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using System;
using System.Collections.Generic;
using Unity.Burst;
using Unity.Collections;
using Unity.Jobs;
using UnityEngine;

namespace NGS.MeshFusionPro;

public class JobsMeshMoverLW : IAsyncCombinedMeshMover, ICombinedMeshMover, IDisposable
{
	[BurstCompile]
	private struct MovePartsJob : IJobParallelFor
	{
		[NativeDisableParallelForRestriction]
		public NativeArray<LightweightVertex> vertices;

		[ReadOnly]
		public NativeArray<LightweightVertex> localVertices;

		[WriteOnly]
		[NativeDisableParallelForRestriction]
		public NativeArray<Bounds> bounds;

		[ReadOnly]
		[NativeDisableParallelForRestriction]
		public NativeArray<Bounds> localBounds;

		[ReadOnly]
		public NativeList<PartMoveInfo> moveInfos;

		public void Execute(int idx)
		{
			PartMoveInfo partMoveInfo = moveInfos[idx];
			int partIndex = partMoveInfo.partIndex;
			int vertexStart = partMoveInfo.vertexStart;
			int num = vertexStart + partMoveInfo.vertexCount;
			Matrix4x4 targetTransform = partMoveInfo.targetTransform;
			for (int i = vertexStart; i < num; i++)
			{
				LightweightVertex lightweightVertex = localVertices[i];
				float w = lightweightVertex.tanW;
				Vector3 normalized = targetTransform.MultiplyVector(lightweightVertex.Normal).normalized;
				Vector4 tangent = targetTransform.MultiplyVector(lightweightVertex.Tangent).normalized;
				tangent.w = w;
				LightweightVertex lightweightVertex2 = default(LightweightVertex);
				lightweightVertex2.Position = targetTransform.MultiplyPoint3x4(lightweightVertex.Position);
				lightweightVertex2.Normal = normalized;
				lightweightVertex2.Tangent = tangent;
				lightweightVertex2.uv = lightweightVertex.uv;
				lightweightVertex2.uv2 = lightweightVertex.uv2;
				LightweightVertex value = lightweightVertex2;
				vertices[i] = value;
			}
			bounds[partIndex] = localBounds[partIndex].Transform(targetTransform);
		}
	}

	[BurstCompile]
	private struct RecalculateBoundsJob : IJob
	{
		public NativeArray<Bounds> bounds;

		public NativeArray<Bounds> boundingBox;

		public void Execute()
		{
			Bounds value = boundingBox[0];
			value.size = Vector3.zero;
			for (int i = 0; i < bounds.Length; i++)
			{
				value.Encapsulate(bounds[i]);
			}
			boundingBox[0] = value;
		}
	}

	private MeshDataNativeArraysLW _meshData;

	private NativeList<PartMoveInfo> _moveInfos;

	private JobHandle _handle;

	public JobsMeshMoverLW(MeshDataNativeArraysLW meshData)
	{
		_meshData = meshData;
		_moveInfos = new NativeList<PartMoveInfo>(Allocator.Persistent);
	}

	public void MoveParts(IList<PartMoveInfo> moveInfos)
	{
		MovePartsAsync(moveInfos);
		FinishAsyncMoving();
	}

	public void MovePartsAsync(IList<PartMoveInfo> moveInfos)
	{
		NativeArray<Bounds> bounds = _meshData.Bounds;
		bounds[0] = new Bounds(_meshData.GetBounds().center, Vector3.zero);
		_moveInfos.Clear();
		for (int i = 0; i < moveInfos.Count; i++)
		{
			ref NativeList<PartMoveInfo> moveInfos2 = ref _moveInfos;
			PartMoveInfo value = moveInfos[i];
			moveInfos2.Add(in value);
		}
		MovePartsJob movePartsJob = default(MovePartsJob);
		movePartsJob.vertices = _meshData.Vertices;
		movePartsJob.bounds = _meshData.PartsBounds;
		movePartsJob.localVertices = _meshData.VerticesLocal;
		movePartsJob.localBounds = _meshData.PartsBoundsLocal;
		movePartsJob.moveInfos = _moveInfos;
		MovePartsJob jobData = movePartsJob;
		RecalculateBoundsJob recalculateBoundsJob = default(RecalculateBoundsJob);
		recalculateBoundsJob.bounds = _meshData.PartsBounds;
		recalculateBoundsJob.boundingBox = bounds;
		RecalculateBoundsJob jobData2 = recalculateBoundsJob;
		_handle = jobData2.Schedule(IJobParallelForExtensions.Schedule(jobData, _moveInfos.Length, 4));
	}

	public void FinishAsyncMoving()
	{
		_handle.Complete();
	}

	public void ApplyData()
	{
		if (!_handle.IsCompleted)
		{
			FinishAsyncMoving();
		}
		_meshData.ApplyDataToMesh();
	}

	public void Dispose()
	{
		_moveInfos.Dispose();
	}
}