Net-Game/Library/PackageCache/com.unity.2d.animation@494a3b4e73a9/Runtime/BatchedDeformation/DeformationJobs.cs
2025-03-28 08:33:16 -04:00

296 lines
11 KiB
C#

using System;
using Unity.Mathematics;
using Unity.Collections;
using Unity.Jobs;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Burst;
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;
}
[BurstCompile]
internal struct PrepareDeformJob : IJob
{
[ReadOnly]
public NativeArray<PerSkinJobData> perSkinJobData;
[ReadOnly]
public int batchDataSize;
[WriteOnly]
public NativeArray<int2> boneLookupData;
[WriteOnly]
public NativeArray<int2> vertexLookupData;
public void Execute()
{
for (var 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);
}
}
}
}
[BurstCompile]
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]
public NativeArray<float4x4> finalBoneTransforms;
public void Execute(int i)
{
var x = boneLookupData[i].x;
var 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];
var cc = rootTransformIndex[ssd.transformId].transformIndex;
finalBoneTransforms[i] = math.mul(rootTransform[cc], math.mul(aa, bb));
}
}
[BurstCompile]
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)
{
var j = vertexLookupData[i].x;
var k = vertexLookupData[i].y;
var perSkinData = perSkinJobData[j];
var spriteSkin = spriteSkinData[j];
var srcVertex = (float3)spriteSkin.vertices[k];
var tangents = (float4)spriteSkin.tangents[k];
var influence = spriteSkin.boneWeights[k];
var bone0 = influence.boneIndex0 + perSkinData.bindPosesIndex.x;
var bone1 = influence.boneIndex1 + perSkinData.bindPosesIndex.x;
var bone2 = influence.boneIndex2 + perSkinData.bindPosesIndex.x;
var bone3 = influence.boneIndex3 + perSkinData.bindPosesIndex.x;
var deformedPosOffset = (byte*)vertices.GetUnsafePtr();
var deformedPosStart = deformedPosOffset + spriteSkin.deformVerticesStartPos;
var deformableVerticesFloat3 = NativeSliceUnsafeUtility.ConvertExistingDataToNativeSlice<float3>(deformedPosStart, spriteSkin.spriteVertexStreamSize, spriteSkin.spriteVertexCount);
#if ENABLE_UNITY_COLLECTIONS_CHECKS
NativeSliceUnsafeUtility.SetAtomicSafetyHandle(ref deformableVerticesFloat3, NativeSliceUnsafeUtility.GetAtomicSafetyHandle(vertices));
#endif
if (spriteSkin.hasTangents)
{
var 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
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;
}
}
[BurstCompile]
internal struct CalculateSpriteSkinAABBJob : IJobParallelFor
{
public NativeSlice<byte> vertices;
[ReadOnly]
public NativeArray<bool> isSpriteSkinValidForDeformArray;
[ReadOnly]
public NativeArray<SpriteSkinData> spriteSkinData;
[WriteOnly]
public NativeArray<Bounds> bounds;
public unsafe void Execute(int i)
{
if (!isSpriteSkinValidForDeformArray[i])
return;
var spriteSkin = spriteSkinData[i];
var deformedPosOffset = (byte*)vertices.GetUnsafePtr();
var 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);
}
}
[BurstCompile]
internal struct FillPerSkinJobSingleThread : IJob
{
public PerSkinJobData combinedSkinBatch;
[ReadOnly]
public NativeArray<bool> isSpriteSkinValidForDeformArray;
public NativeArray<SpriteSkinData> spriteSkinDataArray;
public NativeArray<PerSkinJobData> perSkinJobDataArray;
public NativeArray<PerSkinJobData> combinedSkinBatchArray;
public void Execute()
{
var startIndex = 0;
var endIndex = spriteSkinDataArray.Length;
for (var 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;
}
}
[BurstCompile]
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];
var startVertices = default(IntPtr);
var vertexBufferLength = 0;
if (isSpriteSkinValidForDeformArray[i])
{
startVertices = ptrVertices + skinData.deformVerticesStartPos;
vertexBufferLength = skinData.spriteVertexCount * skinData.spriteVertexStreamSize;
}
buffers[i] = startVertices;
bufferSizes[i] = vertexBufferLength;
}
}
[BurstCompile]
internal struct CopySpriteRendererBoneTransformBuffersJob : IJobParallelFor
{
[ReadOnly]
public NativeArray<bool> isSpriteSkinValidForDeformArray;
[ReadOnly]
public NativeArray<SpriteSkinData> spriteSkinData;
[ReadOnly]
public NativeArray<PerSkinJobData> perSkinJobData;
[ReadOnly, NativeDisableUnsafePtrRestriction]
public IntPtr ptrBoneTransforms;
[WriteOnly]
public NativeArray<IntPtr> buffers;
[WriteOnly]
public NativeArray<int> bufferSizes;
public void Execute(int i)
{
var skinData = spriteSkinData[i];
var skinJobData = perSkinJobData[i];
var startMatrix = default(IntPtr);
var matrixLength = 0;
if (isSpriteSkinValidForDeformArray[i])
{
startMatrix = ptrBoneTransforms + (skinJobData.bindPosesIndex.x * 64);
matrixLength = skinData.boneTransformId.Length;
}
buffers[i] = startMatrix;
bufferSizes[i] = matrixLength;
}
}
}