Created
September 11, 2018 04:14
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using Unity.Collections; | |
using Unity.Jobs; | |
using UnityEngine; | |
using UnityEngine.Jobs; | |
public class TransformAccessTest : MonoBehaviour | |
{ | |
/// <summary> | |
/// バーストコンパイルあり | |
/// </summary> | |
[ComputeJobOptimizationAttribute] | |
struct TestJobBurst : IJobParallelForTransform | |
{ | |
public NativeArray<Vector3> positions; | |
public void Execute(int index, TransformAccess transform) | |
{ | |
var pos = positions[index]; | |
transform.localPosition = pos; | |
} | |
} | |
/// <summary> | |
/// バーストコンパイルなし | |
/// </summary> | |
struct TestJobNoBurst : IJobParallelForTransform | |
{ | |
public NativeArray<Vector3> positions; | |
public void Execute(int index, TransformAccess transform) | |
{ | |
var pos = positions[index]; | |
transform.localPosition = pos; | |
} | |
} | |
public enum ExecuteType | |
{ | |
None, | |
NoBurst, | |
Burst | |
} | |
public ExecuteType executeType; | |
[SerializeField] | |
private Transform _prefab; | |
public float distance = 5f; | |
[SerializeField] | |
private int _count = 10000; | |
private TransformAccessArray _transformAccessArray; | |
void Start() | |
{ | |
var transforms = new Transform[_count]; | |
for (int i = 0; i < _count; i++) | |
{ | |
var tr = Instantiate(_prefab); | |
transforms[i] = tr; | |
} | |
// TODO 第2引数の意味 | |
// オーバーロードでキャパシティだけ入れるパターンはその後どういう感じで要素を詰める? | |
_transformAccessArray = new TransformAccessArray(transforms); | |
} | |
private void OnDestroy() | |
{ | |
_transformAccessArray.Dispose(); | |
} | |
void Update() | |
{ | |
var inputBuffer = new NativeArray<Vector3>(_transformAccessArray.length, Allocator.Temp); | |
if (executeType == ExecuteType.Burst) | |
{ | |
for (int i = 0; i < _transformAccessArray.length; i++) | |
{ | |
inputBuffer[i] = new Vector3(Random.Range(-distance, distance), Random.Range(-distance, distance), Random.Range(-distance, distance)); | |
} | |
var job = new TestJobBurst() | |
{ | |
positions = inputBuffer | |
}; | |
var handler = job.Schedule(_transformAccessArray); | |
handler.Complete(); | |
} | |
else if (executeType == ExecuteType.NoBurst) | |
{ | |
for (int i = 0; i < _transformAccessArray.length; i++) | |
{ | |
inputBuffer[i] = new Vector3(Random.Range(-distance, distance), Random.Range(-distance, distance), Random.Range(-distance, distance)); | |
} | |
var job = new TestJobNoBurst() | |
{ | |
positions = inputBuffer | |
}; | |
var handler = job.Schedule(_transformAccessArray); | |
handler.Complete(); | |
} | |
else | |
{ | |
// ジョブ未使用 | |
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)); | |
} | |
} | |
inputBuffer.Dispose(); | |
} | |
} |
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