//========================================================================================= /// <summary> /// 初期設定 /// </summary> public override void Create() { teamDataList = new FixedNativeList <TeamData>(); teamMassList = new FixedNativeList <CurveParam>(); teamGravityList = new FixedNativeList <CurveParam>(); teamDragList = new FixedNativeList <CurveParam>(); teamMaxVelocityList = new FixedNativeList <CurveParam>(); teamWorldInfluenceList = new FixedNativeList <WorldInfluence>(); teamDirectionalDampingList = new FixedNativeList <CurveParam>(); colliderMap = new ExNativeMultiHashMap <int, int>(); // グローバルチーム[0]を作成し常に有効にしておく CreateTeam(null, 0); }
//========================================================================================= /// <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"); }
//========================================================================================= public override void Create() { vertexToParticleMap = new ExNativeMultiHashMap <int, int>(); vertexToParticleList = new FixedNativeListWithCount <int>(); vertexToParticleList.SetEmptyElement(-1); }
//========================================================================================= public override void Create() { springMap = new ExNativeMultiHashMap <int, SpringData>(); springVertexList = new FixedNativeListWithCount <int>(); springVertexList.SetEmptyElement(-1); }
//========================================================================================= public override void Create() { dataList = new FixedChunkNativeArray <AdjustRotationData>(); groupList = new FixedNativeList <GroupData>(); particleMap = new ExNativeMultiHashMap <int, int>(); }