添加插件
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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
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using System;
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using Unity.Collections;
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using Unity.Jobs;
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using Unity.Mathematics;
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using Unity.Burst;
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using UnityEngine;
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namespace Obi
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{
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public struct MovingEntity
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{
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public int4 oldCellCoord;
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public int4 newCellCoord;
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public int entity;
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}
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public class ParticleGrid : IDisposable
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{
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public NativeMultilevelGrid<int> grid;
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public NativeQueue<BurstContact> particleContactQueue;
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public NativeQueue<FluidInteraction> fluidInteractionQueue;
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[BurstCompile]
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struct UpdateGrid : IJob
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{
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public NativeMultilevelGrid<int> grid;
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[ReadOnly] public NativeArray<BurstAabb> simplexBounds;
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public NativeArray<int4> cellCoords;
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[ReadOnly] public Oni.SolverParameters parameters;
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[ReadOnly] public int simplexCount;
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public void Execute()
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{
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grid.Clear();
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for (int i = 0; i < simplexCount; ++i)
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{
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int level = NativeMultilevelGrid<int>.GridLevelForSize(simplexBounds[i].MaxAxisLength());
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float cellSize = NativeMultilevelGrid<int>.CellSizeOfLevel(level);
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// get new cell coordinate:
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int4 newCellCoord = new int4(GridHash.Quantize(simplexBounds[i].center.xyz, cellSize), level);
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// if the solver is 2D, project to the z = 0 cell.
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if (parameters.mode == Oni.SolverParameters.Mode.Mode2D) newCellCoord[2] = 0;
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cellCoords[i] = newCellCoord;
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// add to new cell:
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int cellIndex = grid.GetOrCreateCell(cellCoords[i]);
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var newCell = grid.usedCells[cellIndex];
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newCell.Add(i);
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grid.usedCells[cellIndex] = newCell;
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}
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}
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}
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[BurstCompile]
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public struct GenerateParticleParticleContactsJob : IJobParallelFor
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{
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[ReadOnly] public NativeMultilevelGrid<int> grid;
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[DeallocateOnJobCompletion]
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[ReadOnly] public NativeArray<int> gridLevels;
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[ReadOnly] public NativeArray<float4> positions;
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[ReadOnly] public NativeArray<quaternion> orientations;
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[ReadOnly] public NativeArray<float4> restPositions;
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[ReadOnly] public NativeArray<quaternion> restOrientations;
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[ReadOnly] public NativeArray<float4> velocities;
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[ReadOnly] public NativeArray<float> invMasses;
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[ReadOnly] public NativeArray<float4> radii;
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[ReadOnly] public NativeArray<float4> normals;
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[ReadOnly] public NativeArray<float4> fluidMaterials;
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[ReadOnly] public NativeArray<int> phases;
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[ReadOnly] public NativeArray<int> filters;
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// simplex arrays:
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[ReadOnly] public NativeArray<int> simplices;
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[ReadOnly] public SimplexCounts simplexCounts;
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[ReadOnly] public NativeArray<int> particleMaterialIndices;
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[ReadOnly] public NativeArray<BurstCollisionMaterial> collisionMaterials;
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[WriteOnly]
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[NativeDisableParallelForRestriction]
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public NativeQueue<BurstContact>.ParallelWriter contactsQueue;
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[WriteOnly]
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[NativeDisableParallelForRestriction]
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public NativeQueue<FluidInteraction>.ParallelWriter fluidInteractionsQueue;
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[ReadOnly] public float dt;
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[ReadOnly] public float collisionMargin;
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[ReadOnly] public int optimizationIterations;
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[ReadOnly] public float optimizationTolerance;
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public void Execute(int i)
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{
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BurstSimplex simplexShape = new BurstSimplex()
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{
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positions = restPositions,
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radii = radii,
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simplices = simplices,
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};
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// Looks for close particles in the same cell:
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IntraCellSearch(i, ref simplexShape);
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// Looks for close particles in neighboring cells, in the same level or higher levels.
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IntraLevelSearch(i, ref simplexShape);
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}
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private void IntraCellSearch(int cellIndex, ref BurstSimplex simplexShape)
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{
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int cellLength = grid.usedCells[cellIndex].Length;
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for (int p = 0; p < cellLength; ++p)
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{
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for (int n = p + 1; n < cellLength; ++n)
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{
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InteractionTest(grid.usedCells[cellIndex][p], grid.usedCells[cellIndex][n], ref simplexShape);
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}
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}
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}
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private void InterCellSearch(int cellIndex, int neighborCellIndex, ref BurstSimplex simplexShape)
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{
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int cellLength = grid.usedCells[cellIndex].Length;
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int neighborCellLength = grid.usedCells[neighborCellIndex].Length;
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for (int p = 0; p < cellLength; ++p)
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{
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for (int n = 0; n < neighborCellLength; ++n)
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{
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InteractionTest(grid.usedCells[cellIndex][p], grid.usedCells[neighborCellIndex][n], ref simplexShape);
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}
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}
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}
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private void IntraLevelSearch(int cellIndex, ref BurstSimplex simplexShape)
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{
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int4 cellCoords = grid.usedCells[cellIndex].Coords;
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// neighboring cells in the current level:
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for (int i = 0; i < 13; ++i)
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{
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int4 neighborCellCoords = new int4(cellCoords.xyz + GridHash.cellOffsets3D[i], cellCoords.w);
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int neighborCellIndex;
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if (grid.TryGetCellIndex(neighborCellCoords, out neighborCellIndex))
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{
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InterCellSearch(cellIndex, neighborCellIndex, ref simplexShape);
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}
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}
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// neighboring cells in levels above the current one:
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int levelIndex = gridLevels.IndexOf<int, int>(cellCoords.w);
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if (levelIndex >= 0)
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{
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levelIndex++;
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for (; levelIndex < gridLevels.Length; ++levelIndex)
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{
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int level = gridLevels[levelIndex];
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// calculate index of parent cell in parent level:
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int4 parentCellCoords = NativeMultilevelGrid<int>.GetParentCellCoords(cellCoords, level);
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// search in all neighbouring cells:
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for (int x = -1; x <= 1; ++x)
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for (int y = -1; y <= 1; ++y)
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for (int z = -1; z <= 1; ++z)
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{
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int4 neighborCellCoords = parentCellCoords + new int4(x, y, z, 0);
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int neighborCellIndex;
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if (grid.TryGetCellIndex(neighborCellCoords, out neighborCellIndex))
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{
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InterCellSearch(cellIndex, neighborCellIndex, ref simplexShape);
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}
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}
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}
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}
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}
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private int GetSimplexGroup(int simplexStart, int simplexSize, out ObiUtils.ParticleFlags flags, out int category, out int mask, ref bool restPositionsEnabled)
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{
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flags = 0;
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int group = 0;
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category = 0;
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mask = 0;
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for (int j = 0; j < simplexSize; ++j)
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{
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int particleIndex = simplices[simplexStart + j];
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group = math.max(group, ObiUtils.GetGroupFromPhase(phases[particleIndex]));
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flags |= ObiUtils.GetFlagsFromPhase(phases[particleIndex]);
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category |= filters[particleIndex] & ObiUtils.FilterCategoryBitmask;
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mask |= (filters[particleIndex] & ObiUtils.FilterMaskBitmask) >> 16;
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restPositionsEnabled |= restPositions[particleIndex].w > 0.5f;
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}
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return group;
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}
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private void InteractionTest(int A, int B, ref BurstSimplex simplexShape)
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{
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// get the start index and size of each simplex:
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int simplexStartA = simplexCounts.GetSimplexStartAndSize(A, out int simplexSizeA);
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int simplexStartB = simplexCounts.GetSimplexStartAndSize(B, out int simplexSizeB);
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// immediately reject simplex pairs that share particles:
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for (int a = 0; a < simplexSizeA; ++a)
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for (int b = 0; b < simplexSizeB; ++b)
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if (simplices[simplexStartA + a] == simplices[simplexStartB + b])
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return;
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// get group for each simplex:
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bool restPositionsEnabled = false;
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int groupA = GetSimplexGroup(simplexStartA, simplexSizeA, out ObiUtils.ParticleFlags flagsA, out int categoryA, out int maskA, ref restPositionsEnabled);
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int groupB = GetSimplexGroup(simplexStartB, simplexSizeB, out ObiUtils.ParticleFlags flagsB, out int categoryB, out int maskB, ref restPositionsEnabled);
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// if all particles are in the same group:
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if (groupA == groupB)
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{
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// if none are self-colliding, reject the pair.
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if ((flagsA & flagsB & ObiUtils.ParticleFlags.SelfCollide) == 0)
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return;
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}
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// category-based filtering:
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else if ((maskA & categoryB) == 0 || (maskB & categoryA) == 0)
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return;
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// if all simplices are fluid, check their smoothing radii:
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if ((flagsA & ObiUtils.ParticleFlags.Fluid) != 0 && (flagsB & ObiUtils.ParticleFlags.Fluid) != 0)
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{
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// for fluid we only consider the first particle in each simplex.
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int particleA = simplices[simplexStartA];
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int particleB = simplices[simplexStartB];
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// Calculate particle center distance:
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float d2 = math.lengthsq(positions[particleA].xyz - positions[particleB].xyz);
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float fluidDistance = math.max(fluidMaterials[particleA].x, fluidMaterials[particleB].x) + collisionMargin;
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if (d2 <= fluidDistance * fluidDistance)
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{
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fluidInteractionsQueue.Enqueue(new FluidInteraction { particleA = particleA, particleB = particleB });
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}
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}
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else // at least one solid particle is present:
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{
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// swap simplices so that B is always the one-sided one.
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if ((flagsA & ObiUtils.ParticleFlags.OneSided) != 0 && categoryA < categoryB)
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{
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ObiUtils.Swap(ref A, ref B);
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ObiUtils.Swap(ref simplexStartA, ref simplexStartB);
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ObiUtils.Swap(ref simplexSizeA, ref simplexSizeB);
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ObiUtils.Swap(ref flagsA, ref flagsB);
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ObiUtils.Swap(ref groupA, ref groupB);
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}
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float4 simplexBary = BurstMath.BarycenterForSimplexOfSize(simplexSizeA);
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float4 simplexPoint;
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simplexShape.simplexStart = simplexStartB;
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simplexShape.simplexSize = simplexSizeB;
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simplexShape.positions = restPositions;
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simplexShape.CacheData();
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float simplexRadiusA = 0, simplexRadiusB = 0;
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// skip the contact if there's self-intersection at rest:
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if (groupA == groupB && restPositionsEnabled)
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{
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var restPoint = BurstLocalOptimization.Optimize<BurstSimplex>(ref simplexShape, restPositions, restOrientations, radii,
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simplices, simplexStartA, simplexSizeA, ref simplexBary, out simplexPoint, 4, 0);
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for (int j = 0; j < simplexSizeA; ++j)
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simplexRadiusA += radii[simplices[simplexStartA + j]].x * simplexBary[j];
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for (int j = 0; j < simplexSizeB; ++j)
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simplexRadiusB += radii[simplices[simplexStartB + j]].x * restPoint.bary[j];
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// compare distance along contact normal with radius.
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if (math.dot(simplexPoint - restPoint.point, restPoint.normal) < simplexRadiusA + simplexRadiusB)
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return;
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}
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simplexBary = BurstMath.BarycenterForSimplexOfSize(simplexSizeA);
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simplexShape.positions = positions;
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simplexShape.CacheData();
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var surfacePoint = BurstLocalOptimization.Optimize<BurstSimplex>(ref simplexShape, positions, orientations, radii,
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simplices, simplexStartA, simplexSizeA, ref simplexBary, out simplexPoint, optimizationIterations, optimizationTolerance);
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simplexRadiusA = 0; simplexRadiusB = 0;
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float4 velocityA = float4.zero, velocityB = float4.zero, normalA = float4.zero, normalB = float4.zero;
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float invMassA = 0, invMassB = 0;
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for (int j = 0; j < simplexSizeA; ++j)
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{
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int particleIndex = simplices[simplexStartA + j];
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simplexRadiusA += radii[particleIndex].x * simplexBary[j];
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velocityA += velocities[particleIndex] * simplexBary[j];
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normalA += (normals[particleIndex].w < 0 ? new float4(math.rotate(orientations[particleIndex],normals[particleIndex].xyz), normals[particleIndex].w) : normals[particleIndex]) * simplexBary[j];
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invMassA += invMasses[particleIndex] * simplexBary[j];
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}
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for (int j = 0; j < simplexSizeB; ++j)
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{
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int particleIndex = simplices[simplexStartB + j];
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simplexRadiusB += radii[particleIndex].x * surfacePoint.bary[j];
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velocityB += velocities[particleIndex] * surfacePoint.bary[j];
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normalB += (normals[particleIndex].w < 0 ? new float4(math.rotate(orientations[particleIndex], normals[particleIndex].xyz), normals[particleIndex].w) : normals[particleIndex]) * surfacePoint.bary[j];
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invMassB += invMasses[particleIndex] * simplexBary[j];
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}
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// no contact between fixed simplices:
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//if (!(invMassA > 0 || invMassB > 0))
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// return;
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float dAB = math.dot(simplexPoint - surfacePoint.point, surfacePoint.normal);
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float vel = math.dot(velocityA - velocityB, surfacePoint.normal);
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// check if the projected velocity along the contact normal will get us within collision distance.
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if (vel * dt + dAB <= simplexRadiusA + simplexRadiusB + collisionMargin)
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{
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// adapt collision normal for one-sided simplices:
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if ((flagsB & ObiUtils.ParticleFlags.OneSided) != 0 && categoryA < categoryB)
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BurstMath.OneSidedNormal(normalB, ref surfacePoint.normal);
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// during inter-collision, if either particle contains SDF data and they overlap:
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if (groupA != groupB && (normalB.w < 0 || normalA.w < 0) && dAB * 1.05f <= simplexRadiusA + simplexRadiusB)
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{
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// as normal, pick SDF gradient belonging to least penetration distance:
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float4 nij = normalB;
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if (normalB.w >= 0 || (normalA.w < 0 && normalB.w < normalA.w))
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nij = new float4(-normalA.xyz, normalA.w);
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// for boundary particles, use one sided sphere normal:
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if (math.abs(nij.w) <= math.max(simplexRadiusA, simplexRadiusB) * 1.5f)
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BurstMath.OneSidedNormal(nij, ref surfacePoint.normal);
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else
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surfacePoint.normal = nij;
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}
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surfacePoint.normal.w = 0;
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contactsQueue.Enqueue(new BurstContact
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{
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bodyA = A,
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bodyB = B,
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pointA = simplexBary,
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pointB = surfacePoint.bary,
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normal = surfacePoint.normal
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});
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}
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}
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}
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}
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public ParticleGrid()
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{
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this.grid = new NativeMultilevelGrid<int>(1000, Allocator.Persistent);
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this.particleContactQueue = new NativeQueue<BurstContact>(Allocator.Persistent);
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this.fluidInteractionQueue = new NativeQueue<FluidInteraction>(Allocator.Persistent);
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}
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public void Update(BurstSolverImpl solver, JobHandle inputDeps)
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{
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var updateGrid = new UpdateGrid
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{
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grid = grid,
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simplexBounds = solver.simplexBounds,
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simplexCount = solver.simplexCounts.simplexCount,
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cellCoords = solver.cellCoords,
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parameters = solver.abstraction.parameters
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};
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updateGrid.Schedule(inputDeps).Complete();
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}
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public JobHandle GenerateContacts(BurstSolverImpl solver, float deltaTime)
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{
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var generateParticleContactsJob = new GenerateParticleParticleContactsJob
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{
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grid = grid,
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gridLevels = grid.populatedLevels.GetKeyArray(Allocator.TempJob),
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positions = solver.positions,
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orientations = solver.orientations,
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restPositions = solver.restPositions,
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restOrientations = solver.restOrientations,
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velocities = solver.velocities,
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invMasses = solver.invMasses,
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radii = solver.principalRadii,
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normals = solver.normals,
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fluidMaterials = solver.fluidMaterials,
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phases = solver.phases,
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filters = solver.filters,
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simplices = solver.simplices,
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simplexCounts = solver.simplexCounts,
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particleMaterialIndices = solver.abstraction.collisionMaterials.AsNativeArray<int>(),
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collisionMaterials = ObiColliderWorld.GetInstance().collisionMaterials.AsNativeArray<BurstCollisionMaterial>(),
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contactsQueue = particleContactQueue.AsParallelWriter(),
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fluidInteractionsQueue = fluidInteractionQueue.AsParallelWriter(),
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dt = deltaTime,
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collisionMargin = solver.abstraction.parameters.collisionMargin,
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optimizationIterations = solver.abstraction.parameters.surfaceCollisionIterations,
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optimizationTolerance = solver.abstraction.parameters.surfaceCollisionTolerance,
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};
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return generateParticleContactsJob.Schedule(grid.CellCount, 1);
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}
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public JobHandle SpatialQuery(BurstSolverImpl solver,
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NativeArray<BurstQueryShape> shapes,
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NativeArray<BurstAffineTransform> transforms,
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NativeQueue<BurstQueryResult> results)
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{
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var job = new SpatialQueryJob
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{
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grid = grid,
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positions = solver.abstraction.prevPositions.AsNativeArray<float4>(),
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orientations = solver.abstraction.prevOrientations.AsNativeArray<quaternion>(),
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radii = solver.abstraction.principalRadii.AsNativeArray<float4>(),
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||||
filters = solver.abstraction.filters.AsNativeArray<int>(),
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||||
|
||||
simplices = solver.simplices,
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simplexCounts = solver.simplexCounts,
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||||
shapes = shapes,
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transforms = transforms,
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||||
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results = results.AsParallelWriter(),
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||||
worldToSolver = solver.worldToSolver,
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||||
parameters = solver.abstraction.parameters
|
||||
};
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||||
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||||
return job.Schedule(shapes.Length, 4);
|
||||
}
|
||||
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||||
public void GetCells(ObiNativeAabbList cells)
|
||||
{
|
||||
if (cells.count == grid.usedCells.Length)
|
||||
{
|
||||
for (int i = 0; i < grid.usedCells.Length; ++i)
|
||||
{
|
||||
var cell = grid.usedCells[i];
|
||||
float size = NativeMultilevelGrid<int>.CellSizeOfLevel(cell.Coords.w);
|
||||
|
||||
float4 min = (float4)cell.Coords * size;
|
||||
min[3] = 0;
|
||||
|
||||
cells[i] = new Aabb(min, min + new float4(size, size, size, 0));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
grid.Dispose();
|
||||
particleContactQueue.Dispose();
|
||||
fluidInteractionQueue.Dispose();
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
#endif
|
||||
Reference in New Issue
Block a user