Seth McCann
Seth McCann

Reputation: 19

Why does the array I pass to my multithreading job struct act as a reference type?

I'm working on a unity project involving deformable terrain based on marching-cubes. It works by generating a map of density over the 3-dimensional coordinates of a terrain chunk and using that data to create a mesh representing the surface of the terrain. It has been working, however the process is very slow. I'm attempting to introduce multithreading to improve performance, but I've run into a problem that's left me scratching my head.

When I run CreateMeshData() and try to pass my density map terrainMap into the MarchCubeJob struct, it recognizes it as a reference type, not a value type. I've seemed to whittle down the errors to this one, but I've tried to introduce the data in every way I know how and I'm stumped. I thought passing a reference like this was supposed to create a copy of the data disconnected from the reference, but my understanding must be flawed. My goal is to pass each marchingcube cube into a job and have them run concurrently.

I'm brand new to multithreading, so I've probably made some newbie mistakes here and I'd appreciate if someone would help me out with a second look. Cheers!

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 + ", " + y + ", " + z + ", end");
                }
            }
        }

        BuildMesh();

    }

    public void PlaceTerrain (Vector3 pos, int radius, float speed){

        ...

        CreateMeshData();

    }

    public void RemoveTerrain (Vector3 pos, int radius, 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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