SpriteSkinComposite.cs 31 KB

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  1. #if ENABLE_ANIMATION_COLLECTION
  2. using System;
  3. using Unity.Mathematics;
  4. using System.Collections.Generic;
  5. using Unity.Collections;
  6. using Unity.Jobs;
  7. using Unity.Collections.LowLevel.Unsafe;
  8. using UnityEngine.U2D.Common;
  9. using UnityEngine.Profiling;
  10. using Unity.Burst;
  11. using UnityEngine.Assertions;
  12. namespace UnityEngine.U2D.Animation
  13. {
  14. internal struct PerSkinJobData
  15. {
  16. public int deformVerticesStartPos;
  17. public int2 bindPosesIndex;
  18. public int2 verticesIndex;
  19. }
  20. internal struct SpriteSkinData
  21. {
  22. public NativeCustomSlice<Vector3> vertices;
  23. public NativeCustomSlice<BoneWeight> boneWeights;
  24. public NativeCustomSlice<Matrix4x4> bindPoses;
  25. public NativeCustomSlice<Vector4> tangents;
  26. public bool hasTangents;
  27. public int spriteVertexStreamSize;
  28. public int spriteVertexCount;
  29. public int tangentVertexOffset;
  30. public int deformVerticesStartPos;
  31. public int transformId;
  32. public NativeCustomSlice<int> boneTransformId;
  33. }
  34. #if ENABLE_ANIMATION_BURST
  35. [BurstCompile]
  36. #endif
  37. internal struct PrepareDeformJob :IJob
  38. {
  39. [ReadOnly]
  40. public NativeArray<PerSkinJobData> perSkinJobData;
  41. [ReadOnly]
  42. public int batchDataSize;
  43. [WriteOnly]
  44. public NativeArray<int2> boneLookupData;
  45. [WriteOnly]
  46. public NativeArray<int2> vertexLookupData;
  47. public void Execute()
  48. {
  49. for (int i = 0; i < batchDataSize; ++i)
  50. {
  51. var jobData = perSkinJobData[i];
  52. for (int k = 0, j = jobData.bindPosesIndex.x; j < jobData.bindPosesIndex.y; ++j, ++k)
  53. {
  54. boneLookupData[j] = new int2(i, k);
  55. }
  56. for (int k = 0, j = jobData.verticesIndex.x; j < jobData.verticesIndex.y; ++j, ++k)
  57. {
  58. vertexLookupData[j] = new int2(i, k);
  59. }
  60. }
  61. }
  62. }
  63. #if ENABLE_ANIMATION_BURST
  64. [BurstCompile]
  65. #endif
  66. internal struct BoneDeformBatchedJob : IJobParallelFor
  67. {
  68. [ReadOnly]
  69. public NativeArray<float4x4> boneTransform;
  70. [ReadOnly]
  71. public NativeArray<float4x4> rootTransform;
  72. [ReadOnly]
  73. public NativeArray<int2> boneLookupData;
  74. [ReadOnly]
  75. public NativeArray<SpriteSkinData> spriteSkinData;
  76. [ReadOnly]
  77. public NativeHashMap<int, TransformAccessJob.TransformData> rootTransformIndex;
  78. [ReadOnly]
  79. public NativeHashMap<int, TransformAccessJob.TransformData> boneTransformIndex;
  80. [WriteOnly]
  81. public NativeArray<float4x4> finalBoneTransforms;
  82. public void Execute(int i)
  83. {
  84. int x = boneLookupData[i].x;
  85. int y = boneLookupData[i].y;
  86. var ssd = spriteSkinData[x];
  87. var v = ssd.boneTransformId[y];
  88. var index = boneTransformIndex[v].transformIndex;
  89. if (index < 0)
  90. return;
  91. var aa = boneTransform[index];
  92. var bb = ssd.bindPoses[y];
  93. var cc = rootTransformIndex[ssd.transformId].transformIndex;
  94. finalBoneTransforms[i] = math.mul(rootTransform[cc], math.mul(aa, bb));
  95. }
  96. }
  97. #if ENABLE_ANIMATION_BURST
  98. [BurstCompile]
  99. #endif
  100. internal struct SkinDeformBatchedJob : IJobParallelFor
  101. {
  102. public NativeSlice<byte> vertices;
  103. [ReadOnly]
  104. public NativeArray<float4x4> finalBoneTransforms;
  105. [ReadOnly]
  106. public NativeArray<PerSkinJobData> perSkinJobData;
  107. [ReadOnly]
  108. public NativeArray<SpriteSkinData> spriteSkinData;
  109. [ReadOnly]
  110. public NativeArray<int2> vertexLookupData;
  111. public unsafe void Execute(int i)
  112. {
  113. int j = vertexLookupData[i].x;
  114. int k = vertexLookupData[i].y;
  115. PerSkinJobData perSkinData = perSkinJobData[j];
  116. var spriteSkin = spriteSkinData[j];
  117. float3 srcVertex = spriteSkin.vertices[k];
  118. float4 tangents = spriteSkin.tangents[k];
  119. var influence = spriteSkin.boneWeights[k];
  120. int bone0 = influence.boneIndex0 + perSkinData.bindPosesIndex.x;
  121. int bone1 = influence.boneIndex1 + perSkinData.bindPosesIndex.x;
  122. int bone2 = influence.boneIndex2 + perSkinData.bindPosesIndex.x;
  123. int bone3 = influence.boneIndex3 + perSkinData.bindPosesIndex.x;
  124. byte* deformedPosOffset = (byte*)vertices.GetUnsafePtr();
  125. byte* deformedPosStart = deformedPosOffset + spriteSkin.deformVerticesStartPos;
  126. NativeSlice<float3> deformableVerticesFloat3 = NativeSliceUnsafeUtility.ConvertExistingDataToNativeSlice<float3>(deformedPosStart, spriteSkin.spriteVertexStreamSize, spriteSkin.spriteVertexCount);
  127. #if ENABLE_UNITY_COLLECTIONS_CHECKS
  128. NativeSliceUnsafeUtility.SetAtomicSafetyHandle(ref deformableVerticesFloat3, NativeSliceUnsafeUtility.GetAtomicSafetyHandle(vertices));
  129. #endif
  130. if (spriteSkin.hasTangents)
  131. {
  132. byte* deformedTanOffset = deformedPosStart + spriteSkin.tangentVertexOffset;
  133. var deformableTangentsFloat4 = NativeSliceUnsafeUtility.ConvertExistingDataToNativeSlice<float4>(deformedTanOffset, spriteSkin.spriteVertexStreamSize, spriteSkin.spriteVertexCount);
  134. #if ENABLE_UNITY_COLLECTIONS_CHECKS
  135. NativeSliceUnsafeUtility.SetAtomicSafetyHandle(ref deformableTangentsFloat4, NativeSliceUnsafeUtility.GetAtomicSafetyHandle(vertices));
  136. #endif
  137. var tangent = new float4(tangents.xyz, 0.0f);
  138. tangent =
  139. math.mul(finalBoneTransforms[bone0], tangent) * influence.weight0 +
  140. math.mul(finalBoneTransforms[bone1], tangent) * influence.weight1 +
  141. math.mul(finalBoneTransforms[bone2], tangent) * influence.weight2 +
  142. math.mul(finalBoneTransforms[bone3], tangent) * influence.weight3;
  143. deformableTangentsFloat4[k] = new float4(math.normalize(tangent.xyz), tangents.w);
  144. }
  145. deformableVerticesFloat3[k] =
  146. math.transform(finalBoneTransforms[bone0], srcVertex) * influence.weight0 +
  147. math.transform(finalBoneTransforms[bone1], srcVertex) * influence.weight1 +
  148. math.transform(finalBoneTransforms[bone2], srcVertex) * influence.weight2 +
  149. math.transform(finalBoneTransforms[bone3], srcVertex) * influence.weight3;
  150. }
  151. }
  152. #if ENABLE_ANIMATION_BURST
  153. [BurstCompile]
  154. #endif
  155. internal struct CalculateSpriteSkinAABBJob : IJobParallelFor
  156. {
  157. public NativeSlice<byte> vertices;
  158. [ReadOnly]
  159. public NativeArray<bool> isSpriteSkinValidForDeformArray;
  160. [ReadOnly]
  161. public NativeArray<SpriteSkinData> spriteSkinData;
  162. [WriteOnly]
  163. public NativeArray<Bounds> bounds;
  164. public unsafe void Execute(int i)
  165. {
  166. if (!isSpriteSkinValidForDeformArray[i])
  167. return;
  168. var spriteSkin = spriteSkinData[i];
  169. byte* deformedPosOffset = (byte*)vertices.GetUnsafePtr();
  170. NativeSlice<float3> deformableVerticesFloat3 = NativeSliceUnsafeUtility.ConvertExistingDataToNativeSlice<float3>(deformedPosOffset + spriteSkin.deformVerticesStartPos, spriteSkin.spriteVertexStreamSize, spriteSkin.spriteVertexCount);
  171. #if ENABLE_UNITY_COLLECTIONS_CHECKS
  172. NativeSliceUnsafeUtility.SetAtomicSafetyHandle(ref deformableVerticesFloat3, NativeSliceUnsafeUtility.GetAtomicSafetyHandle(vertices));
  173. #endif
  174. bounds[i] = SpriteSkinUtility.CalculateSpriteSkinBounds(deformableVerticesFloat3);
  175. }
  176. }
  177. #if ENABLE_ANIMATION_BURST
  178. [BurstCompile]
  179. #endif
  180. internal struct FillPerSkinJobSingleThread : IJob
  181. {
  182. public PerSkinJobData combinedSkinBatch;
  183. [ReadOnly]
  184. public NativeArray<bool> isSpriteSkinValidForDeformArray;
  185. public NativeArray<SpriteSkinData> spriteSkinDataArray;
  186. public NativeArray<PerSkinJobData> perSkinJobDataArray;
  187. public NativeArray<PerSkinJobData> combinedSkinBatchArray;
  188. public void Execute()
  189. {
  190. var startIndex = 0;
  191. var endIndex = spriteSkinDataArray.Length;
  192. for (int index = startIndex; index < endIndex; ++index)
  193. {
  194. var spriteSkinData = spriteSkinDataArray[index];
  195. spriteSkinData.deformVerticesStartPos = -1;
  196. var vertexBufferSize = 0;
  197. var vertexCount = 0;
  198. var bindPoseCount = 0;
  199. if (isSpriteSkinValidForDeformArray[index])
  200. {
  201. spriteSkinData.deformVerticesStartPos = combinedSkinBatch.deformVerticesStartPos;
  202. vertexBufferSize = spriteSkinData.spriteVertexCount * spriteSkinData.spriteVertexStreamSize;
  203. vertexCount = spriteSkinData.spriteVertexCount;
  204. bindPoseCount = spriteSkinData.bindPoses.Length;
  205. }
  206. combinedSkinBatch.verticesIndex.x = combinedSkinBatch.verticesIndex.y;
  207. combinedSkinBatch.verticesIndex.y = combinedSkinBatch.verticesIndex.x + vertexCount;
  208. combinedSkinBatch.bindPosesIndex.x = combinedSkinBatch.bindPosesIndex.y;
  209. combinedSkinBatch.bindPosesIndex.y = combinedSkinBatch.bindPosesIndex.x + bindPoseCount;
  210. spriteSkinDataArray[index] = spriteSkinData;
  211. perSkinJobDataArray[index] = combinedSkinBatch;
  212. combinedSkinBatch.deformVerticesStartPos += vertexBufferSize;
  213. }
  214. combinedSkinBatchArray[0] = combinedSkinBatch;
  215. }
  216. }
  217. #if ENABLE_ANIMATION_BURST
  218. [BurstCompile]
  219. #endif
  220. internal struct CopySpriteRendererBuffersJob : IJobParallelFor
  221. {
  222. [ReadOnly]
  223. public NativeArray<bool> isSpriteSkinValidForDeformArray;
  224. [ReadOnly]
  225. public NativeArray<SpriteSkinData> spriteSkinData;
  226. [ReadOnly, NativeDisableUnsafePtrRestriction]
  227. public IntPtr ptrVertices;
  228. [WriteOnly]
  229. public NativeArray<IntPtr> buffers;
  230. [WriteOnly]
  231. public NativeArray<int> bufferSizes;
  232. public void Execute(int i)
  233. {
  234. var skinData = spriteSkinData[i];
  235. IntPtr startVertices = default(IntPtr);
  236. var vertexBufferLength = 0;
  237. if (isSpriteSkinValidForDeformArray[i])
  238. {
  239. startVertices = ptrVertices + skinData.deformVerticesStartPos;
  240. vertexBufferLength = skinData.spriteVertexCount * skinData.spriteVertexStreamSize;
  241. }
  242. buffers[i] = startVertices;
  243. bufferSizes[i] = vertexBufferLength;
  244. }
  245. }
  246. internal class SpriteSkinComposite : ScriptableObject
  247. {
  248. static SpriteSkinComposite m_Instance;
  249. public static SpriteSkinComposite instance
  250. {
  251. get
  252. {
  253. if (m_Instance == null)
  254. {
  255. var composite = Resources.FindObjectsOfTypeAll<SpriteSkinComposite>();
  256. if (composite.Length > 0)
  257. m_Instance = composite[0];
  258. else
  259. m_Instance = ScriptableObject.CreateInstance<SpriteSkinComposite>();
  260. m_Instance.hideFlags = HideFlags.HideAndDontSave;
  261. m_Instance.Init();
  262. }
  263. return m_Instance;
  264. }
  265. }
  266. List<SpriteSkin> m_SpriteSkins = new List<SpriteSkin>();
  267. List<SpriteSkin> m_SpriteSkinLateUpdate = new List<SpriteSkin>();
  268. SpriteRenderer[] m_SpriteRenderers = new SpriteRenderer[0];
  269. NativeByteArray m_DeformedVerticesBuffer;
  270. NativeArray<float4x4> m_FinalBoneTransforms;
  271. NativeArray<bool> m_IsSpriteSkinActiveForDeform;
  272. NativeArray<SpriteSkinData> m_SpriteSkinData;
  273. NativeArray<PerSkinJobData> m_PerSkinJobData;
  274. NativeArray<Bounds> m_BoundsData;
  275. NativeArray<IntPtr> m_Buffers;
  276. NativeArray<int> m_BufferSizes;
  277. NativeArray<int2> m_BoneLookupData;
  278. NativeArray<int2> m_VertexLookupData;
  279. NativeArray<PerSkinJobData> m_SkinBatchArray;
  280. TransformAccessJob m_LocalToWorldTransformAccessJob;
  281. TransformAccessJob m_WorldToLocalTransformAccessJob;
  282. JobHandle m_BoundJobHandle;
  283. JobHandle m_DeformJobHandle;
  284. JobHandle m_CopyJobHandle;
  285. [SerializeField]
  286. GameObject m_Helper;
  287. internal GameObject helperGameObject
  288. {
  289. get => m_Helper;
  290. }
  291. internal void RemoveTransformById(int transformId)
  292. {
  293. m_LocalToWorldTransformAccessJob.RemoveTransformById(transformId);
  294. }
  295. internal void AddSpriteSkinBoneTransform(SpriteSkin spriteSkin)
  296. {
  297. if (spriteSkin == null)
  298. return;
  299. if (spriteSkin.boneTransforms != null)
  300. {
  301. foreach (var t in spriteSkin.boneTransforms)
  302. {
  303. if(t != null)
  304. m_LocalToWorldTransformAccessJob.AddTransform(t);
  305. }
  306. }
  307. }
  308. internal void AddSpriteSkinRootBoneTransform(SpriteSkin spriteSkin)
  309. {
  310. if (spriteSkin == null || spriteSkin.rootBone == null)
  311. return;
  312. m_LocalToWorldTransformAccessJob.AddTransform(spriteSkin.rootBone);
  313. }
  314. internal void AddSpriteSkin(SpriteSkin spriteSkin)
  315. {
  316. if (spriteSkin == null)
  317. return;
  318. bool added = m_SpriteSkins.Contains(spriteSkin);
  319. Debug.Assert(!added, string.Format("SpriteSkin {0} is already added", spriteSkin.gameObject.name));
  320. if (!added)
  321. {
  322. m_SpriteSkins.Add(spriteSkin);
  323. var count = m_SpriteSkins.Count;
  324. Array.Resize(ref m_SpriteRenderers, count);
  325. m_SpriteRenderers[count - 1] = spriteSkin.spriteRenderer;
  326. m_WorldToLocalTransformAccessJob.AddTransform(spriteSkin.transform);
  327. if (m_IsSpriteSkinActiveForDeform.IsCreated)
  328. {
  329. NativeArrayHelpers.ResizeAndCopyIfNeeded(ref m_IsSpriteSkinActiveForDeform, count);
  330. NativeArrayHelpers.ResizeAndCopyIfNeeded(ref m_PerSkinJobData, count);
  331. NativeArrayHelpers.ResizeAndCopyIfNeeded(ref m_SpriteSkinData, count);
  332. NativeArrayHelpers.ResizeAndCopyIfNeeded(ref m_BoundsData, count);
  333. NativeArrayHelpers.ResizeAndCopyIfNeeded(ref m_Buffers, count);
  334. NativeArrayHelpers.ResizeAndCopyIfNeeded(ref m_BufferSizes, count);
  335. CopyToSpriteSkinData(count - 1);
  336. }
  337. }
  338. }
  339. internal void CopyToSpriteSkinData(SpriteSkin spriteSkin)
  340. {
  341. if (spriteSkin == null)
  342. return;
  343. int index = m_SpriteSkins.IndexOf(spriteSkin);
  344. if (index < 0)
  345. return;
  346. CopyToSpriteSkinData(index);
  347. }
  348. private void CopyToSpriteSkinData(int index)
  349. {
  350. if (index < 0 || index >= m_SpriteSkins.Count || !m_SpriteSkinData.IsCreated)
  351. return;
  352. SpriteSkinData spriteSkinData = default(SpriteSkinData);
  353. var spriteSkin = m_SpriteSkins[index];
  354. spriteSkin.CopyToSpriteSkinData(ref spriteSkinData, index);
  355. m_SpriteSkinData[index] = spriteSkinData;
  356. m_SpriteRenderers[index] = spriteSkin.spriteRenderer;
  357. }
  358. internal void RemoveSpriteSkin(SpriteSkin spriteSkin)
  359. {
  360. int index = m_SpriteSkins.IndexOf(spriteSkin);
  361. if (index < 0)
  362. return;
  363. // Check if it is not the last SpriteSkin
  364. if (index < m_SpriteSkins.Count - 1)
  365. {
  366. m_SpriteSkins.RemoveAtSwapBack(index);
  367. CopyToSpriteSkinData(index);
  368. }
  369. else
  370. {
  371. m_SpriteSkins.RemoveAt(index);
  372. }
  373. var count = m_SpriteSkins.Count;
  374. Array.Resize(ref m_SpriteRenderers, count);
  375. NativeArrayHelpers.ResizeAndCopyIfNeeded(ref m_IsSpriteSkinActiveForDeform, count);
  376. NativeArrayHelpers.ResizeAndCopyIfNeeded(ref m_PerSkinJobData, count);
  377. NativeArrayHelpers.ResizeAndCopyIfNeeded(ref m_SpriteSkinData, count);
  378. NativeArrayHelpers.ResizeAndCopyIfNeeded(ref m_BoundsData, count);
  379. NativeArrayHelpers.ResizeAndCopyIfNeeded(ref m_Buffers, count);
  380. NativeArrayHelpers.ResizeAndCopyIfNeeded(ref m_BufferSizes, count);
  381. m_WorldToLocalTransformAccessJob.RemoveTransform(spriteSkin.transform);
  382. }
  383. internal void AddSpriteSkinForLateUpdate(SpriteSkin spriteSkin)
  384. {
  385. if (spriteSkin == null)
  386. return;
  387. bool added = m_SpriteSkinLateUpdate.Contains(spriteSkin);
  388. Debug.Assert( !added, string.Format("SpriteSkin {0} is already added for LateUpdate", spriteSkin.gameObject.name));
  389. if (!added)
  390. {
  391. m_SpriteSkinLateUpdate.Add(spriteSkin);
  392. }
  393. }
  394. internal void RemoveSpriteSkinForLateUpdate(SpriteSkin spriteSkin)
  395. {
  396. m_SpriteSkinLateUpdate.Remove(spriteSkin);
  397. }
  398. void Init()
  399. {
  400. if(m_LocalToWorldTransformAccessJob == null)
  401. m_LocalToWorldTransformAccessJob = new TransformAccessJob();
  402. if(m_WorldToLocalTransformAccessJob == null)
  403. m_WorldToLocalTransformAccessJob = new TransformAccessJob();
  404. }
  405. internal void ResetComposite()
  406. {
  407. foreach (var spriteSkin in m_SpriteSkins)
  408. spriteSkin.batchSkinning = false;
  409. m_SpriteSkins.Clear();
  410. m_LocalToWorldTransformAccessJob.Destroy();
  411. m_WorldToLocalTransformAccessJob.Destroy();
  412. m_LocalToWorldTransformAccessJob = new TransformAccessJob();
  413. m_WorldToLocalTransformAccessJob = new TransformAccessJob();
  414. }
  415. public void OnEnable()
  416. {
  417. m_Instance = this;
  418. if (m_Helper == null)
  419. {
  420. m_Helper = new GameObject("SpriteSkinManager");
  421. m_Helper.hideFlags = HideFlags.HideAndDontSave;
  422. m_Helper.AddComponent<SpriteSkinManager.SpriteSkinManagerInternal>();
  423. #if !UNITY_EDITOR
  424. GameObject.DontDestroyOnLoad(m_Helper);
  425. #endif
  426. }
  427. m_FinalBoneTransforms = new NativeArray<float4x4>(1, Allocator.Persistent);
  428. m_BoneLookupData = new NativeArray<int2>(1, Allocator.Persistent);
  429. m_VertexLookupData = new NativeArray<int2>(1, Allocator.Persistent);
  430. m_SkinBatchArray = new NativeArray<PerSkinJobData>(1, Allocator.Persistent);
  431. Init();
  432. // Initialise all existing SpriteSkins as execution order is indeterminate
  433. int count = m_SpriteSkins.Count;
  434. if (count > 0)
  435. {
  436. m_IsSpriteSkinActiveForDeform = new NativeArray<bool>(count, Allocator.Persistent);
  437. m_PerSkinJobData = new NativeArray<PerSkinJobData>(count, Allocator.Persistent);
  438. m_SpriteSkinData = new NativeArray<SpriteSkinData>(count, Allocator.Persistent);
  439. m_BoundsData = new NativeArray<Bounds>(count, Allocator.Persistent);
  440. m_Buffers = new NativeArray<IntPtr>(count, Allocator.Persistent);
  441. m_BufferSizes = new NativeArray<int>(count, Allocator.Persistent);
  442. for (int i = 0; i < count; ++i)
  443. {
  444. var spriteSkin = m_SpriteSkins[i];
  445. spriteSkin.batchSkinning = true;
  446. CopyToSpriteSkinData(i);
  447. }
  448. }
  449. else
  450. {
  451. m_IsSpriteSkinActiveForDeform = new NativeArray<bool>(1, Allocator.Persistent);
  452. m_PerSkinJobData = new NativeArray<PerSkinJobData>(1, Allocator.Persistent);
  453. m_SpriteSkinData = new NativeArray<SpriteSkinData>(1, Allocator.Persistent);
  454. m_BoundsData = new NativeArray<Bounds>(1, Allocator.Persistent);
  455. m_Buffers = new NativeArray<IntPtr>(1, Allocator.Persistent);
  456. m_BufferSizes = new NativeArray<int>(1, Allocator.Persistent);
  457. }
  458. }
  459. private void OnDisable()
  460. {
  461. m_DeformJobHandle.Complete();
  462. m_BoundJobHandle.Complete();
  463. m_CopyJobHandle.Complete();
  464. foreach (var spriteSkin in m_SpriteSkins)
  465. spriteSkin.batchSkinning = false;
  466. m_SpriteSkins.Clear();
  467. m_SpriteRenderers = new SpriteRenderer[0];
  468. BufferManager.instance.ReturnBuffer(GetInstanceID());
  469. m_IsSpriteSkinActiveForDeform.DisposeIfCreated();
  470. m_PerSkinJobData.DisposeIfCreated();
  471. m_SpriteSkinData.DisposeIfCreated();
  472. m_Buffers.DisposeIfCreated();
  473. m_BufferSizes.DisposeIfCreated();
  474. m_BoneLookupData.DisposeIfCreated();
  475. m_VertexLookupData.DisposeIfCreated();
  476. m_SkinBatchArray.DisposeIfCreated();
  477. m_FinalBoneTransforms.DisposeIfCreated();
  478. m_BoundsData.DisposeIfCreated();
  479. if (m_Helper != null)
  480. GameObject.DestroyImmediate(m_Helper);
  481. m_LocalToWorldTransformAccessJob.Destroy();
  482. m_WorldToLocalTransformAccessJob.Destroy();
  483. }
  484. internal unsafe void LateUpdate()
  485. {
  486. foreach (var ss in m_SpriteSkinLateUpdate)
  487. {
  488. if(ss != null)
  489. ss.OnLateUpdate();
  490. }
  491. var count = m_SpriteSkins.Count;
  492. if (count == 0)
  493. return;
  494. Profiler.BeginSample("SpriteSkinComposite.PrepareData");
  495. Assert.AreEqual(m_IsSpriteSkinActiveForDeform.Length, count);
  496. Assert.AreEqual(m_PerSkinJobData.Length, count);
  497. Assert.AreEqual(m_SpriteSkinData.Length, count);
  498. Assert.AreEqual(m_BoundsData.Length, count);
  499. Assert.AreEqual(m_Buffers.Length, count);
  500. Assert.AreEqual(m_BufferSizes.Length, count);
  501. Assert.AreEqual(m_SpriteRenderers.Length, count);
  502. Profiler.BeginSample("SpriteSkinComposite.ValidateSpriteSkinData");
  503. for (int i = 0; i < m_SpriteSkins.Count; ++i)
  504. {
  505. var spriteSkin = m_SpriteSkins[i];
  506. m_IsSpriteSkinActiveForDeform[i] = spriteSkin.BatchValidate();
  507. if (m_IsSpriteSkinActiveForDeform[i] && spriteSkin.NeedUpdateCompositeCache())
  508. {
  509. CopyToSpriteSkinData(i);
  510. }
  511. }
  512. Profiler.EndSample();
  513. Profiler.BeginSample("SpriteSkinComposite.TransformAccessJob");
  514. var localToWorldJobHandle = m_LocalToWorldTransformAccessJob.StartLocalToWorldJob();
  515. var worldToLocalJobHandle = m_WorldToLocalTransformAccessJob.StartWorldToLocalJob();
  516. Profiler.EndSample();
  517. Profiler.BeginSample("SpriteSkinComposite.GetSpriteSkinBatchData");
  518. NativeArrayHelpers.ResizeIfNeeded(ref m_SkinBatchArray, 1);
  519. FillPerSkinJobSingleThread fillPerSkinJobSingleThread = new FillPerSkinJobSingleThread()
  520. {
  521. isSpriteSkinValidForDeformArray = m_IsSpriteSkinActiveForDeform,
  522. combinedSkinBatchArray = m_SkinBatchArray,
  523. spriteSkinDataArray = m_SpriteSkinData,
  524. perSkinJobDataArray = m_PerSkinJobData,
  525. };
  526. fillPerSkinJobSingleThread.Run();
  527. Profiler.EndSample();
  528. Profiler.EndSample();
  529. var skinBatch = m_SkinBatchArray[0];
  530. int batchCount = m_SpriteSkinData.Length;
  531. int vertexBufferSize = skinBatch.deformVerticesStartPos;
  532. if (vertexBufferSize <= 0)
  533. {
  534. localToWorldJobHandle.Complete();
  535. worldToLocalJobHandle.Complete();
  536. return;
  537. }
  538. Profiler.BeginSample("SpriteSkinComposite.ResizeBuffers");
  539. m_DeformedVerticesBuffer = BufferManager.instance.GetBuffer(GetInstanceID(), vertexBufferSize);
  540. NativeArrayHelpers.ResizeIfNeeded(ref m_FinalBoneTransforms, skinBatch.bindPosesIndex.y);
  541. NativeArrayHelpers.ResizeIfNeeded(ref m_BoneLookupData, skinBatch.bindPosesIndex.y);
  542. NativeArrayHelpers.ResizeIfNeeded(ref m_VertexLookupData, skinBatch.verticesIndex.y);
  543. Profiler.EndSample();
  544. Profiler.BeginSample("SpriteSkinComposite.Prepare");
  545. PrepareDeformJob prepareJob = new PrepareDeformJob
  546. {
  547. batchDataSize = batchCount,
  548. perSkinJobData = m_PerSkinJobData,
  549. boneLookupData = m_BoneLookupData,
  550. vertexLookupData = m_VertexLookupData
  551. };
  552. var jobHandle = prepareJob.Schedule();
  553. Profiler.EndSample();
  554. Profiler.BeginSample("SpriteSkinComposite.ScheduleJobs");
  555. BoneDeformBatchedJob boneJobBatched = new BoneDeformBatchedJob()
  556. {
  557. boneTransform = m_LocalToWorldTransformAccessJob.transformMatrix,
  558. rootTransform = m_WorldToLocalTransformAccessJob.transformMatrix,
  559. spriteSkinData = m_SpriteSkinData,
  560. boneLookupData = m_BoneLookupData,
  561. finalBoneTransforms = m_FinalBoneTransforms,
  562. rootTransformIndex = m_WorldToLocalTransformAccessJob.transformData,
  563. boneTransformIndex = m_LocalToWorldTransformAccessJob.transformData
  564. };
  565. jobHandle = JobHandle.CombineDependencies(localToWorldJobHandle, worldToLocalJobHandle, jobHandle);
  566. jobHandle = boneJobBatched.Schedule(skinBatch.bindPosesIndex.y, 8, jobHandle);
  567. SkinDeformBatchedJob skinJobBatched = new SkinDeformBatchedJob()
  568. {
  569. vertices = m_DeformedVerticesBuffer.array,
  570. vertexLookupData = m_VertexLookupData,
  571. spriteSkinData = m_SpriteSkinData,
  572. perSkinJobData = m_PerSkinJobData,
  573. finalBoneTransforms = m_FinalBoneTransforms,
  574. };
  575. m_DeformJobHandle = skinJobBatched.Schedule(skinBatch.verticesIndex.y, 16, jobHandle);
  576. CopySpriteRendererBuffersJob copySpriteRendererBuffersJob = new CopySpriteRendererBuffersJob()
  577. {
  578. isSpriteSkinValidForDeformArray = m_IsSpriteSkinActiveForDeform,
  579. spriteSkinData = m_SpriteSkinData,
  580. ptrVertices = (IntPtr) NativeArrayUnsafeUtility.GetUnsafeBufferPointerWithoutChecks(m_DeformedVerticesBuffer.array),
  581. buffers = m_Buffers,
  582. bufferSizes = m_BufferSizes,
  583. };
  584. m_CopyJobHandle = copySpriteRendererBuffersJob.Schedule(batchCount, 16, jobHandle);
  585. CalculateSpriteSkinAABBJob updateBoundJob = new CalculateSpriteSkinAABBJob
  586. {
  587. vertices = m_DeformedVerticesBuffer.array,
  588. isSpriteSkinValidForDeformArray = m_IsSpriteSkinActiveForDeform,
  589. spriteSkinData = m_SpriteSkinData,
  590. bounds = m_BoundsData,
  591. };
  592. m_BoundJobHandle = updateBoundJob.Schedule(batchCount, 4, m_DeformJobHandle);
  593. Profiler.EndSample();
  594. JobHandle.ScheduleBatchedJobs();
  595. jobHandle = JobHandle.CombineDependencies(m_BoundJobHandle, m_CopyJobHandle);
  596. jobHandle.Complete();
  597. Profiler.BeginSample("SpriteSkinComposite.SetBatchDeformableBufferAndLocalAABB");
  598. InternalEngineBridge.SetBatchDeformableBufferAndLocalAABBArray(m_SpriteRenderers, m_Buffers, m_BufferSizes, m_BoundsData);
  599. Profiler.EndSample();
  600. }
  601. internal bool HasDeformableBufferForSprite(int dataIndex)
  602. {
  603. if (dataIndex < 0 && m_IsSpriteSkinActiveForDeform.Length >= dataIndex)
  604. throw new InvalidOperationException("Invalid index for deformable buffer");
  605. return m_IsSpriteSkinActiveForDeform[dataIndex];
  606. }
  607. internal unsafe NativeArray<byte> GetDeformableBufferForSprite(int dataIndex)
  608. {
  609. if (dataIndex < 0 && m_SpriteSkinData.Length >= dataIndex)
  610. throw new InvalidOperationException("Invalid index for deformable buffer");
  611. if (!m_DeformJobHandle.IsCompleted)
  612. m_DeformJobHandle.Complete();
  613. var skinData = m_SpriteSkinData[dataIndex];
  614. if (skinData.deformVerticesStartPos < 0)
  615. throw new InvalidOperationException("There are no currently deformed vertices.");
  616. var vertexBufferLength = skinData.spriteVertexCount * skinData.spriteVertexStreamSize;
  617. byte* ptrVertices = (byte*)m_DeformedVerticesBuffer.array.GetUnsafeReadOnlyPtr();
  618. ptrVertices += skinData.deformVerticesStartPos;
  619. var buffer = NativeArrayUnsafeUtility.ConvertExistingDataToNativeArray<byte>(ptrVertices, vertexBufferLength, Allocator.None);
  620. #if ENABLE_UNITY_COLLECTIONS_CHECKS
  621. NativeArrayUnsafeUtility.SetAtomicSafetyHandle(ref buffer, NativeArrayUnsafeUtility.GetAtomicSafetyHandle(m_DeformedVerticesBuffer.array));
  622. #endif
  623. return buffer;
  624. }
  625. // Code for tests
  626. #region Code For Tests
  627. internal string GetDebugLog()
  628. {
  629. var log = "";
  630. log = "====SpriteSkinLateUpdate===\n";
  631. log += "Count: " + m_SpriteSkinLateUpdate.Count +"\n";
  632. foreach (var ss in m_SpriteSkinLateUpdate)
  633. {
  634. log += ss == null ? "null" : ss.name;
  635. log += "\n";
  636. }
  637. log += "\n";
  638. log += "===SpriteSkinBatch===\n";
  639. log += "Count: " + m_SpriteSkins.Count +"\n";
  640. foreach (var ss in m_SpriteSkins)
  641. {
  642. log += ss == null ? "null" : ss.name;
  643. log += "\n";
  644. }
  645. log += "===LocalToWorldTransformAccessJob===\n";
  646. log += m_LocalToWorldTransformAccessJob.GetDebugLog();
  647. log += "\n";
  648. log += "===WorldToLocalTransformAccessJob===\n";
  649. log += "\n";
  650. log += m_WorldToLocalTransformAccessJob.GetDebugLog();
  651. return log;
  652. }
  653. internal SpriteSkin[] GetSpriteSkins()
  654. {
  655. return m_SpriteSkins.ToArray();
  656. }
  657. internal TransformAccessJob GetWorldToLocalTransformAccessJob()
  658. {
  659. return m_WorldToLocalTransformAccessJob;
  660. }
  661. internal TransformAccessJob GetLocalToWorldTransformAccessJob()
  662. {
  663. return m_LocalToWorldTransformAccessJob;
  664. }
  665. #endregion
  666. }
  667. }
  668. #endif