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- using Unity.Burst;
- using Unity.Burst.CompilerServices;
- using Unity.Collections;
- using Unity.Collections.LowLevel.Unsafe;
- using Unity.Jobs;
- using Unity.Mathematics;
- namespace LitMotion
- {
- /// <summary>
- /// A job that updates the status of the motion data and outputs the current value.
- /// </summary>
- /// <typeparam name="TValue">The type of value to animate</typeparam>
- /// <typeparam name="TOptions">The type of special parameters given to the motion data</typeparam>
- /// <typeparam name="TAdapter">The type of adapter that support value animation</typeparam>
- [BurstCompile]
- public unsafe struct MotionUpdateJob<TValue, TOptions, TAdapter> : IJobParallelFor
- where TValue : unmanaged
- where TOptions : unmanaged, IMotionOptions
- where TAdapter : unmanaged, IMotionAdapter<TValue, TOptions>
- {
- [NativeDisableUnsafePtrRestriction] public MotionData<TValue, TOptions>* DataPtr;
- [ReadOnly] public double DeltaTime;
- [ReadOnly] public double UnscaledDeltaTime;
- [ReadOnly] public double RealDeltaTime;
- [WriteOnly] public NativeList<int>.ParallelWriter CompletedIndexList;
- [WriteOnly] public NativeArray<TValue> Output;
- public void Execute([AssumeRange(0, int.MaxValue)] int index)
- {
- var ptr = DataPtr + index;
- var corePtr = (MotionDataCore*)ptr;
- if (Hint.Likely(corePtr->Status is MotionStatus.Scheduled or MotionStatus.Delayed or MotionStatus.Playing))
- {
- var deltaTime = corePtr->TimeKind switch
- {
- MotionTimeKind.Time => DeltaTime,
- MotionTimeKind.UnscaledTime => UnscaledDeltaTime,
- MotionTimeKind.Realtime => RealDeltaTime,
- _ => default
- };
- corePtr->Time = math.max(corePtr->Time + deltaTime * corePtr->PlaybackSpeed, 0.0);
- var motionTime = corePtr->Time;
- double t;
- bool isCompleted;
- bool isDelayed;
- int completedLoops;
- int clampedCompletedLoops;
- if (Hint.Unlikely(corePtr->Duration <= 0f))
- {
- if (corePtr->DelayType == DelayType.FirstLoop || corePtr->Delay == 0f)
- {
- var time = motionTime - corePtr->Delay;
- isCompleted = corePtr->Loops >= 0 && time > 0f;
- if (isCompleted)
- {
- t = 1f;
- completedLoops = corePtr->Loops;
- }
- else
- {
- t = 0f;
- completedLoops = time < 0f ? -1 : 0;
- }
- clampedCompletedLoops = corePtr->Loops < 0 ? math.max(0, completedLoops) : math.clamp(completedLoops, 0, corePtr->Loops);
- isDelayed = time < 0;
- }
- else
- {
- completedLoops = (int)math.floor(motionTime / corePtr->Delay);
- clampedCompletedLoops = corePtr->Loops < 0 ? math.max(0, completedLoops) : math.clamp(completedLoops, 0, corePtr->Loops);
- isCompleted = corePtr->Loops >= 0 && clampedCompletedLoops > corePtr->Loops - 1;
- isDelayed = !isCompleted;
- t = isCompleted ? 1f : 0f;
- }
- }
- else
- {
- if (corePtr->DelayType == DelayType.FirstLoop)
- {
- var time = motionTime - corePtr->Delay;
- completedLoops = (int)math.floor(time / corePtr->Duration);
- clampedCompletedLoops = corePtr->Loops < 0 ? math.max(0, completedLoops) : math.clamp(completedLoops, 0, corePtr->Loops);
- isCompleted = corePtr->Loops >= 0 && clampedCompletedLoops > corePtr->Loops - 1;
- isDelayed = time < 0f;
- if (isCompleted)
- {
- t = 1f;
- }
- else
- {
- var currentLoopTime = time - corePtr->Duration * clampedCompletedLoops;
- t = math.clamp(currentLoopTime / corePtr->Duration, 0f, 1f);
- }
- }
- else
- {
- var currentLoopTime = math.fmod(motionTime, corePtr->Duration + corePtr->Delay) - corePtr->Delay;
- completedLoops = (int)math.floor(motionTime / (corePtr->Duration + corePtr->Delay));
- clampedCompletedLoops = corePtr->Loops < 0 ? math.max(0, completedLoops) : math.clamp(completedLoops, 0, corePtr->Loops);
- isCompleted = corePtr->Loops >= 0 && clampedCompletedLoops > corePtr->Loops - 1;
- isDelayed = currentLoopTime < 0;
- if (isCompleted)
- {
- t = 1f;
- }
- else
- {
- t = math.clamp(currentLoopTime / corePtr->Duration, 0f, 1f);
- }
- }
- }
- float progress;
- switch (corePtr->LoopType)
- {
- default:
- case LoopType.Restart:
- progress = GetEasedValue(corePtr, (float)t);
- break;
- case LoopType.Yoyo:
- progress = GetEasedValue(corePtr, (float)t);
- if ((clampedCompletedLoops + (int)t) % 2 == 1) progress = 1f - progress;
- break;
- case LoopType.Incremental:
- progress = GetEasedValue(corePtr, 1f) * clampedCompletedLoops + GetEasedValue(corePtr, (float)math.fmod(t, 1f));
- break;
- }
- var totalDuration = corePtr->DelayType == DelayType.FirstLoop
- ? corePtr->Delay + corePtr->Duration * corePtr->Loops
- : (corePtr->Delay + corePtr->Duration) * corePtr->Loops;
- if (corePtr->Loops > 0 && motionTime >= totalDuration)
- {
- corePtr->Status = MotionStatus.Completed;
- }
- else if (isDelayed)
- {
- corePtr->Status = MotionStatus.Delayed;
- }
- else
- {
- corePtr->Status = MotionStatus.Playing;
- }
- var context = new MotionEvaluationContext()
- {
- Progress = progress
- };
- Output[index] = default(TAdapter).Evaluate(ref ptr->StartValue, ref ptr->EndValue, ref ptr->Options, context);
- }
- else if (corePtr->Status is MotionStatus.Completed or MotionStatus.Canceled)
- {
- CompletedIndexList.AddNoResize(index);
- corePtr->Status = MotionStatus.Disposed;
- }
- }
- static float GetEasedValue(MotionDataCore* data, float value)
- {
- return data->Ease switch
- {
- Ease.CustomAnimationCurve => data->AnimationCurve.Evaluate(value),
- _ => EaseUtility.Evaluate(value, data->Ease)
- };
- }
- }
- }
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