コード例 #1
0
 internal AuthInfo(UserInfo userInfo)
 {
     this = default;
     fixed(AuthInfo *self = &this)
     {
         UnsafeUtility.MemCpy(self->m_IdentityUrl, userInfo.m_IdentityUrl, 256 * sizeof(char));
         UnsafeUtility.MemCpy(self->m_AccessToken, userInfo.m_AccessToken, 256 * sizeof(char));
         UnsafeUtility.MemCpy(self->m_UserId, userInfo.m_UserId, 256 * sizeof(char));
     }
 }
コード例 #2
0
            public unsafe void Execute()
            {
                var bodies           = World.Bodies.GetUnsafeReadOnlyPtr();
                var motionDatas      = (MotionData *)World.MotionDatas.GetUnsafeReadOnlyPtr();
                var motionVelocities = (MotionVelocity *)World.MotionVelocities.GetUnsafeReadOnlyPtr();
                var joints           = World.Joints.GetUnsafeReadOnlyPtr();

                Plugin.HP_SyncWorldIn(
                    WorldIndex,
                    bodies, World.NumBodies, UnsafeUtility.SizeOf <RigidBody>(),
                    motionDatas, World.NumDynamicBodies, sizeof(MotionData),
                    motionVelocities, World.NumDynamicBodies, sizeof(MotionVelocity),
                    joints, World.NumJoints, UnsafeUtility.SizeOf <Joint>());
            }
コード例 #3
0
        public void Dispose()
        {
            if (m_WorldAllocated)
            {
                // Destroy world only if it was allocated
                Plugin.HP_DestroyWorld(WorldIndex);
            }

            if (InputVelocities.IsCreated)
            {
                InputVelocities.Dispose();
            }

            unsafe
            {
                UnsafeUtility.Free(StepContext, Allocator.Persistent);
            }
        }
コード例 #4
0
        public SimulationContext(HavokConfiguration config)
        {
            // Unlock the plugin if it hasn't already been done.
            // If it remains locked, the simulation will do nothing.
            Plugin.EnsureUnlocked();

            TimeStep        = default;
            InputVelocities = default;

            Camera = default;

            unsafe
            {
                // Allocate this at a fixed memory location. The plugin writes to it.
                StepContext = (HavokSimulation.StepContext *)UnsafeUtility.Malloc(sizeof(HavokSimulation.StepContext), 16, Allocator.Persistent);
                UnsafeUtility.MemClear(StepContext, sizeof(HavokSimulation.StepContext));

                VisualDebuggerEnabled = config.VisualDebugger.Enable != 0;
                WorldIndex            = Plugin.HP_AllocateWorld(ref config, StepContext);
                m_WorldAllocated      = true;
            }
        }
コード例 #5
0
        // Create a compound collider containing an array of other colliders.
        // The source colliders are copied into the compound, so that it becomes one blob.
        public static unsafe BlobAssetReference <Collider> Create(NativeArray <ColliderBlobInstance> children)
        {
            if (children.Length == 0)
            {
                throw new ArgumentException();
            }

            // Get the total required memory size for the compound plus all its children,
            // and the combined filter of all children
            // TODO: Verify that the size is enough
            int             totalSize = Math.NextMultipleOf16(UnsafeUtility.SizeOf <CompoundCollider>());
            CollisionFilter filter    = children[0].Collider.Value.Filter;

            foreach (var child in children)
            {
                totalSize += Math.NextMultipleOf16(child.Collider.Value.MemorySize);
                filter     = CollisionFilter.CreateUnion(filter, child.Collider.Value.Filter);
            }
            totalSize += (children.Length + BoundingVolumeHierarchy.Constants.MaxNumTreeBranches) * UnsafeUtility.SizeOf <BoundingVolumeHierarchy.Node>();

            // Allocate the collider
            var compoundCollider = (CompoundCollider *)UnsafeUtility.Malloc(totalSize, 16, Allocator.Temp);

            UnsafeUtility.MemClear(compoundCollider, totalSize);
            compoundCollider->m_Header.Type          = ColliderType.Compound;
            compoundCollider->m_Header.CollisionType = CollisionType.Composite;
            compoundCollider->m_Header.Version       = 0;
            compoundCollider->m_Header.Magic         = 0xff;
            compoundCollider->m_Header.Filter        = filter;

            // Initialize children array
            Child *childrenPtr = (Child *)((byte *)compoundCollider + UnsafeUtility.SizeOf <CompoundCollider>());

            compoundCollider->m_ChildrenBlob.Offset = (int)((byte *)childrenPtr - (byte *)(&compoundCollider->m_ChildrenBlob.Offset));
            compoundCollider->m_ChildrenBlob.Length = children.Length;
            byte *end = (byte *)childrenPtr + UnsafeUtility.SizeOf <Child>() * children.Length;

            end = (byte *)Math.NextMultipleOf16((ulong)end);

            // Copy children
            for (int i = 0; i < children.Length; i++)
            {
                Collider *collider = (Collider *)children[i].Collider.GetUnsafePtr();
                UnsafeUtility.MemCpy(end, collider, collider->MemorySize);
                childrenPtr[i].m_ColliderOffset  = (int)(end - (byte *)(&childrenPtr[i].m_ColliderOffset));
                childrenPtr[i].CompoundFromChild = children[i].CompoundFromChild;
                end += Math.NextMultipleOf16(collider->MemorySize);
            }

            // Build mass properties
            compoundCollider->MassProperties = compoundCollider->BuildMassProperties();

            // Build bounding volume
            int numNodes = compoundCollider->BuildBoundingVolume(out NativeArray <BoundingVolumeHierarchy.Node> nodes);
            int bvhSize  = numNodes * UnsafeUtility.SizeOf <BoundingVolumeHierarchy.Node>();

            compoundCollider->m_BvhNodesBlob.Offset = (int)(end - (byte *)(&compoundCollider->m_BvhNodesBlob.Offset));
            compoundCollider->m_BvhNodesBlob.Length = numNodes;
            UnsafeUtility.MemCpy(end, nodes.GetUnsafeReadOnlyPtr(), bvhSize);
            end += bvhSize;
            nodes.Dispose();

            // Copy to blob asset
            int usedSize = (int)(end - (byte *)compoundCollider);

            UnityEngine.Assertions.Assert.IsTrue(usedSize < totalSize);
            compoundCollider->MemorySize = usedSize;
            byte[] bytes = new byte[usedSize];
            Marshal.Copy((IntPtr)compoundCollider, bytes, 0, usedSize);
            var blob = BlobAssetReference <Collider> .Create(bytes);

            UnsafeUtility.Free(compoundCollider, Allocator.Temp);
            return(blob);
        }
コード例 #6
0
        public static unsafe BlobAssetReference <Collider> Create(NativeArray <float3> vertices, NativeArray <int3> triangles, CollisionFilter filter, Material material)
        {
            // Copy vertices
            var tempVertices = new NativeArray <float3>(vertices, Allocator.Temp);

            // Triangle indices - needed for WeldVertices
            var tempIndices = new NativeArray <int>(triangles.Length * 3, Allocator.Temp);

            for (int iTriangle = 0; iTriangle < triangles.Length; iTriangle++)
            {
                if (triangles[iTriangle][0] >= 0 && triangles[iTriangle][0] < vertices.Length &&
                    triangles[iTriangle][1] >= 0 && triangles[iTriangle][1] < vertices.Length &&
                    triangles[iTriangle][2] >= 0 && triangles[iTriangle][2] < vertices.Length)
                {
                    tempIndices[iTriangle * 3]     = triangles[iTriangle][0];
                    tempIndices[iTriangle * 3 + 1] = triangles[iTriangle][1];
                    tempIndices[iTriangle * 3 + 2] = triangles[iTriangle][2];
                }
                else
                {
                    throw new ArgumentException("Tried to create a MeshCollider with indices referencing outside vertex array");
                }
            }

            // Build connectivity and primitives

            NativeList <float3> uniqueVertices = MeshConnectivityBuilder.WeldVertices(tempIndices, tempVertices);

            var tempTriangleIndices = new NativeArray <int3>(triangles.Length, Allocator.Temp);

            UnsafeUtility.MemCpy(tempTriangleIndices.GetUnsafePtr(), tempIndices.GetUnsafePtr(), tempIndices.Length * UnsafeUtility.SizeOf <int>());

            var connectivity = new MeshConnectivityBuilder(tempTriangleIndices, uniqueVertices);
            NativeList <MeshConnectivityBuilder.Primitive> primitives = connectivity.EnumerateQuadDominantGeometry(tempTriangleIndices, uniqueVertices);

            // Build bounding volume hierarchy
            int nodeCount = math.max(primitives.Length * 2 + 1, 2); // We need at least two nodes - an "invalid" node and a root node.
            var nodes     = new NativeArray <BoundingVolumeHierarchy.Node>(nodeCount, Allocator.Temp);
            int numNodes  = 0;

            {
                // Prepare data for BVH
                var points = new NativeList <BoundingVolumeHierarchy.PointAndIndex>(primitives.Length, Allocator.Temp);
                var aabbs  = new NativeArray <Aabb>(primitives.Length, Allocator.Temp);

                for (int i = 0; i < primitives.Length; i++)
                {
                    MeshConnectivityBuilder.Primitive p = primitives[i];

                    // Skip degenerate triangles
                    if (MeshConnectivityBuilder.IsTriangleDegenerate(p.Vertices[0], p.Vertices[1], p.Vertices[2]))
                    {
                        continue;
                    }

                    aabbs[i] = Aabb.CreateFromPoints(p.Vertices);
                    points.Add(new BoundingVolumeHierarchy.PointAndIndex
                    {
                        Position = aabbs[i].Center,
                        Index    = i
                    });
                }

                var bvh = new BoundingVolumeHierarchy(nodes);

                bvh.Build(points.AsArray(), aabbs, out numNodes, useSah: true);
            }

            // Build mesh sections
            BoundingVolumeHierarchy.Node *nodesPtr = (BoundingVolumeHierarchy.Node *)nodes.GetUnsafePtr();
            MeshBuilder.TempSection       sections = MeshBuilder.BuildSections(nodesPtr, numNodes, primitives);

            // Allocate collider
            int meshDataSize      = Mesh.CalculateMeshDataSize(numNodes, sections.Ranges);
            int totalColliderSize = Math.NextMultipleOf(sizeof(MeshCollider), 16) + meshDataSize;

            MeshCollider *meshCollider = (MeshCollider *)UnsafeUtility.Malloc(totalColliderSize, 16, Allocator.Temp);

            // Initialize it
            {
                UnsafeUtility.MemClear(meshCollider, totalColliderSize);
                meshCollider->MemorySize = totalColliderSize;

                meshCollider->m_Header.Type          = ColliderType.Mesh;
                meshCollider->m_Header.CollisionType = CollisionType.Composite;
                meshCollider->m_Header.Version      += 1;
                meshCollider->m_Header.Magic         = 0xff;

                ref var mesh = ref meshCollider->Mesh;

                mesh.Init(nodesPtr, numNodes, sections, filter, material);

                // Calculate combined filter
                meshCollider->m_Header.Filter = mesh.Sections.Length > 0 ? mesh.Sections[0].Filters[0] : CollisionFilter.Default;
                for (int i = 0; i < mesh.Sections.Length; ++i)
                {
                    for (var j = 0; j < mesh.Sections[i].Filters.Length; ++j)
                    {
                        var f = mesh.Sections[i].Filters[j];
                        meshCollider->m_Header.Filter = CollisionFilter.CreateUnion(meshCollider->m_Header.Filter, f);
                    }
                }

                meshCollider->m_Aabb             = meshCollider->Mesh.BoundingVolumeHierarchy.Domain;
                meshCollider->NumColliderKeyBits = meshCollider->Mesh.NumColliderKeyBits;
            }