108 lines
4.2 KiB
C#
108 lines
4.2 KiB
C#
#if ENABLE_ENTITIES
|
|
|
|
using System.Collections.Generic;
|
|
using Unity.Entities;
|
|
using Unity.Mathematics;
|
|
using Unity.Burst;
|
|
using Unity.Collections;
|
|
using Unity.Jobs;
|
|
using UnityEngine.Scripting;
|
|
|
|
namespace UnityEngine.U2D.Animation
|
|
{
|
|
[Preserve]
|
|
[UnityEngine.ExecuteAlways]
|
|
[UpdateInGroup(typeof(PresentationSystemGroup))]
|
|
[UpdateAfter(typeof(PrepareSkinningSystem))]
|
|
class DeformSpriteSystem : JobComponentSystem
|
|
{
|
|
List<SpriteComponent> m_UniqueSpriteComponents = new List<SpriteComponent>(16);
|
|
EntityQuery m_ComponentGroup;
|
|
|
|
protected override void OnCreateManager()
|
|
{
|
|
m_ComponentGroup = GetEntityQuery(typeof(WorldToLocal), typeof(SpriteComponent), typeof(Vertex), typeof(BoneTransform));
|
|
}
|
|
|
|
[BurstCompile]
|
|
public struct SkinJob : IJobParallelFor
|
|
{
|
|
// these are readonly per sprite and shared
|
|
[ReadOnly]
|
|
[DeallocateOnJobCompletion]
|
|
public NativeArray<Entity> entities;
|
|
[ReadOnly]
|
|
public NativeSlice<float3> vertices;
|
|
[ReadOnly]
|
|
public NativeSlice<BoneWeight> boneWeights;
|
|
[ReadOnly]
|
|
public NativeSlice<float4x4> bindPoses;
|
|
[ReadOnly]
|
|
[DeallocateOnJobCompletion]
|
|
public NativeArray<WorldToLocal> localToWorldArray;
|
|
|
|
// these are calculated per renderer and per instance
|
|
[NativeDisableParallelForRestriction]
|
|
public BufferFromEntity<BoneTransform> boneTransformArray;
|
|
[NativeDisableParallelForRestriction]
|
|
public BufferFromEntity<Vertex> deformedArray;
|
|
|
|
public void Execute(int i)
|
|
{
|
|
var rootTransformId = localToWorldArray[i].Value;
|
|
var boneTransforms = boneTransformArray[entities[i]].Reinterpret<float4x4>().AsNativeArray();
|
|
var deformableVertices = deformedArray[entities[i]].Reinterpret<float3>().AsNativeArray();
|
|
SpriteSkinUtility.Deform(rootTransformId, vertices, boneWeights, boneTransforms, bindPoses, deformableVertices);
|
|
}
|
|
}
|
|
|
|
protected override JobHandle OnUpdate(JobHandle inputDeps)
|
|
{
|
|
m_UniqueSpriteComponents.Clear();
|
|
EntityManager.GetAllUniqueSharedComponentData(m_UniqueSpriteComponents);
|
|
|
|
var spriteComponentCount = m_UniqueSpriteComponents.Count;
|
|
var returnHandle = inputDeps;
|
|
|
|
for (var i = 0; i < spriteComponentCount; i++)
|
|
{
|
|
var spriteComponent = m_UniqueSpriteComponents[i];
|
|
var sprite = spriteComponent.Value;
|
|
var entityCount = 0;
|
|
|
|
if (sprite != null)
|
|
{
|
|
m_ComponentGroup.SetFilter(spriteComponent);
|
|
var filteredEntities = m_ComponentGroup.ToEntityArray(Allocator.TempJob);
|
|
|
|
entityCount = filteredEntities.Length;
|
|
if (entityCount > 0)
|
|
{
|
|
var skinJob = new SkinJob
|
|
{
|
|
entities = filteredEntities,
|
|
vertices = sprite.GetVertexAttribute<Vector3>(UnityEngine.Rendering.VertexAttribute.Position).SliceWithStride<float3>(),
|
|
boneWeights = sprite.GetVertexAttribute<BoneWeight>(UnityEngine.Rendering.VertexAttribute.BlendWeight),
|
|
bindPoses = new NativeSlice<Matrix4x4>(sprite.GetBindPoses()).SliceWithStride<float4x4>(),
|
|
localToWorldArray = m_ComponentGroup.ToComponentDataArray<WorldToLocal>(Allocator.TempJob),
|
|
boneTransformArray = GetBufferFromEntity<BoneTransform>(),
|
|
deformedArray = GetBufferFromEntity<Vertex>()
|
|
};
|
|
|
|
returnHandle = skinJob.Schedule(entityCount, 4, returnHandle);
|
|
}
|
|
else
|
|
filteredEntities.Dispose();
|
|
}
|
|
}
|
|
|
|
var system = World.GetOrCreateSystem<EndPresentationEntityCommandBufferSystem>();
|
|
system.AddJobHandleForProducer(returnHandle);
|
|
|
|
return returnHandle;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
#endif |