コード例 #1
0
ファイル: UsdStream.cs プロジェクト: zeta1999/USDForUnity
        public void usdiUnload()
        {
            if (!m_ctx)
            {
                return;
            }

            usdiWaitAsyncUpdateTask();
            m_asyncUpdate = null;

            int c = m_schemas.Count;

            for (int i = 0; i < c; ++i)
            {
                m_schemas[i].usdiOnUnload();
            }

            m_schemas.Clear();
            m_schemaLUT.Clear();

            usdi.usdiDestroyContext(m_ctx);
            m_ctx = default(usdi.Context);

            usdiLog("UsdStream: unloaded " + m_path.GetFullPath());
        }
コード例 #2
0
ファイル: UsdStream.cs プロジェクト: zeta1999/USDForUnity
        void usdiKickAsyncUpdateTask()
        {
            // kick async update tasks
#if UNITY_EDITOR
            if (m_forceSingleThread)
            {
                usdiAsyncUpdate(m_time);
            }
            else
#endif
            {
                if (m_asyncUpdate == null)
                {
                    m_asyncUpdate = new usdi.DelegateTask(
                        (arg) =>
                    {
                        try
                        {
                            usdiAsyncUpdate(m_time);
                        }
                        finally { }
                    }, "UsdStream: " + gameObject.name);
                }
                m_asyncUpdate.Run();
            }
        }
コード例 #3
0
ファイル: UsdPoints.cs プロジェクト: zeta1999/USDForUnity
        public override void usdiOnUnload()
        {
            base.usdiOnUnload();

            m_asyncRead = null;

            m_points     = default(usdi.Points);
            m_summary    = default(usdi.PointsSummary);
            m_pointsData = default(usdi.PointsData);
            m_attrRot    = default(usdi.Attribute);
            m_rotData    = default(usdi.AttributeData);

            m_positions  = null;
            m_velocities = null;
            m_rotations  = null;
        }
コード例 #4
0
ファイル: UsdMesh.cs プロジェクト: zeta1999/USDForUnity
        public override void usdiOnUnload()
        {
            base.usdiOnUnload();

            int c = m_submeshes.Count;

            for (int i = 0; i < c; ++i)
            {
                m_submeshes[i].usdiOnUnload();
            }

            m_meshData    = usdi.MeshData.default_value;
            m_submeshData = null;
            m_meshSummary = usdi.MeshSummary.default_value;

            m_allocateMeshDataRequired = false;
            m_updateIndicesRequired    = false;
            m_updateVerticesRequired   = false;
            m_updateSkinningRequired   = false;
            m_timeRead = 0.0;

            m_asyncRead = null;
        }
コード例 #5
0
ファイル: UsdExporter.cs プロジェクト: zeta1999/USDForUnity
        void ProcessCapture()
        {
            if (!m_recording)
            {
                return;
            }

            // for some reason, come here twice on first frame. skip second run.
            int frame = Time.frameCount;

            if (frame == m_prevFrame)
            {
                return;
            }
            m_prevFrame = frame;

            // wait for complete previous flush
            WaitFlush();

            float begin_time = Time.realtimeSinceStartup;

            // capture components
            foreach (var c in m_capturers)
            {
                c.Capture(m_time);
            }

            // kick flush task
#if UNITY_EDITOR
            if (m_forceSingleThread)
            {
                foreach (var c in m_capturers)
                {
                    c.Flush(time);
                }
            }
            else
#endif
            {
                if (m_asyncFlush == null)
                {
                    m_asyncFlush = new usdi.DelegateTask((var) =>
                    {
                        try
                        {
                            foreach (var c in m_capturers)
                            {
                                c.Flush(m_timeFlush);
                            }
                        }
                        finally
                        {
                        }
                    }, "UsdExporter: " + gameObject.name);
                }
                m_timeFlush = m_time;
                m_asyncFlush.Run();
            }

            ++m_frameCount;
            switch (m_timeUnit.type)
            {
            case TimeUnit.Types.Frame_30FPS:
            case TimeUnit.Types.Frame_60FPS:
                m_time = m_frameCount;
                break;

            default:
                m_time += Time.deltaTime * m_timeUnit.scale;
                break;
            }

            m_elapsed = Time.realtimeSinceStartup - begin_time;
            usdiLog("UsdExporter.ProcessCapture(): " + (m_elapsed * 1000.0f) + "ms");

            if (m_maxCaptureFrame > 0 && m_frameCount >= m_maxCaptureFrame)
            {
                EndCapture();
            }
        }
コード例 #6
0
ファイル: UsdPoints.cs プロジェクト: zeta1999/USDForUnity
        public override void usdiAsyncUpdate(double time)
        {
            base.usdiAsyncUpdate(time);
            if (m_updateFlags.bits == 0)
            {
                return;
            }

            usdi.PointsData tmp = usdi.PointsData.default_value;
            usdi.usdiPointsReadSample(m_points, ref tmp, time, true);

            // allocate points data
            if (m_pointsData.num_points == tmp.num_points)
            {
                // no need to allocate
            }
            else
            {
                m_pointsData.num_points = tmp.num_points;

                m_positions         = new Vector3[m_pointsData.num_points];
                m_pointsData.points = usdi.GetArrayPtr(m_positions);

                if (m_summary.has_velocities)
                {
                    m_velocities            = new Vector3[m_pointsData.num_points];
                    m_pointsData.velocities = usdi.GetArrayPtr(m_velocities);
                }
                if (m_attrRot)
                {
                    m_rotations            = new Vector4[m_pointsData.num_points];
                    m_rotData.data         = usdi.GetArrayPtr(m_rotations);
                    m_rotData.num_elements = tmp.num_points;
                }
            }

            // read points data
            if (m_pointsData.num_points > 0)
            {
#if UNITY_EDITOR
                if (m_stream.forceSingleThread)
                {
                    usdi.usdiPointsReadSample(m_points, ref m_pointsData, m_timeRead, true);
                    if (m_attrRot)
                    {
                        usdi.usdiAttrReadSample(m_attrRot, ref m_rotData, m_timeRead, true);
                    }
                }
                else
#endif
                {
                    if (m_asyncRead == null)
                    {
                        if (m_attrRot)
                        {
                            m_asyncRead = new usdi.CompositeTask(new IntPtr[] {
                                usdi.usdiTaskCreatePointsReadSample(m_points, ref m_pointsData, ref m_timeRead),
                                usdi.usdiTaskCreateAttrReadSample(m_attrRot, ref m_rotData, ref m_timeRead)
                            });
                        }
                        else
                        {
                            m_asyncRead = new usdi.Task(usdi.usdiTaskCreatePointsReadSample(m_points, ref m_pointsData, ref m_timeRead));
                        }
                    }
                    m_timeRead = time;
                    m_asyncRead.Run();
                }
            }
        }
コード例 #7
0
ファイル: UsdMesh.cs プロジェクト: zeta1999/USDForUnity
        // async
        public override void usdiAsyncUpdate(double time)
        {
            base.usdiAsyncUpdate(time);
            if (m_updateFlags.bits == 0 && !m_allocateMeshDataRequired && !m_updateIndicesRequired && !m_updateVerticesRequired)
            {
                return;
            }
            if (m_updateFlags.importConfigChanged || m_updateFlags.variantSetChanged)
            {
                usdi.usdiMeshGetSummary(m_mesh, ref m_meshSummary);
            }

            m_timeRead = time;
            if (isInstance)
            {
                m_allocateMeshDataRequired = false;
                m_updateIndicesRequired    = false;
                m_updateVerticesRequired   = false;
                m_updateSkinningRequired   = false;

                usdi.usdiMeshReadSample(m_mesh, ref m_meshData, m_timeRead, true);
                while (m_submeshes.Count < m_meshData.num_submeshes)
                {
                    usdiAddSubmesh();
                }
            }
            else
            {
                if (!m_allocateMeshDataRequired)
                {
                    m_allocateMeshDataRequired =
                        m_meshSummary.topology_variance == usdi.TopologyVariance.Heterogenous ||
                        m_updateFlags.variantSetChanged;
                }
                if (!m_updateIndicesRequired)
                {
                    m_updateIndicesRequired =
                        m_allocateMeshDataRequired ||
                        m_meshSummary.topology_variance == usdi.TopologyVariance.Heterogenous ||
                        m_updateFlags.importConfigChanged;
                }
                if (!m_updateVerticesRequired)
                {
                    m_updateVerticesRequired =
                        m_updateIndicesRequired ||
                        m_meshSummary.topology_variance != usdi.TopologyVariance.Constant;
                }
                if (!m_updateSkinningRequired)
                {
                    m_updateSkinningRequired = m_allocateMeshDataRequired || m_updateFlags.importConfigChanged;
                }
            }

            // todo: update heterogenous mesh when possible
            m_kickVBUpdate =
#if UNITY_5_5_OR_NEWER
                m_stream.directVBUpdate&& !m_allocateMeshDataRequired &&
                m_meshSummary.topology_variance == usdi.TopologyVariance.Homogenous;
#else
                false;
#endif

            if (m_allocateMeshDataRequired)
            {
                usdiAllocateMeshData(m_timeRead);
            }

            if (m_updateVerticesRequired)
            {
                if (m_kickVBUpdate)
                {
                    usdi.usdiMeshReadSample(m_mesh, ref m_meshData, m_timeRead, false);
                    // kick VB update task in usdiUpdate()
                }
                else
                {
#if UNITY_EDITOR
                    if (m_stream.forceSingleThread)
                    {
                        usdi.usdiMeshReadSample(m_mesh, ref m_meshData, m_timeRead, true);
                    }
                    else
#endif
                    {
                        if (m_asyncRead == null)
                        {
                            m_asyncRead = new usdi.Task(usdi.usdiTaskCreateMeshReadSample(m_mesh, ref m_meshData, ref m_timeRead));
                        }
                        m_asyncRead.Run();
                    }
                }
            }
        }