//========================================================================================= /// <summary> /// 初期設定 /// </summary> public override void Create() { boneList = new FixedTransformAccessArray(); bonePosList = new FixedNativeList <float3>(); boneRotList = new FixedNativeList <quaternion>(); boneSclList = new FixedNativeList <float3>(); boneParentIndexList = new FixedNativeList <int>(); basePosList = new FixedNativeList <float3>(); baseRotList = new FixedNativeList <quaternion>(); restoreBoneList = new FixedTransformAccessArray(); restoreBoneLocalPosList = new FixedNativeList <float3>(); restoreBoneLocalRotList = new FixedNativeList <quaternion>(); writeBoneList = new FixedTransformAccessArray(); writeBoneIndexList = new FixedNativeList <int>(); writeBoneParticleIndexMap = new ExNativeMultiHashMap <int, int>(); writeBonePosList = new FixedNativeList <float3>(); writeBoneRotList = new FixedNativeList <quaternion>(); }
//========================================================================================= /// <summary> /// 初期設定 /// </summary> public override void Create() { boneList = new FixedTransformAccessArray(); bonePosList = new FixedNativeList <float3>(); boneRotList = new FixedNativeList <quaternion>(); boneSclList = new FixedNativeList <float3>(); boneParentIndexList = new FixedNativeList <int>(); basePosList = new FixedNativeList <float3>(); baseRotList = new FixedNativeList <quaternion>(); restoreBoneList = new FixedTransformAccessArray(); restoreBoneLocalPosList = new FixedNativeList <float3>(); restoreBoneLocalRotList = new FixedNativeList <quaternion>(); restoreBoneFlagList = new FixedNativeList <byte>(); writeBoneList = new FixedTransformAccessArray(); writeBoneIndexList = new FixedNativeList <int>(); writeBoneParticleIndexMap = new ExNativeMultiHashMap <int, int>(); writeBonePosList = new FixedNativeList <float3>(); writeBoneRotList = new FixedNativeList <quaternion>(); // プロファイラ用 SamplerReadBoneScale = CustomSampler.Create("ReadBoneScale"); }