升级obi

This commit is contained in:
2026-01-22 22:08:21 +08:00
parent 120b8cda26
commit 20f14322bc
1067 changed files with 149894 additions and 29583 deletions

View File

@@ -1,17 +1,15 @@
#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using Unity.Burst;
using Unity.Collections;
using Unity.Jobs;
using Unity.Mathematics;
namespace Obi
{
public struct BurstDistanceField : BurstLocalOptimization.IDistanceFunction, IBurstCollider
public struct BurstDistanceField : BurstLocalOptimization.IDistanceFunction
{
public BurstColliderShape shape;
public BurstAffineTransform colliderToSolver;
public BurstAffineTransform solverToWorld;
public float dt;
public float collisionMargin;
public NativeArray<DistanceFieldHeader> distanceFieldHeaders;
public NativeArray<BurstDFNode> dfNodes;
@@ -20,47 +18,143 @@ namespace Obi
{
point = colliderToSolver.InverseTransformPoint(point);
if (shape.is2D != 0)
if (shape.is2D)
point[2] = 0;
var header = distanceFieldHeaders[shape.dataIndex];
float4 sample = DFTraverse(point, 0, in header, in dfNodes);
float4 sample = DFTraverse(point, in header);
float4 normal = new float4(math.normalize(sample.xyz), 0);
projectedPoint.point = colliderToSolver.TransformPoint(point - normal * (sample[3] - shape.contactOffset));
projectedPoint.normal = colliderToSolver.TransformDirection(normal);
}
public void Contacts(int colliderIndex,
int rigidbodyIndex,
NativeArray<BurstRigidbody> rigidbodies,
NativeArray<float4> positions,
NativeArray<quaternion> orientations,
NativeArray<float4> velocities,
NativeArray<float4> radii,
NativeArray<int> simplices,
in BurstAabb simplexBounds,
int simplexIndex,
int simplexStart,
int simplexSize,
NativeQueue<BurstContact>.ParallelWriter contacts,
int optimizationIterations,
float optimizationTolerance)
private float4 DFTraverse(float4 particlePosition, in DistanceFieldHeader header)
{
if (shape.dataIndex < 0) return;
var stack = new NativeArray<int>(12, Allocator.Temp);
int stackTop = 0;
stack[stackTop++] = 0;
while (stackTop > 0)
{
int nodeIndex = stack[--stackTop];
var node = dfNodes[header.firstNode + nodeIndex];
// if the child node exists, recurse down the df octree:
if (node.firstChild >= 0)
stack[stackTop++] = node.firstChild + node.GetOctant(particlePosition);
else
return node.SampleWithGradient(particlePosition);
}
return float4.zero;
}
public static JobHandle GenerateContacts(ObiColliderWorld world,
BurstSolverImpl solver,
NativeList<Oni.ContactPair> contactPairs,
NativeQueue<BurstContact> contactQueue,
NativeArray<int> contactOffsetsPerType,
float deltaTime,
JobHandle inputDeps)
{
int pairCount = contactOffsetsPerType[(int)Oni.ShapeType.SignedDistanceField + 1] - contactOffsetsPerType[(int)Oni.ShapeType.SignedDistanceField];
if (pairCount == 0) return inputDeps;
var job = new GenerateDistanceFieldContactsJob
{
contactPairs = contactPairs,
positions = solver.positions,
orientations = solver.orientations,
velocities = solver.velocities,
invMasses = solver.invMasses,
radii = solver.principalRadii,
simplices = solver.simplices,
simplexCounts = solver.simplexCounts,
transforms = world.colliderTransforms.AsNativeArray<BurstAffineTransform>(),
shapes = world.colliderShapes.AsNativeArray<BurstColliderShape>(),
rigidbodies = world.rigidbodies.AsNativeArray<BurstRigidbody>(),
distanceFieldHeaders = world.distanceFieldContainer.headers.AsNativeArray<DistanceFieldHeader>(),
distanceFieldNodes = world.distanceFieldContainer.dfNodes.AsNativeArray<BurstDFNode>(),
contactsQueue = contactQueue.AsParallelWriter(),
solverToWorld = solver.inertialFrame,
worldToSolver = solver.worldToSolver,
deltaTime = deltaTime,
parameters = solver.abstraction.parameters,
firstPair = contactOffsetsPerType[(int)Oni.ShapeType.SignedDistanceField]
};
inputDeps = job.Schedule(pairCount, 1, inputDeps);
return inputDeps;
}
}
[BurstCompile]
struct GenerateDistanceFieldContactsJob : IJobParallelFor
{
[ReadOnly] public NativeList<Oni.ContactPair> contactPairs;
// particle arrays:
[ReadOnly] public NativeArray<float4> velocities;
[ReadOnly] public NativeArray<float4> positions;
[ReadOnly] public NativeArray<quaternion> orientations;
[ReadOnly] public NativeArray<float> invMasses;
[ReadOnly] public NativeArray<float4> radii;
// simplex arrays:
[ReadOnly] public NativeArray<int> simplices;
[ReadOnly] public SimplexCounts simplexCounts;
// collider arrays:
[ReadOnly] public NativeArray<BurstAffineTransform> transforms;
[ReadOnly] public NativeArray<BurstColliderShape> shapes;
[ReadOnly] public NativeArray<BurstRigidbody> rigidbodies;
// distance field data:
[ReadOnly] public NativeArray<DistanceFieldHeader> distanceFieldHeaders;
[ReadOnly] public NativeArray<BurstDFNode> distanceFieldNodes;
[WriteOnly]
[NativeDisableParallelForRestriction]
public NativeQueue<BurstContact>.ParallelWriter contactsQueue;
// auxiliar data:
[ReadOnly] public int firstPair;
[ReadOnly] public BurstInertialFrame solverToWorld;
[ReadOnly] public BurstAffineTransform worldToSolver;
[ReadOnly] public float deltaTime;
[ReadOnly] public Oni.SolverParameters parameters;
public void Execute(int i)
{
int simplexIndex = contactPairs[firstPair + i].bodyA;
int colliderIndex = contactPairs[firstPair + i].bodyB;
int rigidbodyIndex = shapes[colliderIndex].rigidbodyIndex;
if (shapes[colliderIndex].dataIndex < 0) return;
int simplexStart = simplexCounts.GetSimplexStartAndSize(simplexIndex, out int simplexSize);
BurstAffineTransform colliderToSolver = worldToSolver * transforms[colliderIndex];
BurstDistanceField dfShape = new BurstDistanceField()
{
colliderToSolver = colliderToSolver,
shape = shapes[colliderIndex],
distanceFieldHeaders = distanceFieldHeaders,
dfNodes = distanceFieldNodes
};
var co = new BurstContact() { bodyA = simplexIndex, bodyB = colliderIndex };
float4 simplexBary = BurstMath.BarycenterForSimplexOfSize(simplexSize);
var colliderPoint = BurstLocalOptimization.Optimize<BurstDistanceField>(ref this, positions, orientations, radii, simplices, simplexStart, simplexSize,
ref simplexBary, out float4 simplexPoint, optimizationIterations, optimizationTolerance);
co.pointB = colliderPoint.point;
co.normal = colliderPoint.normal;
co.pointA = simplexBary;
var colliderPoint = BurstLocalOptimization.Optimize(ref dfShape, positions, orientations, radii, simplices, simplexStart, simplexSize,
ref simplexBary, out float4 simplexPoint, parameters.surfaceCollisionIterations, parameters.surfaceCollisionTolerance);
float4 velocity = float4.zero;
float simplexRadius = 0;
@@ -76,31 +170,18 @@ namespace Obi
rbVelocity = BurstMath.GetRigidbodyVelocityAtPoint(rigidbodyIndex, colliderPoint.point, rigidbodies, solverToWorld);
float dAB = math.dot(simplexPoint - colliderPoint.point, colliderPoint.normal);
float vel = math.dot(velocity - rbVelocity, colliderPoint.normal);
float vel = math.dot(velocity - rbVelocity, colliderPoint.normal);
if (vel * dt + dAB <= simplexRadius + shape.contactOffset + collisionMargin)
contacts.Enqueue(co);
//if (vel * deltaTime + dAB <= simplexRadius + shapes[colliderIndex].contactOffset + parameters.collisionMargin)
contactsQueue.Enqueue(new BurstContact
{
bodyA = simplexIndex,
bodyB = colliderIndex,
pointA = simplexBary,
pointB = colliderPoint.point,
normal = colliderPoint.normal * dfShape.shape.sign
});
}
private static float4 DFTraverse(float4 particlePosition,
int nodeIndex,
in DistanceFieldHeader header,
in NativeArray<BurstDFNode> dfNodes)
{
var node = dfNodes[header.firstNode + nodeIndex];
// if the child node exists, recurse down the df octree:
if (node.firstChild >= 0)
{
int octant = node.GetOctant(particlePosition);
return DFTraverse(particlePosition, node.firstChild + octant, in header, in dfNodes);
}
else
{
return node.SampleWithGradient(particlePosition);
}
}
}
}