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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
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using UnityEngine;
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using Unity.Jobs;
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using Unity.Collections;
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using Unity.Mathematics;
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using Unity.Burst;
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using System;
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using System.Collections;
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namespace Obi
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{
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[BurstCompile]
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struct UpdatePositionsJob : IJobParallelFor
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{
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[ReadOnly] public NativeArray<int> activeParticles;
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// linear/position properties:
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[NativeDisableParallelForRestriction] public NativeArray<float4> positions;
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[ReadOnly] public NativeArray<float4> previousPositions;
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[NativeDisableParallelForRestriction] public NativeArray<float4> velocities;
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// angular/orientation properties:
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[NativeDisableParallelForRestriction] public NativeArray<quaternion> orientations;
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[ReadOnly] public NativeArray<quaternion> previousOrientations;
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[NativeDisableParallelForRestriction] public NativeArray<float4> angularVelocities;
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[ReadOnly] public float velocityScale;
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[ReadOnly] public float sleepThreshold;
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[ReadOnly] public float maxVelocity;
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[ReadOnly] public float maxAngularVelocity;
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// The code actually running on the job
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public void Execute(int index)
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{
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int i = activeParticles[index];
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float4 velocity = velocities[i];
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float4 angVelocity = angularVelocities[i];
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// damp velocities:
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velocity *= velocityScale;
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angVelocity.xyz *= velocityScale;
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// clamp velocities:
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float velMagnitude = math.length(velocity);
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float angularVelMagnitude = math.length(angVelocity.xyz);
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if (velMagnitude > BurstMath.epsilon)
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velocity *= math.min(maxVelocity, velMagnitude) / velMagnitude;
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if (angularVelMagnitude > BurstMath.epsilon)
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angVelocity.xyz *= math.min(maxAngularVelocity, angularVelMagnitude) / angularVelMagnitude;
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// if the kinetic energy is below the sleep threshold, keep the particle at its previous position.
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if (velMagnitude * velMagnitude * 0.5f + angularVelMagnitude * angularVelMagnitude * 0.5f <= sleepThreshold)
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{
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positions[i] = previousPositions[i];
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orientations[i] = previousOrientations[i];
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velocity = float4.zero;
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angVelocity.xyz = float3.zero;
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}
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velocities[i] = velocity;
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angularVelocities[i] = angVelocity;
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}
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}
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}
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#endif
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