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

273 lines
13 KiB
C#

#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using UnityEngine;
using Unity.Jobs;
using Unity.Collections;
using Unity.Mathematics;
using Unity.Burst;
using UnityEngine.Rendering;
namespace Obi
{
public class BurstMeshRopeRenderSystem : ObiMeshRopeRenderSystem
{
public BurstMeshRopeRenderSystem(ObiSolver solver) : base(solver)
{
}
protected override void CloseBatches()
{
for (int i = 0; i < batchList.Count; ++i)
batchList[i].Initialize(sortedRenderers, meshData, meshIndices, layout, false);
base.CloseBatches();
}
public override void Render()
{
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 BuildRopeMeshJob
{
chunkOffsets = pathSmootherSystem.chunkOffsets.AsNativeArray<int>(),
pathSmootherIndices = pathSmootherIndices.AsNativeArray<int>(),
frames = pathSmootherSystem.smoothFrames.AsNativeArray<BurstPathFrame>(),
frameOffsets = pathSmootherSystem.smoothFrameOffsets.AsNativeArray<int>(),
frameCounts = pathSmootherSystem.smoothFrameCounts.AsNativeArray<int>(),
vertexOffsets = vertexOffsets.AsNativeArray<int>(),
meshIndices = meshIndices.AsNativeArray<int>(),
meshData = meshData.meshData.AsNativeArray<MeshDataBatch.MeshData>(),
rendererData = rendererData.AsNativeArray<BurstMeshData>(),
pathData = pathSmootherSystem.pathData.AsNativeArray<BurstPathSmootherData>(),
sortedIndices = sortedIndices.AsNativeArray<int>(),
sortedOffsets = sortedOffsets.AsNativeArray<int>(),
positions = meshData.restPositions.AsNativeArray<float3>(),
normals = meshData.restNormals.AsNativeArray<float3>(),
tangents = meshData.restTangents.AsNativeArray<float4>(),
colors = meshData.restColors.AsNativeArray<float4>(),
vertices = batch.dynamicVertexData.AsNativeArray<RopeMeshVertex>(),
firstRenderer = batch.firstRenderer
};
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.dynamicVertexData.AsNativeArray<DynamicBatchVertex>(), 0, 0, batch.vertexCount, 0, MeshUpdateFlags.DontValidateIndices | MeshUpdateFlags.DontRecalculateBounds | MeshUpdateFlags.DontResetBoneBounds | MeshUpdateFlags.DontNotifyMeshUsers);
var rp = batch.renderParams;
rp.worldBounds = m_Solver.bounds;
for (int m = 0; m < batch.materials.Length; ++m)
{
rp.material = batch.materials[m];
Graphics.RenderMesh(rp, batch.mesh, m, m_Solver.transform.localToWorldMatrix, m_Solver.transform.localToWorldMatrix);
// Unity bug: Graphics.RenderMesh consistently crashes when existing play mode (seems fixed in 2021.3.4f1)
// https://issuetracker.unity3d.com/issues/the-editor-crashes-on-exit-when-using-graphics-dot-rendermesh
//renderParams.material = batch.materials[m];
//renderParams.camera = null;
//Graphics.RenderMesh(renderParams, batch.mesh, m, m_Solver.transform.localToWorldMatrix);
}
}
}
}
[BurstCompile]
struct BuildRopeMeshJob : 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> meshIndices;
[ReadOnly] public NativeArray<MeshDataBatch.MeshData> meshData;
[ReadOnly] public NativeArray<BurstMeshData> rendererData;
[ReadOnly] public NativeArray<BurstPathSmootherData> pathData;
[ReadOnly] public NativeArray<int> sortedIndices;
[ReadOnly] public NativeArray<int> sortedOffsets;
[ReadOnly] public NativeArray<float3> positions;
[ReadOnly] public NativeArray<float3> normals;
[ReadOnly] public NativeArray<float4> tangents;
[ReadOnly] public NativeArray<float4> colors;
[NativeDisableParallelForRestriction] public NativeArray<RopeMeshVertex> vertices;
[ReadOnly] public int firstRenderer;
public void Execute(int i)
{
int rendererIndex = firstRenderer + i;
int pathIndex = pathSmootherIndices[rendererIndex];
var renderer = rendererData[rendererIndex];
// get mesh data:
var mesh = meshData[meshIndices[rendererIndex]];
var sortedOffset = sortedOffsets[rendererIndex];
// get index of first output vertex:
int firstOutputVertex = vertexOffsets[rendererIndex];
// get index of first chunk, ignore others (no support for tearing):
int chunkIndex = chunkOffsets[pathIndex];
// get first frame and frame count:
int firstFrame = frameOffsets[chunkIndex];
int lastFrame = firstFrame + frameCounts[chunkIndex] - 1;
// get mesh deform axis:
int axis = (int)renderer.axis;
// initialize scale vector:
float3 actualScale = (Vector3)renderer.scale;
// calculate stretch ratio:
float stretchRatio = renderer.stretchWithRope == 1 ? pathData[chunkIndex].smoothLength / pathData[chunkIndex].restLength : 1;
// squashing factor, makes mesh thinner when stretched and thicker when compresssed.
float squashing = math.clamp(1 + renderer.volumeScaling * (1 / math.max(stretchRatio, 0.01f) - 1), 0.01f, 2);
// calculate scale along swept axis so that the mesh spans the entire lenght of the rope if required.
if (renderer.spanEntireLength == 1)
{
float totalMeshLength = renderer.meshSizeAlongAxis * renderer.instances;
float totalSpacing = renderer.instanceSpacing * (renderer.instances - 1);
actualScale[axis] = pathData[chunkIndex].restLength / (totalMeshLength + totalSpacing);
}
// adjust axis lenght by stretch ratio:
actualScale[axis] *= stretchRatio;
// init loop variables:
float lengthAlongAxis = renderer.offset;
int index = firstFrame;
int nextIndex = firstFrame + 1;
int prevIndex = firstFrame;
float nextMagnitude = math.distance(frames[index].position, frames[nextIndex].position);
float prevMagnitude = nextMagnitude;
for (int k = 0; k < renderer.instances; ++k)
{
for (int j = 0; j < mesh.vertexCount; ++j)
{
int currVIndex = mesh.firstVertex + sortedIndices[sortedOffset + j];
int prevVIndex = mesh.firstVertex + sortedIndices[sortedOffset + math.max(0,j - 1)];
// calculate how much we've advanced in the sort axis since the last vertex:
lengthAlongAxis += (positions[currVIndex][axis] - positions[prevVIndex][axis]) * actualScale[axis];
// check if we have moved to a new section of the curve:
BurstPathFrame frame;
if (lengthAlongAxis < 0)
{
while (-lengthAlongAxis > prevMagnitude && index > firstFrame)
{
lengthAlongAxis += prevMagnitude;
index = math.max(index - 1, firstFrame);
nextIndex = math.min(index + 1, lastFrame);
prevIndex = math.max(index - 1, firstFrame);
nextMagnitude = math.distance(frames[index].position, frames[nextIndex].position);
prevMagnitude = math.distance(frames[index].position, frames[prevIndex].position);
}
var offset = float3.zero;
if (index == prevIndex)
{
offset = frames[index].position - frames[nextIndex].position;
prevMagnitude = math.length(offset);
}
frame = InterpolateFrames(frames[index], frames[prevIndex], offset, -lengthAlongAxis / prevMagnitude);
}
else
{
while (lengthAlongAxis > nextMagnitude && index < lastFrame)
{
lengthAlongAxis -= nextMagnitude;
index = math.min(index + 1, lastFrame);
nextIndex = math.min(index + 1, lastFrame);
prevIndex = math.max(index - 1, firstFrame);
nextMagnitude = math.distance(frames[index].position, frames[nextIndex].position);
prevMagnitude = math.distance(frames[index].position, frames[prevIndex].position);
}
var offset = float3.zero;
if (index == nextIndex)
{
offset = frames[index].position - frames[prevIndex].position;
nextMagnitude = math.length(offset);
}
frame = InterpolateFrames(frames[index], frames[nextIndex], offset, lengthAlongAxis / nextMagnitude);
}
// update basis matrix:
var basis = frame.ToMatrix(axis);
// calculate vertex offset from curve:
float3 offsetFromCurve = positions[currVIndex] * actualScale * frame.thickness * squashing;
offsetFromCurve[axis] = 0;
// write modified vertex data:
vertices[firstOutputVertex + sortedIndices[sortedOffset + j]] = new RopeMeshVertex
{
pos = frame.position + math.mul(basis, offsetFromCurve),
normal = math.mul(basis, normals[currVIndex]),
tangent = new float4(math.mul(basis, tangents[currVIndex].xyz), tangents[currVIndex].w),
color = colors[currVIndex] * frame.color,
};
}
firstOutputVertex += mesh.vertexCount;
lengthAlongAxis += renderer.instanceSpacing * actualScale[axis];
}
}
BurstPathFrame InterpolateFrames(BurstPathFrame a, BurstPathFrame b, float3 bOffset, float t)
{
// this offset is used to displace a copy of the first and last frames of the path,
// to ensure meshes extrude correctly prior to the first or past the last frame.
b.position += bOffset;
var interp = (1 - t) * a + t * b;
// (no need to renormalize tangent, since offsetFromCurve[axis] = 0)
interp.normal = math.normalize(interp.normal);
interp.binormal = math.normalize(interp.binormal);
return interp;
}
}
}
}
#endif