
[ReadOnly]
public NativeArray<float4x4> finalBoneTransforms;
[ReadOnly]
public NativeArray<PerSkinJobData> perSkinJobData;
[ReadOnly]
public NativeArray<SpriteSkinData> spriteSkinData;
[ReadOnly]
public NativeArray<int2> vertexLookupData;
public unsafe void Execute(int i)
{
int j = vertexLookupData[i].x;
int k = vertexLookupData[i].y;
PerSkinJobData perSkinData = perSkinJobData[j];
var spriteSkin = spriteSkinData[j];
float3 srcVertex = spriteSkin.vertices[k];
float4 tangents = spriteSkin.tangents[k];
var influence = spriteSkin.boneWeights[k];
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int bone0 = influence.boneIndex0 + perSkinData.bindPosesIndex.x;
int bone1 = influence.boneIndex1 + perSkinData.bindPosesIndex.x;
int bone2 = influence.boneIndex2 + perSkinData.bindPosesIndex.x;
int bone3 = influence.boneIndex3 + perSkinData.bindPosesIndex.x;
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byte* deformedPosOffset = (byte*)vertices.GetUnsafePtr();
byte* deformedPosStart = deformedPosOffset + spriteSkin.deformVerticesStartPos;
NativeSlice<float3> deformableVerticesFloat3 = NativeSliceUnsafeUtility.ConvertExistingDataToNativeSlice<float3>(deformedPosStart, spriteSkin.spriteVertexStreamSize, spriteSkin.spriteVertexCount);
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#if ENABLE_UNITY_COLLECTIONS_CHECKS
NativeSliceUnsafeUtility.SetAtomicSafetyHandle(ref deformableVerticesFloat3, NativeSliceUnsafeUtility.GetAtomicSafetyHandle(vertices));
#endif
if (spriteSkin.hasTangents)
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{
byte* deformedTanOffset = deformedPosStart + spriteSkin.tangentVertexOffset;
var deformableTangentsFloat4 = NativeSliceUnsafeUtility.ConvertExistingDataToNativeSlice<float4>(deformedTanOffset, spriteSkin.spriteVertexStreamSize, spriteSkin.spriteVertexCount);
#if ENABLE_UNITY_COLLECTIONS_CHECKS
NativeSliceUnsafeUtility.SetAtomicSafetyHandle(ref deformableTangentsFloat4, NativeSliceUnsafeUtility.GetAtomicSafetyHandle(vertices));
#endif
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var tangent = new float4(tangents.xyz, 0.0f);
tangent =
math.mul(finalBoneTransforms[bone0], tangent) * influence.weight0 +
math.mul(finalBoneTransforms[bone1], tangent) * influence.weight1 +
math.mul(finalBoneTransforms[bone2], tangent) * influence.weight2 +
math.mul(finalBoneTransforms[bone3], tangent) * influence.weight3;
deformableTangentsFloat4[k] = new float4(math.normalize(tangent.xyz), tangents.w);
}
deformableVerticesFloat3[k] =
math.transform(finalBoneTransforms[bone0], srcVertex) * influence.weight0 +
math.transform(finalBoneTransforms[bone1], srcVertex) * influence.weight1 +
math.transform(finalBoneTransforms[bone2], srcVertex) * influence.weight2 +
math.transform(finalBoneTransforms[bone3], srcVertex) * influence.weight3;
}
}
#if ENABLE_ANIMATION_BURST
[BurstCompile]
#endif
internal struct CalculateSpriteSkinAABBJob : IJobParallelFor
{
public NativeSlice<byte> vertices;
[ReadOnly]
public NativeArray<bool> isSpriteSkinValidForDeformArray;
[ReadOnly]
public NativeArray<SpriteSkinData> spriteSkinData;
[WriteOnly]
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public NativeArray<Bounds> bounds;
public unsafe void Execute(int i)
{
if (!isSpriteSkinValidForDeformArray[i])
return;
var spriteSkin = spriteSkinData[i];
byte* deformedPosOffset = (byte*)vertices.GetUnsafePtr();
NativeSlice<float3> deformableVerticesFloat3 = NativeSliceUnsafeUtility.ConvertExistingDataToNativeSlice<float3>(deformedPosOffset + spriteSkin.deformVerticesStartPos, spriteSkin.spriteVertexStreamSize, spriteSkin.spriteVertexCount);
#if ENABLE_UNITY_COLLECTIONS_CHECKS
NativeSliceUnsafeUtility.SetAtomicSafetyHandle(ref deformableVerticesFloat3, NativeSliceUnsafeUtility.GetAtomicSafetyHandle(vertices));
#endif
bounds[i] = SpriteSkinUtility.CalculateSpriteSkinBounds(deformableVerticesFloat3);
}
}
#if ENABLE_ANIMATION_BURST
[BurstCompile]
#endif
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internal struct FillPerSkinJobSingleThread : IJob
{
public PerSkinJobData combinedSkinBatch;
[ReadOnly]
public NativeArray<bool> isSpriteSkinValidForDeformArray;
public NativeArray<SpriteSkinData> spriteSkinDataArray;
public NativeArray<PerSkinJobData> perSkinJobDataArray;
public NativeArray<PerSkinJobData> combinedSkinBatchArray;
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public void Execute()
{
var startIndex = 0;
var endIndex = spriteSkinDataArray.Length;
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for (int index = startIndex; index < endIndex; ++index)
{
var spriteSkinData = spriteSkinDataArray[index];
spriteSkinData.deformVerticesStartPos = -1;
var vertexBufferSize = 0;
var vertexCount = 0;
var bindPoseCount = 0;
if (isSpriteSkinValidForDeformArray[index])
{
spriteSkinData.deformVerticesStartPos = combinedSkinBatch.deformVerticesStartPos;
vertexBufferSize = spriteSkinData.spriteVertexCount * spriteSkinData.spriteVertexStreamSize;
vertexCount = spriteSkinData.spriteVertexCount;
bindPoseCount = spriteSkinData.bindPoses.Length;
}
combinedSkinBatch.verticesIndex.x = combinedSkinBatch.verticesIndex.y;
combinedSkinBatch.verticesIndex.y = combinedSkinBatch.verticesIndex.x + vertexCount;
combinedSkinBatch.bindPosesIndex.x = combinedSkinBatch.bindPosesIndex.y;
combinedSkinBatch.bindPosesIndex.y = combinedSkinBatch.bindPosesIndex.x + bindPoseCount;
spriteSkinDataArray[index] = spriteSkinData;
perSkinJobDataArray[index] = combinedSkinBatch;
combinedSkinBatch.deformVerticesStartPos += vertexBufferSize;
}
combinedSkinBatchArray[0] = combinedSkinBatch;
}
}
#if ENABLE_ANIMATION_BURST
[BurstCompile]
#endif
internal struct CopySpriteRendererBuffersJob : IJobParallelFor
{
[ReadOnly]
public NativeArray<bool> isSpriteSkinValidForDeformArray;
[ReadOnly]
public NativeArray<SpriteSkinData> spriteSkinData;
[ReadOnly, NativeDisableUnsafePtrRestriction]
public IntPtr ptrVertices;
[WriteOnly]
public NativeArray<IntPtr> buffers;
[WriteOnly]
public NativeArray<int> bufferSizes;
public void Execute(int i)
{
var skinData = spriteSkinData[i];
IntPtr startVertices = default(IntPtr);
var vertexBufferLength = 0;
if (isSpriteSkinValidForDeformArray[i])
{
startVertices = ptrVertices + skinData.deformVerticesStartPos;
vertexBufferLength = skinData.spriteVertexCount * skinData.spriteVertexStreamSize;
}
buffers[i] = startVertices;
bufferSizes[i] = vertexBufferLength;
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}
}
internal class SpriteSkinComposite : ScriptableObject
{
static SpriteSkinComposite m_Instance;
public static SpriteSkinComposite instance
{
get
{
if (m_Instance == null)
{
var composite = Resources.FindObjectsOfTypeAll<SpriteSkinComposite>();
if (composite.Length > 0)
m_Instance = composite[0];
else
m_Instance = ScriptableObject.CreateInstance<SpriteSkinComposite>();
m_Instance.hideFlags = HideFlags.HideAndDontSave;
m_Instance.Init();
}
return m_Instance;
}
}
List<SpriteSkin> m_SpriteSkins = new List<SpriteSkin>();
List<SpriteSkin> m_SpriteSkinLateUpdate = new List<SpriteSkin>();
SpriteRenderer[] m_SpriteRenderers = new SpriteRenderer[0];
NativeByteArray m_DeformedVerticesBuffer;
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NativeArray<float4x4> m_FinalBoneTransforms;
NativeArray<bool> m_IsSpriteSkinActiveForDeform;
NativeArray<SpriteSkinData> m_SpriteSkinData;
NativeArray<PerSkinJobData> m_PerSkinJobData;
NativeArray<Bounds> m_BoundsData;
NativeArray<IntPtr> m_Buffers;
NativeArray<int> m_BufferSizes;
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NativeArray<int2> m_BoneLookupData;
NativeArray<int2> m_VertexLookupData;
NativeArray<PerSkinJobData> m_SkinBatchArray;
TransformAccessJob m_LocalToWorldTransformAccessJob;
TransformAccessJob m_WorldToLocalTransformAccessJob;
JobHandle m_BoundJobHandle;
JobHandle m_DeformJobHandle;
JobHandle m_CopyJobHandle;
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[SerializeField]
GameObject m_Helper;
internal GameObject helperGameObject
{
get => m_Helper;
}
internal void RemoveTransformById(int transformId)
{
m_LocalToWorldTransformAccessJob.RemoveTransformById(transformId);
}
internal void AddSpriteSkinBoneTransform(SpriteSkin spriteSkin)
{
if (spriteSkin == null)
return;
if (spriteSkin.boneTransforms != null)
{
foreach (var t in spriteSkin.boneTransforms)
{
if(t != null)
m_LocalToWorldTransformAccessJob.AddTransform(t);
}
}
}
internal void AddSpriteSkinRootBoneTransform(SpriteSkin spriteSkin)
{
if (spriteSkin == null || spriteSkin.rootBone == null)
return;
m_LocalToWorldTransformAccessJob.AddTransform(spriteSkin.rootBone);
}
internal void AddSpriteSkin(SpriteSkin spriteSkin)
{
if (spriteSkin == null)
return;
bool added = m_SpriteSkins.Contains(spriteSkin);
Debug.Assert(!added, string.Format("SpriteSkin {0} is already added", spriteSkin.gameObject.name));
if (!added)
{
m_SpriteSkins.Add(spriteSkin);
var count = m_SpriteSkins.Count;
Array.Resize(ref m_SpriteRenderers, count);
m_SpriteRenderers[count - 1] = spriteSkin.spriteRenderer;
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m_WorldToLocalTransformAccessJob.AddTransform(spriteSkin.transform);
if (m_IsSpriteSkinActiveForDeform.IsCreated)
{
NativeArrayHelpers.ResizeAndCopyIfNeeded(ref m_IsSpriteSkinActiveForDeform, count);
NativeArrayHelpers.ResizeAndCopyIfNeeded(ref m_PerSkinJobData, count);
NativeArrayHelpers.ResizeAndCopyIfNeeded(ref m_SpriteSkinData, count);
NativeArrayHelpers.ResizeAndCopyIfNeeded(ref m_BoundsData, count);
NativeArrayHelpers.ResizeAndCopyIfNeeded(ref m_Buffers, count);
NativeArrayHelpers.ResizeAndCopyIfNeeded(ref m_BufferSizes, count);
CopyToSpriteSkinData(count - 1);
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}
}
}
internal void CopyToSpriteSkinData(SpriteSkin spriteSkin)
{
if (spriteSkin == null)
return;
int index = m_SpriteSkins.IndexOf(spriteSkin);
if (index < 0)
return;
CopyToSpriteSkinData(index);
}
private void CopyToSpriteSkinData(int index)
{
if (index < 0 || index >= m_SpriteSkins.Count || !m_SpriteSkinData.IsCreated)
return;
SpriteSkinData spriteSkinData = default(SpriteSkinData);
var spriteSkin = m_SpriteSkins[index];
spriteSkin.CopyToSpriteSkinData(ref spriteSkinData, index);
m_SpriteSkinData[index] = spriteSkinData;
m_SpriteRenderers[index] = spriteSkin.spriteRenderer;
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}
internal void RemoveSpriteSkin(SpriteSkin spriteSkin)
{
int index = m_SpriteSkins.IndexOf(spriteSkin);
if (index < 0)
return;
// Check if it is not the last SpriteSkin
if (index < m_SpriteSkins.Count - 1)
{
m_SpriteSkins.RemoveAtSwapBack(index);
CopyToSpriteSkinData(index);
}
else
{
m_SpriteSkins.RemoveAt(index);
}
var count = m_SpriteSkins.Count;
Array.Resize(ref m_SpriteRenderers, count);
NativeArrayHelpers.ResizeAndCopyIfNeeded(ref m_IsSpriteSkinActiveForDeform, count);
NativeArrayHelpers.ResizeAndCopyIfNeeded(ref m_PerSkinJobData, count);
NativeArrayHelpers.ResizeAndCopyIfNeeded(ref m_SpriteSkinData, count);
NativeArrayHelpers.ResizeAndCopyIfNeeded(ref m_BoundsData, count);
NativeArrayHelpers.ResizeAndCopyIfNeeded(ref m_Buffers, count);
NativeArrayHelpers.ResizeAndCopyIfNeeded(ref m_BufferSizes, count);
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m_WorldToLocalTransformAccessJob.RemoveTransform(spriteSkin.transform);
}
internal void AddSpriteSkinForLateUpdate(SpriteSkin spriteSkin)
{
if (spriteSkin == null)
return;
bool added = m_SpriteSkinLateUpdate.Contains(spriteSkin);
Debug.Assert( !added, string.Format("SpriteSkin {0} is already added for LateUpdate", spriteSkin.gameObject.name));
if (!added)
{
m_SpriteSkinLateUpdate.Add(spriteSkin);
}
}
internal void RemoveSpriteSkinForLateUpdate(SpriteSkin spriteSkin)
{
m_SpriteSkinLateUpdate.Remove(spriteSkin);
}
void Init()
{
if(m_LocalToWorldTransformAccessJob == null)
m_LocalToWorldTransformAccessJob = new TransformAccessJob();
if(m_WorldToLocalTransformAccessJob == null)
m_WorldToLocalTransformAccessJob = new TransformAccessJob();
}
internal void ResetComposite()
{
foreach (var spriteSkin in m_SpriteSkins)
spriteSkin.batchSkinning = false;
m_SpriteSkins.Clear();
m_LocalToWorldTransformAccessJob.Destroy();
m_WorldToLocalTransformAccessJob.Destroy();
m_LocalToWorldTransformAccessJob = new TransformAccessJob();
m_WorldToLocalTransformAccessJob = new TransformAccessJob();
}
public void OnEnable()
{
m_Instance = this;
if (m_Helper == null)
{
m_Helper = new GameObject("SpriteSkinManager");
m_Helper.hideFlags = HideFlags.HideAndDontSave;
m_Helper.AddComponent<SpriteSkinManager.SpriteSkinManagerInternal>();
#if !UNITY_EDITOR
GameObject.DontDestroyOnLoad(m_Helper);
#endif
}
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m_FinalBoneTransforms = new NativeArray<float4x4>(1, Allocator.Persistent);
m_BoneLookupData = new NativeArray<int2>(1, Allocator.Persistent);
m_VertexLookupData = new NativeArray<int2>(1, Allocator.Persistent);
m_SkinBatchArray = new NativeArray<PerSkinJobData>(1, Allocator.Persistent);
Init();
// Initialise all existing SpriteSkins as execution order is indeterminate
int count = m_SpriteSkins.Count;
if (count > 0)
{
m_IsSpriteSkinActiveForDeform = new NativeArray<bool>(count, Allocator.Persistent);
m_PerSkinJobData = new NativeArray<PerSkinJobData>(count, Allocator.Persistent);
m_SpriteSkinData = new NativeArray<SpriteSkinData>(count, Allocator.Persistent);
m_BoundsData = new NativeArray<Bounds>(count, Allocator.Persistent);
m_Buffers = new NativeArray<IntPtr>(count, Allocator.Persistent);
m_BufferSizes = new NativeArray<int>(count, Allocator.Persistent);
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for (int i = 0; i < count; ++i)
{
var spriteSkin = m_SpriteSkins[i];
spriteSkin.batchSkinning = true;
CopyToSpriteSkinData(i);
}
}
else
{
m_IsSpriteSkinActiveForDeform = new NativeArray<bool>(1, Allocator.Persistent);
m_PerSkinJobData = new NativeArray<PerSkinJobData>(1, Allocator.Persistent);
m_SpriteSkinData = new NativeArray<SpriteSkinData>(1, Allocator.Persistent);
m_BoundsData = new NativeArray<Bounds>(1, Allocator.Persistent);
m_Buffers = new NativeArray<IntPtr>(1, Allocator.Persistent);
m_BufferSizes = new NativeArray<int>(1, Allocator.Persistent);
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}
}
private void OnDisable()
{
m_DeformJobHandle.Complete();
m_BoundJobHandle.Complete();
m_CopyJobHandle.Complete();
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foreach (var spriteSkin in m_SpriteSkins)
spriteSkin.batchSkinning = false;
m_SpriteSkins.Clear();
m_SpriteRenderers = new SpriteRenderer[0];
BufferManager.instance.ReturnBuffer(GetInstanceID());
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m_IsSpriteSkinActiveForDeform.DisposeIfCreated();
m_PerSkinJobData.DisposeIfCreated();
m_SpriteSkinData.DisposeIfCreated();
m_Buffers.DisposeIfCreated();
m_BufferSizes.DisposeIfCreated();
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m_BoneLookupData.DisposeIfCreated();
m_VertexLookupData.DisposeIfCreated();
m_SkinBatchArray.DisposeIfCreated();
m_FinalBoneTransforms.DisposeIfCreated();
m_BoundsData.DisposeIfCreated();
if (m_Helper != null)
GameObject.DestroyImmediate(m_Helper);
m_LocalToWorldTransformAccessJob.Destroy();
m_WorldToLocalTransformAccessJob.Destroy();
}
internal unsafe void LateUpdate()
{
foreach (var ss in m_SpriteSkinLateUpdate)
{
if(ss != null)
ss.OnLateUpdate();
}
var count = m_SpriteSkins.Count;
if (count == 0)
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return;
Profiler.BeginSample("SpriteSkinComposite.PrepareData");
Assert.AreEqual(m_IsSpriteSkinActiveForDeform.Length, count);
Assert.AreEqual(m_PerSkinJobData.Length, count);
Assert.AreEqual(m_SpriteSkinData.Length, count);
Assert.AreEqual(m_BoundsData.Length, count);
Assert.AreEqual(m_Buffers.Length, count);
Assert.AreEqual(m_BufferSizes.Length, count);
Assert.AreEqual(m_SpriteRenderers.Length, count);
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Profiler.BeginSample("SpriteSkinComposite.ValidateSpriteSkinData");
for (int i = 0; i < m_SpriteSkins.Count; ++i)
{
var spriteSkin = m_SpriteSkins[i];
m_IsSpriteSkinActiveForDeform[i] = spriteSkin.BatchValidate();
if (m_IsSpriteSkinActiveForDeform[i] && spriteSkin.NeedUpdateCompositeCache())
{
CopyToSpriteSkinData(i);
}
}
Profiler.EndSample();
Profiler.BeginSample("SpriteSkinComposite.TransformAccessJob");
var localToWorldJobHandle = m_LocalToWorldTransformAccessJob.StartLocalToWorldJob();
var worldToLocalJobHandle = m_WorldToLocalTransformAccessJob.StartWorldToLocalJob();
Profiler.EndSample();
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Profiler.BeginSample("SpriteSkinComposite.GetSpriteSkinBatchData");
NativeArrayHelpers.ResizeIfNeeded(ref m_SkinBatchArray, 1);
FillPerSkinJobSingleThread fillPerSkinJobSingleThread = new FillPerSkinJobSingleThread()
{
isSpriteSkinValidForDeformArray = m_IsSpriteSkinActiveForDeform,
combinedSkinBatchArray = m_SkinBatchArray,
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spriteSkinDataArray = m_SpriteSkinData,
perSkinJobDataArray = m_PerSkinJobData,
};
fillPerSkinJobSingleThread.Run();
Profiler.EndSample();
Profiler.EndSample();
var skinBatch = m_SkinBatchArray[0];
int batchCount = m_SpriteSkinData.Length;
int vertexBufferSize = skinBatch.deformVerticesStartPos;
if (vertexBufferSize <= 0)
{
localToWorldJobHandle.Complete();
worldToLocalJobHandle.Complete();
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return;
}
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Profiler.BeginSample("SpriteSkinComposite.ResizeBuffers");
m_DeformedVerticesBuffer = BufferManager.instance.GetBuffer(GetInstanceID(), vertexBufferSize);
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NativeArrayHelpers.ResizeIfNeeded(ref m_FinalBoneTransforms, skinBatch.bindPosesIndex.y);
NativeArrayHelpers.ResizeIfNeeded(ref m_BoneLookupData, skinBatch.bindPosesIndex.y);
NativeArrayHelpers.ResizeIfNeeded(ref m_VertexLookupData, skinBatch.verticesIndex.y);
Profiler.EndSample();
Profiler.BeginSample("SpriteSkinComposite.Prepare");
PrepareDeformJob prepareJob = new PrepareDeformJob
{
batchDataSize = batchCount,
perSkinJobData = m_PerSkinJobData,
boneLookupData = m_BoneLookupData,
vertexLookupData = m_VertexLookupData
};
var jobHandle = prepareJob.Schedule();
Profiler.EndSample();
Profiler.BeginSample("SpriteSkinComposite.ScheduleJobs");
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BoneDeformBatchedJob boneJobBatched = new BoneDeformBatchedJob()
{
boneTransform = m_LocalToWorldTransformAccessJob.transformMatrix,
rootTransform = m_WorldToLocalTransformAccessJob.transformMatrix,
spriteSkinData = m_SpriteSkinData,
boneLookupData = m_BoneLookupData,
finalBoneTransforms = m_FinalBoneTransforms,
rootTransformIndex = m_WorldToLocalTransformAccessJob.transformData,
boneTransformIndex = m_LocalToWorldTransformAccessJob.transformData
};
jobHandle = JobHandle.CombineDependencies(localToWorldJobHandle, worldToLocalJobHandle, jobHandle);
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jobHandle = boneJobBatched.Schedule(skinBatch.bindPosesIndex.y, 8, jobHandle);
SkinDeformBatchedJob skinJobBatched = new SkinDeformBatchedJob()
{
vertices = m_DeformedVerticesBuffer.array,
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vertexLookupData = m_VertexLookupData,
spriteSkinData = m_SpriteSkinData,
perSkinJobData = m_PerSkinJobData,
finalBoneTransforms = m_FinalBoneTransforms,
};
m_DeformJobHandle = skinJobBatched.Schedule(skinBatch.verticesIndex.y, 16, jobHandle);
CopySpriteRendererBuffersJob copySpriteRendererBuffersJob = new CopySpriteRendererBuffersJob()
{
isSpriteSkinValidForDeformArray = m_IsSpriteSkinActiveForDeform,
spriteSkinData = m_SpriteSkinData,
ptrVertices = (IntPtr) NativeArrayUnsafeUtility.GetUnsafeBufferPointerWithoutChecks(m_DeformedVerticesBuffer.array),
buffers = m_Buffers,
bufferSizes = m_BufferSizes,
};
m_CopyJobHandle = copySpriteRendererBuffersJob.Schedule(batchCount, 16, jobHandle);
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CalculateSpriteSkinAABBJob updateBoundJob = new CalculateSpriteSkinAABBJob
{
vertices = m_DeformedVerticesBuffer.array,
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isSpriteSkinValidForDeformArray = m_IsSpriteSkinActiveForDeform,
spriteSkinData = m_SpriteSkinData,
bounds = m_BoundsData,
};
m_BoundJobHandle = updateBoundJob.Schedule(batchCount, 4, m_DeformJobHandle);
Profiler.EndSample();
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JobHandle.ScheduleBatchedJobs();
jobHandle = JobHandle.CombineDependencies(m_BoundJobHandle, m_CopyJobHandle);
jobHandle.Complete();
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Profiler.BeginSample("SpriteSkinComposite.SetBatchDeformableBufferAndLocalAABB");
InternalEngineBridge.SetBatchDeformableBufferAndLocalAABBArray(m_SpriteRenderers, m_Buffers, m_BufferSizes, m_BoundsData);
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Profiler.EndSample();
}
internal bool HasDeformableBufferForSprite(int dataIndex)
{
if (dataIndex < 0 && m_IsSpriteSkinActiveForDeform.Length >= dataIndex)
throw new InvalidOperationException("Invalid index for deformable buffer");
return m_IsSpriteSkinActiveForDeform[dataIndex];
}
internal unsafe NativeArray<byte> GetDeformableBufferForSprite(int dataIndex)
{
if (dataIndex < 0 && m_SpriteSkinData.Length >= dataIndex)
throw new InvalidOperationException("Invalid index for deformable buffer");
if (!m_DeformJobHandle.IsCompleted)
m_DeformJobHandle.Complete();
var skinData = m_SpriteSkinData[dataIndex];
if (skinData.deformVerticesStartPos < 0)
throw new InvalidOperationException("There are no currently deformed vertices.");
var vertexBufferLength = skinData.spriteVertexCount * skinData.spriteVertexStreamSize;
byte* ptrVertices = (byte*)m_DeformedVerticesBuffer.array.GetUnsafeReadOnlyPtr();
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ptrVertices += skinData.deformVerticesStartPos;
var buffer = NativeArrayUnsafeUtility.ConvertExistingDataToNativeArray<byte>(ptrVertices, vertexBufferLength, Allocator.None);
#if ENABLE_UNITY_COLLECTIONS_CHECKS
NativeArrayUnsafeUtility.SetAtomicSafetyHandle(ref buffer, NativeArrayUnsafeUtility.GetAtomicSafetyHandle(m_DeformedVerticesBuffer.array));
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#endif
return buffer;
}
// Code for tests
#region Code For Tests
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internal string GetDebugLog()
{
var log = "";
log = "====SpriteSkinLateUpdate===\n";
log += "Count: " + m_SpriteSkinLateUpdate.Count +"\n";
foreach (var ss in m_SpriteSkinLateUpdate)
{
log += ss == null ? "null" : ss.name;
log += "\n";
}
log += "\n";
log += "===SpriteSkinBatch===\n";
log += "Count: " + m_SpriteSkins.Count +"\n";
foreach (var ss in m_SpriteSkins)
{
log += ss == null ? "null" : ss.name;
log += "\n";
}
log += "===LocalToWorldTransformAccessJob===\n";
log += m_LocalToWorldTransformAccessJob.GetDebugLog();
log += "\n";
log += "===WorldToLocalTransformAccessJob===\n";
log += "\n";
log += m_WorldToLocalTransformAccessJob.GetDebugLog();
return log;
}
internal SpriteSkin[] GetSpriteSkins()
{
return m_SpriteSkins.ToArray();
}
internal TransformAccessJob GetWorldToLocalTransformAccessJob()
{
return m_WorldToLocalTransformAccessJob;
}
internal TransformAccessJob GetLocalToWorldTransformAccessJob()
{
return m_LocalToWorldTransformAccessJob;
}
#endregion
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}
}
#endif