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[NativeCollections] How to copy a regular .C# array into a NativeArray suuuuuper quick using memcpy. its about as fast as its ever gunna get!
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using Unity.Collections; | |
using Unity.Collections.LowLevel.Unsafe; | |
using Unity.Mathematics; | |
using UnityEngine; | |
public class NativeMeshTest : MonoBehaviour | |
{ | |
private NativeArray<float3> vertexBuffer; | |
private Vector3[] vertexArray; | |
// Use this for initialization | |
void Start () | |
{ | |
var mesh = GetComponent<MeshFilter>().mesh; | |
vertexArray = mesh.vertices; // note: mesh.vertices allocates an Vector3[] - not garbage free! save it for reuse | |
vertexBuffer = GetNativeVertexArrays(vertexArray); // copy the array data into a NativeArray. This lets us pass it into Jobs | |
// some simple work to prove were modifying the arrays | |
var copyBuffer = new NativeArray<float3>(vertexBuffer, Allocator.Temp); // Lets make a copy of the native array. this is hella fast! | |
int vertexCount = copyBuffer.Length; // for large meshes during deep profiling this could show up in the profiler (a whole 0.04ms on a 1000 vert mesh!), which is weird cos its tiny! figured i might as well cache it, if only to help in editor deep profiling | |
for (int i = 0; i < vertexCount; i++) | |
{ | |
copyBuffer[i] *= 3; // simple modification | |
} | |
SetNativeVertexArray(vertexArray, copyBuffer); // now we have changed the vertex positions stored in our NativeArray, lets apply it back on to the actual mesh. we should see our 3d object grow in size! | |
mesh.vertices = vertexArray; | |
copyBuffer.Dispose(); // clean up the copy now were done with it | |
} | |
unsafe NativeArray<float3> GetNativeVertexArrays(Vector3[] vertexArray) | |
{ | |
// create a destination NativeArray to hold the vertices | |
NativeArray<float3> verts = new NativeArray<float3>(vertexArray.Length, Allocator.Persistent, | |
NativeArrayOptions.UninitializedMemory); | |
// pin the mesh's vertex buffer in place... | |
fixed (void* vertexBufferPointer = vertexArray) | |
{ | |
// ...and use memcpy to copy the Vector3[] into a NativeArray<floar3> without casting. whould be fast! | |
UnsafeUtility.MemCpy(NativeArrayUnsafeUtility.GetUnsafeBufferPointerWithoutChecks(verts), | |
vertexBufferPointer, vertexArray.Length * (long) UnsafeUtility.SizeOf<float3>()); | |
} | |
// we only hve to fix the .net array in place, the NativeArray is allocated in the C++ side of the engine and | |
// wont move arround unexpectedly. We have a pointer to it not a reference! thats basically what fixed does, | |
// we create a scope where its 'safe' to get a pointer and directly manipulate the array | |
return verts; | |
} | |
unsafe void SetNativeVertexArray(Vector3[] vertexArray, NativeArray<float3> vertexBuffer) | |
{ | |
// pin the target vertex array and get a pointer to it | |
fixed (void* vertexArrayPointer = vertexArray) | |
{ | |
// memcopy the native array over the top | |
UnsafeUtility.MemCpy(vertexArrayPointer, NativeArrayUnsafeUtility.GetUnsafeBufferPointerWithoutChecks(vertexBuffer), vertexArray.Length * (long) UnsafeUtility.SizeOf<float3>()); | |
} | |
} | |
void Update () | |
{ | |
// We could modify our cached version of our vertex buffer here, or totally regenerate it procedurally or whatever, skys the limit! | |
// instead lets just prove its still valid by drawing it out (badly! really we should also get the triangle index buffer the same way | |
// and use that to index the actual triangles in the mesh for drawing. still, shows us the general shape!) | |
for (int i = 1; i < vertexBuffer.Length; i++) | |
{ | |
Debug.DrawLine(vertexBuffer[i-1], vertexBuffer[i], Color.red); | |
} | |
} | |
private void OnDestroy() | |
{ | |
// All NativeCollections, including NativeArrays are unmanaged memory - we have to free memory when were done with | |
// it ouselves! We used a presistant allocater when we created vertextBuffer so we could keep it around for as | |
// long as we want to. We just have to make sure to call dispose at some point, so just before getting destroyed is as | |
// good a place as any! | |
vertexBuffer.Dispose(); | |
} | |
} |
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