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

@@ -4,6 +4,7 @@ using Unity.Collections;
using Unity.Jobs;
using Unity.Mathematics;
using Unity.Burst;
using UnityEngine;
namespace Obi
{
@@ -20,34 +21,14 @@ namespace Obi
public NativeQueue<BurstContact> particleContactQueue;
public NativeQueue<FluidInteraction> fluidInteractionQueue;
[BurstCompile]
struct CalculateCellCoords : IJobParallelFor
{
[ReadOnly] public NativeArray<BurstAabb> simplexBounds;
public NativeArray<int4> cellCoords;
[ReadOnly] public bool is2D;
public void Execute(int i)
{
int level = NativeMultilevelGrid<int>.GridLevelForSize(simplexBounds[i].AverageAxisLength());
float cellSize = NativeMultilevelGrid<int>.CellSizeOfLevel(level);
// get new particle cell coordinate:
int4 newCellCoord = new int4(GridHash.Quantize(simplexBounds[i].center.xyz, cellSize), level);
// if the solver is 2D, project the particle to the z = 0 cell.
if (is2D) newCellCoord[2] = 0;
cellCoords[i] = newCellCoord;
}
}
[BurstCompile]
struct UpdateGrid : IJob
{
public NativeMultilevelGrid<int> grid;
[ReadOnly] public NativeArray<int4> cellCoords;
[ReadOnly] public NativeArray<BurstAabb> simplexBounds;
public NativeArray<int4> cellCoords;
[ReadOnly] public Oni.SolverParameters parameters;
[ReadOnly] public int simplexCount;
public void Execute()
@@ -56,6 +37,17 @@ namespace Obi
for (int i = 0; i < simplexCount; ++i)
{
int level = NativeMultilevelGrid<int>.GridLevelForSize(simplexBounds[i].MaxAxisLength());
float cellSize = NativeMultilevelGrid<int>.CellSizeOfLevel(level);
// get new cell coordinate:
int4 newCellCoord = new int4(GridHash.Quantize(simplexBounds[i].center.xyz, cellSize), level);
// if the solver is 2D, project to the z = 0 cell.
if (parameters.mode == Oni.SolverParameters.Mode.Mode2D) newCellCoord[2] = 0;
cellCoords[i] = newCellCoord;
// add to new cell:
int cellIndex = grid.GetOrCreateCell(cellCoords[i]);
var newCell = grid.usedCells[cellIndex];
@@ -69,6 +61,7 @@ namespace Obi
public struct GenerateParticleParticleContactsJob : IJobParallelFor
{
[ReadOnly] public NativeMultilevelGrid<int> grid;
[DeallocateOnJobCompletion]
[ReadOnly] public NativeArray<int> gridLevels;
@@ -80,14 +73,13 @@ namespace Obi
[ReadOnly] public NativeArray<float> invMasses;
[ReadOnly] public NativeArray<float4> radii;
[ReadOnly] public NativeArray<float4> normals;
[ReadOnly] public NativeArray<float> fluidRadii;
[ReadOnly] public NativeArray<float4> fluidMaterials;
[ReadOnly] public NativeArray<int> phases;
[ReadOnly] public NativeArray<int> filters;
// simplex arrays:
[ReadOnly] public NativeArray<int> simplices;
[ReadOnly] public SimplexCounts simplexCounts;
[ReadOnly] public NativeArray<BurstAabb> simplexBounds;
[ReadOnly] public NativeArray<int> particleMaterialIndices;
[ReadOnly] public NativeArray<BurstCollisionMaterial> collisionMaterials;
@@ -165,7 +157,7 @@ namespace Obi
}
// neighboring cells in levels above the current one:
int levelIndex = gridLevels.IndexOf<int,int>(cellCoords.w);
int levelIndex = gridLevels.IndexOf<int, int>(cellCoords.w);
if (levelIndex >= 0)
{
levelIndex++;
@@ -202,10 +194,10 @@ namespace Obi
for (int j = 0; j < simplexSize; ++j)
{
int particleIndex = simplices[simplexStart + j];
group = math.max(group, ObiUtils.GetGroupFromPhase(phases[particleIndex]));
flags |= ObiUtils.GetFlagsFromPhase(phases[particleIndex]);
category |= filters[particleIndex] & ObiUtils.FilterCategoryBitmask;
mask |= (filters[particleIndex] & ObiUtils.FilterMaskBitmask) >> 16;
group = math.max(group, ObiUtils.GetGroupFromPhase(phases[particleIndex]));
restPositionsEnabled |= restPositions[particleIndex].w > 0.5f;
}
@@ -214,10 +206,6 @@ namespace Obi
private void InteractionTest(int A, int B, ref BurstSimplex simplexShape)
{
// skip the pair if their bounds don't intersect:
if (!simplexBounds[A].IntersectsAabb(simplexBounds[B]))
return;
// get the start index and size of each simplex:
int simplexStartA = simplexCounts.GetSimplexStartAndSize(A, out int simplexSizeA);
int simplexStartB = simplexCounts.GetSimplexStartAndSize(B, out int simplexSizeB);
@@ -247,17 +235,14 @@ namespace Obi
// if all simplices are fluid, check their smoothing radii:
if ((flagsA & ObiUtils.ParticleFlags.Fluid) != 0 && (flagsB & ObiUtils.ParticleFlags.Fluid) != 0)
{
// for fluid we only consider the first particle in each simplex.
int particleA = simplices[simplexStartA];
int particleB = simplices[simplexStartB];
// for fluid we only consider the first particle in each simplex.
float4 predictedPositionA = positions[particleA] + velocities[particleA] * dt;
float4 predictedPositionB = positions[particleB] + velocities[particleB] * dt;
// Calculate particle center distance:
float d2 = math.lengthsq(predictedPositionA - predictedPositionB);
float d2 = math.lengthsq(positions[particleA].xyz - positions[particleB].xyz);
float fluidDistance = math.max(fluidRadii[particleA], fluidRadii[particleB]);
float fluidDistance = math.max(fluidMaterials[particleA].x, fluidMaterials[particleB].x) + collisionMargin;
if (d2 <= fluidDistance * fluidDistance)
{
fluidInteractionsQueue.Enqueue(new FluidInteraction { particleA = particleA, particleB = particleB });
@@ -299,7 +284,7 @@ namespace Obi
// compare distance along contact normal with radius.
if (math.dot(simplexPoint - restPoint.point, restPoint.normal) < simplexRadiusA + simplexRadiusB)
return;
return;
}
simplexBary = BurstMath.BarycenterForSimplexOfSize(simplexSizeA);
@@ -310,13 +295,16 @@ namespace Obi
simplices, simplexStartA, simplexSizeA, ref simplexBary, out simplexPoint, optimizationIterations, optimizationTolerance);
simplexRadiusA = 0; simplexRadiusB = 0;
float4 velocityA = float4.zero, velocityB = float4.zero, normalB = float4.zero;
float4 velocityA = float4.zero, velocityB = float4.zero, normalA = float4.zero, normalB = float4.zero;
float invMassA = 0, invMassB = 0;
for (int j = 0; j < simplexSizeA; ++j)
{
int particleIndex = simplices[simplexStartA + j];
simplexRadiusA += radii[particleIndex].x * simplexBary[j];
velocityA += velocities[particleIndex] * simplexBary[j];
normalA += (normals[particleIndex].w < 0 ? new float4(math.rotate(orientations[particleIndex],normals[particleIndex].xyz), normals[particleIndex].w) : normals[particleIndex]) * simplexBary[j];
invMassA += invMasses[particleIndex] * simplexBary[j];
}
for (int j = 0; j < simplexSizeB; ++j)
@@ -324,111 +312,53 @@ namespace Obi
int particleIndex = simplices[simplexStartB + j];
simplexRadiusB += radii[particleIndex].x * surfacePoint.bary[j];
velocityB += velocities[particleIndex] * surfacePoint.bary[j];
normalB += normals[particleIndex] * surfacePoint.bary[j];
normalB += (normals[particleIndex].w < 0 ? new float4(math.rotate(orientations[particleIndex], normals[particleIndex].xyz), normals[particleIndex].w) : normals[particleIndex]) * surfacePoint.bary[j];
invMassB += invMasses[particleIndex] * simplexBary[j];
}
// no contact between fixed simplices:
//if (!(invMassA > 0 || invMassB > 0))
// return;
float dAB = math.dot(simplexPoint - surfacePoint.point, surfacePoint.normal);
float vel = math.dot(velocityA - velocityB, surfacePoint.normal);
float vel = math.dot(velocityA - velocityB, surfacePoint.normal);
// check if the projected velocity along the contact normal will get us within collision distance.
if (vel * dt + dAB <= simplexRadiusA + simplexRadiusB + collisionMargin)
{
// adapt collision normal for one-sided simplices:
if ((flagsB & ObiUtils.ParticleFlags.OneSided) != 0 && categoryA < categoryB)
BurstMath.OneSidedNormal(normalB, ref surfacePoint.normal);
BurstMath.OneSidedNormal(normalB, ref surfacePoint.normal);
contactsQueue.Enqueue(new BurstContact()
// during inter-collision, if either particle contains SDF data and they overlap:
if (groupA != groupB && (normalB.w < 0 || normalA.w < 0) && dAB * 1.05f <= simplexRadiusA + simplexRadiusB)
{
// as normal, pick SDF gradient belonging to least penetration distance:
float4 nij = normalB;
if (normalB.w >= 0 || (normalA.w < 0 && normalB.w < normalA.w))
nij = new float4(-normalA.xyz, normalA.w);
// for boundary particles, use one sided sphere normal:
if (math.abs(nij.w) <= math.max(simplexRadiusA, simplexRadiusB) * 1.5f)
BurstMath.OneSidedNormal(nij, ref surfacePoint.normal);
else
surfacePoint.normal = nij;
}
surfacePoint.normal.w = 0;
contactsQueue.Enqueue(new BurstContact
{
bodyA = A,
bodyB = B,
pointA = simplexBary,
pointB = surfacePoint.bary,
normal = surfacePoint.normal
});
});
}
}
}
}
[BurstCompile]
public struct InterpolateDiffusePropertiesJob : IJobParallelFor
{
[ReadOnly] public NativeMultilevelGrid<int> grid;
[DeallocateOnJobCompletion]
[ReadOnly] public NativeArray<int4> cellOffsets;
[ReadOnly] public NativeArray<float4> positions;
[ReadOnly] public NativeArray<float4> properties;
[ReadOnly] public NativeArray<float4> diffusePositions;
[ReadOnly] public Poly6Kernel densityKernel;
public NativeArray<float4> diffuseProperties;
public NativeArray<int> neighbourCount;
[DeallocateOnJobCompletion]
[ReadOnly] public NativeArray<int> gridLevels;
[ReadOnly] public BurstInertialFrame inertialFrame;
[ReadOnly] public bool mode2D;
public void Execute(int p)
{
neighbourCount[p] = 0;
float4 diffuseProperty = float4.zero;
float kernelSum = 0;
int offsetCount = mode2D ? 4 : 8;
float4 solverDiffusePosition = inertialFrame.frame.InverseTransformPoint(diffusePositions[p]);
for (int k = 0; k < gridLevels.Length; ++k)
{
int l = gridLevels[k];
float radius = NativeMultilevelGrid<int>.CellSizeOfLevel(l);
float4 cellCoords = math.floor(solverDiffusePosition / radius);
cellCoords[3] = 0;
if (mode2D)
cellCoords[2] = 0;
float4 posInCell = solverDiffusePosition - (cellCoords * radius + new float4(radius * 0.5f));
int4 quadrant = (int4)math.sign(posInCell);
quadrant[3] = l;
for (int i = 0; i < offsetCount; ++i)
{
int cellIndex;
if (grid.TryGetCellIndex((int4)cellCoords + cellOffsets[i] * quadrant, out cellIndex))
{
var cell = grid.usedCells[cellIndex];
for (int n = 0; n < cell.Length; ++n)
{
float4 r = solverDiffusePosition - positions[cell[n]];
r[3] = 0;
if (mode2D)
r[2] = 0;
float d = math.length(r);
if (d <= radius)
{
float w = densityKernel.W(d, radius);
kernelSum += w;
diffuseProperty += properties[cell[n]] * w;
neighbourCount[p]++;
}
}
}
}
}
if (kernelSum > BurstMath.epsilon)
diffuseProperties[p] = diffuseProperty / kernelSum;
}
}
public ParticleGrid()
{
this.grid = new NativeMultilevelGrid<int>(1000, Allocator.Persistent);
@@ -436,22 +366,15 @@ namespace Obi
this.fluidInteractionQueue = new NativeQueue<FluidInteraction>(Allocator.Persistent);
}
public void Update(BurstSolverImpl solver, float deltaTime, JobHandle inputDeps)
public void Update(BurstSolverImpl solver, JobHandle inputDeps)
{
var calculateCells = new CalculateCellCoords
{
simplexBounds = solver.simplexBounds,
cellCoords = solver.cellCoords,
is2D = solver.abstraction.parameters.mode == Oni.SolverParameters.Mode.Mode2D,
};
inputDeps = calculateCells.Schedule(solver.simplexCounts.simplexCount, 4, inputDeps);
var updateGrid = new UpdateGrid
{
grid = grid,
simplexBounds = solver.simplexBounds,
simplexCount = solver.simplexCounts.simplexCount,
cellCoords = solver.cellCoords,
simplexCount = solver.simplexCounts.simplexCount
parameters = solver.abstraction.parameters
};
updateGrid.Schedule(inputDeps).Complete();
}
@@ -472,13 +395,12 @@ namespace Obi
invMasses = solver.invMasses,
radii = solver.principalRadii,
normals = solver.normals,
fluidRadii = solver.smoothingRadii,
fluidMaterials = solver.fluidMaterials,
phases = solver.phases,
filters = solver.filters,
simplices = solver.simplices,
simplexCounts = solver.simplexCounts,
simplexBounds = solver.simplexBounds,
particleMaterialIndices = solver.abstraction.collisionMaterials.AsNativeArray<int>(),
collisionMaterials = ObiColliderWorld.GetInstance().collisionMaterials.AsNativeArray<BurstCollisionMaterial>(),
@@ -494,49 +416,11 @@ namespace Obi
return generateParticleContactsJob.Schedule(grid.CellCount, 1);
}
public JobHandle InterpolateDiffuseProperties(BurstSolverImpl solver,
NativeArray<float4> properties,
NativeArray<float4> diffusePositions,
NativeArray<float4> diffuseProperties,
NativeArray<int> neighbourCount,
int diffuseCount)
{
NativeArray<int4> offsets = new NativeArray<int4>(8, Allocator.TempJob);
offsets[0] = new int4(0, 0, 0, 1);
offsets[1] = new int4(1, 0, 0, 1);
offsets[2] = new int4(0, 1, 0, 1);
offsets[3] = new int4(1, 1, 0, 1);
offsets[4] = new int4(0, 0, 1, 1);
offsets[5] = new int4(1, 0, 1, 1);
offsets[6] = new int4(0, 1, 1, 1);
offsets[7] = new int4(1, 1, 1, 1);
var interpolateDiffusePropertiesJob = new InterpolateDiffusePropertiesJob
{
grid = grid,
positions = solver.abstraction.positions.AsNativeArray<float4>(),
cellOffsets = offsets,
properties = properties,
diffusePositions = diffusePositions,
diffuseProperties = diffuseProperties,
neighbourCount = neighbourCount,
densityKernel = new Poly6Kernel(solver.abstraction.parameters.mode == Oni.SolverParameters.Mode.Mode2D),
gridLevels = grid.populatedLevels.GetKeyArray(Allocator.TempJob),
inertialFrame = solver.inertialFrame,
mode2D = solver.abstraction.parameters.mode == Oni.SolverParameters.Mode.Mode2D
};
return interpolateDiffusePropertiesJob.Schedule(diffuseCount, 64);
}
public JobHandle SpatialQuery(BurstSolverImpl solver,
NativeArray<BurstQueryShape> shapes,
NativeArray<BurstAffineTransform> transforms,
NativeQueue<BurstQueryResult> results)
{
var world = ObiColliderWorld.GetInstance();
var job = new SpatialQueryJob
{
grid = grid,