去掉obi,使用自写绳索
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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
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using Unity.Mathematics;
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using System.Runtime.CompilerServices;
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namespace Obi
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{
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public static class BurstIntegration
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{
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float4 IntegrateLinear(float4 position, float4 velocity, float dt)
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{
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return position + velocity * dt;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float4 DifferentiateLinear(float4 position, float4 prevPosition, float dt)
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{
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return (position - prevPosition) / dt;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static quaternion AngularVelocityToSpinQuaternion(quaternion rotation, float4 angularVelocity, float dt)
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{
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var delta = new quaternion(angularVelocity.x,
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angularVelocity.y,
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angularVelocity.z, 0);
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return new quaternion(0.5f * math.mul(delta,rotation).value * dt);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static quaternion IntegrateAngular(quaternion rotation, float4 angularVelocity, float dt)
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{
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rotation.value += AngularVelocityToSpinQuaternion(rotation,angularVelocity, dt).value;
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return math.normalize(rotation);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float4 DifferentiateAngular(quaternion rotation, quaternion prevRotation, float dt)
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{
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quaternion deltaq = math.mul(rotation, math.inverse(prevRotation));
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float sign = deltaq.value.w >= 0 ? 1 : -1;
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return new float4(sign * deltaq.value.xyz * 2.0f / dt, 0);
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}
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}
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}
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#endif
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