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using Unity.Burst; | |
using Unity.Collections; | |
using UnityEngine; | |
using UnityEngine.Jobs; | |
public class ManyCubeRotateSample : MonoBehaviour | |
{ | |
/// <summary> | |
/// キューブを回転させるJOB | |
/// </summary> | |
[BurstCompile] | |
struct TestParallelForTransformTestJob : IJobParallelForTransform | |
{ | |
[ReadOnly] | |
public NativeArray<UpdateData> datList; | |
[ReadOnly] | |
public float deltaTime; | |
public void Execute(int index, TransformAccess transform) | |
{ | |
var currentRotation = transform.localRotation; | |
var data = datList[index]; | |
// 現在のQuaternionに回転値を加算 | |
transform.localRotation = currentRotation * Quaternion.Euler(data.rotateSpeed * deltaTime); | |
} | |
} | |
struct UpdateData | |
{ | |
/// <summary> | |
/// 回転スピード | |
/// </summary> | |
public Vector3 rotateSpeed; | |
} | |
[SerializeField] | |
private Transform _prefab; | |
/// <summary> | |
/// キューブの位置 | |
/// </summary> | |
public float distance = 5f; | |
[SerializeField] | |
private int _count = 10000; | |
private TransformAccessArray _transformAccessArray; | |
public Vector3[] angleVelocity; | |
void Start() | |
{ | |
var transforms = new Transform[_count]; | |
angleVelocity = new Vector3[_count]; | |
var angle = 100f; | |
for (int i = 0; i < _count; i++) | |
{ | |
var tr = Instantiate(_prefab); | |
transforms[i] = tr; | |
angleVelocity[i] = new Vector3(Random.Range(-angle, angle), Random.Range(-angle, angle), | |
Random.Range(-angle, angle)); | |
} | |
_transformAccessArray = new TransformAccessArray(transforms); | |
for (int i = 0; i < _transformAccessArray.length; i++) | |
{ | |
_transformAccessArray[i].localPosition = | |
new Vector3(Random.Range(-distance, distance), Random.Range(-distance, distance), | |
Random.Range(-distance, distance)); | |
} | |
} | |
private void OnDestroy() | |
{ | |
_transformAccessArray.Dispose(); | |
} | |
void Update() | |
{ | |
var inputBuffer = new NativeArray<UpdateData>(_transformAccessArray.length, Allocator.Temp); | |
for (int i = 0; i < _transformAccessArray.length; i++) | |
{ | |
inputBuffer[i] = new UpdateData() | |
{ | |
rotateSpeed = angleVelocity[i] | |
}; | |
} | |
var dt = Time.deltaTime; | |
var job = new TestParallelForTransformTestJob() | |
{ | |
datList = inputBuffer, | |
deltaTime = dt | |
}; | |
var handler = job.Schedule(_transformAccessArray); | |
handler.Complete(); | |
inputBuffer.Dispose(); | |
} | |
} |
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