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85 行
2.1 KiB
85 行
2.1 KiB
using System;
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using UnityEngine;
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using Unity.Collections.LowLevel.Unsafe;
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namespace Unity.DemoTeam.DigitalHuman
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{
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[CreateAssetMenu(menuName = "Digital Human/Skin Attachment Data")]
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[PreferBinarySerialization]
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public class SkinAttachmentData : ScriptableObject
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{
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[HideInInspector]
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public ulong checksum0 = 0;
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[HideInInspector]
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public ulong checksum1 = 0;
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[HideInInspector]
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public SkinAttachmentPose[] pose = new SkinAttachmentPose[131072];
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public int poseCount = 0;
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[HideInInspector]
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public SkinAttachmentItem[] item = new SkinAttachmentItem[16384];
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public int itemCount = 0;
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[HideInInspector]
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public int subjectCount = 0;
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public Hash128 Checksum()
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{
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return new Hash128(checksum0, checksum1);
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}
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public void Clear()
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{
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checksum0 = 0;
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checksum1 = 0;
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poseCount = 0;
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itemCount = 0;
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subjectCount = 0;
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}
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public void Persist()
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{
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unsafe
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{
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fixed (SkinAttachmentPose* ptrPose = pose)
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fixed (SkinAttachmentItem* ptrItem = item)
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fixed (ulong* ptrChecksum0 = &checksum0)
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fixed (ulong* ptrChecksum1 = &checksum1)
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{
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HashUnsafeUtilities.ComputeHash128(ptrPose, (ulong)(sizeof(SkinAttachmentPose) * poseCount), ptrChecksum0, ptrChecksum1);
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HashUnsafeUtilities.ComputeHash128(ptrItem, (ulong)(sizeof(SkinAttachmentItem) * itemCount), ptrChecksum0, ptrChecksum1);
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Debug.LogFormat("SkinAttachmentData changed, new checksum = '{0}' ({1} poses, {2} items)", Checksum(), poseCount, itemCount);
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}
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}
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#if UNITY_EDITOR
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UnityEditor.EditorUtility.SetDirty(this);
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UnityEditor.AssetDatabase.SaveAssets();
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UnityEditor.Undo.ClearUndo(this);
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#endif
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}
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}
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[Serializable]
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public struct SkinAttachmentPose
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{
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public int v0;
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public int v1;
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public int v2;
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public float area;
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public float targetDist;
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public Barycentric targetCoord;
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}
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[Serializable]
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public struct SkinAttachmentItem
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{
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public int poseIndex;
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public int poseCount;
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public int baseVertex;
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public Vector3 baseNormal;
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public Vector3 targetNormal;
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public Vector3 targetOffset;// TODO split this into leaf type item that doesn't perform full resolve
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}
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}
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