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

@@ -7,7 +7,8 @@ namespace Obi
[AddComponentMenu("Physics/Obi/Obi Bone", 882)]
[ExecuteInEditMode]
[DisallowMultipleComponent]
public class ObiBone : ObiActor, IStretchShearConstraintsUser, IBendTwistConstraintsUser, ISkinConstraintsUser
[DefaultExecutionOrder(100)] // make sure ObiBone's LateUpdate is updated after ObiSolver's.
public class ObiBone : ObiActor, IStretchShearConstraintsUser, IBendTwistConstraintsUser, ISkinConstraintsUser, IAerodynamicConstraintsUser
{
[Serializable]
public class BonePropertyCurve
@@ -31,7 +32,7 @@ namespace Obi
[Serializable]
public class IgnoredBone
{
public Transform bone;
public Transform bone;
public bool ignoreChildren;
}
@@ -39,9 +40,9 @@ namespace Obi
[SerializeField] protected bool m_SelfCollisions = false;
[SerializeField] protected BonePropertyCurve _radius = new BonePropertyCurve(0.1f,1);
[SerializeField] protected BonePropertyCurve _mass = new BonePropertyCurve(0.1f,1);
[SerializeField] protected BonePropertyCurve _rotationalMass = new BonePropertyCurve(0.1f,1);
[SerializeField] protected BonePropertyCurve _radius = new BonePropertyCurve(0.1f, 1);
[SerializeField] protected BonePropertyCurve _mass = new BonePropertyCurve(0.1f, 1);
[SerializeField] protected BonePropertyCurve _rotationalMass = new BonePropertyCurve(0.1f, 1);
// skin constraints:
[SerializeField] protected bool _skinConstraintsEnabled = true;
@@ -62,6 +63,11 @@ namespace Obi
[SerializeField] protected BonePropertyCurve _plasticYield = new BonePropertyCurve(0, 1);
[SerializeField] protected BonePropertyCurve _plasticCreep = new BonePropertyCurve(0, 1);
// aerodynamics
[SerializeField] protected bool _aerodynamicsEnabled = true;
[SerializeField] protected BonePropertyCurve _drag = new BonePropertyCurve(0.05f, 1);
[SerializeField] protected BonePropertyCurve _lift = new BonePropertyCurve(0.02f, 1);
[Tooltip("Filter used for collision detection.")]
[SerializeField] private int filter = ObiUtils.MakeFilter(ObiUtils.CollideWithEverything, 1);
@@ -236,7 +242,34 @@ namespace Obi
public BonePropertyCurve plasticCreep
{
get { return _plasticCreep; }
set { _plasticCreep = value; SetConstraintsDirty(Oni.ConstraintType.BendTwist); }
set { _plasticCreep = value; SetConstraintsDirty(Oni.ConstraintType.BendTwist); }
}
/// <summary>
/// Whether this actor's aerodynamic constraints are enabled.
/// </summary>
public bool aerodynamicsEnabled
{
get { return _aerodynamicsEnabled; }
set { if (value != _aerodynamicsEnabled) { _aerodynamicsEnabled = value; SetConstraintsDirty(Oni.ConstraintType.Aerodynamics); } }
}
/// <summary>
/// Aerodynamic drag value.
/// </summary>
public BonePropertyCurve drag
{
get { return _drag; }
set { _drag = value; SetConstraintsDirty(Oni.ConstraintType.Aerodynamics); }
}
/// <summary>
/// Aerodynamic lift value.
/// </summary>
public BonePropertyCurve lift
{
get { return _lift; }
set { _lift = value; SetConstraintsDirty(Oni.ConstraintType.Aerodynamics); }
}
@@ -262,6 +295,7 @@ namespace Obi
protected override void Awake()
{
// TODO: guard against having another ObiBone above it in hierarchy.
m_BoneBlueprint = ScriptableObject.CreateInstance<ObiBoneBlueprint>();
UpdateBlueprint();
base.Awake();
@@ -297,18 +331,45 @@ namespace Obi
}
}
public override void LoadBlueprint(ObiSolver solver)
internal override void LoadBlueprint()
{
base.LoadBlueprint(solver);
base.LoadBlueprint();
// synchronously read required data from GPU:
solver.renderablePositions.Readback(false);
solver.renderableOrientations.Readback(false);
solver.orientations.Readback(false);
solver.angularVelocities.Readback(false);
SetupRuntimeConstraints();
ResetToCurrentShape();
}
public override void UnloadBlueprint(ObiSolver solver)
internal override void UnloadBlueprint()
{
ResetParticles();
CopyParticleDataToTransforms();
base.UnloadBlueprint(solver);
base.UnloadBlueprint();
}
public override void RequestReadback()
{
base.RequestReadback();
solver.orientations.Readback();
solver.angularVelocities.Readback();
solver.renderablePositions.Readback();
solver.renderableOrientations.Readback();
}
public override void SimulationEnd(float simulatedTime, float substepTime)
{
base.SimulationEnd(simulatedTime, substepTime);
solver.orientations.WaitForReadback();
solver.angularVelocities.WaitForReadback();
solver.renderablePositions.WaitForReadback();
solver.renderableOrientations.WaitForReadback();
}
private void SetupRuntimeConstraints()
@@ -316,10 +377,21 @@ namespace Obi
SetConstraintsDirty(Oni.ConstraintType.Skin);
SetConstraintsDirty(Oni.ConstraintType.StretchShear);
SetConstraintsDirty(Oni.ConstraintType.BendTwist);
SetConstraintsDirty(Oni.ConstraintType.Aerodynamics);
SetSelfCollisions(selfCollisions);
SetSimplicesDirty();
UpdateFilter();
UpdateCollisionMaterials();
}
public override void ProvideDeformableEdges(ObiNativeIntList deformableEdges)
{
var boneBprint = sharedBlueprint as ObiBoneBlueprint;
if (boneBprint != null && boneBprint.deformableEdges != null)
{
// Send deformable edge indices to the solver:
for (int i = 0; i < boneBprint.deformableEdges.Length; ++i)
deformableEdges.Add(solverIndices[boneBprint.deformableEdges[i]]);
}
}
private void FixRoot()
@@ -337,10 +409,10 @@ namespace Obi
solver.angularVelocities[rootIndex] = Vector4.zero;
// take particle rest position in actor space (which is always zero), converts to solver space:
solver.renderablePositions[rootIndex] = solver.positions[rootIndex] = actor2Solver.MultiplyPoint3x4(Vector3.zero);
solver.startPositions[rootIndex] = solver.endPositions[rootIndex] = solver.positions[rootIndex] = actor2Solver.MultiplyPoint3x4(Vector3.zero);
// take particle rest orientation in actor space, and convert to solver space:
solver.renderableOrientations[rootIndex] = solver.orientations[rootIndex] = actor2SolverR * boneBlueprint.orientations[0];
solver.startOrientations[rootIndex] = solver.endOrientations[rootIndex] = solver.orientations[rootIndex] = actor2SolverR * boneBlueprint.orientations[0];
}
}
@@ -358,8 +430,8 @@ namespace Obi
{
for (int i = 0; i < particleCount; ++i)
{
var normalizedCoord = boneBlueprint.normalizedLengths[i];
var radii = Vector3.one * radius.Evaluate(normalizedCoord);
var boneOverride = boneBlueprint.GetOverride(i, out float normalizedCoord);
var radii = Vector3.one * (boneOverride != null ? boneOverride.radius.Evaluate(normalizedCoord) : radius.Evaluate(normalizedCoord));
boneBlueprint.principalRadii[i] = radii;
if (isLoaded)
@@ -371,9 +443,9 @@ namespace Obi
{
for (int i = 0; i < particleCount; ++i)
{
var normalizedCoord = boneBlueprint.normalizedLengths[i];
var invMass = ObiUtils.MassToInvMass(mass.Evaluate(normalizedCoord));
var invRotMass = ObiUtils.MassToInvMass(rotationalMass.Evaluate(normalizedCoord));
var boneOverride = boneBlueprint.GetOverride(i, out float normalizedCoord);
var invMass = ObiUtils.MassToInvMass(boneOverride != null ? boneOverride .mass.Evaluate(normalizedCoord) : mass.Evaluate(normalizedCoord));
var invRotMass = ObiUtils.MassToInvMass(boneOverride != null ? boneOverride.rotationalMass.Evaluate(normalizedCoord) : rotationalMass.Evaluate(normalizedCoord));
boneBlueprint.invMasses[i] = invMass;
boneBlueprint.invRotationalMasses[i] = invRotMass;
@@ -388,20 +460,24 @@ namespace Obi
public Vector3 GetSkinRadiiBackstop(ObiSkinConstraintsBatch batch, int constraintIndex)
{
float normalizedCoord = boneBlueprint.normalizedLengths[batch.particleIndices[constraintIndex]];
return new Vector3(skinRadius.Evaluate(normalizedCoord),0,0);
var boneOverride = boneBlueprint.GetOverride(batch.particleIndices[constraintIndex], out float normalizedCoord);
return new Vector3(boneOverride != null ? boneOverride.skinRadius.Evaluate(normalizedCoord) : skinRadius.Evaluate(normalizedCoord), 0, 0);
}
public float GetSkinCompliance(ObiSkinConstraintsBatch batch, int constraintIndex)
{
float normalizedCoord = boneBlueprint.normalizedLengths[batch.particleIndices[constraintIndex]];
return skinCompliance.Evaluate(normalizedCoord);
var boneOverride = boneBlueprint.GetOverride(batch.particleIndices[constraintIndex], out float normalizedCoord);
return boneOverride != null ? boneOverride.skinCompliance.Evaluate(normalizedCoord) : skinCompliance.Evaluate(normalizedCoord);
}
public Vector3 GetBendTwistCompliance(ObiBendTwistConstraintsBatch batch, int constraintIndex)
{
float normalizedCoord = boneBlueprint.normalizedLengths[batch.particleIndices[constraintIndex * 2]];
var boneOverride = boneBlueprint.GetOverride(batch.particleIndices[constraintIndex * 2], out float normalizedCoord);
if (boneOverride != null)
return new Vector3(boneOverride.bend1Compliance.Evaluate(normalizedCoord),
boneOverride.bend2Compliance.Evaluate(normalizedCoord),
boneOverride.torsionCompliance.Evaluate(normalizedCoord));
return new Vector3(bend1Compliance.Evaluate(normalizedCoord),
bend2Compliance.Evaluate(normalizedCoord),
torsionCompliance.Evaluate(normalizedCoord));
@@ -409,22 +485,51 @@ namespace Obi
public Vector2 GetBendTwistPlasticity(ObiBendTwistConstraintsBatch batch, int constraintIndex)
{
float normalizedCoord = boneBlueprint.normalizedLengths[batch.particleIndices[constraintIndex * 2]];
var boneOverride = boneBlueprint.GetOverride(batch.particleIndices[constraintIndex * 2], out float normalizedCoord);
if (boneOverride != null)
return new Vector2(boneOverride.plasticYield.Evaluate(normalizedCoord),
boneOverride.plasticCreep.Evaluate(normalizedCoord));
return new Vector2(plasticYield.Evaluate(normalizedCoord),
plasticCreep.Evaluate(normalizedCoord));
}
public Vector3 GetStretchShearCompliance(ObiStretchShearConstraintsBatch batch, int constraintIndex)
{
float normalizedCoord = boneBlueprint.normalizedLengths[batch.particleIndices[constraintIndex * 2]];
var boneOverride = boneBlueprint.GetOverride(batch.particleIndices[constraintIndex * 2], out float normalizedCoord);
if (boneOverride != null)
return new Vector3(boneOverride.shear1Compliance.Evaluate(normalizedCoord),
boneOverride.shear2Compliance.Evaluate(normalizedCoord),
boneOverride.stretchCompliance.Evaluate(normalizedCoord));
return new Vector3(shear1Compliance.Evaluate(normalizedCoord),
shear2Compliance.Evaluate(normalizedCoord),
stretchCompliance.Evaluate(normalizedCoord));
}
public override void BeginStep(float stepTime)
public float GetDrag(ObiAerodynamicConstraintsBatch batch, int constraintIndex)
{
base.BeginStep(stepTime);
var boneOverride = boneBlueprint.GetOverride(batch.particleIndices[constraintIndex], out float normalizedCoord);
return boneOverride != null ? boneOverride.drag.Evaluate(normalizedCoord) : drag.Evaluate(normalizedCoord);
}
public float GetLift(ObiAerodynamicConstraintsBatch batch, int constraintIndex)
{
var boneOverride = boneBlueprint.GetOverride(batch.particleIndices[constraintIndex], out float normalizedCoord);
return boneOverride != null ? boneOverride.lift.Evaluate(normalizedCoord) : lift.Evaluate(normalizedCoord);
}
public void FixedUpdate()
{
// This resets all bones not affected by animation,
// needs to happen once per frame at the very start before Animators are updated.
ResetReferenceOrientations();
}
public override void SimulationStart(float timeToSimulate, float substepTime)
{
base.SimulationStart(timeToSimulate, substepTime);
if (fixRoot)
FixRoot();
@@ -432,18 +537,10 @@ namespace Obi
UpdateRestShape();
}
public override void PrepareFrame()
{
ResetReferenceOrientations();
base.PrepareFrame();
}
public override void Interpolate()
public void LateUpdate()
{
if (Application.isPlaying && isActiveAndEnabled)
CopyParticleDataToTransforms();
base.Interpolate();
}
/// <summary>
@@ -463,11 +560,49 @@ namespace Obi
solver.velocities[solverIndex] = Vector4.zero;
solver.angularVelocities[solverIndex] = Vector4.zero;
solver.renderablePositions[solverIndex] = solver.positions[solverIndex] = world2Solver.MultiplyPoint3x4(trfm.position);
solver.startPositions[solverIndex] = solver.endPositions[solverIndex] = solver.positions[solverIndex] = world2Solver.MultiplyPoint3x4(trfm.position);
var boneDeltaAWS = trfm.rotation * Quaternion.Inverse(boneBlueprint.restOrientations[i]);
solver.renderableOrientations[solverIndex] = solver.orientations[solverIndex] = world2Solver.rotation * boneDeltaAWS * boneBlueprint.root2WorldR * boneBlueprint.orientations[i];
solver.startOrientations[solverIndex] = solver.endOrientations[solverIndex] = solver.orientations[solverIndex] = world2Solver.rotation * boneDeltaAWS * boneBlueprint.root2WorldR * boneBlueprint.orientations[i];
}
// Update constraint data in the blueprint, since StartSimulation won't be called until next frame.
var bc = GetConstraintsByType(Oni.ConstraintType.BendTwist) as ObiConstraints<ObiBendTwistConstraintsBatch>;
if (bc != null)
for (int j = 0; j < bc.batchCount; ++j)
{
var batch = bc.GetBatch(j) as ObiBendTwistConstraintsBatch;
for (int i = 0; i < batch.activeConstraintCount; i++)
{
int indexA = batch.particleIndices[i * 2];
int indexB = batch.particleIndices[i * 2 + 1];
// calculate bone rotation delta in world space:
var boneDeltaAWS = boneBlueprint.transforms[indexA].rotation * Quaternion.Inverse(boneBlueprint.restOrientations[indexA]);
var boneDeltaBWS = boneBlueprint.transforms[indexB].rotation * Quaternion.Inverse(boneBlueprint.restOrientations[indexB]);
// apply delta to rest particle orientation:
var orientationA = boneDeltaAWS * boneBlueprint.root2WorldR * boneBlueprint.orientations[indexA];
var orientationB = boneDeltaBWS * boneBlueprint.root2WorldR * boneBlueprint.orientations[indexB];
batch.restDarbouxVectors[i] = ObiUtils.RestDarboux(orientationA, orientationB);
}
}
var sc = GetConstraintsByType(Oni.ConstraintType.Skin) as ObiConstraints<ObiSkinConstraintsBatch>;
if (sc != null)
for (int j = 0; j < sc.batchCount; ++j)
{
var batch = sc.GetBatch(j) as ObiSkinConstraintsBatch;
for (int i = 0; i < batch.activeConstraintCount; i++)
{
int index = batch.particleIndices[i];
batch.skinPoints[i] = solver.transform.worldToLocalMatrix.MultiplyPoint3x4(boneBlueprint.transforms[index].position);
}
}
}
private void ResetReferenceOrientations()
@@ -484,14 +619,20 @@ namespace Obi
var sbc = solver.GetConstraintsByType(Oni.ConstraintType.BendTwist) as ObiConstraints<ObiBendTwistConstraintsBatch>;
if (bendTwistConstraintsEnabled && bc != null && sbc != null)
for (int j = 0; j < bc.GetBatchCount(); ++j)
{
// iterate up to the amount of entries in solverBatchOffsets, insteaf of bc.batchCount. This ensures
// the batches we access have been added to the solver, as solver.UpdateConstraints() could have not been called yet on a newly added actor.
for (int j = 0; j < solverBatchOffsets[(int)Oni.ConstraintType.BendTwist].Count; ++j)
{
var batch = bc.GetBatch(j) as ObiBendTwistConstraintsBatch;
var solverBatch = sbc.batches[j] as ObiBendTwistConstraintsBatch;
int offset = solverBatchOffsets[(int)solverBatch.constraintType][j];
int offset = solverBatchOffsets[(int)Oni.ConstraintType.BendTwist][j];
if (solverBatch.restDarbouxVectors.isCreated)
{
if (solverBatch.restDarbouxVectors.computeBuffer == null)
solverBatch.restDarbouxVectors.SafeAsComputeBuffer<Vector4>();
for (int i = 0; i < batch.activeConstraintCount; i++)
{
int indexA = batch.particleIndices[i * 2];
@@ -507,34 +648,45 @@ namespace Obi
solverBatch.restDarbouxVectors[offset + i] = ObiUtils.RestDarboux(orientationA, orientationB);
}
solverBatch.restDarbouxVectors.Upload();
}
}
}
var sc = GetConstraintsByType(Oni.ConstraintType.Skin) as ObiConstraints<ObiSkinConstraintsBatch>;
var ssc = solver.GetConstraintsByType(Oni.ConstraintType.Skin) as ObiConstraints<ObiSkinConstraintsBatch>;
if (skinConstraintsEnabled && sc != null && ssc != null)
for (int j = 0; j < sc.GetBatchCount(); ++j)
{
// iterate up to the amount of entries in solverBatchOffsets, insteaf of sc.batchCount. This ensures
// the batches we access have been added to the solver, as solver.UpdateConstraints() could have not been called yet on a newly added actor.
for (int j = 0; j < solverBatchOffsets[(int)Oni.ConstraintType.Skin].Count; ++j)
{
var batch = sc.GetBatch(j) as ObiSkinConstraintsBatch;
var solverBatch = ssc.batches[j] as ObiSkinConstraintsBatch;
int offset = solverBatchOffsets[(int)solverBatch.constraintType][j];
int offset = solverBatchOffsets[(int)Oni.ConstraintType.Skin][j];
if (solverBatch.skinPoints.isCreated)
{
if (solverBatch.skinPoints.computeBuffer == null)
solverBatch.skinPoints.SafeAsComputeBuffer<Vector4>();
for (int i = 0; i < batch.activeConstraintCount; i++)
{
int index = batch.particleIndices[i];
solverBatch.skinPoints[offset + i] = solver.transform.worldToLocalMatrix.MultiplyPoint3x4(boneBlueprint.transforms[index].position);
}
solverBatch.skinPoints.Upload();
}
}
}
}
private void CopyParticleDataToTransforms()
{
if (boneBlueprint != null)
if (isLoaded && boneBlueprint != null)
{
// copy current particle transforms to bones:
for (int i = 1; i < particleCount; ++i)