Files
Fishing2/Assets/Obi/Scripts/Common/Backends/Burst/Rendering/RopeAndRod/BurstLineRopeRenderSystem.cs
2025-11-10 00:08:26 +08:00

216 lines
9.3 KiB
C#

#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using UnityEngine;
using UnityEngine.Rendering;
using Unity.Jobs;
using Unity.Collections;
using Unity.Mathematics;
using Unity.Burst;
namespace Obi
{
public class BurstLineRopeRenderSystem : ObiLineRopeRenderSystem
{
public BurstLineRopeRenderSystem(ObiSolver solver) : base(solver)
{
}
public override void Setup()
{
base.Setup();
// Initialize each batch:
for (int i = 0; i < batchList.Count; ++i)
batchList[i].Initialize(layout, false);
}
public override void Render(){}
public override void RenderFromCamera(Camera camera)
{
if (pathSmootherSystem == null)
return;
using (m_RenderMarker.Auto())
{
var handles = new NativeArray<JobHandle>(batchList.Count, Allocator.Temp);
for (int i = 0; i < batchList.Count; ++i)
{
var batch = batchList[i];
var meshJob = new BuildLineMesh
{
pathSmootherIndices = pathSmootherIndices.AsNativeArray<int>(),
chunkOffsets = pathSmootherSystem.chunkOffsets.AsNativeArray<int>(),
frames = pathSmootherSystem.smoothFrames.AsNativeArray<BurstPathFrame>(),
frameOffsets = pathSmootherSystem.smoothFrameOffsets.AsNativeArray<int>(),
frameCounts = pathSmootherSystem.smoothFrameCounts.AsNativeArray<int>(),
vertexOffsets = vertexOffsets.AsNativeArray<int>(),
triangleOffsets = triangleOffsets.AsNativeArray<int>(),
triangleCounts = triangleCounts.AsNativeArray<int>(),
pathData = pathSmootherSystem.pathData.AsNativeArray<BurstPathSmootherData>(),
rendererData = rendererData.AsNativeArray<BurstLineMeshData>(),
vertices = batch.vertices,
tris = batch.triangles,
firstRenderer = batch.firstRenderer,
localSpaceCamera = m_Solver.transform.InverseTransformPoint(camera.transform.position)
};
handles[i] = meshJob.Schedule(batch.rendererCount, 1);
}
JobHandle.CombineDependencies(handles).Complete();
handles.Dispose();
for (int i = 0; i < batchList.Count; ++i)
{
var batch = batchList[i];
batch.mesh.SetVertexBufferData(batch.vertices, 0, 0, batch.vertexCount, 0, MeshUpdateFlags.DontValidateIndices | MeshUpdateFlags.DontRecalculateBounds);
batch.mesh.SetIndexBufferData(batch.triangles, 0, 0, batch.triangleCount * 3, MeshUpdateFlags.DontValidateIndices | MeshUpdateFlags.DontRecalculateBounds);
var rp = batch.renderParams;
rp.worldBounds = m_Solver.bounds;
Graphics.RenderMesh(rp, batch.mesh, 0, m_Solver.transform.localToWorldMatrix, m_Solver.transform.localToWorldMatrix);
}
}
}
[BurstCompile]
struct BuildLineMesh : IJobParallelFor
{
[ReadOnly] public NativeArray<int> pathSmootherIndices;
[ReadOnly] public NativeArray<int> chunkOffsets;
[ReadOnly] public NativeArray<BurstPathFrame> frames;
[ReadOnly] public NativeArray<int> frameOffsets;
[ReadOnly] public NativeArray<int> frameCounts;
[ReadOnly] public NativeArray<int> vertexOffsets;
[ReadOnly] public NativeArray<int> triangleOffsets;
[ReadOnly] public NativeArray<int> triangleCounts;
[ReadOnly] public NativeArray<BurstLineMeshData> rendererData;
[ReadOnly] public NativeArray<BurstPathSmootherData> pathData;
[NativeDisableParallelForRestriction] public NativeArray<ProceduralRopeVertex> vertices;
[NativeDisableParallelForRestriction] public NativeArray<int> tris;
[ReadOnly] public int firstRenderer;
[ReadOnly] public float3 localSpaceCamera;
public void Execute(int u)
{
int k = firstRenderer + u;
int s = pathSmootherIndices[k];
float3 vertex = float3.zero;
float3 normal = float3.zero;
float4 bitangent = float4.zero;
int tri = 0;
int sectionIndex = 0;
int firstVertex = vertexOffsets[k];
int firstTriangle = triangleOffsets[k];
float smoothLength = 0;
for (int i = chunkOffsets[s]; i < chunkOffsets[s + 1]; ++i)
smoothLength += pathData[i].smoothLength;
float vCoord = -rendererData[k].uvScale.y * pathData[chunkOffsets[s]].restLength * rendererData[k].uvAnchor;
float actualToRestLengthRatio = smoothLength / pathData[chunkOffsets[s]].restLength;
// clear out triangle indices for this rope:
for (int i = firstTriangle; i < firstTriangle + triangleCounts[k]; ++i)
{
int offset = i * 3;
tris[offset] = 0;
tris[offset+1] = 0;
tris[offset+2] = 0;
}
// for each chunk in the rope:
for (int i = chunkOffsets[s]; i < chunkOffsets[s + 1]; ++i)
{
int firstFrame = frameOffsets[i];
int frameCount = frameCounts[i];
for (int f = 0; f < frameCount; ++f)
{
// Calculate previous and next curve indices:
int prevIndex = firstFrame + math.max(f - 1, 0);
int index = firstFrame + f;
// advance v texcoord:
vCoord += rendererData[k].uvScale.y * (math.distance(frames[index].position, frames[prevIndex].position) /
(rendererData[k].normalizeV == 1 ? smoothLength : actualToRestLengthRatio));
// calculate section thickness and scale the basis vectors by it:
float sectionThickness = frames[index].thickness * rendererData[k].thicknessScale;
normal.x = frames[index].position.x - localSpaceCamera.x;
normal.y = frames[index].position.y - localSpaceCamera.y;
normal.z = frames[index].position.z - localSpaceCamera.z;
normal = math.normalize(normal);
bitangent.x = -(normal.y * frames[index].tangent.z - normal.z * frames[index].tangent.y);
bitangent.y = -(normal.z * frames[index].tangent.x - normal.x * frames[index].tangent.z);
bitangent.z = -(normal.x * frames[index].tangent.y - normal.y * frames[index].tangent.x);
bitangent.xyz = math.normalize(bitangent.xyz);
bitangent.w = 1;
vertex.x = frames[index].position.x - bitangent.x * sectionThickness;
vertex.y = frames[index].position.y - bitangent.y * sectionThickness;
vertex.z = frames[index].position.z - bitangent.z * sectionThickness;
vertices[firstVertex + sectionIndex * 2] = new ProceduralRopeVertex
{
pos = vertex,
normal = -normal,
tangent = bitangent,
color = frames[index].color,
uv = new float2(0, vCoord)
};
vertex.x = frames[index].position.x + bitangent.x * sectionThickness;
vertex.y = frames[index].position.y + bitangent.y * sectionThickness;
vertex.z = frames[index].position.z + bitangent.z * sectionThickness;
vertices[firstVertex + sectionIndex * 2 + 1] = new ProceduralRopeVertex
{
pos = vertex,
normal = -normal,
tangent = bitangent,
color = frames[index].color,
uv = new float2(1, vCoord)
};
if (f < frameCount - 1)
{
int offset = firstTriangle * 3;
tris[offset + tri++] = firstVertex + sectionIndex * 2;
tris[offset + tri++] = firstVertex + (sectionIndex + 1) * 2;
tris[offset + tri++] = firstVertex + sectionIndex * 2 + 1;
tris[offset + tri++] = firstVertex + sectionIndex * 2 + 1;
tris[offset + tri++] = firstVertex + (sectionIndex + 1) * 2;
tris[offset + tri++] = firstVertex + (sectionIndex + 1) * 2 + 1;
}
sectionIndex++;
}
}
}
}
}
}
#endif