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87 行
2.8 KiB
87 行
2.8 KiB
using Unity.Collections;
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using Unity.Entities;
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using Unity.Jobs;
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using Unity.Burst;
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using Unity.Mathematics;
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using UnityEngine.Jobs;
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namespace Unity.Transforms
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{
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[UnityEngine.ExecuteAlways]
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[UpdateInGroup(typeof(TransformSystemGroup))]
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[UpdateBefore(typeof(EndFrameTRSToLocalToWorldSystem))]
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public class CopyTransformFromGameObjectSystem : JobComponentSystem
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{
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struct TransformStash
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{
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public float3 position;
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public quaternion rotation;
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}
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[BurstCompile]
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struct StashTransforms : IJobParallelForTransform
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{
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public NativeArray<TransformStash> transformStashes;
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public void Execute(int index, TransformAccess transform)
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{
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transformStashes[index] = new TransformStash
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{
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rotation = transform.rotation,
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position = transform.position,
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};
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}
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}
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[BurstCompile]
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struct CopyTransforms : IJobForEachWithEntity<LocalToWorld>
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{
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[DeallocateOnJobCompletion] public NativeArray<TransformStash> transformStashes;
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public void Execute(Entity entity, int index, ref LocalToWorld localToWorld)
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{
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var transformStash = transformStashes[index];
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localToWorld = new LocalToWorld
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{
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Value = float4x4.TRS(
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transformStash.position,
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transformStash.rotation,
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new float3(1.0f, 1.0f, 1.0f))
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};
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}
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}
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EntityQuery m_TransformGroup;
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protected override void OnCreate()
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{
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m_TransformGroup = GetEntityQuery(
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ComponentType.ReadOnly(typeof(CopyTransformFromGameObject)),
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typeof(UnityEngine.Transform),
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ComponentType.ReadWrite<LocalToWorld>());
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//@TODO this should not be required, see https://github.com/Unity-Technologies/dots/issues/1122
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RequireForUpdate(m_TransformGroup);
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}
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protected override JobHandle OnUpdate(JobHandle inputDeps)
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{
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var transforms = m_TransformGroup.GetTransformAccessArray();
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var transformStashes = new NativeArray<TransformStash>(transforms.length, Allocator.TempJob);
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var stashTransformsJob = new StashTransforms
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{
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transformStashes = transformStashes
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};
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var stashTransformsJobHandle = stashTransformsJob.Schedule(transforms, inputDeps);
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var copyTransformsJob = new CopyTransforms
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{
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transformStashes = transformStashes,
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};
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return copyTransformsJob.Schedule(m_TransformGroup, stashTransformsJobHandle);
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}
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}
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}
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