如何解决为什么我传递给多线程作业结构的数组充当引用类型?
我正在开发一个基于行进立方体的可变形地形的统一项目。它的工作原理是在地形块的 3 维坐标上生成密度图,并使用该数据创建表示地形表面的网格。它一直在工作,但是过程非常缓慢。我正在尝试引入多线程来提高性能,但遇到了一个让我摸不着头脑的问题。
当我运行 CreateMeshData() 并尝试将我的密度图 terrainMap 传递到 marchCubeJob 结构时,它会将其识别为引用类型,不是值类型。我似乎将错误减少到这个错误,但我试图以我知道的各种方式引入数据,但我被难住了。我认为传递这样的引用应该创建一个与引用断开连接的数据副本,但我的理解一定是有缺陷的。我的目标是将每个 marchingcube 多维数据集传递给一个作业并让它们同时运行。
我是多线程的新手,所以我可能在这里犯了一些新手错误,如果有人能帮我再看一眼,我将不胜感激。干杯!
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Unity.Jobs;
using Unity.Collections;
using Unity.Burst;
public class Chunk
{
List<Vector3> vertices = new List<Vector3>();
List<int> triangles = new List<int>();
public GameObject chunkObject;
MeshFilter meshFilter;
MeshCollider meshCollider;
MeshRenderer meshRenderer;
Vector3Int chunkPosition;
public float[,] terrainMap;
// Job system
NativeList<Vector3> marchVerts;
NativeList<Vector3> marchTris;
marchCubeJob instancemarchCube;
JobHandle instanceJobHandle;
int width { get { return Terrain_Data.chunkWidth;}}
int height { get { return Terrain_Data.chunkHeight;}}
static float terrainSurface { get { return Terrain_Data.terrainSurface;}}
public Chunk (Vector3Int _position){ // Constructor
chunkObject = new GameObject();
chunkObject.name = string.Format("Chunk x{0},y{1},z{2}",_position.x,_position.y,_position.z);
chunkPosition = _position;
chunkObject.transform.position = chunkPosition;
meshRenderer = chunkObject.AddComponent<MeshRenderer>();
meshFilter = chunkObject.AddComponent<MeshFilter>();
meshCollider = chunkObject.AddComponent<MeshCollider>();
chunkObject.transform.tag = "Terrain";
terrainMap = new float[width + 1,height + 1,width + 1]; // Weight of each point
meshRenderer.material = Resources.Load<Material>("Materials/Terrain");
// Generate chunk
PopulateTerrainMap();
CreateMeshData();
}
void PopulateTerrainMap(){
...
}
void CreateMeshData(){
ClearMeshData();
vertices = new List<Vector3>();
for (int x = 0; x < width; x++) {
for (int y = 0; y < height; y++) {
for (int z = 0; z < width; z++) {
Debug.Log(x + "," + y + "," + z + ",begin");
Vector3Int position = new Vector3Int(x,y,z);
// Set up memory pointers
NativeList<Vector3> marchVerts = new NativeList<Vector3>(Allocator.TempJob);
NativeList<int> marchTris = new NativeList<int>(Allocator.TempJob);
NativeList<float> mapSample = new NativeList<float>(Allocator.TempJob);
// Split marchcube into jobs by cube
instancemarchCube = new marchCubeJob(){
position = position,marchVerts = marchVerts,marchTris = marchTris,mapSample = terrainMap
};
// Run job for each cube in a chunk
instanceJobHandle = instancemarchCube.Schedule();
instanceJobHandle.Complete();
// copy data from job to mesh data
//instancemarchCube.marchVerts.copyTo(vertices);
vertices.AddRange(marchVerts);
triangles.AddRange(marchTris);
// dispose of memory pointers
marchVerts.dispose();
marchTris.dispose();
mapSample.dispose();
Debug.Log(x + ",end");
}
}
}
BuildMesh();
}
public void PlaceTerrain (Vector3 pos,int radius,float speed){
...
CreateMeshData();
}
public void RemoveTerrain (Vector3 pos,float speed){
...
CreateMeshData();
}
void ClearMeshData(){
vertices.Clear();
triangles.Clear();
}
void BuildMesh(){
Mesh mesh = new Mesh();
mesh.vertices = vertices.ToArray();
mesh.triangles = triangles.ToArray();
mesh.Recalculatenormals();
meshFilter.mesh = mesh;
meshCollider.sharedMesh = mesh;
}
private void OnDestroy(){
marchVerts.dispose();
marchTris.dispose();
}
}
// Build a cube as a job
[BurstCompile]
public struct marchCubeJob: IJob{
static float terrainSurface { get { return Terrain_Data.terrainSurface;}}
public Vector3Int position;
public NativeList<Vector3> marchVerts;
public NativeList<int> marchTris;
public float[,] mapSample;
public void Execute(){
//Sample terrain values at each corner of cube
float[] cube = new float[8];
for (int i = 0; i < 8; i++){
cube[i] = SampleTerrain(position + Terrain_Data.CornerTable[i]);
}
int configIndex = GetCubeConfiguration(cube);
// If done (-1 means there are no more vertices)
if (configIndex == 0 || configIndex == 255){
return;
}
int edgeIndex = 0;
for (int i = 0; i < 5; i++){ // Triangles
for (int p = 0; p < 3; p++){ // Tri Vertices
int indice = Terrain_Data.TriangleTable[configIndex,edgeIndex];
if (indice == -1){
return;
}
// Get 2 points of edge
Vector3 vert1 = position + Terrain_Data.CornerTable[Terrain_Data.EdgeIndexes[indice,0]];
Vector3 vert2 = position + Terrain_Data.CornerTable[Terrain_Data.EdgeIndexes[indice,1]];
Vector3 vertPosition;
// Smooth terrain
// Sample terrain values at either end of current edge
float vert1Sample = cube[Terrain_Data.EdgeIndexes[indice,0]];
float vert2Sample = cube[Terrain_Data.EdgeIndexes[indice,1]];
// Calculate difference between terrain values
float difference = vert2Sample - vert1Sample;
if (difference == 0){
difference = terrainSurface;
}
else{
difference = (terrainSurface - vert1Sample) / difference;
}
vertPosition = vert1 + ((vert2 - vert1) * difference);
marchVerts.Add(vertPosition);
marchTris.Add(marchVerts.Length - 1);
edgeIndex++;
}
}
}
static int GetCubeConfiguration(float[] cube){
int configurationIndex = 0;
for (int i = 0; i < 8; i++){
if (cube[i] > terrainSurface){
configurationIndex |= 1 << i;
}
}
return configurationIndex;
}
public float SampleTerrain(Vector3Int point){
return mapSample[point.x,point.y,point.z];
}
}
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