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

@@ -3,38 +3,49 @@ using Unity.Jobs;
using Unity.Collections;
using Unity.Mathematics;
using Unity.Burst;
using UnityEngine;
namespace Obi
{
[BurstCompile]
struct InterpolationJob : IJobParallelFor
{
[ReadOnly] public NativeArray<float4> startPositions;
[ReadOnly] public NativeArray<float4> positions;
[ReadOnly] public NativeArray<float4> startPositions;
[ReadOnly] public NativeArray<float4> endPositions;
[WriteOnly] public NativeArray<float4> renderablePositions;
[ReadOnly] public NativeArray<quaternion> startOrientations;
[ReadOnly] public NativeArray<quaternion> orientations;
[ReadOnly] public NativeArray<quaternion> startOrientations;
[ReadOnly] public NativeArray<quaternion> endOrientations;
[WriteOnly] public NativeArray<quaternion> renderableOrientations;
[ReadOnly] public float deltaTime;
[ReadOnly] public float unsimulatedTime;
[ReadOnly] public NativeArray<float4> principalRadii;
[WriteOnly] public NativeArray<float4> renderableRadii;
[ReadOnly] public float blendFactor;
[ReadOnly] public Oni.SolverParameters.Interpolation interpolationMode;
// The code actually running on the job
public void Execute(int i)
{
if (interpolationMode == Oni.SolverParameters.Interpolation.Interpolate && deltaTime > 0)
if (interpolationMode == Oni.SolverParameters.Interpolation.Interpolate)
{
float alpha = unsimulatedTime / deltaTime;
renderablePositions[i] = math.lerp(startPositions[i], positions[i], alpha);
renderableOrientations[i] = math.normalize(math.slerp(startOrientations[i], orientations[i], alpha));
renderablePositions[i] = math.lerp(startPositions[i], endPositions[i], blendFactor);
renderableOrientations[i] = math.normalize(math.slerp(startOrientations[i], endOrientations[i], blendFactor));
renderableRadii[i] = principalRadii[i];
}
else if (interpolationMode == Oni.SolverParameters.Interpolation.Extrapolate)
{
renderablePositions[i] = math.lerp(endPositions[i], positions[i], blendFactor);
renderableOrientations[i] = math.normalize(math.slerp(endOrientations[i], orientations[i], blendFactor));
renderableRadii[i] = principalRadii[i];
}
else
{
renderablePositions[i] = positions[i];
renderableOrientations[i] = math.normalize(orientations[i]);
renderablePositions[i] = endPositions[i];
renderableOrientations[i] = math.normalize(endOrientations[i]);
renderableRadii[i] = principalRadii[i];
}
}
}