修改水
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@@ -9,8 +9,8 @@ namespace Obi
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{
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public interface IBurstConstraintsImpl : IConstraints
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{
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JobHandle Initialize(JobHandle inputDeps, float stepTime, float substepTime, int steps, float timeLeft);
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JobHandle Project(JobHandle inputDeps, float stepTime, float substepTime, int steps, float timeLeft);
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JobHandle Initialize(JobHandle inputDeps, float substepTime);
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JobHandle Project(JobHandle inputDeps, float stepTime, float substepTime, int substeps);
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void Dispose();
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IConstraintsBatchImpl CreateConstraintsBatch();
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@@ -63,14 +63,14 @@ namespace Obi
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return count;
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}
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public JobHandle Initialize(JobHandle inputDeps, float stepTime, float substepTime, int steps, float timeLeft)
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public JobHandle Initialize(JobHandle inputDeps, float substepTime)
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{
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// initialize all batches in parallel:
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if (batches.Count > 0)
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{
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NativeArray<JobHandle> deps = new NativeArray<JobHandle>(batches.Count, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
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for (int i = 0; i < batches.Count; ++i)
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deps[i] = batches[i].enabled ? batches[i].Initialize(inputDeps, stepTime, substepTime, steps, timeLeft) : inputDeps;
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deps[i] = batches[i].enabled ? batches[i].Initialize(inputDeps, substepTime) : inputDeps;
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JobHandle result = JobHandle.CombineDependencies(deps);
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deps.Dispose();
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@@ -81,7 +81,7 @@ namespace Obi
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return inputDeps;
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}
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public JobHandle Project(JobHandle inputDeps, float stepTime, float substepTime, int steps, float timeLeft)
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public JobHandle Project(JobHandle inputDeps, float stepTime, float substepTime, int substeps)
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{
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UnityEngine.Profiling.Profiler.BeginSample("Project");
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@@ -90,11 +90,11 @@ namespace Obi
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switch(parameters.evaluationOrder)
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{
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case Oni.ConstraintParameters.EvaluationOrder.Sequential:
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inputDeps = EvaluateSequential(inputDeps, stepTime, substepTime, steps, timeLeft);
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inputDeps = EvaluateSequential(inputDeps, stepTime, substepTime, substeps);
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break;
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case Oni.ConstraintParameters.EvaluationOrder.Parallel:
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inputDeps = EvaluateParallel(inputDeps, stepTime, substepTime, steps, timeLeft);
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inputDeps = EvaluateParallel(inputDeps, stepTime, substepTime, substeps);
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break;
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}
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@@ -103,14 +103,14 @@ namespace Obi
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return inputDeps;
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}
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protected virtual JobHandle EvaluateSequential(JobHandle inputDeps, float stepTime, float substepTime,int steps, float timeLeft)
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protected virtual JobHandle EvaluateSequential(JobHandle inputDeps, float stepTime, float substepTime,int substeps)
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{
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// evaluate and apply all batches:
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for (int i = 0; i < batches.Count; ++i)
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{
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if (batches[i].enabled)
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{
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inputDeps = batches[i].Evaluate(inputDeps, stepTime, substepTime, steps, timeLeft);
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inputDeps = batches[i].Evaluate(inputDeps, stepTime, substepTime, substeps);
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inputDeps = batches[i].Apply(inputDeps, substepTime);
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m_Solver.ScheduleBatchedJobsIfNeeded();
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}
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@@ -119,13 +119,13 @@ namespace Obi
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return inputDeps;
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}
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protected virtual JobHandle EvaluateParallel(JobHandle inputDeps, float stepTime, float substepTime, int steps, float timeLeft)
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protected virtual JobHandle EvaluateParallel(JobHandle inputDeps, float stepTime, float substepTime, int substeps)
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{
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// evaluate all batches:
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for (int i = 0; i < batches.Count; ++i)
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if (batches[i].enabled)
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{
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inputDeps = batches[i].Evaluate(inputDeps, stepTime, substepTime, steps, timeLeft);
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inputDeps = batches[i].Evaluate(inputDeps, stepTime, substepTime, substeps);
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m_Solver.ScheduleBatchedJobsIfNeeded();
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}
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