添加插件
This commit is contained in:
@@ -0,0 +1,553 @@
|
||||
#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
|
||||
using Unity.Burst;
|
||||
using Unity.Collections;
|
||||
using Unity.Collections.LowLevel.Unsafe;
|
||||
using Unity.Jobs;
|
||||
using Unity.Mathematics;
|
||||
|
||||
namespace Obi
|
||||
{
|
||||
public class BurstDensityConstraints : BurstConstraintsImpl<BurstDensityConstraintsBatch>
|
||||
{
|
||||
public NativeList<int> fluidParticles;
|
||||
|
||||
public BurstDensityConstraints(BurstSolverImpl solver) : base(solver, Oni.ConstraintType.Density)
|
||||
{
|
||||
fluidParticles = new NativeList<int>(Allocator.Persistent);
|
||||
}
|
||||
|
||||
public override IConstraintsBatchImpl CreateConstraintsBatch()
|
||||
{
|
||||
var dataBatch = new BurstDensityConstraintsBatch(this);
|
||||
batches.Add(dataBatch);
|
||||
return dataBatch;
|
||||
}
|
||||
|
||||
public override void Dispose()
|
||||
{
|
||||
fluidParticles.Dispose();
|
||||
}
|
||||
|
||||
public override void RemoveBatch(IConstraintsBatchImpl batch)
|
||||
{
|
||||
batches.Remove(batch as BurstDensityConstraintsBatch);
|
||||
batch.Destroy();
|
||||
}
|
||||
|
||||
protected override JobHandle EvaluateSequential(JobHandle inputDeps, float stepTime, float substepTime, int steps, float timeLeft)
|
||||
{
|
||||
return EvaluateParallel(inputDeps, stepTime, substepTime, steps, timeLeft);
|
||||
}
|
||||
|
||||
protected override JobHandle EvaluateParallel(JobHandle inputDeps, float stepTime, float substepTime, int steps, float timeLeft)
|
||||
{
|
||||
inputDeps = UpdateInteractions(inputDeps);
|
||||
|
||||
// evaluate all batches as a chain of dependencies:
|
||||
for (int i = 0; i < batches.Count; ++i)
|
||||
{
|
||||
if (batches[i].enabled)
|
||||
{
|
||||
inputDeps = batches[i].Evaluate(inputDeps, stepTime, substepTime, steps, timeLeft);
|
||||
m_Solver.ScheduleBatchedJobsIfNeeded();
|
||||
}
|
||||
}
|
||||
|
||||
// calculate per-particle density lambdas:
|
||||
inputDeps = CalculateLambdas(inputDeps, substepTime);
|
||||
|
||||
// calculate viscosity/vorticity:
|
||||
for (int i = 0; i < batches.Count; ++i)
|
||||
{
|
||||
if (batches[i].enabled)
|
||||
{
|
||||
inputDeps = batches[i].ViscosityAndVorticity(inputDeps);
|
||||
m_Solver.ScheduleBatchedJobsIfNeeded();
|
||||
}
|
||||
}
|
||||
|
||||
// apply viscosity/vorticity positional deltas:
|
||||
var app = new ApplyPositionDeltasJob()
|
||||
{
|
||||
fluidParticles = fluidParticles,
|
||||
positions = m_Solver.positions,
|
||||
deltas = m_Solver.positionDeltas,
|
||||
counts = m_Solver.positionConstraintCounts,
|
||||
anisotropies = m_Solver.anisotropies,
|
||||
normals = m_Solver.normals,
|
||||
fluidData = m_Solver.fluidData,
|
||||
matchingRotations = m_Solver.orientationDeltas,
|
||||
linearFromAngular = m_Solver.restPositions,
|
||||
};
|
||||
|
||||
inputDeps = app.Schedule(fluidParticles.Length, 64, inputDeps);
|
||||
|
||||
// apply density positional deltas:
|
||||
for (int i = 0; i < batches.Count; ++i)
|
||||
{
|
||||
if (batches[i].enabled)
|
||||
{
|
||||
inputDeps = batches[i].Apply(inputDeps, substepTime);
|
||||
m_Solver.ScheduleBatchedJobsIfNeeded();
|
||||
}
|
||||
}
|
||||
|
||||
return inputDeps;
|
||||
}
|
||||
|
||||
public JobHandle CalculateVelocityCorrections(JobHandle inputDeps, float deltaTime)
|
||||
{
|
||||
for (int i = 0; i < batches.Count; ++i)
|
||||
{
|
||||
if (batches[i].enabled)
|
||||
{
|
||||
inputDeps = batches[i].CalculateNormals(inputDeps, deltaTime);
|
||||
m_Solver.ScheduleBatchedJobsIfNeeded();
|
||||
}
|
||||
}
|
||||
|
||||
return inputDeps;
|
||||
}
|
||||
|
||||
public JobHandle ApplyVelocityCorrections(JobHandle inputDeps, float deltaTime)
|
||||
{
|
||||
inputDeps = ApplyAtmosphere(inputDeps, deltaTime);
|
||||
m_Solver.ScheduleBatchedJobsIfNeeded();
|
||||
|
||||
return inputDeps;
|
||||
}
|
||||
|
||||
public JobHandle CalculateAnisotropyLaplacianSmoothing(JobHandle inputDeps)
|
||||
{
|
||||
// if the constraints are deactivated or we need no anisotropy:
|
||||
if (((BurstSolverImpl)solver).abstraction.parameters.maxAnisotropy <= 1)
|
||||
return inputDeps;
|
||||
|
||||
for (int i = 0; i < batches.Count; ++i)
|
||||
{
|
||||
if (batches[i].enabled)
|
||||
{
|
||||
inputDeps = batches[i].AccumulateSmoothPositions(inputDeps);
|
||||
m_Solver.ScheduleBatchedJobsIfNeeded();
|
||||
}
|
||||
}
|
||||
|
||||
inputDeps = AverageSmoothPositions(inputDeps);
|
||||
|
||||
for (int i = 0; i < batches.Count; ++i)
|
||||
{
|
||||
if (batches[i].enabled)
|
||||
{
|
||||
inputDeps = batches[i].AccumulateAnisotropy(inputDeps);
|
||||
m_Solver.ScheduleBatchedJobsIfNeeded();
|
||||
}
|
||||
}
|
||||
|
||||
return AverageAnisotropy(inputDeps);
|
||||
}
|
||||
|
||||
private JobHandle UpdateInteractions(JobHandle inputDeps)
|
||||
{
|
||||
// clear existing fluid data:
|
||||
var clearData = new ClearFluidDataJob()
|
||||
{
|
||||
fluidParticles = fluidParticles,
|
||||
fluidData = m_Solver.fluidData,
|
||||
massCenters = m_Solver.normals,
|
||||
prevMassCenters = m_Solver.renderablePositions,
|
||||
moments = m_Solver.anisotropies
|
||||
};
|
||||
|
||||
inputDeps = clearData.Schedule(fluidParticles.Length, 64, inputDeps);
|
||||
|
||||
// update fluid interactions:
|
||||
var updateInteractions = new UpdateInteractionsJob()
|
||||
{
|
||||
pairs = m_Solver.fluidInteractions,
|
||||
positions = m_Solver.positions,
|
||||
fluidMaterials = m_Solver.fluidMaterials,
|
||||
densityKernel = new Poly6Kernel(((BurstSolverImpl)solver).abstraction.parameters.mode == Oni.SolverParameters.Mode.Mode2D),
|
||||
gradientKernel = new SpikyKernel(((BurstSolverImpl)solver).abstraction.parameters.mode == Oni.SolverParameters.Mode.Mode2D),
|
||||
};
|
||||
|
||||
return updateInteractions.Schedule(((BurstSolverImpl)solver).fluidInteractions.Length, 64, inputDeps);
|
||||
}
|
||||
|
||||
private JobHandle CalculateLambdas(JobHandle inputDeps, float deltaTime)
|
||||
{
|
||||
// calculate lagrange multipliers:
|
||||
var calculateLambdas = new CalculateLambdasJob
|
||||
{
|
||||
fluidParticles = fluidParticles,
|
||||
positions = m_Solver.positions,
|
||||
prevPositions = m_Solver.prevPositions,
|
||||
matchingRotations = m_Solver.restPositions.Reinterpret<quaternion>(),
|
||||
principalRadii = m_Solver.principalRadii,
|
||||
fluidMaterials = m_Solver.fluidMaterials,
|
||||
densityKernel = new Poly6Kernel(m_Solver.abstraction.parameters.mode == Oni.SolverParameters.Mode.Mode2D),
|
||||
gradientKernel = new SpikyKernel(m_Solver.abstraction.parameters.mode == Oni.SolverParameters.Mode.Mode2D),
|
||||
fluidData = m_Solver.fluidData,
|
||||
|
||||
massCenters = m_Solver.normals,
|
||||
prevMassCenters = m_Solver.renderablePositions,
|
||||
moments = m_Solver.anisotropies,
|
||||
|
||||
deltas = m_Solver.positionDeltas,
|
||||
counts = m_Solver.positionConstraintCounts,
|
||||
|
||||
solverParams = m_Solver.abstraction.parameters
|
||||
};
|
||||
|
||||
return calculateLambdas.Schedule(fluidParticles.Length,64,inputDeps);
|
||||
}
|
||||
|
||||
private JobHandle ApplyAtmosphere(JobHandle inputDeps, float deltaTime)
|
||||
{
|
||||
var conf = new ApplyAtmosphereJob
|
||||
{
|
||||
fluidParticles = fluidParticles,
|
||||
wind = m_Solver.wind,
|
||||
fluidInterface = m_Solver.fluidInterface,
|
||||
fluidMaterials2 = m_Solver.fluidMaterials2,
|
||||
principalRadii = m_Solver.principalRadii,
|
||||
normals = m_Solver.normals,
|
||||
fluidData = m_Solver.fluidData,
|
||||
velocities = m_Solver.velocities,
|
||||
angularVelocities = m_Solver.angularVelocities,
|
||||
vorticity = m_Solver.restOrientations.Reinterpret<float4>(),
|
||||
vorticityAccelerations = m_Solver.orientationDeltas.Reinterpret<float4>(),
|
||||
linearAccelerations = m_Solver.positionDeltas,
|
||||
linearFromAngular = m_Solver.restPositions,
|
||||
angularDiffusion = m_Solver.anisotropies,
|
||||
positions = m_Solver.positions,
|
||||
prevPositions = m_Solver.prevPositions,
|
||||
dt = deltaTime,
|
||||
solverParams = m_Solver.abstraction.parameters
|
||||
};
|
||||
|
||||
return conf.Schedule(fluidParticles.Length, 64, inputDeps);
|
||||
}
|
||||
|
||||
private JobHandle AverageSmoothPositions(JobHandle inputDeps)
|
||||
{
|
||||
var average = new AverageSmoothPositionsJob()
|
||||
{
|
||||
fluidParticles = fluidParticles,
|
||||
renderablePositions = m_Solver.renderablePositions,
|
||||
anisotropies = m_Solver.anisotropies
|
||||
};
|
||||
|
||||
return average.Schedule(fluidParticles.Length, 64, inputDeps);
|
||||
}
|
||||
|
||||
private JobHandle AverageAnisotropy(JobHandle inputDeps)
|
||||
{
|
||||
var average = new AverageAnisotropyJob()
|
||||
{
|
||||
fluidParticles = fluidParticles,
|
||||
renderablePositions = m_Solver.renderablePositions,
|
||||
renderableOrientations = m_Solver.renderableOrientations,
|
||||
principalRadii = m_Solver.principalRadii,
|
||||
anisotropies = m_Solver.anisotropies,
|
||||
maxAnisotropy = m_Solver.abstraction.parameters.maxAnisotropy,
|
||||
renderableRadii = m_Solver.renderableRadii,
|
||||
fluidData = m_Solver.fluidData,
|
||||
life = m_Solver.life,
|
||||
solverParams = m_Solver.abstraction.parameters
|
||||
};
|
||||
|
||||
return average.Schedule(fluidParticles.Length, 64, inputDeps);
|
||||
}
|
||||
|
||||
[BurstCompile]
|
||||
public struct ClearFluidDataJob : IJobParallelFor
|
||||
{
|
||||
[ReadOnly] public NativeList<int> fluidParticles;
|
||||
[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<float4> fluidData;
|
||||
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> massCenters;
|
||||
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> prevMassCenters;
|
||||
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4x4> moments;
|
||||
|
||||
public void Execute(int i)
|
||||
{
|
||||
int p = fluidParticles[i];
|
||||
fluidData[p] = float4.zero;
|
||||
massCenters[p] = float4.zero;
|
||||
prevMassCenters[p] = float4.zero;
|
||||
moments[p] = float4x4.zero;
|
||||
}
|
||||
}
|
||||
|
||||
[BurstCompile]
|
||||
public struct UpdateInteractionsJob : IJobParallelFor
|
||||
{
|
||||
[ReadOnly] public NativeArray<float4> positions;
|
||||
[ReadOnly] public NativeArray<float4> fluidMaterials;
|
||||
[ReadOnly] public Poly6Kernel densityKernel;
|
||||
[ReadOnly] public SpikyKernel gradientKernel;
|
||||
|
||||
[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<FluidInteraction> pairs;
|
||||
|
||||
[ReadOnly] public BatchData batchData;
|
||||
|
||||
public void Execute(int i)
|
||||
{
|
||||
var pair = pairs[i];
|
||||
|
||||
// calculate normalized gradient vector:
|
||||
pair.gradient = new float4((positions[pair.particleA] - positions[pair.particleB]).xyz,0);
|
||||
float distance = math.length(pair.gradient);
|
||||
pair.gradient /= distance + math.FLT_MIN_NORMAL;
|
||||
|
||||
// calculate and store average density and gradient kernels:
|
||||
pair.avgKernel = (densityKernel.W(distance, fluidMaterials[pair.particleA].x) +
|
||||
densityKernel.W(distance, fluidMaterials[pair.particleB].x)) * 0.5f;
|
||||
|
||||
pair.avgGradient = (gradientKernel.W(distance, fluidMaterials[pair.particleA].x) +
|
||||
gradientKernel.W(distance, fluidMaterials[pair.particleB].x)) * 0.5f;
|
||||
|
||||
pairs[i] = pair;
|
||||
}
|
||||
}
|
||||
|
||||
[BurstCompile]
|
||||
public struct CalculateLambdasJob : IJobParallelFor
|
||||
{
|
||||
[ReadOnly] public NativeList<int> fluidParticles;
|
||||
[ReadOnly] public NativeArray<float4> positions;
|
||||
[ReadOnly] public NativeArray<float4> prevPositions;
|
||||
[ReadOnly] public NativeArray<float4> principalRadii;
|
||||
[ReadOnly] public NativeArray<float4> fluidMaterials;
|
||||
[ReadOnly] public Poly6Kernel densityKernel;
|
||||
[ReadOnly] public SpikyKernel gradientKernel;
|
||||
|
||||
[ReadOnly] public Oni.SolverParameters solverParams;
|
||||
|
||||
[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<float4> fluidData;
|
||||
|
||||
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> massCenters;
|
||||
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> prevMassCenters;
|
||||
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4x4> moments;
|
||||
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<quaternion> matchingRotations;
|
||||
|
||||
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> deltas;
|
||||
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<int> counts;
|
||||
|
||||
public void Execute(int p)
|
||||
{
|
||||
int i = fluidParticles[p];
|
||||
|
||||
float restVolume = math.pow(principalRadii[i].x * 2, 3 - (int)solverParams.mode);
|
||||
float4 data = fluidData[i];
|
||||
|
||||
float grad = restVolume * gradientKernel.W(0, fluidMaterials[i].x);
|
||||
|
||||
// self particle contribution to density, gradient and mass centers:
|
||||
data += new float4(densityKernel.W(0, fluidMaterials[i].x), 0, grad, grad * grad + data[2] * data[2]);
|
||||
massCenters[i] += new float4(positions[i].xyz, 1) / positions[i].w;
|
||||
prevMassCenters[i] += new float4(prevPositions[i].xyz, 1) / positions[i].w;
|
||||
|
||||
// usually, we'd weight density by mass (density contrast formulation) by dividing by invMass. Then, multiply by invMass when
|
||||
// calculating the state equation (density / restDensity - 1, restDensity = mass / volume, so density * invMass * restVolume - 1
|
||||
// We end up with density / invMass * invMass * restVolume - 1, invMass cancels out.
|
||||
float constraint = math.max(0, data[0] * restVolume - 1) * fluidMaterials[i].w;
|
||||
|
||||
// calculate lambda:
|
||||
data[1] = -constraint / (positions[i].w * data[3] + math.FLT_MIN_NORMAL);
|
||||
|
||||
fluidData[i] = data;
|
||||
|
||||
// get total neighborhood mass:
|
||||
float M = massCenters[i][3];
|
||||
massCenters[i] /= massCenters[i][3];
|
||||
prevMassCenters[i] /= prevMassCenters[i][3];
|
||||
|
||||
// update moments:
|
||||
moments[i] += (BurstMath.multrnsp4(positions[i], prevPositions[i]) + float4x4.identity * math.pow(principalRadii[i].x, 2) * 0.001f) / positions[i].w;
|
||||
moments[i] -= M * BurstMath.multrnsp4(massCenters[i], prevMassCenters[i]);
|
||||
|
||||
// extract neighborhood orientation delta:
|
||||
matchingRotations[i] = BurstMath.ExtractRotation(moments[i], quaternion.identity, 5);
|
||||
|
||||
// viscosity and vorticity:
|
||||
float4 viscGoal = new float4(massCenters[i].xyz + math.rotate(matchingRotations[i], (prevPositions[i] - prevMassCenters[i]).xyz), 0);
|
||||
deltas[i] += (viscGoal - positions[i]) * fluidMaterials[i].z;
|
||||
|
||||
counts[i]++;
|
||||
}
|
||||
}
|
||||
|
||||
[BurstCompile]
|
||||
public struct ApplyPositionDeltasJob : IJobParallelFor
|
||||
{
|
||||
[ReadOnly] public NativeList<int> fluidParticles;
|
||||
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> positions;
|
||||
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> deltas;
|
||||
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<int> counts;
|
||||
|
||||
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> normals;
|
||||
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4x4> anisotropies;
|
||||
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<quaternion> matchingRotations;
|
||||
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> linearFromAngular;
|
||||
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> fluidData;
|
||||
|
||||
public void Execute(int p)
|
||||
{
|
||||
int i = fluidParticles[p];
|
||||
|
||||
if (counts[i] > 0)
|
||||
{
|
||||
positions[i] += new float4(deltas[i].xyz,0) / counts[i];
|
||||
deltas[i] = float4.zero;
|
||||
counts[i] = 0;
|
||||
}
|
||||
|
||||
normals[i] = float4.zero;
|
||||
anisotropies[i] = float4x4.zero;
|
||||
linearFromAngular[i] = float4.zero;
|
||||
matchingRotations[i] = new quaternion(0, 0, 0, 0);
|
||||
|
||||
// zero out fluidData.z in preparation to accumulate relative velocity.
|
||||
float4 data = fluidData[i];
|
||||
data.z = 0;
|
||||
fluidData[i] = data;
|
||||
}
|
||||
}
|
||||
|
||||
[BurstCompile]
|
||||
public struct ApplyAtmosphereJob : IJobParallelFor
|
||||
{
|
||||
[ReadOnly] public NativeList<int> fluidParticles;
|
||||
[ReadOnly] public NativeArray<float4> wind;
|
||||
[ReadOnly] public NativeArray<float4> fluidInterface;
|
||||
[ReadOnly] public NativeArray<float4> fluidMaterials2;
|
||||
[ReadOnly] public NativeArray<float4> principalRadii;
|
||||
[ReadOnly] public NativeArray<float4> normals;
|
||||
[ReadOnly] public NativeArray<float4> fluidData;
|
||||
[ReadOnly] public NativeArray<float4> linearFromAngular;
|
||||
|
||||
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> positions;
|
||||
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> prevPositions;
|
||||
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> linearAccelerations;
|
||||
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> vorticityAccelerations;
|
||||
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> vorticity;
|
||||
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4x4> angularDiffusion;
|
||||
|
||||
[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<float4> angularVelocities;
|
||||
[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<float4> velocities;
|
||||
|
||||
[ReadOnly] public float dt;
|
||||
[ReadOnly] public Oni.SolverParameters solverParams;
|
||||
|
||||
public void Execute(int p)
|
||||
{
|
||||
int i = fluidParticles[p];
|
||||
|
||||
float restVolume = math.pow(principalRadii[i].x * 2, 3 - (int)solverParams.mode);
|
||||
|
||||
//atmospheric drag:
|
||||
float4 velocityDiff = velocities[i] - wind[i];
|
||||
|
||||
// particles near the surface should experience drag:
|
||||
velocities[i] -= fluidInterface[i].x * velocityDiff * math.max(0, 1 - fluidData[i][0] * restVolume) * dt;
|
||||
|
||||
// ambient pressure:
|
||||
velocities[i] += fluidInterface[i].y * normals[i] * dt;
|
||||
|
||||
// angular accel due to baroclinity:
|
||||
angularVelocities[i] += new float4(fluidMaterials2[i].z * math.cross(-normals[i].xyz, -velocityDiff.xyz), 0) * dt;
|
||||
angularVelocities[i] -= fluidMaterials2[i].w * angularDiffusion[i].c0;
|
||||
|
||||
// micropolar vorticity:
|
||||
velocities[i] += fluidMaterials2[i].x * linearAccelerations[i] * dt;
|
||||
vorticity[i] += fluidMaterials2[i].x * (vorticityAccelerations[i] * 0.5f - vorticity[i]) * dt;
|
||||
vorticity[i] -= fluidMaterials2[i].y * angularDiffusion[i].c1;
|
||||
|
||||
linearAccelerations[i] = float4.zero;
|
||||
vorticityAccelerations[i] = float4.zero;
|
||||
angularDiffusion[i] = float4x4.zero;
|
||||
|
||||
// we want to add together linear and angular velocity fields and use result to advect particles without modifying either field:
|
||||
positions[i] += new float4(linearFromAngular[i].xyz * dt,0);
|
||||
prevPositions[i] += new float4(linearFromAngular[i].xyz * dt, 0);
|
||||
}
|
||||
}
|
||||
|
||||
[BurstCompile]
|
||||
public struct AverageSmoothPositionsJob : IJobParallelFor
|
||||
{
|
||||
[ReadOnly] public NativeList<int> fluidParticles;
|
||||
[ReadOnly] public NativeArray<float4> renderablePositions;
|
||||
|
||||
[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<float4x4> anisotropies;
|
||||
|
||||
public void Execute(int p)
|
||||
{
|
||||
int i = fluidParticles[p];
|
||||
|
||||
var smoothPos = anisotropies[i];
|
||||
|
||||
if (smoothPos.c3.w > 0)
|
||||
smoothPos.c3 /= smoothPos.c3.w;
|
||||
else
|
||||
smoothPos.c3.xyz = renderablePositions[i].xyz;
|
||||
|
||||
anisotropies[i] = smoothPos;
|
||||
}
|
||||
}
|
||||
|
||||
[BurstCompile]
|
||||
public struct AverageAnisotropyJob : IJobParallelFor
|
||||
{
|
||||
[ReadOnly] public NativeList<int> fluidParticles;
|
||||
[ReadOnly] public NativeArray<float4> principalRadii;
|
||||
[ReadOnly] public float maxAnisotropy;
|
||||
[ReadOnly] public NativeArray<float4x4> anisotropies;
|
||||
[ReadOnly] public NativeArray<float> life;
|
||||
|
||||
[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<float4> fluidData;
|
||||
[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<float4> renderablePositions;
|
||||
[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<quaternion> renderableOrientations;
|
||||
[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<float4> renderableRadii;
|
||||
|
||||
[ReadOnly] public Oni.SolverParameters solverParams;
|
||||
|
||||
public void Execute(int p)
|
||||
{
|
||||
int i = fluidParticles[p];
|
||||
|
||||
if (anisotropies[i].c3.w > 0 && (anisotropies[i].c0[0] + anisotropies[i].c1[1] + anisotropies[i].c2[2]) > 0.01f)
|
||||
{
|
||||
float3 singularValues;
|
||||
float3x3 u;
|
||||
BurstMath.EigenSolve(math.float3x3(anisotropies[i] / anisotropies[i].c3.w), out singularValues, out u);
|
||||
|
||||
float max = singularValues[0];
|
||||
float3 s = math.max(singularValues,new float3(max / maxAnisotropy)) / max * principalRadii[i].x;
|
||||
|
||||
renderableOrientations[i] = quaternion.LookRotationSafe(u.c2,u.c1);
|
||||
renderableRadii[i] = new float4(s.xyz,1);
|
||||
}
|
||||
else
|
||||
{
|
||||
float radius = principalRadii[i].x / maxAnisotropy;
|
||||
renderableOrientations[i] = quaternion.identity;
|
||||
renderableRadii[i] = new float4(radius,radius,radius,1);
|
||||
|
||||
float4 data = fluidData[i];
|
||||
data.x = 1 / math.pow(math.abs(radius * 2), 3 - (int)solverParams.mode); // normal volume of an isolated particle.
|
||||
fluidData[i] = data;
|
||||
}
|
||||
|
||||
renderablePositions[i] = math.lerp(renderablePositions[i], anisotropies[i].c3, math.min((maxAnisotropy - 1)/3.0f,1));
|
||||
|
||||
// inactive particles have radii.w == 0, set it right away for particles killed during this frame
|
||||
// to keep them from being rendered during this frame instead of waiting to do it at the start of next sim step:
|
||||
float4 radii = renderableRadii[i];
|
||||
radii.w = life[i] <= 0 ? 0 : radii.w;
|
||||
renderableRadii[i] = radii;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
Reference in New Issue
Block a user