添加插件
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using UnityEngine;
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namespace Obi
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{
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public class ComputeSkinConstraintsBatch : ComputeConstraintsBatchImpl, ISkinConstraintsBatchImpl
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{
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GraphicsBuffer skinPoints;
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GraphicsBuffer skinNormalsBuffer;
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GraphicsBuffer skinRadiiBackstopBuffer;
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GraphicsBuffer skinComplianceBuffer;
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public ComputeSkinConstraintsBatch(ComputeSkinConstraints constraints)
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{
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m_Constraints = constraints;
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m_ConstraintType = Oni.ConstraintType.Skin;
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}
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public void SetSkinConstraints(ObiNativeIntList particleIndices, ObiNativeVector4List skinPoints, ObiNativeVector4List skinNormals, ObiNativeFloatList skinRadiiBackstop, ObiNativeFloatList skinCompliance, ObiNativeFloatList lambdas, int count)
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{
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this.particleIndices = particleIndices.AsComputeBuffer<int>();
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this.skinPoints = skinPoints.AsComputeBuffer<Vector4>();
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this.skinNormalsBuffer = skinNormals.AsComputeBuffer<Vector4>();
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this.skinRadiiBackstopBuffer = skinRadiiBackstop.AsComputeBuffer<float>();
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this.skinComplianceBuffer = skinCompliance.AsComputeBuffer<float>();
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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 = ((ComputeSkinConstraints)m_Constraints).constraintsShader;
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int projectKernel = ((ComputeSkinConstraints)m_Constraints).projectKernel;
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shader.SetBuffer(projectKernel, "particleIndices", particleIndices);
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shader.SetBuffer(projectKernel, "skinPoints", skinPoints);
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shader.SetBuffer(projectKernel, "skinNormals", skinNormalsBuffer);
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shader.SetBuffer(projectKernel, "skinRadiiBackstop", skinRadiiBackstopBuffer);
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shader.SetBuffer(projectKernel, "skinCompliance", skinComplianceBuffer);
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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 substepTime)
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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 = ((ComputeSkinConstraints)m_Constraints).constraintsShader;
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int applyKernel = ((ComputeSkinConstraints)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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}
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}
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