UpdateRunner.cs 4.5 KB

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  1. using System;
  2. using Unity.Collections;
  3. using Unity.Collections.LowLevel.Unsafe;
  4. using Unity.Jobs;
  5. using UnityEngine;
  6. namespace LitMotion
  7. {
  8. internal interface IUpdateRunner
  9. {
  10. public void Update(double time, double unscaledTime, double realtime);
  11. public void Reset();
  12. }
  13. internal sealed class UpdateRunner<TValue, TOptions, TAdapter> : IUpdateRunner
  14. where TValue : unmanaged
  15. where TOptions : unmanaged, IMotionOptions
  16. where TAdapter : unmanaged, IMotionAdapter<TValue, TOptions>
  17. {
  18. public UpdateRunner(MotionStorage<TValue, TOptions, TAdapter> storage, double time, double unscaledTime, double realtime)
  19. {
  20. this.storage = storage;
  21. prevTime = time;
  22. prevUnscaledTime = unscaledTime;
  23. prevRealtime = realtime;
  24. }
  25. readonly MotionStorage<TValue, TOptions, TAdapter> storage;
  26. double prevTime;
  27. double prevUnscaledTime;
  28. double prevRealtime;
  29. public unsafe void Update(double time, double unscaledTime, double realtime)
  30. {
  31. var count = storage.Count;
  32. using var output = new NativeArray<TValue>(count, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
  33. using var completedIndexList = new NativeList<int>(count, Allocator.TempJob);
  34. var deltaTime = time - prevTime;
  35. var unscaledDeltaTime = unscaledTime - prevUnscaledTime;
  36. var realDeltaTime = realtime - prevRealtime;
  37. prevTime = time;
  38. prevUnscaledTime = unscaledTime;
  39. prevRealtime = realtime;
  40. fixed (MotionData<TValue, TOptions>* dataPtr = storage.dataArray)
  41. {
  42. // update data
  43. var job = new MotionUpdateJob<TValue, TOptions, TAdapter>()
  44. {
  45. DataPtr = dataPtr,
  46. DeltaTime = deltaTime,
  47. UnscaledDeltaTime = unscaledDeltaTime,
  48. RealDeltaTime = realDeltaTime,
  49. Output = output,
  50. CompletedIndexList = completedIndexList.AsParallelWriter()
  51. };
  52. job.Schedule(count, 16).Complete();
  53. // invoke delegates
  54. var callbackSpan = storage.GetCallbacksSpan();
  55. var outputPtr = (TValue*)output.GetUnsafePtr();
  56. for (int i = 0; i < callbackSpan.Length; i++)
  57. {
  58. var status = (dataPtr + i)->Core.Status;
  59. ref var callbackData = ref callbackSpan[i];
  60. if (status == MotionStatus.Playing || (status == MotionStatus.Delayed && !callbackData.SkipValuesDuringDelay))
  61. {
  62. try
  63. {
  64. callbackData.InvokeUnsafe(outputPtr[i]);
  65. }
  66. catch (Exception ex)
  67. {
  68. MotionDispatcher.GetUnhandledExceptionHandler()?.Invoke(ex);
  69. if (callbackData.CancelOnError)
  70. {
  71. (dataPtr + i)->Core.Status = MotionStatus.Canceled;
  72. callbackData.OnCancelAction?.Invoke();
  73. }
  74. }
  75. }
  76. else if (status == MotionStatus.Completed)
  77. {
  78. try
  79. {
  80. callbackData.InvokeUnsafe(outputPtr[i]);
  81. }
  82. catch (Exception ex)
  83. {
  84. MotionDispatcher.GetUnhandledExceptionHandler()?.Invoke(ex);
  85. if (callbackData.CancelOnError)
  86. {
  87. (dataPtr + i)->Core.Status = MotionStatus.Canceled;
  88. callbackData.OnCancelAction?.Invoke();
  89. continue;
  90. }
  91. }
  92. try
  93. {
  94. callbackData.OnCompleteAction?.Invoke();
  95. }
  96. catch (Exception ex)
  97. {
  98. MotionDispatcher.GetUnhandledExceptionHandler()?.Invoke(ex);
  99. }
  100. }
  101. }
  102. }
  103. storage.RemoveAll(completedIndexList);
  104. }
  105. public void Reset()
  106. {
  107. storage.Reset();
  108. }
  109. }
  110. }