117 lines
4.4 KiB
C#
117 lines
4.4 KiB
C#
#if ENABLE_ENTITIES
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using System.Collections.Generic;
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using Unity.Collections;
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using Unity.Entities;
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using Unity.Jobs;
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using Unity.Mathematics;
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using UnityEngine.Jobs;
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using UnityEngine.U2D.Common;
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using UnityEngine.Scripting;
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namespace UnityEngine.U2D.Animation
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{
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[Preserve]
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[UnityEngine.ExecuteAlways]
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[UpdateInGroup(typeof(PresentationSystemGroup))]
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[UpdateAfter(typeof(DeformSpriteSystem))]
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internal class UpdateBoundsSystem : ComponentSystem
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{
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EntityQuery m_ComponentGroup;
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protected override void OnCreateManager()
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{
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m_ComponentGroup = GetEntityQuery(typeof(SpriteSkin));
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}
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struct Bounds
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{
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public float4 center;
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public float4 extents;
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}
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struct CalculateBoundsJob : IJobParallelFor
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{
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[ReadOnly, DeallocateOnJobCompletion]
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public NativeArray<float4x4> worldToLocalArray;
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[ReadOnly, DeallocateOnJobCompletion]
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public NativeArray<float4x4> rootLocalToWorldArray;
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public NativeArray<Bounds> boundsArray;
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public void Execute(int i)
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{
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var matrix = math.mul(worldToLocalArray[i], rootLocalToWorldArray[i]);
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var center = boundsArray[i].center;
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var extents = boundsArray[i].extents;
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var p0 = math.mul(matrix, center + new float4(-extents.x, -extents.y, extents.z, extents.w));
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var p1 = math.mul(matrix, center + new float4(-extents.x, extents.y, extents.z, extents.w));
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var p2 = math.mul(matrix, center + extents);
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var p3 = math.mul(matrix, center + new float4(extents.x, -extents.y, extents.z, extents.w));
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var min = math.min(p0, math.min(p1, math.min(p2, p3)));
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var max = math.max(p0, math.max(p1, math.max(p2, p3)));
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extents = (max - min) * 0.5f;
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center = min + extents;
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boundsArray[i] = new Bounds()
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{
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center = center,
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extents = extents
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};
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}
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}
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protected override void OnUpdate()
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{
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var entityLength = m_ComponentGroup.CalculateLength();
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var worldToLocalArray = new NativeArray<float4x4>(entityLength, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
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var rootLocalToWorldArray = new NativeArray<float4x4>(entityLength, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
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var boundsArray = new NativeArray<Bounds>(entityLength, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
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var counter = 0;
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Entities.ForEach((Entity entity, SpriteSkin spriteSkin) =>
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{
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if (spriteSkin.isValid && spriteSkin.spriteRenderer.enabled)
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{
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worldToLocalArray[counter] = spriteSkin.transform.worldToLocalMatrix;
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rootLocalToWorldArray[counter] = spriteSkin.rootBone.localToWorldMatrix;
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var unityBounds = spriteSkin.bounds;
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boundsArray[counter] = new Bounds()
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{
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center = new float4(unityBounds.center, 1),
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extents = new float4(unityBounds.extents, 0),
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};
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}
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counter++;
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});
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var jobHandle = new CalculateBoundsJob()
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{
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worldToLocalArray = worldToLocalArray,
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rootLocalToWorldArray = rootLocalToWorldArray,
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boundsArray = boundsArray
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}.Schedule(entityLength, 32);
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jobHandle.Complete();
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counter = 0;
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Entities.With(m_ComponentGroup).ForEach((Entity entity, SpriteSkin spriteSkin) =>
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{
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if (spriteSkin.isValid && spriteSkin.spriteRenderer.enabled)
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{
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var center = boundsArray[counter].center;
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var extents = boundsArray[counter].extents;
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var bounds = new UnityEngine.Bounds();
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bounds.center = new Vector3(center.x, center.y, center.z);
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bounds.extents = new Vector3(extents.x, extents.y, extents.z);
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InternalEngineBridge.SetLocalAABB(spriteSkin.spriteRenderer, bounds);
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}
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counter++;
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});
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boundsArray.Dispose();
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return;
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}
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}
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}
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#endif |