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using Unity.Entities;
|
||||
using UnityEngine;
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
namespace Rukhanka.Samples
|
||||
{
|
||||
public class ModularRigAuthoring: MonoBehaviour
|
||||
{
|
||||
public GameObject skinnedMeshRootBone;
|
||||
public GameObject[] rigParts;
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
class ModularRigBaker: Baker<ModularRigAuthoring>
|
||||
{
|
||||
public override void Bake(ModularRigAuthoring a)
|
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{
|
||||
var e = GetEntity(a, TransformUsageFlags.Renderable);
|
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foreach (var rp in a.rigParts)
|
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{
|
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GetEntity(rp, TransformUsageFlags.Dynamic);
|
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}
|
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var mrps = AddBuffer<ModularRigPartComponent>(e);
|
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for (var i = 0; i < (int)ModularBodyPart.Total; ++i)
|
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{
|
||||
var mrpc = new ModularRigPartComponent()
|
||||
{
|
||||
bodyPart = (ModularBodyPart)i,
|
||||
currentPartIndex = -1
|
||||
};
|
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mrps.Add(mrpc);
|
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}
|
||||
}
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}
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}
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}
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|
||||
|
||||
using Unity.Collections;
|
||||
using Unity.Entities;
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
namespace Rukhanka.Samples
|
||||
{
|
||||
public enum ModularBodyPart
|
||||
{
|
||||
Head,
|
||||
Body,
|
||||
LeftArm,
|
||||
RightArm,
|
||||
Total
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
public struct SwitchableBodyPartComponent: IComponentData
|
||||
{
|
||||
public ModularBodyPart bodyPart;
|
||||
public FixedString64Bytes name;
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
public struct ModularRigPartComponent: IBufferElementData
|
||||
{
|
||||
public ModularBodyPart bodyPart;
|
||||
public int currentPartIndex;
|
||||
public FixedList64Bytes<Entity> partsList;
|
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}
|
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|
||||
}
|
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|
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+128
@@ -0,0 +1,128 @@
|
||||
|
||||
using Rukhanka.Toolbox;
|
||||
using Unity.Collections;
|
||||
using Unity.Entities;
|
||||
using Unity.Transforms;
|
||||
using UnityEngine;
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
namespace Rukhanka.Samples
|
||||
{
|
||||
public partial class ModularRigInitPartsSystem: SystemBase
|
||||
{
|
||||
EntityQuery modularRigQuery, switchableBodyPartsQuery;
|
||||
BufferTypeHandle<ModularRigPartComponent> modularRigBufAccessor;
|
||||
EntityTypeHandle entityTypeHandle;
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
protected override void OnCreate()
|
||||
{
|
||||
modularRigQuery = new EntityQueryBuilder(Allocator.Temp)
|
||||
.WithAll<ModularRigPartComponent>()
|
||||
.Build(EntityManager);
|
||||
|
||||
switchableBodyPartsQuery = new EntityQueryBuilder(Allocator.Temp)
|
||||
.WithAll<SwitchableBodyPartComponent>()
|
||||
.WithOptions(EntityQueryOptions.IncludePrefab)
|
||||
.Build(EntityManager);
|
||||
|
||||
modularRigBufAccessor = GetBufferTypeHandle<ModularRigPartComponent>();
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
void InstantiateSkinnedPart(Entity prefabRoot, Entity animatedEntity, EntityCommandBuffer ecb, bool initDisabled)
|
||||
{
|
||||
if (!SystemAPI.HasComponent<SkinnedMeshRendererComponent>(prefabRoot))
|
||||
return;
|
||||
|
||||
BurstAssert.IsTrue(!SystemAPI.HasBuffer<LinkedEntityGroup>(prefabRoot), "LEG should not be on skinned mesh entity");
|
||||
|
||||
var smrInstance = ecb.Instantiate(prefabRoot);
|
||||
|
||||
var p = new Parent();
|
||||
p.Value = animatedEntity;
|
||||
ecb.SetComponent(smrInstance, p);
|
||||
|
||||
var smr = EntityManager.GetComponentData<SkinnedMeshRendererComponent>(prefabRoot);
|
||||
|
||||
p.Value = animatedEntity;
|
||||
smr.animatedRigEntity = animatedEntity;
|
||||
smr.rootBoneIndexInRig = EntityManager.GetComponentData<AnimatorEntityRefComponent>(p.Value).boneIndexInAnimationRig;
|
||||
ecb.SetComponent(smrInstance, smr);
|
||||
|
||||
if (initDisabled)
|
||||
ecb.AddComponent<Disabled>(smrInstance);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
protected override unsafe void OnUpdate()
|
||||
{
|
||||
if (switchableBodyPartsQuery.IsEmpty || modularRigQuery.IsEmpty)
|
||||
return;
|
||||
|
||||
var ecb = new EntityCommandBuffer(Allocator.Temp);
|
||||
var chunks = modularRigQuery.ToArchetypeChunkArray(Allocator.Temp);
|
||||
|
||||
modularRigBufAccessor.Update(this);
|
||||
entityTypeHandle.Update(this);
|
||||
|
||||
// The main idea is to define set of replaceable skinned mesh renderers in separate prefab. During instantiation of an animated entity that
|
||||
// want to use them, copy all parts (represented as entities) to own hierarchy and switch them in runtime using 'Disabled' component
|
||||
// Things is bit complicated because skinned mesh renderer in entity representation consists of main entity (corresponds to the original skinned mesh GameObject),
|
||||
// and one or more render entities that are create during baking process (one for each submesh).
|
||||
foreach (var (sbp, e) in SystemAPI.Query<SwitchableBodyPartComponent>().WithEntityAccess().WithOptions(EntityQueryOptions.IncludePrefab))
|
||||
{
|
||||
// Loop over all modular animated entities
|
||||
for (var k = 0; k < chunks.Length; ++k)
|
||||
{
|
||||
var c = chunks[k];
|
||||
var mrba = c.GetBufferAccessor(ref modularRigBufAccessor);
|
||||
var processedEntities = c.GetEntityDataPtrRO(entityTypeHandle);
|
||||
for (var l = 0; l < c.Count; ++l)
|
||||
{
|
||||
var mrbArr = mrba[l];
|
||||
var processedEntity = processedEntities[l];
|
||||
for (var m = 0; m < mrbArr.Length; ++m)
|
||||
{
|
||||
ref var mrb = ref mrbArr.ElementAt(m);
|
||||
if (mrb.bodyPart == sbp.bodyPart)
|
||||
{
|
||||
// Instantiate copy of SMR entities and attach them to the
|
||||
Debug.Log($"Adding part {e} as {mrb.bodyPart}");
|
||||
InstantiateSkinnedPart(e, processedEntity, ecb, mrb.currentPartIndex >= 0);
|
||||
mrb.currentPartIndex = 0;
|
||||
// We cannot add created smr instance reference here because entity is still deferred.
|
||||
// Need to make separate loop after command buffer playback
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ecb.RemoveComponent<SwitchableBodyPartComponent>(e);
|
||||
}
|
||||
ecb.Playback(EntityManager);
|
||||
|
||||
// Loop one more time but this time we are processing already instantiated entities
|
||||
// We need to populate parts list
|
||||
ecb = new EntityCommandBuffer(Allocator.Temp);
|
||||
foreach (var (sbp, asmc, e) in SystemAPI.Query<SwitchableBodyPartComponent, SkinnedMeshRendererComponent>().WithEntityAccess().WithOptions(EntityQueryOptions.IncludeDisabledEntities))
|
||||
{
|
||||
var mrpBuf = EntityManager.GetBuffer<ModularRigPartComponent>(asmc.animatedRigEntity);
|
||||
for (int i = 0; i < mrpBuf.Length; ++i)
|
||||
{
|
||||
ref var mrp = ref mrpBuf.ElementAt(i);
|
||||
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|
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|
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|
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|
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|
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ecb.Playback(EntityManager);
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using TMPro;
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||||
using Unity.Entities;
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||||
using UnityEngine;
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////////////////////////////////////////////////////////////////////////////////////////
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namespace Rukhanka.Samples
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////////////////////////////////////////////////////////////////////////////////////////
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{
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{
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Reference in New Issue
Block a user