コード例 #1
0
        /************************************************************************************************************************/

        /// <summary>Resizes the `values` if necessary and copies the value of each property into it.</summary>
        public void GetValues(ref TValue[] values)
        {
            var count = _Values.Length;

            if (values == null || values.Length != count)
            {
                values = new TValue[count];
            }

            _Values.CopyTo(values);
        }
コード例 #2
0
ファイル: UtilityJobs.cs プロジェクト: wobushiren79/ThaumAge
        public static void Copy(NativeArray <T> input, NativeArray <T> output, Int2 inputSize, Int2 outputSize, IntRect inputBounds, IntRect outputBounds)
        {
            Assert(input.Length == inputSize.x * inputSize.y);
            Assert(output.Length == outputSize.x * outputSize.y);
            Assert(inputBounds.xmin >= 0 && inputBounds.ymin >= 0 && inputBounds.xmax < inputSize.x && inputBounds.ymax < inputSize.y);
            Assert(outputBounds.xmin >= 0 && outputBounds.ymin >= 0 && outputBounds.xmax < outputSize.x && outputBounds.ymax < outputSize.y);
            Assert(inputBounds.Width == outputBounds.Width && inputBounds.Height == outputBounds.Height);

            if (inputSize == outputSize && inputBounds.Width == inputSize.x && inputBounds.Height == inputSize.y)
            {
                // One contiguous chunk
                input.CopyTo(output);
            }
            else
            {
                // Copy row-by-row
                for (int z = 0; z < outputBounds.Height; z++)
                {
                    var rowOffsetInput  = (z + inputBounds.ymin) * inputSize.x + inputBounds.xmin;
                    var rowOffsetOutput = (z + outputBounds.ymin) * outputSize.x + outputBounds.xmin;
                    // Using a raw MemCpy call is a bit faster, but that requires unsafe code
                    // Using a for loop is *a lot* slower (except for very small arrays, in which case it is about the same or very slightly faster).
                    NativeArray <T> .Copy(input, rowOffsetInput, output, rowOffsetOutput, outputBounds.Width);
                }
            }
        }
コード例 #3
0
    void ExecuteMeshDeformationJob(JellyBody _jellyBody)
    {
        NativeArray <Vector3> initialVertsAccess = new NativeArray <Vector3>
                                                       (_jellyBody.InitialVerts, Allocator.TempJob);
        NativeArray <Vector3> displacedVertsAccess = new NativeArray <Vector3>
                                                         (_jellyBody.DisplacedVerts, Allocator.TempJob);
        NativeArray <Vector3> vertVelocitiesAccess = new NativeArray <Vector3>
                                                         (_jellyBody.VertVelocities, Allocator.TempJob);

        MeshDeformationJob meshDeformationJob = new MeshDeformationJob
        {
            initialVerts   = initialVertsAccess,
            displacedVerts = displacedVertsAccess,
            vertVelocities = vertVelocitiesAccess,
            springforce    = (useManualSettings) ? _jellyBody.Stiffness : stiffness,
            dampening      = (useManualSettings) ? _jellyBody.Attenuation : attenuation,
            unitformScale  = _jellyBody.UnitformScale,
            time           = Time.deltaTime
        };
        JobHandle meshDeformationJobHandle = meshDeformationJob.Schedule
                                                 (_jellyBody.DisplacedVerts.Length, _jellyBody.DisplacedVerts.Length);

        meshDeformationJobHandle.Complete();

        initialVertsAccess.CopyTo(_jellyBody.InitialVerts);
        initialVertsAccess.Dispose();

        displacedVertsAccess.CopyTo(_jellyBody.DisplacedVerts);
        displacedVertsAccess.Dispose();

        vertVelocitiesAccess.CopyTo(_jellyBody.VertVelocities);
        vertVelocitiesAccess.Dispose();

        _jellyBody.JellyMesh.vertices = _jellyBody.DisplacedVerts;
    }
コード例 #4
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        private MeshData CopyChunkMeshData(ChunkMarchData chunkData)
        {
            MeshData meshData;

            if (chunkData.Verticies.Count > 0)
            {
                meshData = new MeshData();

                meshData.Vertices = new Vector3[chunkData.Verticies.Count];
                NativeArray <float3> tmpVertices = chunkData.Verticies.ToArray(Allocator.Temp);
                tmpVertices.Reinterpret <Vector3>().CopyTo(meshData.Vertices);
                tmpVertices.Dispose();

                meshData.Triangles = new int[chunkData.Indicies.Count];
                NativeArray <int> tmpIndicies = chunkData.Indicies.ToArray(Allocator.Temp);
                tmpIndicies.CopyTo(meshData.Triangles);
                tmpIndicies.Dispose();
            }
            else
            {
                meshData = new MeshData(0);
            }

            chunkData.Clear();

            return(meshData);
        }
コード例 #5
0
ファイル: UtilityJobs.cs プロジェクト: wobushiren79/ThaumAge
        public static void Copy(NativeArray <T> input, NativeArray <T> output, int3 inputSize, int3 outputSize, IntBounds inputBounds, IntBounds outputBounds)
        {
            Assert(input.Length == inputSize.x * inputSize.y * inputSize.z);
            Assert(output.Length == outputSize.x * outputSize.y * outputSize.z);
            Assert(math.all(inputBounds.min >= 0 & inputBounds.max <= inputSize));
            Assert(math.all(outputBounds.min >= 0 & outputBounds.max <= outputSize));
            Assert(math.all(inputBounds.size == outputBounds.size));

            if (math.all(inputSize == outputSize & inputBounds.size == inputSize))
            {
                // One contiguous chunk
                input.CopyTo(output);
            }
            else
            {
                // Copy row-by-row
                var inputStrides  = new int3(1, inputSize.x * inputSize.z, inputSize.x);
                var outputStrides = new int3(1, outputSize.x * outputSize.z, outputSize.x);
                for (int y = 0; y < outputBounds.size.y; y++)
                {
                    for (int z = 0; z < outputBounds.size.z; z++)
                    {
                        var rowOffsetInput  = math.csum((new int3(0, y, z) + inputBounds.min) * inputStrides);
                        var rowOffsetOutput = math.csum((new int3(0, y, z) + outputBounds.min) * outputStrides);
                        // Using a raw MemCpy call is a bit faster, but that requires unsafe code
                        // Using a for loop is *a lot* slower (except for very small arrays, in which case it is about the same or very slightly faster).
                        NativeArray <T> .Copy(input, rowOffsetInput, output, rowOffsetOutput, outputBounds.size.x);
                    }
                }
            }
        }
コード例 #6
0
        public void CopyToCache(PointCloudData target)
        {
            target.Name     = Name;
            target.Frame    = Frame;
            target.Time     = Time;
            target.Sequence = Sequence;

            target.LaserCount = LaserCount;
            target.Transform  = Transform;
            target.PointCount = PointCount;

            if (target.Points == null || target.Points.Length < PointCount)
            {
                target.Points = new Vector4[PointCount];
            }

            // Final target is always managed array - native arrays can't be accessed outside of the main thread and
            // have to be properly disposed. Since copy has to happen anyway, it's easier to just target managed array.
            if (Points != null)
            {
                Array.Copy(Points, target.Points, PointCount);
            }
            else if (NativePoints.IsCreated)
            {
                NativePoints.CopyTo(target.Points);
            }
        }
コード例 #7
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 public static JobHandle PrepareData <T>(NativeArray <T> source, int length, NativeList <T> output, JobHandle inputDeps)
     where T : struct, IComparable <T>
 {
     inputDeps = output.Resize(length, inputDeps);
     inputDeps = source.CopyTo(output.AsDeferredJobArray(), 0, 0, inputDeps);
     return(inputDeps);
 }
コード例 #8
0
ファイル: DCGWater.cs プロジェクト: amadare-apps/DivingStar
    private void ExecuteJob(Vector3[] vertices)
    {
        var jobHandles  = new List <JobHandle>();
        var vertexArray = new NativeArray <Vector3>(vertices, Allocator.TempJob);

        for (int i = 0; i < waterProfile.wavesAttributes.Count; i++)
        {
            var job = new NoiseJob
            {
                v             = vertexArray,
                nType         = waterProfile.wavesAttributes[i].noiseType,
                curPos        = transform.position,
                waveScale     = waterProfile.wavesAttributes[i].waveScale,
                waveSpeed     = waterProfile.wavesAttributes[i].waveSpeed,
                waveIntensity = waterProfile.wavesAttributes[i].waveIntensity,
                heightOffset  = waterProfile.wavesAttributes[i].heightOffset,
                t             = Time.timeSinceLevelLoad
            };

            if (i == 0)
            {
                jobHandles.Add(job.Schedule(vertices.Length, 250));
            }
            else
            {
                jobHandles.Add(job.Schedule(vertices.Length, 250, jobHandles[i - 1]));
            }
        }
        jobHandles.Last().Complete();

        vertexArray.CopyTo(vertices);
        vertexArray.Dispose();
    }
コード例 #9
0
    // Does a Rough apply on synchonization problems when loading a Chunk before applying
    //  Structure to it
    public static void RoughApply(ushort[] cacheVoxdata, ushort[] cacheHP, ushort[] cacheState, Chunk st)
    {
        NativeArray <ushort> blockIn  = new NativeArray <ushort>(st.data.GetData(), Allocator.TempJob);
        NativeArray <ushort> hpIn     = new NativeArray <ushort>(st.metadata.GetHPData(), Allocator.TempJob);
        NativeArray <ushort> stateIn  = new NativeArray <ushort>(st.metadata.GetStateData(), Allocator.TempJob);
        NativeArray <ushort> blockOut = new NativeArray <ushort>(cacheVoxdata, Allocator.TempJob);
        NativeArray <ushort> hpOut    = new NativeArray <ushort>(cacheHP, Allocator.TempJob);
        NativeArray <ushort> stateOut = new NativeArray <ushort>(cacheState, Allocator.TempJob);

        RoughApplyJob raJob = new RoughApplyJob {
            blockIn  = blockIn,
            hpIn     = hpIn,
            stateIn  = stateIn,
            blockOut = blockOut,
            hpOut    = hpOut,
            stateOut = stateOut
        };

        JobHandle job = raJob.Schedule(Chunk.chunkWidth, 2);

        job.Complete();

        blockOut.CopyTo(cacheVoxdata);
        hpOut.CopyTo(cacheHP);
        stateOut.CopyTo(cacheState);

        // Dispose Bin
        blockIn.Dispose();
        hpIn.Dispose();
        stateIn.Dispose();
        blockOut.Dispose();
        hpOut.Dispose();
        stateOut.Dispose();
    }
コード例 #10
0
    private void ExecutePerlinNoiseJobs(Vector3[] vertices)
    {
        var jobHandles  = new List <JobHandle>();
        var vertexArray = new NativeArray <Vector3>(vertices, Allocator.TempJob);


        for (int i = 0; i < _perlinNoiseLayers.Count; i++)
        {
            var Job = new AddPerlinNoiseJob
            {
                Vertices = vertexArray,
                Layer    = _perlinNoiseLayers[i],
                Time     = Time.timeSinceLevelLoad
            };
            if (i == 0)
            {
                jobHandles.Add(Job.Schedule(vertices.Length, 250));
            }
            else
            {
                jobHandles.Add(Job.Schedule(vertices.Length, 250, jobHandles[i - 1]));
            }
        }

        jobHandles.Last().Complete();

        vertexArray.CopyTo(vertices);
        vertexArray.Dispose();
    }
コード例 #11
0
        protected JobHandle Render(JobHandle inputDeps)
        {
            if (injectRendererDatas.Length != rendererData.Length)
            {
                DestroyRendererArrays();
                CreateRendererArrays(injectRendererDatas.Length);
                rendererData = new RendererData(injectRendererDatas.Length);
            }
            var handle = new UpdateDataJob {
                matrices = matrices, yPositions = yPositions, units = injectRendererDatas.stateDatas
            }.Schedule(injectRendererDatas.Length, 64, inputDeps);

            handle.Complete();
            matrices.CopyTo(rendererData.matrices);
            yPositions.CopyTo(rendererData.yPositions);

            for (int i = 0; i < injectRendererDatas.Length; i += 1023)
            {
                var len = Mathf.Min(injectRendererDatas.Length - i, 1023);
                Array.Copy(rendererData.matrices, i, tempMatrices, 0, len);
                Array.Copy(rendererData.yPositions, i, tempYPositions, 0, len);
                materialPropertyBlock.SetFloatArray("_YPos", tempYPositions);
                for (int j = 0; j < StateGraph.rendererData.SubMeshCount; j++)
                {
                    Graphics.DrawMeshInstanced(StateGraph.rendererData.Mesh, j, StateGraph.rendererData.Materials[j], tempMatrices, len, materialPropertyBlock, StateGraph.rendererData.ShadowCastingMode, StateGraph.rendererData.ReceivesShadows);
                }
            }

            return(handle);
        }
コード例 #12
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    // Writes Chunk c's state metadata into given buffer
    // and returns the amount of bytes written
    public static int CompressMetadataState(Chunk c, byte[] buffer)
    {
        List <ushort> palleteList = Compression.GetPallete(Pallete.METADATA);
        int           bytes;

        NativeArray <int> writtenBytes = new NativeArray <int>(new int[1] {
            0
        }, Allocator.TempJob);
        NativeArray <ushort> chunkData    = new NativeArray <ushort>(c.metadata.GetStateData(), Allocator.TempJob);
        NativeArray <byte>   buff         = new NativeArray <byte>(buffer, Allocator.TempJob);
        NativeArray <ushort> palleteArray = new NativeArray <ushort>(palleteList.ToArray(), Allocator.TempJob);

        CompressionJob cmdJob = new CompressionJob {
            chunkData    = chunkData,
            buffer       = buff,
            palleteArray = palleteArray,
            writtenBytes = writtenBytes
        };

        JobHandle handle = cmdJob.Schedule();

        handle.Complete();

        // NativeArray to Array convertion
        buff.CopyTo(buffer);

        bytes = writtenBytes[0];

        chunkData.Dispose();
        palleteArray.Dispose();
        buff.Dispose();
        writtenBytes.Dispose();

        return(bytes);
    }
コード例 #13
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        private void InitTreeInstances()
        {
            CleanUp();
            if (Terrain == null)
            {
                return;
            }
            if (Terrain.TerrainData == null)
            {
                return;
            }

            List <GTreeInstance> instances = Terrain.TerrainData.Foliage.TreeInstances;

            nativeTreeInstances = new NativeArray <GTreeInstance>(instances.ToArray(), Allocator.Persistent);
            treeInstances       = new GTreeInstance[instances.Count];

            nativeCullResults = new NativeArray <bool>(instances.Count, Allocator.Persistent);
            cullResults       = new bool[instances.Count];

            Vector3 terrainSize = Terrain.TerrainData.Geometry.Size;
            GTransformTreesToLocalSpaceJob job = new GTransformTreesToLocalSpaceJob()
            {
                instances   = nativeTreeInstances,
                terrainSize = terrainSize
            };

            JobHandle handle = job.Schedule(nativeTreeInstances.Length, 100);

            handle.Complete();

            nativeTreeInstances.CopyTo(treeInstances);
        }
コード例 #14
0
ファイル: VoxelChunk.cs プロジェクト: C0NC00L/TDMSource
        public void RefreshVoxels()
        {
            Utils.Profiler.BeginSample("VoxelChunk.RefreshVoxels");
            if (voxelArray == null)
            {
                return;
            }

            var heights = new NativeArray <float>(heightArray, Allocator.TempJob);
            var voxels  = new NativeArray <Voxel>(voxelArray, Allocator.TempJob);

            // Set up the job data
            var jobData = new VoxelRefreshJob()
            {
                ChunkAltitude = voxelPosition.y,
                Heights       = heights,
                Voxels        = voxels,
                SizeVox       = sizeVox,
                SizeVox2      = sizeVox * sizeVox
            };

            // Schedule the job
            var handle = jobData.Schedule(voxels.Length, 64);

            // Wait for the job to complete
            handle.Complete();

            voxels.CopyTo(voxelArray);
            heights.Dispose();
            voxels.Dispose();

            Utils.Profiler.EndSample();
        }
コード例 #15
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        public NativeArray <byte> GetNewBlackboard()
        {
            var output = new NativeArray <byte>(_cachedTotalSize, Allocator.Persistent);

            _template.CopyTo(output);
            return(output);
        }
コード例 #16
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    public static byte[] EndianSwap(byte[] inputBytes)
    {
        NativeArray <byte> a      = new NativeArray <byte>(inputBytes.Length, Allocator.TempJob);
        NativeArray <byte> result = new NativeArray <byte>(inputBytes.Length, Allocator.TempJob);

        a.CopyFrom(inputBytes);

        MyParallelJob jobData = new MyParallelJob();

        jobData.a      = a;
        jobData.result = result;

        // Schedule the job with one Execute per index in the results array and only 1 item per processing batch
        JobHandle handle = jobData.Schedule(result.Length, 1);

        // Wait for the job to complete
        handle.Complete();

        result.CopyTo(inputBytes);

        a.Dispose();
        result.Dispose();

        return(inputBytes);
    }
コード例 #17
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    private void ExecutePerlinNoiseJob(Vector3[] vertices)
    {
        // lets make a list of jobhandles to keep track of them
        var jobHandles  = new List <JobHandle>();
        var vertexArray = new NativeArray <Vector3>(vertices, Allocator.TempJob);

        for (int i = 0; i < _perlinNoiseLayers.Count; i++)
        {
            var job = new PerlinNoiseLayerJob()
            {
                vertices = vertexArray,
                layer    = _perlinNoiseLayers[i],
                time     = Time.timeSinceLevelLoad
            };
            // if first job, do nothing but schedule it and add the handle to the list
            if (i == 0)
            {
                jobHandles.Add(job.Schedule(vertices.Length, 4));
            }
            else
            {
                jobHandles.Add(job.Schedule(vertices.Length, 4, jobHandles[i - 1]));
            }
        }
        jobHandles.Last().Complete();

        vertexArray.CopyTo(vertices);
        vertexArray.Dispose();
    }
コード例 #18
0
ファイル: GTerrainChunk.cs プロジェクト: ComradeCrunchy/Ranch
        internal NativeArray <bool> GetVertexMarkerFromMeshUV(int lod)
        {
            int dimension = GGeometryJobUtilities.VERTEX_MARKER_DIMENSION;
            NativeArray <bool> markers = new NativeArray <bool>(dimension * dimension, Allocator.TempJob);

            Mesh m = GetMesh(lod);

            Vector2[] uvs = m.uv;
            int       x   = 0;
            int       y   = 0;
            Vector2   uv  = Vector2.zero;

            for (int i = 0; i < uvs.Length; ++i)
            {
                uv = uvs[i];
                x  = (int)(uv.x * (dimension - 1));
                y  = (int)(uv.y * (dimension - 1));
                markers[GGeometryJobUtilities.To1DIndex(ref x, ref y, ref dimension)] = true;
            }

            GUtilities.EnsureArrayLength(ref vertexMarker_Cache, markers.Length);
            markers.CopyTo(vertexMarker_Cache);

            return(markers);
        }
コード例 #19
0
    public static void SetTriangles(this Mesh mesh, NativeArray <int> triangles)
    {
        var array = new int[triangles.Length];

        triangles.CopyTo(array);
        mesh.SetTriangles(array, 0);
    }
コード例 #20
0
        public static NativeArray <T> CreateCopy <T>(NativeArray <T> source, Allocator targetAllocator) where T : struct
        {
            var copy = new NativeArray <T>(source.Length, targetAllocator, NativeArrayOptions.UninitializedMemory);

            source.CopyTo(copy);
            return(copy);
        }
コード例 #21
0
ファイル: GTerrainChunk.cs プロジェクト: ComradeCrunchy/Ranch
 internal void CacheVertexMarker()
 {
     if (vertexMarkerNativeArray.IsCreated)
     {
         GUtilities.EnsureArrayLength(ref vertexMarker_Cache, vertexMarkerNativeArray.Length);
         vertexMarkerNativeArray.CopyTo(vertexMarker_Cache);
     }
 }
コード例 #22
0
        public PathfindingGrid Copy(Allocator allocator = Allocator.TempJob)
        {
            PathfindingGrid newGrid = this;

            newGrid.grid = new NativeArray <Node>(grid.Length, allocator);
            grid.CopyTo(newGrid.grid);
            return(newGrid);
        }
コード例 #23
0
 public void LateUpdate()
 {
     if (m_useJobSystem)
     {
         m_transJobHandle.Complete();
         m_perlins.CopyTo(m_flowFields);
     }
 }
コード例 #24
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        public NativeArray <BoneLocation> GetBonesLastFrameCopy()
        {
            var copy = new NativeArray <BoneLocation>(bonesLastFrame.Length, Allocator.Persistent,
                                                      NativeArrayOptions.ClearMemory);

            bonesLastFrame.CopyTo(copy);
            return(copy);
        }
コード例 #25
0
 void IEcsRunSystem.Run()
 {
     if (JobMoveSystem.CanRead)
     {
         _nativeMatrices.CopyTo(_matrices);
     }
     Graphics.DrawMeshInstanced(mesh, 0, material, _matrices, _filter.EntitiesCount);
 }
コード例 #26
0
 public void Execute()
 {
     if (!m_recompute)
     {
         return;
     }
     m_referenceObstacles.CopyTo(m_inputObstacles);
 }
コード例 #27
0
ファイル: ProbeVolume.cs プロジェクト: wudaozhuyu/Graphics
        internal void OnProbesBakeCompleted()
        {
            if (this.gameObject == null || !this.gameObject.activeInHierarchy)
            {
                return;
            }

            int numProbes = parameters.resolutionX * parameters.resolutionY * parameters.resolutionZ;

            var sh       = new NativeArray <SphericalHarmonicsL2>(numProbes, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
            var validity = new NativeArray <float>(numProbes, Allocator.Temp, NativeArrayOptions.UninitializedMemory);

            // TODO: Currently, we need to always allocate and pass this octahedralDepth array into GetAdditionalBakedProbes().
            // In the future, we should add an API call for GetAdditionalBakedProbes() without octahedralDepth required.
            var octahedralDepth = new NativeArray <float>(numProbes * 8 * 8, Allocator.Temp, NativeArrayOptions.UninitializedMemory);

            if (UnityEditor.Experimental.Lightmapping.GetAdditionalBakedProbes(GetID(), sh, validity, octahedralDepth))
            {
                if (!probeVolumeAsset || GetID() != probeVolumeAsset.instanceID)
                {
                    probeVolumeAsset = ProbeVolumeAsset.CreateAsset(GetID());
                }

                probeVolumeAsset.instanceID  = GetID();
                probeVolumeAsset.resolutionX = parameters.resolutionX;
                probeVolumeAsset.resolutionY = parameters.resolutionY;
                probeVolumeAsset.resolutionZ = parameters.resolutionZ;

                ProbeVolumePayload.Ensure(ref probeVolumeAsset.payload, numProbes);

                // Always serialize L0, L1 and L2 coefficients, even if atlas is configured to only store L1.
                // In the future we will strip the L2 coefficients from the project at build time if L2 is never used.
                for (int i = 0, iLen = sh.Length; i < iLen; ++i)
                {
                    ProbeVolumePayload.SetSphericalHarmonicsL2FromIndex(ref probeVolumeAsset.payload, sh[i], i);
                }

                validity.CopyTo(probeVolumeAsset.payload.dataValidity);

                if (ShaderConfig.s_ProbeVolumesBilateralFilteringMode == ProbeVolumesBilateralFilteringModes.OctahedralDepth)
                {
                    octahedralDepth.CopyTo(probeVolumeAsset.payload.dataOctahedralDepth);
                }

                if (UnityEditor.Lightmapping.giWorkflowMode != UnityEditor.Lightmapping.GIWorkflowMode.Iterative)
                {
                    UnityEditor.EditorUtility.SetDirty(probeVolumeAsset);
                }

                UnityEditor.AssetDatabase.Refresh();

                dataUpdated = true;
            }

            sh.Dispose();
            validity.Dispose();
            octahedralDepth.Dispose();
        }
コード例 #28
0
        /// <summary>
        ///     Add an item to the <see cref="NativeSimpleList{T}" />, checking if <see cref="Array" /> needs to be resized.
        /// </summary>
        /// <param name="item">A typed <see cref="object" /> to add.</param>
        /// <param name="allocator">The <see cref="Unity.Collections.Allocator" /> type to use.</param>
        /// <param name="nativeArrayOptions">Should the memory be cleared on allocation?</param>
        public void AddWithExpandCheck(T item, Allocator allocator, NativeArrayOptions nativeArrayOptions)
        {
            int arrayLength = Array.Length;

            if (Count == arrayLength)
            {
                arrayLength = arrayLength == 0 ? 1 : arrayLength;
                NativeArray <T> newArray = new NativeArray <T>(arrayLength * 2, allocator, nativeArrayOptions);
                Array.CopyTo(newArray);

                Array.Dispose();

                Array = newArray;
            }

            Array[Count] = item;
            ++Count;
        }
コード例 #29
0
    private void LateUpdate()
    {
        m_RGBComplementBurstJobHandle.Complete();

        m_NativeColors.CopyTo(m_Data);

        m_Texture.SetPixels32(0, 0, m_WebcamTextureSize.x, m_WebcamTextureSize.y, m_Data);
        m_Texture.Apply(false);
    }
コード例 #30
0
        void ComputeSmoothedNormalByJob(Mesh smoothedMesh, Mesh originalMesh, int maxOverlapvertices = 20)
        {
            int svc = smoothedMesh.vertexCount, ovc = originalMesh.vertexCount;
            // CollectNormalJob Data
            NativeArray <Vector3> normals         = new NativeArray <Vector3>(smoothedMesh.normals, Allocator.Persistent),
                                  vertrx          = new NativeArray <Vector3>(smoothedMesh.vertices, Allocator.Persistent),
                                  smoothedNormals = new NativeArray <Vector3>(svc, Allocator.Persistent);
            var result                            = new NativeArray <UnsafeHashMap <Vector3, Vector3> >(maxOverlapvertices, Allocator.Persistent);
            var resultParallel                    = new NativeArray <UnsafeHashMap <Vector3, Vector3> .ParallelWriter>(result.Length, Allocator.Persistent);
            // NormalBakeJob Data
            NativeArray <Vector3> normalsO = new NativeArray <Vector3>(originalMesh.normals, Allocator.Persistent),
                                  vertrxO  = new NativeArray <Vector3>(originalMesh.vertices, Allocator.Persistent);
            var tangents = new NativeArray <Vector4>(originalMesh.tangents, Allocator.Persistent);
            var colors   = new NativeArray <Color>(ovc, Allocator.Persistent);
            var uv2      = new NativeArray <Vector2>(ovc, Allocator.Persistent);

            for (int i = 0; i < result.Length; i++)
            {
                result[i]         = new UnsafeHashMap <Vector3, Vector3>(svc, Allocator.Persistent);
                resultParallel[i] = result[i].AsParallelWriter();
            }
            bool existColors = originalMesh.colors.Length == ovc;
            bool isFace      = originalMesh.name.Contains("face") || originalMesh.name.Contains("Face");

            if (existColors)
            {
                colors.CopyFrom(originalMesh.colors);
            }

            CollectNormalJob collectNormalJob = new CollectNormalJob(normals, vertrx, resultParallel);
            BakeNormalJob    normalBakeJob    = new BakeNormalJob(
                vertrxO, normalsO, tangents, result, existColors, isFace, colors, uv2);

            normalBakeJob.Schedule(ovc, 100, collectNormalJob.Schedule(svc, 100)).Complete();

            var c = new Color[ovc];

            colors.CopyTo(c);
            originalMesh.colors = c;
            if (isFace)
            {
                var _uv2 = new Vector2[ovc];
                uv2.CopyTo(_uv2);
                originalMesh.uv2 = _uv2;
            }

            normals.Dispose();
            vertrx.Dispose();
            result.Dispose();
            smoothedNormals.Dispose();
            resultParallel.Dispose();
            normalsO.Dispose();
            vertrxO.Dispose();
            tangents.Dispose();
            colors.Dispose();
            uv2.Dispose();
        }