modular-avatar/Runtime/ArmatureAwase/OnewayArmatureLock.cs
bd_ f6ac07e1cd
opti: perf improvements for armature lock (#714)
* opti: perf improvements for armature lock

* chore: unity 2019 compatibility

* chore: update comments
2024-03-03 17:34:48 +09:00

194 lines
7.1 KiB
C#

#region
using System.Collections.Generic;
using Unity.Burst;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Jobs;
using UnityEngine;
#if UNITY_EDITOR
#endif
#endregion
namespace nadena.dev.modular_avatar.core.armature_lock
{
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;
}
[BurstCompile]
struct ComputePosition : IJobParallelFor
{
[ReadOnly] public NativeArray<BoneStaticData> _boneStatic;
[ReadOnly] public NativeArray<TransformState> _mergeState;
[ReadOnly] public NativeArray<TransformState> _baseState;
public NativeArray<TransformState> _mergeSavedState;
public NativeArray<TransformState> _outputState;
public NativeArray<int> _wroteBone;
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];
var mergeSaved = _mergeSavedState[index];
var basePos = baseState.localPosition;
var baseRot = baseState.localRotation;
var baseScale = baseState.localScale;
if (TransformState.Differs(mergeSaved, mergeState))
{
_fault[jobIndex] = 1;
}
var relTransform = boneStatic._mat_l * Matrix4x4.TRS(basePos, baseRot, baseScale) * boneStatic._mat_r;
var targetMergePos = relTransform.MultiplyPoint(Vector3.zero);
var targetMergeRot = relTransform.rotation;
var targetMergeScale = relTransform.lossyScale;
var newState = new TransformState
{
localPosition = targetMergePos,
localRotation = targetMergeRot,
localScale = targetMergeScale
};
if (TransformState.Differs(mergeSaved, newState))
{
_wroteAny[jobIndex] = 1;
_wroteBone[index] = 1;
_mergeSavedState[index] = newState;
_outputState[index] = newState;
}
}
}
}
}