添加插件
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using System;
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using UnityEngine;
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namespace Obi
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{
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public class ComputeDistanceConstraints : ComputeConstraintsImpl<ComputeDistanceConstraintsBatch>
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{
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public ComputeShader constraintsShader;
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public int projectKernel;
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public int applyKernel;
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public ComputeDistanceConstraints(ComputeSolverImpl solver) : base(solver, Oni.ConstraintType.Distance)
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{
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constraintsShader = GameObject.Instantiate(Resources.Load<ComputeShader>("Compute/DistanceConstraints"));
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projectKernel = constraintsShader.FindKernel("Project");
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applyKernel = constraintsShader.FindKernel("Apply");
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}
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public override IConstraintsBatchImpl CreateConstraintsBatch()
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{
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var dataBatch = new ComputeDistanceConstraintsBatch(this);
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batches.Add(dataBatch);
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return dataBatch;
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}
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public override void RemoveBatch(IConstraintsBatchImpl batch)
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{
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batches.Remove(batch as ComputeDistanceConstraintsBatch);
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batch.Destroy();
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}
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public void RequestDataReadback()
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{
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foreach (var batch in batches)
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batch.RequestDataReadback();
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}
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public void WaitForReadback()
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{
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foreach (var batch in batches)
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batch.WaitForReadback();
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: c56c65d479be44432ba437d871d4892d
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,85 @@
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using UnityEngine;
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namespace Obi
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{
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public class ComputeDistanceConstraintsBatch : ComputeConstraintsBatchImpl, IDistanceConstraintsBatchImpl
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{
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GraphicsBuffer restLengthsBuffer;
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GraphicsBuffer stiffnessesBuffer;
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public ComputeDistanceConstraintsBatch(ComputeDistanceConstraints constraints)
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{
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m_Constraints = constraints;
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m_ConstraintType = Oni.ConstraintType.Distance;
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}
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public void SetDistanceConstraints(ObiNativeIntList particleIndices, ObiNativeFloatList restLengths, ObiNativeVector2List stiffnesses, ObiNativeFloatList lambdas, int count)
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{
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this.particleIndices = particleIndices.AsComputeBuffer<int>();
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this.restLengthsBuffer = restLengths.AsComputeBuffer<float>();
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this.stiffnessesBuffer = stiffnesses.AsComputeBuffer<Vector2>();
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this.lambdas = lambdas.AsComputeBuffer<float>();
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this.lambdasList = lambdas;
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m_ConstraintCount = count;
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}
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public override void Evaluate(float stepTime, float substepTime, int steps, float timeLeft)
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{
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if (m_ConstraintCount > 0)
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{
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var shader = ((ComputeDistanceConstraints)m_Constraints).constraintsShader;
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int projectKernel = ((ComputeDistanceConstraints)m_Constraints).projectKernel;
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shader.SetBuffer(projectKernel, "particleIndices", particleIndices);
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shader.SetBuffer(projectKernel, "restLengths", restLengthsBuffer);
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shader.SetBuffer(projectKernel, "stiffnesses", stiffnessesBuffer);
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shader.SetBuffer(projectKernel, "lambdas", lambdas);
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shader.SetBuffer(projectKernel, "positions", solverImplementation.positionsBuffer);
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shader.SetBuffer(projectKernel, "invMasses", solverImplementation.invMassesBuffer);
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shader.SetBuffer(projectKernel, "deltasAsInt", solverImplementation.positionDeltasIntBuffer);
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shader.SetBuffer(projectKernel, "positionConstraintCounts", solverImplementation.positionConstraintCountBuffer);
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shader.SetInt("activeConstraintCount", m_ConstraintCount);
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shader.SetFloat("deltaTime", substepTime);
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int threadGroups = ComputeMath.ThreadGroupCount(m_ConstraintCount, 128);
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shader.Dispatch(projectKernel, threadGroups, 1, 1);
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}
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}
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public override void Apply(float deltaTime)
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{
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if (m_ConstraintCount > 0)
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{
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var parameters = solverAbstraction.GetConstraintParameters(m_ConstraintType);
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var shader = ((ComputeDistanceConstraints)m_Constraints).constraintsShader;
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int applyKernel = ((ComputeDistanceConstraints)m_Constraints).applyKernel;
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shader.SetBuffer(applyKernel, "particleIndices", particleIndices);
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shader.SetBuffer(applyKernel, "positions", solverImplementation.positionsBuffer);
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shader.SetBuffer(applyKernel, "deltasAsInt", solverImplementation.positionDeltasIntBuffer);
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shader.SetBuffer(applyKernel, "positionConstraintCounts", solverImplementation.positionConstraintCountBuffer);
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shader.SetInt("activeConstraintCount", m_ConstraintCount);
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shader.SetFloat("sorFactor", parameters.SORFactor);
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int threadGroups = ComputeMath.ThreadGroupCount(m_ConstraintCount, 128);
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shader.Dispatch(applyKernel, threadGroups, 1, 1);
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}
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}
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public void RequestDataReadback()
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{
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lambdasList.Readback();
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}
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public void WaitForReadback()
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{
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lambdasList.WaitForReadback();
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: e197e97b0c8b94a84bce0a448e62e5fb
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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