opti: perf improvements for armature lock (#714)

* opti: perf improvements for armature lock

* chore: unity 2019 compatibility

* chore: update comments
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bd_ 2024-03-03 00:34:48 -08:00 committed by GitHub
parent f7b12d7f82
commit f6ac07e1cd
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22 changed files with 976 additions and 701 deletions

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@ -1,41 +0,0 @@
using System;
namespace nadena.dev.modular_avatar.core.armature_lock
{
internal abstract class ArmatureLock : IDisposable
{
private bool _enableAssemblyReloadCallback;
protected bool EnableAssemblyReloadCallback
{
get => _enableAssemblyReloadCallback;
set
{
if (_enableAssemblyReloadCallback == value) return;
_enableAssemblyReloadCallback = value;
#if UNITY_EDITOR
if (value)
{
UnityEditor.AssemblyReloadEvents.beforeAssemblyReload += OnDomainUnload;
}
else
{
UnityEditor.AssemblyReloadEvents.beforeAssemblyReload -= OnDomainUnload;
}
#endif
}
}
public abstract void Prepare();
public abstract LockResult Execute();
public abstract bool IsStable();
public abstract void Dispose();
private void OnDomainUnload()
{
// Unity 2019 does not call deferred callbacks before domain unload completes,
// so we need to make sure to immediately destroy all our TransformAccessArrays.
DeferDestroy.DestroyImmediate(this);
}
}
}

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@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 7b4b88c94c2144128ffbe7f271b28ba2
timeCreated: 1693712261

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@ -1,4 +1,6 @@
using System;
#region
using System;
using System.Collections.Generic;
using nadena.dev.modular_avatar.ui;
using UnityEngine;
@ -6,12 +8,14 @@ using UnityEngine;
using UnityEditor;
#endif
#endregion
namespace nadena.dev.modular_avatar.core.armature_lock
{
internal class ArmatureLockConfig
#if UNITY_EDITOR
: UnityEditor.ScriptableSingleton<ArmatureLockConfig>
: ScriptableSingleton<ArmatureLockConfig>
#endif
{
#if !UNITY_EDITOR
@ -19,6 +23,7 @@ namespace nadena.dev.modular_avatar.core.armature_lock
#endif
[SerializeField] private bool _globalEnable = true;
internal event Action OnGlobalEnableChange;
internal bool GlobalEnable
{
@ -34,11 +39,7 @@ namespace nadena.dev.modular_avatar.core.armature_lock
_globalEnable = value;
if (!value)
{
// Run prepare one last time to dispose of lock structures
UpdateLoopController.InvokeArmatureLockPrepare();
}
OnGlobalEnableChange?.Invoke();
}
}
@ -60,65 +61,54 @@ namespace nadena.dev.modular_avatar.core.armature_lock
#endif
}
internal class ArmatureLockController : IDisposable
{
public delegate IReadOnlyList<(Transform, Transform)> GetTransformsDelegate();
private static long lastMovedFrame = 0;
public static bool MovedThisFrame => Time.frameCount == lastMovedFrame;
// Undo operations can reinitialize the MAMA component, which destroys critical lock controller state.
// Avoid this issue by keeping a static reference to the controller for each MAMA component.
private static Dictionary<ModularAvatarMergeArmature, ArmatureLockController>
_controllers = new Dictionary<ModularAvatarMergeArmature, ArmatureLockController>();
public delegate IReadOnlyList<(Transform, Transform)> GetTransformsDelegate();
private readonly GetTransformsDelegate _getTransforms;
private readonly ModularAvatarMergeArmature _mama;
private readonly GetTransformsDelegate _getTransforms;
private ArmatureLock _lock;
private bool GlobalEnable => ArmatureLockConfig.instance.GlobalEnable;
private bool _updateActive;
private bool UpdateActive
{
get => _updateActive;
set
{
if (UpdateActive == value) return;
#if UNITY_EDITOR
if (value)
{
UpdateLoopController.OnArmatureLockPrepare += UpdateLoopPrepare;
UpdateLoopController.OnArmatureLockUpdate += UpdateLoopFinish;
}
else
{
UpdateLoopController.OnArmatureLockPrepare -= UpdateLoopPrepare;
UpdateLoopController.OnArmatureLockUpdate -= UpdateLoopFinish;
}
_updateActive = value;
#endif
}
}
private ArmatureLockMode _curMode, _mode;
private bool _enabled;
private ArmatureLockJob _job;
public ArmatureLockController(ModularAvatarMergeArmature mama, GetTransformsDelegate getTransforms)
{
#if UNITY_EDITOR
AssemblyReloadEvents.beforeAssemblyReload += OnDomainUnload;
#endif
_mama = mama;
_getTransforms = getTransforms;
}
public static bool MovedThisFrame => Time.frameCount == lastMovedFrame;
private bool GlobalEnable => ArmatureLockConfig.instance.GlobalEnable;
public ArmatureLockMode Mode
{
get => _mode;
set
{
if (value == _mode) return;
if (value == _mode && _job != null) return;
_mode = value;
UpdateActive = true;
RebuildLock();
}
}
private bool _enabled;
public bool Enabled
{
get => _enabled;
@ -127,20 +117,25 @@ namespace nadena.dev.modular_avatar.core.armature_lock
if (Enabled == value) return;
_enabled = value;
if (_enabled) UpdateActive = true;
RebuildLock();
}
}
public ArmatureLockController(ModularAvatarMergeArmature mama, GetTransformsDelegate getTransforms)
public void Dispose()
{
_job?.Dispose();
_job = null;
#if UNITY_EDITOR
AssemblyReloadEvents.beforeAssemblyReload += OnDomainUnload;
AssemblyReloadEvents.beforeAssemblyReload -= OnDomainUnload;
#endif
this._mama = mama;
this._getTransforms = getTransforms;
_controllers.Remove(_mama);
}
internal event Action WhenUnstable;
public static ArmatureLockController ForMerge(ModularAvatarMergeArmature mama,
GetTransformsDelegate getTransforms)
{
@ -153,102 +148,32 @@ namespace nadena.dev.modular_avatar.core.armature_lock
return controller;
}
public bool IsStable()
internal void CheckLockJob()
{
if (Mode == ArmatureLockMode.NotLocked) return true;
if (_curMode == _mode && _lock?.IsStable() == true) return true;
return RebuildLock() && (_lock?.IsStable() ?? false);
}
private void VoidPrepare()
{
UpdateLoopPrepare();
}
private void UpdateLoopFinish()
{
DoFinish();
}
internal bool Update()
{
UpdateLoopPrepare();
return DoFinish();
}
private bool IsPrepared = false;
private void UpdateLoopPrepare()
{
if (_mama == null || !_mama.gameObject.scene.IsValid())
if (_mama == null || !_mama.gameObject.scene.IsValid() || !Enabled)
{
UpdateActive = false;
_job?.Dispose();
return;
}
if (!Enabled)
if (_curMode != _mode || _job == null || !_job.IsValid)
{
UpdateActive = false;
_lock?.Dispose();
_lock = null;
return;
}
if (!GlobalEnable)
{
_lock?.Dispose();
_lock = null;
return;
}
if (_curMode == _mode)
{
_lock?.Prepare();
IsPrepared = _lock != null;
}
}
private bool DoFinish()
{
LockResult result;
if (!GlobalEnable)
{
_lock?.Dispose();
_lock = null;
return true;
}
var wasPrepared = IsPrepared;
IsPrepared = false;
if (!Enabled) return true;
if (_curMode == _mode)
{
if (!wasPrepared) _lock?.Prepare();
result = _lock?.Execute() ?? LockResult.Failed;
if (result == LockResult.Success)
if (_job != null && _job.FailedOnStartup)
{
lastMovedFrame = Time.frameCount;
WhenUnstable?.Invoke();
Enabled = false;
_job?.Dispose();
return;
}
if (result != LockResult.Failed) return true;
RebuildLock();
}
if (!RebuildLock()) return false;
_lock?.Prepare();
result = (_lock?.Execute() ?? LockResult.Failed);
return result != LockResult.Failed;
}
private bool RebuildLock()
{
_lock?.Dispose();
_lock = null;
_job?.Dispose();
_job = null;
var xforms = _getTransforms();
if (xforms == null)
@ -261,40 +186,34 @@ namespace nadena.dev.modular_avatar.core.armature_lock
switch (Mode)
{
case ArmatureLockMode.BidirectionalExact:
_lock = new BidirectionalArmatureLock(_getTransforms());
_job = BidirectionalArmatureLockOperator.Instance.RegisterLock(xforms);
break;
case ArmatureLockMode.BaseToMerge:
_lock = new OnewayArmatureLock(_getTransforms());
_job = OnewayArmatureLockOperator.Instance.RegisterLock(xforms);
break;
default:
UpdateActive = false;
Enabled = false;
break;
}
}
catch (Exception)
{
_lock = null;
_job = null;
return false;
}
if (_job != null)
{
#if UNITY_EDITOR
_job.OnInvalidation += () => { EditorApplication.delayCall += CheckLockJob; };
#endif
}
_curMode = _mode;
return true;
}
public void Dispose()
{
_lock?.Dispose();
_lock = null;
#if UNITY_EDITOR
AssemblyReloadEvents.beforeAssemblyReload -= OnDomainUnload;
#endif
_controllers.Remove(_mama);
UpdateActive = false;
}
private void OnDomainUnload()
{
// Unity 2019 does not call deferred callbacks before domain unload completes,

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@ -0,0 +1,100 @@
#region
using System;
using System.Collections.Immutable;
using System.Linq;
using UnityEditor;
using UnityEngine;
#endregion
namespace nadena.dev.modular_avatar.core.armature_lock
{
internal sealed class ArmatureLockJob : IDisposable
{
private bool _didLoop = false;
private Action _dispose;
private bool _isValid = true;
private long _lastHierarchyCheck = -1;
private Action _update;
internal ImmutableList<(Transform, Transform)> RecordedParents;
internal ImmutableList<(Transform, Transform)> Transforms;
internal ArmatureLockJob(ImmutableList<(Transform, Transform)> transforms, Action dispose, Action update)
{
Transforms = transforms;
RecordedParents = transforms.Select(((tuple, _) => (tuple.Item1.parent, tuple.Item2.parent)))
.ToImmutableList();
_dispose = dispose;
_update = update;
}
internal bool FailedOnStartup => !_isValid && !_didLoop;
internal bool HierarchyChanged
{
get
{
var unchanged = RecordedParents.Zip(Transforms,
(p, t) =>
{
return t.Item1 != null && t.Item2 != null && t.Item1.parent == p.Item1 &&
t.Item2.parent == p.Item2;
}).All(b => b);
return !unchanged;
}
}
internal bool IsValid
{
get => _isValid;
set
{
var transitioned = (_isValid && !value);
_isValid = value;
if (transitioned)
{
Debug.Log("Invalidated job!");
#if UNITY_EDITOR
EditorApplication.delayCall += () => OnInvalidation?.Invoke();
#endif
}
}
}
internal bool WroteAny { get; set; }
public void Dispose()
{
_dispose?.Invoke();
_dispose = null;
_update = null;
}
internal event Action OnInvalidation;
internal void MarkLoop()
{
_didLoop = _didLoop || _isValid;
}
internal bool BoneChanged(int boneIndex)
{
return Transforms[boneIndex].Item1 == null || Transforms[boneIndex].Item2 == null
|| Transforms[boneIndex].Item1.parent !=
RecordedParents[boneIndex].Item1
|| Transforms[boneIndex].Item2.parent !=
RecordedParents[boneIndex].Item2;
}
public void UpdateNow()
{
_update?.Invoke();
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 38a41bc7e55d4f7c8efeafd6107487da
timeCreated: 1709207112

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@ -0,0 +1,96 @@
#region
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using UnityEngine.Serialization;
#endregion
namespace nadena.dev.modular_avatar.core.armature_lock
{
/// <summary>
/// Abstractly, an armature lock job works by taking the local transforms of the base armature and target armature,
/// deciding whether to abort updates, and if not, what the transforms should be set to, and writing out the
/// results.
///
/// This struct handles these common inputs and outputs for different armature lock types.
/// </summary>
internal struct ArmatureLockJobAccessor
{
internal void Allocate(int nBones, int nWords)
{
_in_baseBone = new NativeArray<TransformState>(nBones, Allocator.Persistent);
_in_targetBone = new NativeArray<TransformState>(nBones, Allocator.Persistent);
_out_baseBone = new NativeArray<TransformState>(nBones, Allocator.Persistent);
_out_targetBone = new NativeArray<TransformState>(nBones, Allocator.Persistent);
_out_dirty_baseBone = new NativeArray<int>(nBones, Allocator.Persistent);
_out_dirty_targetBone = new NativeArray<int>(nBones, Allocator.Persistent);
_boneToJobIndex = new NativeArray<int>(nBones, Allocator.Persistent);
_abortFlag = new NativeArray<int>(nWords, Allocator.Persistent);
_didAnyWriteFlag = new NativeArray<int>(nWords, Allocator.Persistent);
}
internal void Destroy()
{
if (_in_baseBone.IsCreated) _in_baseBone.Dispose();
_in_baseBone = default;
if (_in_targetBone.IsCreated) _in_targetBone.Dispose();
_in_targetBone = default;
if (_out_baseBone.IsCreated) _out_baseBone.Dispose();
_out_baseBone = default;
if (_out_targetBone.IsCreated) _out_targetBone.Dispose();
_out_targetBone = default;
if (_out_dirty_baseBone.IsCreated) _out_dirty_baseBone.Dispose();
_out_dirty_baseBone = default;
if (_out_dirty_targetBone.IsCreated) _out_dirty_targetBone.Dispose();
_out_dirty_targetBone = default;
if (_boneToJobIndex.IsCreated) _boneToJobIndex.Dispose();
_boneToJobIndex = default;
if (_abortFlag.IsCreated) _abortFlag.Dispose();
_abortFlag = default;
if (_didAnyWriteFlag.IsCreated) _didAnyWriteFlag.Dispose();
_didAnyWriteFlag = default;
}
/// <summary>
/// Initial transform states
/// </summary>
public NativeArray<TransformState> _in_baseBone, _in_targetBone;
/// <summary>
/// Transform states to write out (if _out_dirty is set)
/// </summary>
public NativeArray<TransformState> _out_baseBone, _out_targetBone;
/// <summary>
/// Flags indicating whether the given bone should be written back to its transform
/// </summary>
public NativeArray<int> _out_dirty_baseBone, _out_dirty_targetBone;
/// <summary>
/// Indexed by the job index (via _boneToJobIndex). If set to a nonzero value, none of the bones in this
/// particular job (e.g. a single MergeArmature component) will be committed.
///
/// Note: This array is written simultaneously from multiple threads. Jobs may set this to 1, but otherwise
/// shouldn't read this value.
/// </summary>
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction]
public NativeArray<int> _abortFlag;
/// <summary>
/// Indexed by the job index (via _boneToJobIndex). Should be set to a nonzero value when any bone in the job
/// has changes that need to be written out.
///
/// Note: This array is written simultaneously from multiple threads. Jobs may set this to 1, but otherwise
/// shouldn't read this value.
/// </summary>
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction]
public NativeArray<int> _didAnyWriteFlag;
/// <summary>
/// Maps from bone index to job index.
/// </summary>
[FormerlySerializedAs("_statusWordIndex")]
public NativeArray<int> _boneToJobIndex;
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 73bef51200bd478c9e22761598e22d16
timeCreated: 1709116462

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@ -0,0 +1,445 @@
#region
using System;
using System.Collections.Generic;
using System.Collections.Immutable;
using System.Linq;
using Unity.Burst;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Jobs;
using UnityEditor;
using UnityEngine;
using UnityEngine.Jobs;
using UnityEngine.Profiling;
#endregion
namespace nadena.dev.modular_avatar.core.armature_lock
{
internal abstract class ArmatureLockOperator<T> : IDisposable where T : ArmatureLockOperator<T>, new()
{
internal static readonly T Instance = new T();
private static long LastHierarchyChange = 0;
private ArmatureLockJobAccessor _accessor;
private TransformAccessArray _baseBones, _targetBones;
private int _commitFilter;
private bool _isDisposed = false;
private bool _isInit = false, _isValid = false;
private ImmutableList<ArmatureLockJob> _jobs = ImmutableList<ArmatureLockJob>.Empty;
private JobHandle _lastJob;
private List<ArmatureLockJob> _requestedJobs = new List<ArmatureLockJob>();
private long LastCheckedHierarchy = -1;
static ArmatureLockOperator()
{
Instance = new T();
#if UNITY_EDITOR
EditorApplication.delayCall += StaticInit;
#endif
}
protected ArmatureLockOperator()
{
#if UNITY_EDITOR
AssemblyReloadEvents.beforeAssemblyReload += () => DeferDestroy.DestroyImmediate(this);
#endif
}
protected abstract bool WritesBaseBones { get; }
public void Dispose()
{
if (_isDisposed) return;
_isDisposed = true;
if (!_isInit) return;
_lastJob.Complete();
DeferDestroy.DeferDestroyObj(_baseBones);
DeferDestroy.DeferDestroyObj(_targetBones);
DerivedDispose();
_accessor.Destroy();
}
#if UNITY_EDITOR
protected static void StaticInit()
{
EditorApplication.hierarchyChanged += () => { LastHierarchyChange += 1; };
UpdateLoopController.UpdateCallbacks += Instance.Update;
ArmatureLockConfig.instance.OnGlobalEnableChange += Instance.Invalidate;
EditorApplication.playModeStateChanged += (change) =>
{
// If we allow ourselves to simply enter play mode without a final update, any movement applied by
// automatically leaving animation preview mode won't be applied, leaving any outfits in the wrong pose.
if (change == PlayModeStateChange.ExitingEditMode)
{
Instance.Update();
}
};
}
#endif
/// <summary>
/// Initialize the lock operator with a particular list of transforms.
/// </summary>
/// <param name="transforms"></param>
protected abstract void Reinit(List<(Transform, Transform)> transforms, List<int> problems);
/// <summary>
/// Computes the new positions and status words for a given range of bones.
/// </summary>
/// <param name="accessor"></param>
/// <param name="startBone"></param>
/// <param name="endBone"></param>
/// <returns></returns>
protected abstract JobHandle Compute(ArmatureLockJobAccessor accessor, int? jobIndex, JobHandle dependency);
public ArmatureLockJob RegisterLock(IEnumerable<(Transform, Transform)> transforms)
{
ArmatureLockJob job = null;
job = new ArmatureLockJob(
transforms.ToImmutableList(),
() => RemoveJob(job),
() => UpdateSingle(job)
);
_requestedJobs.Add(job);
Invalidate();
return job;
}
private void Invalidate()
{
_isValid = false;
}
private void MaybeRevalidate()
{
if (!_isValid)
{
// Do an update to make sure all the old jobs are in sync first, before we reset our state.
if (_isInit) SingleUpdate(null);
Reset();
}
}
private void Reset()
{
if (_isDisposed) return;
_lastJob.Complete();
if (_isInit)
{
_accessor.Destroy();
_baseBones.Dispose();
_targetBones.Dispose();
}
_isInit = true;
// TODO: toposort?
int[] boneToJobIndex = null;
List<int> problems = new List<int>();
do
{
var failed = problems.Select(p => _jobs[boneToJobIndex[p]]).Distinct().ToList();
foreach (var job in failed)
{
job.IsValid = false;
_requestedJobs.Remove(job);
}
problems.Clear();
_jobs = _requestedJobs.ToImmutableList();
_accessor.Destroy();
if (_baseBones.isCreated) _baseBones.Dispose();
if (_targetBones.isCreated) _targetBones.Dispose();
_baseBones = _targetBones = default;
var bones = _jobs.SelectMany(j => j.Transforms).ToList();
boneToJobIndex = _jobs.SelectMany((i, j) => Enumerable.Repeat(j, i.Transforms.Count)).ToArray();
var baseBones = bones.Select(t => t.Item1).ToArray();
var targetBones = bones.Select(t => t.Item2).ToArray();
_accessor.Allocate(
bones.Count,
_jobs.Count
);
_baseBones = new TransformAccessArray(baseBones);
_targetBones = new TransformAccessArray(targetBones);
Reinit(_jobs.SelectMany(j => j.Transforms).ToList(), problems);
} while (problems.Count > 0);
_isValid = true;
}
public void Update()
{
InternalUpdate();
}
private void UpdateSingle(ArmatureLockJob job)
{
var index = _jobs.IndexOf(job);
if (index < 0) return;
InternalUpdate(index);
}
private void InternalUpdate(int? jobIndex = null)
{
if (_isDisposed) return;
MaybeRevalidate();
SingleUpdate(jobIndex);
}
private long CycleStartHierarchyIndex = -1;
private int _nextCheckIndex = 0;
private void SingleUpdate(int? jobIndex)
{
if (!_isInit || _jobs.Count == 0) return;
Profiler.BeginSample("InternalUpdate");
_lastJob.Complete();
for (int i = 0; i < _jobs.Count; i++)
{
_accessor._abortFlag[i] = 0;
_accessor._didAnyWriteFlag[i] = 0;
}
_lastJob = ReadTransforms(jobIndex);
_lastJob = Compute(_accessor, jobIndex, _lastJob);
if (LastCheckedHierarchy != LastHierarchyChange)
{
Profiler.BeginSample("Recheck");
int startCheckIndex = _nextCheckIndex;
do
{
if (_nextCheckIndex == 0)
{
CycleStartHierarchyIndex = LastHierarchyChange;
}
var job = _jobs[_nextCheckIndex % _jobs.Count];
_nextCheckIndex = (1 + _nextCheckIndex) % _jobs.Count;
if (job.HierarchyChanged)
{
job.IsValid = false;
Invalidate();
}
} while (_nextCheckIndex != startCheckIndex && !_lastJob.IsCompleted);
if (_nextCheckIndex == 0)
{
LastCheckedHierarchy = CycleStartHierarchyIndex;
}
Profiler.EndSample();
}
// Before committing, do a spot check of any bones that moved, to see if their parents changed.
// This is needed because the hierarchyChanged event fires after Update ...
_lastJob.Complete();
Profiler.BeginSample("Revalidate dirty bones");
int boneBase = 0;
bool anyDirty = false;
for (int job = 0; job < _jobs.Count; job++)
{
int curBoneBase = boneBase;
boneBase += _jobs[job].Transforms.Count;
if (_accessor._didAnyWriteFlag[job] == 0) continue;
for (int b = curBoneBase; b < boneBase; b++)
{
if (_accessor._out_dirty_targetBone[b] != 0 || _accessor._out_dirty_baseBone[b] != 0)
{
anyDirty = true;
if (_jobs[job].BoneChanged(b - curBoneBase))
{
_accessor._abortFlag[job] = 1;
_jobs[job].IsValid = false;
break;
}
}
}
}
Profiler.EndSample();
if (anyDirty)
{
_lastJob = CommitTransforms(jobIndex, _lastJob);
_lastJob.Complete();
}
for (int i = 0; i < _jobs.Count; i++)
{
if (_accessor._abortFlag[i] != 0)
{
Invalidate();
}
else
{
_jobs[i].MarkLoop();
}
_jobs[i].WroteAny = _accessor._didAnyWriteFlag[i] != 0;
}
if (!_isValid)
{
Reset();
}
Profiler.EndSample();
}
private void RemoveJob(ArmatureLockJob job)
{
if (_requestedJobs.Remove(job)) Invalidate();
}
protected abstract void DerivedDispose();
#region Job logic
[BurstCompile]
struct ReadTransformsJob : IJobParallelForTransform
{
public NativeArray<TransformState> _bone;
public NativeArray<TransformState> _bone2;
[ReadOnly] public NativeArray<int> _boneToJobIndex;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction]
public NativeArray<int> _abortFlag;
[BurstCompile]
public void Execute(int index, TransformAccess transform)
{
#if UNITY_2021_1_OR_NEWER
if (!transform.isValid)
{
_abortFlag[_boneToJobIndex[index]] = 1;
return;
}
#endif
_bone[index] = _bone2[index] = new TransformState
{
localPosition = transform.localPosition,
localRotation = transform.localRotation,
localScale = transform.localScale
};
}
}
JobHandle ReadTransforms(int? jobIndex)
{
var baseRead = new ReadTransformsJob()
{
_bone = _accessor._in_baseBone,
_bone2 = _accessor._out_baseBone,
_boneToJobIndex = _accessor._boneToJobIndex,
_abortFlag = _accessor._abortFlag
}.ScheduleReadOnly(_baseBones, 32);
var targetRead = new ReadTransformsJob()
{
_bone = _accessor._in_targetBone,
_bone2 = _accessor._out_targetBone,
_boneToJobIndex = _accessor._boneToJobIndex,
_abortFlag = _accessor._abortFlag
}.ScheduleReadOnly(_targetBones, 32, baseRead);
return JobHandle.CombineDependencies(baseRead, targetRead);
}
[BurstCompile]
struct CommitTransformsJob : IJobParallelForTransform
{
[ReadOnly] public NativeArray<TransformState> _boneState;
[ReadOnly] public NativeArray<int> _dirtyBoneFlag;
[ReadOnly] public NativeArray<int> _boneToJobIndex;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] [ReadOnly]
public NativeArray<int> _abortFlag;
public int jobIndexFilter;
[BurstCompile]
public void Execute(int index, TransformAccess transform)
{
#if UNITY_2021_1_OR_NEWER
if (!transform.isValid) return;
#endif
var jobIndex = _boneToJobIndex[index];
if (jobIndexFilter >= 0 && jobIndex != jobIndexFilter) return;
if (_abortFlag[jobIndex] != 0) return;
if (_dirtyBoneFlag[index] == 0) return;
transform.localPosition = _boneState[index].localPosition;
transform.localRotation = _boneState[index].localRotation;
transform.localScale = _boneState[index].localScale;
}
}
JobHandle CommitTransforms(int? jobIndex, JobHandle prior)
{
JobHandle job = new CommitTransformsJob()
{
_boneState = _accessor._out_targetBone,
_dirtyBoneFlag = _accessor._out_dirty_targetBone,
_boneToJobIndex = _accessor._boneToJobIndex,
_abortFlag = _accessor._abortFlag,
jobIndexFilter = jobIndex ?? -1
}.Schedule(_targetBones, prior);
if (WritesBaseBones)
{
var job2 = new CommitTransformsJob()
{
_boneState = _accessor._out_baseBone,
_dirtyBoneFlag = _accessor._out_dirty_baseBone,
_boneToJobIndex = _accessor._boneToJobIndex,
_abortFlag = _accessor._abortFlag,
jobIndexFilter = jobIndex ?? -1
}.Schedule(_baseBones, prior);
return JobHandle.CombineDependencies(job, job2);
}
else
{
return job;
}
}
#endregion
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: ad2138add6244aa19ae24ccc42389efb
timeCreated: 1709207125

View File

@ -1,233 +1,107 @@
#region
using System;
using System.Collections.Generic;
using nadena.dev.modular_avatar.JacksonDunstan.NativeCollections;
using Unity.Burst;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Jobs;
using UnityEngine;
using UnityEngine.Jobs;
#endregion
namespace nadena.dev.modular_avatar.core.armature_lock
{
internal class BidirectionalArmatureLock : ArmatureLock, IDisposable
internal class BidirectionalArmatureLockOperator : ArmatureLockOperator<BidirectionalArmatureLockOperator>
{
private bool _disposed;
private TransformAccessArray _baseBoneAccess, _mergeBoneAccess;
private readonly Transform[] _baseBones, _mergeBones, _baseParentBones, _mergeParentBones;
private NativeArray<TransformState> SavedState;
protected override bool WritesBaseBones => true;
private NativeArray<TransformState> BaseBones, MergeBones, SavedMerge;
private NativeArray<bool> ShouldWriteBase, ShouldWriteMerge;
private NativeIntPtr WroteAny;
private JobHandle LastOp;
private JobHandle LastPrepare;
public BidirectionalArmatureLock(IReadOnlyList<(Transform, Transform)> bones)
protected override void Reinit(List<(Transform, Transform)> transforms, List<int> problems)
{
_baseBones = new Transform[bones.Count];
_mergeBones = new Transform[bones.Count];
_baseParentBones = new Transform[bones.Count];
_mergeParentBones = new Transform[bones.Count];
if (SavedState.IsCreated) SavedState.Dispose();
BaseBones = new NativeArray<TransformState>(_baseBones.Length, Allocator.Persistent);
MergeBones = new NativeArray<TransformState>(_baseBones.Length, Allocator.Persistent);
SavedMerge = new NativeArray<TransformState>(_baseBones.Length, Allocator.Persistent);
SavedState = new NativeArray<TransformState>(transforms.Count, Allocator.Persistent);
for (int i = 0; i < _baseBones.Length; i++)
for (int i = 0; i < transforms.Count; i++)
{
var (mergeBone, baseBone) = bones[i];
_baseBones[i] = baseBone;
_mergeBones[i] = mergeBone;
_baseParentBones[i] = baseBone.parent;
_mergeParentBones[i] = mergeBone.parent;
var (baseBone, mergeBone) = transforms[i];
SavedState[i] = TransformState.FromTransform(mergeBone);
var mergeState = TransformState.FromTransform(mergeBone);
SavedMerge[i] = mergeState;
MergeBones[i] = mergeState;
BaseBones[i] = TransformState.FromTransform(baseBone);
if (TransformState.Differs(TransformState.FromTransform(baseBone), SavedState[i]))
{
problems.Add(i);
}
}
}
_baseBoneAccess = new TransformAccessArray(_baseBones);
_mergeBoneAccess = new TransformAccessArray(_mergeBones);
protected override JobHandle Compute(ArmatureLockJobAccessor accessor, int? jobIndex, JobHandle dependency)
{
return new ComputeOperator()
{
base_in = accessor._in_baseBone,
merge_in = accessor._in_targetBone,
base_out = accessor._out_baseBone,
merge_out = accessor._out_targetBone,
ShouldWriteBase = new NativeArray<bool>(_baseBones.Length, Allocator.Persistent);
ShouldWriteMerge = new NativeArray<bool>(_baseBones.Length, Allocator.Persistent);
WroteAny = new NativeIntPtr(Allocator.Persistent);
SavedState = SavedState,
baseDirty = accessor._out_dirty_baseBone,
mergeDirty = accessor._out_dirty_targetBone,
boneToJobIndex = accessor._boneToJobIndex,
wroteAny = accessor._didAnyWriteFlag,
singleJobIndex = jobIndex ?? -1
}.Schedule(accessor._in_baseBone.Length, 16, dependency);
}
protected override void DerivedDispose()
{
SavedState.Dispose();
}
[BurstCompile]
struct Compute : IJobParallelForTransform
private struct ComputeOperator : IJobParallelFor
{
public NativeArray<TransformState> BaseBones, SavedMerge;
public int singleJobIndex;
[WriteOnly] public NativeArray<TransformState> MergeBones;
public NativeArray<TransformState> base_in, merge_in, base_out, merge_out;
[WriteOnly] public NativeArray<bool> ShouldWriteBase, ShouldWriteMerge;
public NativeArray<TransformState> SavedState;
[WriteOnly] public NativeIntPtr.Parallel WroteAny;
[WriteOnly] public NativeArray<int> baseDirty, mergeDirty;
[ReadOnly] public NativeArray<int> boneToJobIndex;
public void Execute(int index, TransformAccess mergeTransform)
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] [WriteOnly]
public NativeArray<int> wroteAny;
[BurstCompile]
public void Execute(int index)
{
var baseBone = BaseBones[index];
var mergeBone = new TransformState()
{
localPosition = mergeTransform.localPosition,
localRotation = mergeTransform.localRotation,
localScale = mergeTransform.localScale,
};
MergeBones[index] = mergeBone;
var jobIndex = boneToJobIndex[index];
var saved = SavedMerge[index];
if (singleJobIndex != -1 && jobIndex != singleJobIndex) return;
var baseBone = base_in[index];
var mergeBone = merge_in[index];
var saved = SavedState[index];
if (TransformState.Differs(saved, mergeBone))
{
ShouldWriteBase[index] = true;
ShouldWriteMerge[index] = false;
baseDirty[index] = 1;
mergeDirty[index] = 0;
var mergeToBase = mergeBone;
BaseBones[index] = mergeToBase;
SavedMerge[index] = mergeBone;
WroteAny.SetOne();
SavedState[index] = base_out[index] = merge_in[index];
wroteAny[jobIndex] = 1;
}
else if (TransformState.Differs(saved, baseBone))
{
ShouldWriteMerge[index] = true;
ShouldWriteBase[index] = false;
mergeDirty[index] = 1;
baseDirty[index] = 0;
MergeBones[index] = baseBone;
SavedMerge[index] = baseBone;
WroteAny.SetOne();
SavedState[index] = merge_out[index] = base_in[index];
wroteAny[jobIndex] = 1;
}
else
{
ShouldWriteBase[index] = false;
ShouldWriteMerge[index] = false;
}
}
}
[BurstCompile]
struct Commit : IJobParallelForTransform
{
[ReadOnly] public NativeArray<TransformState> BoneState;
[ReadOnly] public NativeArray<bool> ShouldWrite;
public void Execute(int index, TransformAccess transform)
{
if (ShouldWrite[index])
{
var boneState = BoneState[index];
transform.localPosition = boneState.localPosition;
transform.localRotation = boneState.localRotation;
transform.localScale = boneState.localScale;
}
}
}
public override void Dispose()
{
if (_disposed) return;
LastOp.Complete();
// work around crashes caused by destroying TransformAccessArray from within Undo processing
DeferDestroy.DeferDestroyObj(_baseBoneAccess);
DeferDestroy.DeferDestroyObj(_mergeBoneAccess);
BaseBones.Dispose();
MergeBones.Dispose();
SavedMerge.Dispose();
ShouldWriteBase.Dispose();
ShouldWriteMerge.Dispose();
WroteAny.Dispose();
_disposed = true;
}
public override void Prepare()
{
if (_disposed) return;
LastOp.Complete();
WroteAny.Value = 0;
var readBase = new ReadBone()
{
_state = BaseBones,
}.Schedule(_baseBoneAccess);
LastOp = LastPrepare = new Compute()
{
BaseBones = BaseBones,
MergeBones = MergeBones,
SavedMerge = SavedMerge,
ShouldWriteBase = ShouldWriteBase,
ShouldWriteMerge = ShouldWriteMerge,
WroteAny = WroteAny.GetParallel(),
}.Schedule(_mergeBoneAccess, readBase);
}
private bool CheckConsistency()
{
if (_disposed) return false;
// Check parents haven't changed
for (int i = 0; i < _baseBones.Length; i++)
{
if (_baseBones[i] == null || _mergeBones[i] == null || _baseParentBones[i] == null ||
_mergeParentBones[i] == null)
{
return false;
}
if (_baseBones[i].parent != _baseParentBones[i] || _mergeBones[i].parent != _mergeParentBones[i])
{
return false;
}
}
return true;
}
public override bool IsStable()
{
Prepare();
if (!CheckConsistency()) return false;
LastPrepare.Complete();
return WroteAny.Value == 0;
}
public override LockResult Execute()
{
if (!CheckConsistency()) return LockResult.Failed;
var commitBase = new Commit()
{
BoneState = BaseBones,
ShouldWrite = ShouldWriteBase,
}.Schedule(_baseBoneAccess, LastPrepare);
var commitMerge = new Commit()
{
BoneState = MergeBones,
ShouldWrite = ShouldWriteMerge,
}.Schedule(_mergeBoneAccess, LastPrepare);
commitBase.Complete();
commitMerge.Complete();
if (WroteAny.Value == 0)
{
return LockResult.NoOp;
}
else
{
return LockResult.Success;
}
}
}

View File

@ -1,7 +1,7 @@
#region
using System;
using UnityEngine;
using UnityEditor;
#endregion
@ -33,7 +33,7 @@ namespace nadena.dev.modular_avatar.core.armature_lock
return;
}
#if UNITY_EDITOR
UnityEditor.EditorApplication.delayCall += () => obj.Dispose();
EditorApplication.delayCall += () => obj.Dispose();
#endif
}
}

View File

@ -1,9 +0,0 @@
namespace nadena.dev.modular_avatar.core.armature_lock
{
internal enum LockResult
{
Failed,
Success,
NoOp,
}
}

View File

@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 361faa0a05e34f7b8fbd1b2ae73d27bf
timeCreated: 1693713933

View File

@ -1,58 +1,132 @@
#region
using System;
using System.Collections.Generic;
using nadena.dev.modular_avatar.JacksonDunstan.NativeCollections;
using Unity.Burst;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Jobs;
using UnityEngine;
using UnityEngine.Jobs;
#if UNITY_EDITOR
using UnityEditor;
#endif
#endregion
namespace nadena.dev.modular_avatar.core.armature_lock
{
internal class OnewayArmatureLock : ArmatureLock, IDisposable
internal class OnewayArmatureLockOperator : ArmatureLockOperator<OnewayArmatureLockOperator>
{
private Transform[] _baseBones, _mergeBones, _baseParentBones, _mergeParentBones;
private NativeArray<BoneStaticData> _boneStaticData;
public NativeArray<TransformState> _mergeSavedState;
private List<(Transform, Transform)> _transforms;
protected override bool WritesBaseBones => false;
protected override void Reinit(List<(Transform, Transform)> transforms, List<int> problems)
{
if (_boneStaticData.IsCreated) _boneStaticData.Dispose();
if (_mergeSavedState.IsCreated) _mergeSavedState.Dispose();
_transforms = transforms;
_boneStaticData = new NativeArray<BoneStaticData>(transforms.Count, Allocator.Persistent);
_baseBones = new Transform[_transforms.Count];
_mergeBones = new Transform[_transforms.Count];
_baseParentBones = new Transform[_transforms.Count];
_mergeParentBones = new Transform[_transforms.Count];
_mergeSavedState = new NativeArray<TransformState>(_transforms.Count, Allocator.Persistent);
for (int i = 0; i < transforms.Count; i++)
{
var (baseBone, mergeBone) = transforms[i];
var mergeParent = mergeBone.parent;
var baseParent = baseBone.parent;
if (mergeParent == null || baseParent == null)
{
problems.Add(i);
continue;
}
if (SmallScale(mergeParent.localScale) || SmallScale(mergeBone.localScale) ||
SmallScale(baseBone.localScale))
{
problems.Add(i);
continue;
}
_baseBones[i] = baseBone;
_mergeBones[i] = mergeBone;
_baseParentBones[i] = baseParent;
_mergeParentBones[i] = mergeParent;
_mergeSavedState[i] = TransformState.FromTransform(mergeBone);
// We want to emulate the hierarchy:
// baseParent
// - baseBone
// - v_mergeBone
//
// However our hierarchy actually is:
// mergeParent
// - mergeBone
//
// Our question is: What is the local affine transform of mergeBone -> mergeParent space, given a new
// baseBone -> baseParent affine transform?
// First, relative to baseBone, what is the local affine transform of mergeBone?
var mat_l = baseBone.worldToLocalMatrix * mergeBone.localToWorldMatrix;
// We also find parent -> mergeParent
var mat_r = mergeParent.worldToLocalMatrix * baseParent.localToWorldMatrix;
// Now we can multiply:
// (baseParent -> mergeParent) * (baseBone -> baseParent) * (mergeBone -> baseBone)
// = (baseParent -> mergeParent) * (mergeBone -> baseParent)
// = (mergeBone -> mergeParent)
_boneStaticData[i] = new BoneStaticData()
{
_mat_l = mat_r,
_mat_r = mat_l
};
}
}
private bool SmallScale(Vector3 scale)
{
var epsilon = 0.000001f;
return (scale.x < epsilon || scale.y < epsilon || scale.z < epsilon);
}
protected override JobHandle Compute(ArmatureLockJobAccessor accessor, int? jobIndex, JobHandle dependency)
{
return new ComputePosition()
{
_baseState = accessor._in_baseBone,
_mergeState = accessor._in_targetBone,
_mergeSavedState = _mergeSavedState,
_boneStatic = _boneStaticData,
_fault = accessor._abortFlag,
_wroteAny = accessor._didAnyWriteFlag,
_wroteBone = accessor._out_dirty_targetBone,
jobIndexLimit = jobIndex ?? -1,
_boneToJobIndex = accessor._boneToJobIndex,
_outputState = accessor._out_targetBone,
}.Schedule(accessor._in_baseBone.Length, 32, dependency);
}
protected override void DerivedDispose()
{
if (_boneStaticData.IsCreated) _boneStaticData.Dispose();
if (_mergeSavedState.IsCreated) _mergeSavedState.Dispose();
}
struct BoneStaticData
{
public Matrix4x4 _mat_l, _mat_r;
}
private NativeArray<BoneStaticData> _boneStaticData;
private NativeArray<TransformState> _mergeSavedState;
private NativeArray<TransformState> _baseState, _mergeState;
private NativeIntPtr _fault, _wroteAny;
private readonly Transform[] _baseBones, _mergeBones, _baseParentBones, _mergeParentBones;
private TransformAccessArray _baseBonesAccessor, _mergeBonesAccessor;
private bool _disposed;
private JobHandle LastOp, LastPrepare;
[BurstCompile]
struct WriteBone : IJobParallelForTransform
{
[ReadOnly] public NativeIntPtr _fault, _shouldWrite;
[ReadOnly] public NativeArray<TransformState> _values;
public void Execute(int index, TransformAccess transform)
{
if (_fault.Value == 0 && _shouldWrite.Value != 0)
{
var val = _values[index];
transform.localPosition = val.localPosition;
transform.localRotation = val.localRotation;
transform.localScale = val.localScale;
}
}
}
[BurstCompile]
struct ComputePosition : IJobParallelFor
@ -63,11 +137,23 @@ namespace nadena.dev.modular_avatar.core.armature_lock
[ReadOnly] public NativeArray<TransformState> _baseState;
public NativeArray<TransformState> _mergeSavedState;
public NativeArray<TransformState> _outputState;
public NativeArray<int> _wroteBone;
public NativeIntPtr.Parallel _fault, _wroteAny;
public int jobIndexLimit;
[ReadOnly] public NativeArray<int> _boneToJobIndex;
// job indexed
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction]
public NativeArray<int> _fault, _wroteAny;
public void Execute(int index)
{
var jobIndex = _boneToJobIndex[index];
if (jobIndexLimit >= 0 && jobIndex >= jobIndexLimit) return;
var boneStatic = _boneStatic[index];
var mergeState = _mergeState[index];
var baseState = _baseState[index];
@ -79,8 +165,7 @@ namespace nadena.dev.modular_avatar.core.armature_lock
if (TransformState.Differs(mergeSaved, mergeState))
{
TransformState.Differs(mergeSaved, mergeState);
_fault.Increment();
_fault[jobIndex] = 1;
}
var relTransform = boneStatic._mat_l * Matrix4x4.TRS(basePos, baseRot, baseScale) * boneStatic._mat_r;
@ -98,219 +183,12 @@ namespace nadena.dev.modular_avatar.core.armature_lock
if (TransformState.Differs(mergeSaved, newState))
{
_wroteAny.SetOne();
_wroteAny[jobIndex] = 1;
_wroteBone[index] = 1;
_mergeSavedState[index] = newState;
_outputState[index] = newState;
}
}
}
public OnewayArmatureLock(IReadOnlyList<(Transform, Transform)> mergeToBase)
{
_boneStaticData = new NativeArray<BoneStaticData>(mergeToBase.Count, Allocator.Persistent);
_mergeSavedState = new NativeArray<TransformState>(mergeToBase.Count, Allocator.Persistent);
_baseState = new NativeArray<TransformState>(mergeToBase.Count, Allocator.Persistent);
_mergeState = new NativeArray<TransformState>(mergeToBase.Count, Allocator.Persistent);
_fault = new NativeIntPtr(Allocator.Persistent);
_wroteAny = new NativeIntPtr(Allocator.Persistent);
_baseBones = new Transform[mergeToBase.Count];
_mergeBones = new Transform[mergeToBase.Count];
_baseParentBones = new Transform[mergeToBase.Count];
_mergeParentBones = new Transform[mergeToBase.Count];
try
{
for (int i = 0; i < mergeToBase.Count; i++)
{
var (mergeBone, baseBone) = mergeToBase[i];
var mergeParent = mergeBone.parent;
var baseParent = baseBone.parent;
if (mergeParent == null || baseParent == null)
{
throw new Exception("Can't handle root objects");
}
if (SmallScale(mergeParent.localScale) || SmallScale(mergeBone.localScale) ||
SmallScale(baseBone.localScale))
{
throw new Exception("Can't handle near-zero scale bones");
}
_baseBones[i] = baseBone;
_mergeBones[i] = mergeBone;
_baseParentBones[i] = baseParent;
_mergeParentBones[i] = mergeParent;
_baseState[i] = TransformState.FromTransform(baseBone);
_mergeSavedState[i] = _mergeState[i] = TransformState.FromTransform(mergeBone);
// We want to emulate the hierarchy:
// baseParent
// - baseBone
// - v_mergeBone
//
// However our hierarchy actually is:
// mergeParent
// - mergeBone
//
// Our question is: What is the local affine transform of mergeBone -> mergeParent space, given a new
// baseBone -> baseParent affine transform?
// First, relative to baseBone, what is the local affine transform of mergeBone?
var mat_l = baseBone.worldToLocalMatrix * mergeBone.localToWorldMatrix;
// We also find parent -> mergeParent
var mat_r = mergeParent.worldToLocalMatrix * baseParent.localToWorldMatrix;
// Now we can multiply:
// (baseParent -> mergeParent) * (baseBone -> baseParent) * (mergeBone -> baseBone)
// = (baseParent -> mergeParent) * (mergeBone -> baseParent)
// = (mergeBone -> mergeParent)
_boneStaticData[i] = new BoneStaticData()
{
_mat_l = mat_r,
_mat_r = mat_l
};
}
}
catch (Exception e)
{
_boneStaticData.Dispose();
_mergeSavedState.Dispose();
_baseState.Dispose();
_mergeState.Dispose();
_fault.Dispose();
_wroteAny.Dispose();
throw e;
}
_baseBonesAccessor = new TransformAccessArray(_baseBones);
_mergeBonesAccessor = new TransformAccessArray(_mergeBones);
EnableAssemblyReloadCallback = true;
}
private bool SmallScale(Vector3 scale)
{
var epsilon = 0.000001f;
return (scale.x < epsilon || scale.y < epsilon || scale.z < epsilon);
}
public override void Prepare()
{
if (_disposed) return;
LastOp.Complete();
_baseBonesAccessor.SetTransforms(_baseBones);
_mergeBonesAccessor.SetTransforms(_mergeBones);
_fault.Value = 0;
_wroteAny.Value = 0;
var jobReadBase = new ReadBone
{
_state = _baseState
}.Schedule(_baseBonesAccessor);
var jobReadMerged = new ReadBone
{
_state = _mergeState
}.Schedule(_mergeBonesAccessor);
var readAll = JobHandle.CombineDependencies(jobReadBase, jobReadMerged);
LastOp = LastPrepare = new ComputePosition
{
_boneStatic = _boneStaticData,
_mergeState = _mergeState,
_baseState = _baseState,
_mergeSavedState = _mergeSavedState,
_fault = _fault.GetParallel(),
_wroteAny = _wroteAny.GetParallel(),
}.Schedule(_baseBones.Length, 32, readAll);
}
private bool CheckConsistency()
{
if (_disposed) return false;
// Validate parents while that job is running
for (int i = 0; i < _baseBones.Length; i++)
{
if (_baseBones[i] == null || _mergeBones[i] == null || _baseParentBones[i] == null ||
_mergeParentBones[i] == null)
{
return false;
}
if (_baseBones[i].parent != _baseParentBones[i] || _mergeBones[i].parent != _mergeParentBones[i])
{
return false;
}
}
return true;
}
public override bool IsStable()
{
Prepare();
if (!CheckConsistency()) return false;
LastPrepare.Complete();
return _fault.Value == 0 && _wroteAny.Value == 0;
}
/// <summary>
/// Executes the armature lock job.
/// </summary>
/// <returns>True if successful, false if cached data was invalidated and needs recreating</returns>
public override LockResult Execute()
{
if (!CheckConsistency()) return LockResult.Failed;
var commit = new WriteBone()
{
_fault = _fault,
_values = _mergeSavedState,
_shouldWrite = _wroteAny
}.Schedule(_mergeBonesAccessor, LastPrepare);
commit.Complete();
if (_fault.Value != 0)
{
return LockResult.Failed;
}
else if (_wroteAny.Value == 0)
{
return LockResult.NoOp;
}
else
{
return LockResult.Success;
}
}
public override void Dispose()
{
if (_disposed) return;
LastOp.Complete();
_boneStaticData.Dispose();
_mergeSavedState.Dispose();
_baseState.Dispose();
_mergeState.Dispose();
_fault.Dispose();
_wroteAny.Dispose();
// work around crashes caused by destroying TransformAccessArray from within Undo processing
DeferDestroy.DeferDestroyObj(_baseBonesAccessor);
DeferDestroy.DeferDestroyObj(_mergeBonesAccessor);
_disposed = true;
EnableAssemblyReloadCallback = false;
}
}
}

View File

@ -1,22 +0,0 @@
using Unity.Burst;
using Unity.Collections;
using UnityEngine.Jobs;
namespace nadena.dev.modular_avatar.core.armature_lock
{
[BurstCompile]
internal struct ReadBone : IJobParallelForTransform
{
public NativeArray<TransformState> _state;
public void Execute(int index, TransformAccess transform)
{
_state[index] = new TransformState
{
localPosition = transform.localPosition,
localRotation = transform.localRotation,
localScale = transform.localScale
};
}
}
}

View File

@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: df590c12d16249608a9d8a8204b154bf
timeCreated: 1693712551

View File

@ -1,7 +1,12 @@
using System.Runtime.CompilerServices;
#region
using System.Runtime.CompilerServices;
using Unity.Burst;
using UnityEditor;
using UnityEngine;
#endregion
namespace nadena.dev.modular_avatar.core.armature_lock
{
internal struct TransformState
@ -14,7 +19,7 @@ namespace nadena.dev.modular_avatar.core.armature_lock
public Quaternion localRotation;
public Vector3 localScale;
public static TransformState FromTransform(Transform mergeBone)
internal static TransformState FromTransform(Transform mergeBone)
{
return new TransformState
{
@ -24,10 +29,10 @@ namespace nadena.dev.modular_avatar.core.armature_lock
};
}
public void ToTransform(Transform bone)
internal void ToTransform(Transform bone)
{
#if UNITY_EDITOR
UnityEditor.Undo.RecordObject(bone, UnityEditor.Undo.GetCurrentGroupName());
Undo.RecordObject(bone, Undo.GetCurrentGroupName());
#endif
bone.localPosition = localPosition;
bone.localRotation = localRotation;
@ -36,7 +41,7 @@ namespace nadena.dev.modular_avatar.core.armature_lock
[BurstCompile]
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool Differs(TransformState self, TransformState other)
internal static bool Differs(TransformState self, TransformState other)
{
var deltaMergePos = (self.localPosition - other.localPosition).sqrMagnitude;
var deltaMergeRot = self.localRotation * Quaternion.Inverse(other.localRotation);

View File

@ -0,0 +1,20 @@
#if !UNITY_2021_1_OR_NEWER
using Unity.Jobs;
using UnityEngine.Jobs;
namespace nadena.dev.modular_avatar.core.armature_lock
{
internal static class Unity2019Compat
{
internal static JobHandle ScheduleReadOnly<T>(this T task, TransformAccessArray transforms, int batchCount,
JobHandle dependsOn = default)
where T : struct, IJobParallelForTransform
{
return task.Schedule(transforms, dependsOn);
}
}
}
#endif

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: dda11d07446e441d8313a99f53903d99
timeCreated: 1709287006

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@ -1,33 +1,37 @@
using System;
#region
using System;
using System.Collections.Generic;
using Unity.Jobs;
using UnityEditor;
#endregion
namespace nadena.dev.modular_avatar.core.armature_lock
{
internal static class UpdateLoopController
{
internal static event Action OnArmatureLockPrepare;
internal static event Action OnArmatureLockUpdate;
internal static event Action UpdateCallbacks;
internal static event Action OnMoveIndependentlyUpdate;
#if UNITY_EDITOR
[UnityEditor.InitializeOnLoadMethod]
[InitializeOnLoadMethod]
private static void Init()
{
UnityEditor.EditorApplication.update += () =>
{
if (ArmatureLockConfig.instance.GlobalEnable)
{
OnArmatureLockPrepare?.Invoke();
OnArmatureLockUpdate?.Invoke();
}
EditorApplication.update += Update;
}
OnMoveIndependentlyUpdate?.Invoke();
};
private static List<JobHandle> jobs = new List<JobHandle>();
private static void Update()
{
if (ArmatureLockConfig.instance.GlobalEnable)
{
UpdateCallbacks?.Invoke();
}
OnMoveIndependentlyUpdate?.Invoke();
}
#endif
internal static void InvokeArmatureLockPrepare()
{
OnArmatureLockPrepare?.Invoke();
}
}
}

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@ -22,13 +22,16 @@
* SOFTWARE.
*/
#region
using System;
using System.Collections.Generic;
using nadena.dev.modular_avatar.core.armature_lock;
using UnityEngine;
using UnityEngine.Analytics;
using UnityEngine.Serialization;
#endregion
namespace nadena.dev.modular_avatar.core
{
[Serializable]
@ -109,28 +112,26 @@ namespace nadena.dev.modular_avatar.core
SetLockMode();
}
private void SetLockMode()
internal void SetLockMode()
{
if (this == null) return;
if (_lockController == null)
{
_lockController = ArmatureLockController.ForMerge(this, GetBonesForLock);
_lockController.WhenUnstable += OnUnstableLock;
}
if (_lockController.Mode != LockMode)
{
_lockController.Mode = LockMode;
if (!_lockController.IsStable())
{
_lockController.Mode = LockMode = ArmatureLockMode.NotLocked;
}
}
_lockController.Mode = LockMode;
_lockController.Enabled = enabled;
}
private void OnUnstableLock()
{
_lockController.Mode = LockMode = ArmatureLockMode.NotLocked;
}
private void MigrateLockConfig()
{
if (LockMode == ArmatureLockMode.Legacy)
@ -190,7 +191,7 @@ namespace nadena.dev.modular_avatar.core
var baseChild = FindCorrespondingBone(t, baseBone);
if (baseChild != null)
{
mergeBones.Add((t, baseChild));
mergeBones.Add((baseChild, t));
ScanHierarchy(t, baseChild);
}
}

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@ -1,5 +1,6 @@
{
"name": "nadena.dev.modular-avatar.core",
"rootNamespace": "",
"references": [
"Unity.Burst",
"nadena.dev.ndmf.runtime"
@ -13,7 +14,8 @@
"VRCSDK3A.dll",
"VRC.Dynamics.dll",
"VRC.SDK3.Dynamics.Contact.dll",
"VRC.SDK3.Dynamics.PhysBone.dll"
"VRC.SDK3.Dynamics.PhysBone.dll",
"System.Collections.Immutable.dll"
],
"autoReferenced": true,
"defineConstraints": [],