MaterialBlock CreateBlock(VertexCache cache, Material[] materials)
        {
            MaterialBlock block        = new MaterialBlock();
            int           packageCount = GetPackageCount(cache);

            block.instanceData = CreateInstanceData(packageCount);
            block.packageList  = new List <InstancingPackage> [packageCount];
            for (int i = 0; i != block.packageList.Length; ++i)
            {
                block.packageList[i] = new List <InstancingPackage>();

                InstancingPackage package = CreatePackage(block.instanceData,
                                                          cache.mesh,
                                                          materials,
                                                          i);
                block.packageList[i].Add(package);
                PreparePackageMaterial(package, cache, i);
                package.instancingCount = 1;
            }
            block.runtimePackageIndex = new int[packageCount];
            return(block);
        }
        private void SetupVertexCache(VertexCache vertexCache,
                                      MaterialBlock block,
                                      MeshRenderer render,
                                      Mesh mesh,
                                      Transform[] boneTransform,
                                      int bonePerVertex)
        {
            int boneIndex = -1;

            if (boneTransform != null)
            {
                for (int k = 0; k != boneTransform.Length; ++k)
                {
                    if (render.transform.parent.name.GetHashCode() == boneTransform[k].name.GetHashCode())
                    {
                        boneIndex = k;
                        break;
                    }
                }
            }
            if (boneIndex >= 0)
            {
                //todo
                BindAttachment(vertexCache, vertexCache, vertexCache.mesh, boneIndex);
            }
            if (vertexCache.materials == null)
            {
                vertexCache.materials = render.sharedMaterials;
            }
            SetupAdditionalData(vertexCache);
            for (int i = 0; i != block.packageList.Length; ++i)
            {
                InstancingPackage package = CreatePackage(block.instanceData, vertexCache.mesh, render.sharedMaterials, i);
                block.packageList[i].Add(package);
                PreparePackageMaterial(package, vertexCache, i);
            }
        }
        private void SetupVertexCache(VertexCache vertexCache,
                                      MaterialBlock block,
                                      SkinnedMeshRenderer render,
                                      Transform[] boneTransform,
                                      int bonePerVertex)
        {
            int[] boneIndex = null;
            if (render.bones.Length != boneTransform.Length)
            {
                if (render.bones.Length == 0)
                {
                    boneIndex = new int[1];
                    int hashRenderParentName = render.transform.parent.name.GetHashCode();
                    for (int k = 0; k != boneTransform.Length; ++k)
                    {
                        if (hashRenderParentName == boneTransform[k].name.GetHashCode())
                        {
                            boneIndex[0] = k;
                            break;
                        }
                    }
                }
                else
                {
                    boneIndex = new int[render.bones.Length];
                    for (int j = 0; j != render.bones.Length; ++j)
                    {
                        boneIndex[j] = -1;
                        Transform trans             = render.bones[j];
                        int       hashTransformName = trans.name.GetHashCode();
                        for (int k = 0; k != boneTransform.Length; ++k)
                        {
                            if (hashTransformName == boneTransform[k].name.GetHashCode())
                            {
                                boneIndex[j] = k;
                                break;
                            }
                        }
                    }

                    if (boneIndex.Length == 0)
                    {
                        boneIndex = null;
                    }
                }
            }

            UnityEngine.Profiling.Profiler.BeginSample("Copy the vertex data in SetupVertexCache()");
            Mesh m = render.sharedMesh;

            BoneWeight[] boneWeights = m.boneWeights;
            Debug.Assert(boneWeights.Length > 0);
            for (int j = 0; j != m.vertexCount; ++j)
            {
                vertexCache.weight[j].x = boneWeights[j].weight0;
                Debug.Assert(vertexCache.weight[j].x > 0.0f);
                vertexCache.weight[j].y = boneWeights[j].weight1;
                vertexCache.weight[j].z = boneWeights[j].weight2;
                vertexCache.weight[j].w = boneWeights[j].weight3;
                vertexCache.boneIndex[j].x
                    = boneIndex == null ? boneWeights[j].boneIndex0 : boneIndex[boneWeights[j].boneIndex0];
                vertexCache.boneIndex[j].y
                    = boneIndex == null ? boneWeights[j].boneIndex1 : boneIndex[boneWeights[j].boneIndex1];
                vertexCache.boneIndex[j].z
                    = boneIndex == null ? boneWeights[j].boneIndex2 : boneIndex[boneWeights[j].boneIndex2];
                vertexCache.boneIndex[j].w
                    = boneIndex == null ? boneWeights[j].boneIndex3 : boneIndex[boneWeights[j].boneIndex3];
                Debug.Assert(vertexCache.boneIndex[j].x >= 0);
                if (bonePerVertex == 3)
                {
                    float rate = 1.0f / (vertexCache.weight[j].x + vertexCache.weight[j].y + vertexCache.weight[j].z);
                    vertexCache.weight[j].x = vertexCache.weight[j].x * rate;
                    vertexCache.weight[j].y = vertexCache.weight[j].y * rate;
                    vertexCache.weight[j].z = vertexCache.weight[j].z * rate;
                    vertexCache.weight[j].w = -0.1f;
                }
                else if (bonePerVertex == 2)
                {
                    float rate = 1.0f / (vertexCache.weight[j].x + vertexCache.weight[j].y);
                    vertexCache.weight[j].x = vertexCache.weight[j].x * rate;
                    vertexCache.weight[j].y = vertexCache.weight[j].y * rate;
                    vertexCache.weight[j].z = -0.1f;
                    vertexCache.weight[j].w = -0.1f;
                }
                else if (bonePerVertex == 1)
                {
                    vertexCache.weight[j].x = 1.0f;
                    vertexCache.weight[j].y = -0.1f;
                    vertexCache.weight[j].z = -0.1f;
                    vertexCache.weight[j].w = -0.1f;
                }
            }
            UnityEngine.Profiling.Profiler.EndSample();

            if (vertexCache.materials == null)
            {
                vertexCache.materials = render.sharedMaterials;
            }
            SetupAdditionalData(vertexCache);
            for (int i = 0; i != block.packageList.Length; ++i)
            {
                InstancingPackage package = CreatePackage(block.instanceData, vertexCache.mesh, render.sharedMaterials, i);
                block.packageList[i].Add(package);
                //vertexCache.packageList[i].Add(package);
                PreparePackageMaterial(package, vertexCache, i);
            }
        }
        // alias is to use for attachment, it should be a bone name
        public void AddMeshVertex(string prefabName,
                                  AnimationInstancing.LodInfo[] lodInfo,
                                  Transform[] bones,
                                  List <Matrix4x4> bindPose,
                                  int bonePerVertex,
                                  string alias = null)
        {
            UnityEngine.Profiling.Profiler.BeginSample("AddMeshVertex()");
            for (int x = 0; x != lodInfo.Length; ++x)
            {
                AnimationInstancing.LodInfo lod = lodInfo[x];
                for (int i = 0; i != lod.skinnedMeshRenderer.Length; ++i)
                {
                    Mesh m = lod.skinnedMeshRenderer[i].sharedMesh;
                    if (m == null)
                    {
                        continue;
                    }

                    int         nameCode = lod.skinnedMeshRenderer[i].name.GetHashCode();
                    int         identify = GetIdentify(lod.skinnedMeshRenderer[i].sharedMaterials);
                    VertexCache cache    = null;
                    if (vertexCachePool.TryGetValue(nameCode, out cache))
                    {
                        MaterialBlock block = null;
                        if (!cache.instanceBlockList.TryGetValue(identify, out block))
                        {
                            block = CreateBlock(cache, lod.skinnedMeshRenderer[i].sharedMaterials);
                            cache.instanceBlockList.Add(identify, block);
                        }
                        lod.vertexCacheList[i]   = cache;
                        lod.materialBlockList[i] = block;
                        continue;
                    }

                    VertexCache vertexCache = CreateVertexCache(prefabName, nameCode, 0, m);
                    vertexCache.bindPose = bindPose.ToArray();
                    MaterialBlock matBlock = CreateBlock(vertexCache, lod.skinnedMeshRenderer[i].sharedMaterials);
                    vertexCache.instanceBlockList.Add(identify, matBlock);
                    SetupVertexCache(vertexCache, matBlock, lod.skinnedMeshRenderer[i], bones, bonePerVertex);
                    lod.vertexCacheList[i]   = vertexCache;
                    lod.materialBlockList[i] = matBlock;
                }

                for (int i = 0, j = lod.skinnedMeshRenderer.Length; i != lod.meshRenderer.Length; ++i, ++j)
                {
                    Mesh m = lod.meshFilter[i].sharedMesh;
                    if (m == null)
                    {
                        continue;
                    }

                    int         renderName = lod.meshRenderer[i].name.GetHashCode();
                    int         aliasName  = (alias != null ? alias.GetHashCode() : 0);
                    int         identify   = GetIdentify(lod.meshRenderer[i].sharedMaterials);
                    VertexCache cache      = null;
                    if (vertexCachePool.TryGetValue(renderName + aliasName, out cache))
                    {
                        MaterialBlock block = null;
                        if (!cache.instanceBlockList.TryGetValue(identify, out block))
                        {
                            block = CreateBlock(cache, lod.meshRenderer[i].sharedMaterials);
                            cache.instanceBlockList.Add(identify, block);
                        }
                        lod.vertexCacheList[j]   = cache;
                        lod.materialBlockList[j] = block;
                        continue;
                    }

                    VertexCache vertexCache = CreateVertexCache(prefabName, renderName, aliasName, m);
                    if (bindPose != null)
                    {
                        vertexCache.bindPose = bindPose.ToArray();
                    }
                    MaterialBlock matBlock = CreateBlock(vertexCache, lod.meshRenderer[i].sharedMaterials);
                    vertexCache.instanceBlockList.Add(identify, matBlock);
                    SetupVertexCache(vertexCache, matBlock, lod.meshRenderer[i], m, bones, bonePerVertex);
                    lod.vertexCacheList[lod.skinnedMeshRenderer.Length + i]   = vertexCache;
                    lod.materialBlockList[lod.skinnedMeshRenderer.Length + i] = matBlock;
                }
            }

            UnityEngine.Profiling.Profiler.EndSample();
        }
        void ApplyBoneMatrix()
        {
            Vector3 cameraPosition = cameraTransform.position;

            for (int i = 0; i != aniInstancingList.Count; ++i)
            {
                AnimationInstancing instance = aniInstancingList[i];
                if (!instance.IsPlaying())
                {
                    continue;
                }
                if (instance.aniIndex < 0 && instance.parentInstance == null)
                {
                    continue;
                }

                if (instance.applyRootMotion)
                {
                    ApplyRootMotion(instance);
                }

                instance.UpdateAnimation();
                instance.boundingSpere.position = instance.worldTransform.position;
                boundingSphere[i] = instance.boundingSpere;

                if (!instance.visible)
                {
                    continue;
                }
                instance.UpdateLod(cameraPosition);

                AnimationInstancing.LodInfo lod = instance.lodInfo[instance.lodLevel];
                int aniTextureIndex             = -1;
                if (instance.parentInstance != null)
                {
                    aniTextureIndex = instance.parentInstance.aniTextureIndex;
                }
                else
                {
                    aniTextureIndex = instance.aniTextureIndex;
                }

                Matrix4x4 worldMat = instance.worldTransform.localToWorldMatrix;
                for (int j = 0; j != lod.vertexCacheList.Length; ++j)
                {
                    VertexCache   cache = lod.vertexCacheList[j];
                    MaterialBlock block = lod.materialBlockList[j];
                    Debug.Assert(block != null);
                    int packageIndex = block.runtimePackageIndex[aniTextureIndex];
                    Debug.Assert(packageIndex < block.packageList[aniTextureIndex].Count);
                    InstancingPackage package = block.packageList[aniTextureIndex][packageIndex];
                    if (package.instancingCount + 1 > instancingPackageSize)
                    {
                        ++block.runtimePackageIndex[aniTextureIndex];
                        packageIndex = block.runtimePackageIndex[aniTextureIndex];
                        if (packageIndex >= block.packageList[aniTextureIndex].Count)
                        {
                            InstancingPackage newPackage = CreatePackage(block.instanceData,
                                                                         cache.mesh,
                                                                         cache.materials,
                                                                         aniTextureIndex);
                            block.packageList[aniTextureIndex].Add(newPackage);
                            PreparePackageMaterial(newPackage, cache, aniTextureIndex);
                            newPackage.instancingCount = 1;
                        }
                        block.packageList[aniTextureIndex][packageIndex].instancingCount = 1;
                    }
                    else
                    {
                        ++package.instancingCount;
                    }

                    {
                        VertexCache       vertexCache = cache;
                        InstanceData      data        = block.instanceData;
                        int               index       = block.runtimePackageIndex[aniTextureIndex];
                        InstancingPackage pkg         = block.packageList[aniTextureIndex][index];
                        int               count       = pkg.instancingCount - 1;
                        if (count >= 0)
                        {
                            Matrix4x4[] arrayMat = data.worldMatrix[aniTextureIndex][index];
                            arrayMat[count].m00 = worldMat.m00;
                            arrayMat[count].m01 = worldMat.m01;
                            arrayMat[count].m02 = worldMat.m02;
                            arrayMat[count].m03 = worldMat.m03;
                            arrayMat[count].m10 = worldMat.m10;
                            arrayMat[count].m11 = worldMat.m11;
                            arrayMat[count].m12 = worldMat.m12;
                            arrayMat[count].m13 = worldMat.m13;
                            arrayMat[count].m20 = worldMat.m20;
                            arrayMat[count].m21 = worldMat.m21;
                            arrayMat[count].m22 = worldMat.m22;
                            arrayMat[count].m23 = worldMat.m23;
                            arrayMat[count].m30 = worldMat.m30;
                            arrayMat[count].m31 = worldMat.m31;
                            arrayMat[count].m32 = worldMat.m32;
                            arrayMat[count].m33 = worldMat.m33;
                            float frameIndex = 0, preFrameIndex = -1, transition = 0f;
                            if (instance.parentInstance != null)
                            {
                                frameIndex = instance.parentInstance.aniInfo[instance.parentInstance.aniIndex].animationIndex + instance.parentInstance.curFrame;
                                if (instance.parentInstance.preAniIndex >= 0)
                                {
                                    preFrameIndex = instance.parentInstance.aniInfo[instance.parentInstance.preAniIndex].animationIndex + instance.parentInstance.preAniFrame;
                                }
                                transition = instance.parentInstance.transitionProgress;
                            }
                            else
                            {
                                frameIndex = instance.aniInfo[instance.aniIndex].animationIndex + instance.curFrame;
                                if (instance.preAniIndex >= 0)
                                {
                                    preFrameIndex = instance.aniInfo[instance.preAniIndex].animationIndex + instance.preAniFrame;
                                }
                                transition = instance.transitionProgress;
                            }
                            data.frameIndex[aniTextureIndex][index][count]         = frameIndex;
                            data.preFrameIndex[aniTextureIndex][index][count]      = preFrameIndex;
                            data.transitionProgress[aniTextureIndex][index][count] = transition;
                        }
                    }
                }
            }
        }