去掉obi,使用自写绳索

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2026-02-23 20:51:03 +08:00
parent cb636f862d
commit 91e2309eeb
2011 changed files with 2593 additions and 190578 deletions

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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using UnityEngine;
using Unity.Jobs;
using Unity.Collections;
using Unity.Mathematics;
using Unity.Burst;
using System;
using System.Collections;
namespace Obi
{
[BurstCompile]
public struct ApplyBatchedCollisionConstraintsBatchJob : IJobParallelFor
{
[ReadOnly] public NativeArray<BurstContact> contacts;
[ReadOnly] public NativeArray<int> simplices;
[ReadOnly] public SimplexCounts simplexCounts;
[NativeDisableParallelForRestriction] public NativeArray<float4> positions;
[NativeDisableParallelForRestriction] public NativeArray<float4> deltas;
[NativeDisableParallelForRestriction] public NativeArray<int> counts;
[NativeDisableParallelForRestriction] public NativeArray<quaternion> orientations;
[NativeDisableParallelForRestriction] public NativeArray<quaternion> orientationDeltas;
[NativeDisableParallelForRestriction] public NativeArray<int> orientationCounts;
[ReadOnly] public Oni.ConstraintParameters constraintParameters;
[ReadOnly] public BatchData batchData;
public void Execute(int workItemIndex)
{
int start, end;
batchData.GetConstraintRange(workItemIndex, out start, out end);
for (int i = start; i < end; ++i)
{
int simplexStartA = simplexCounts.GetSimplexStartAndSize(contacts[i].bodyA, out int simplexSizeA);
int simplexStartB = simplexCounts.GetSimplexStartAndSize(contacts[i].bodyB, out int simplexSizeB);
for (int j = 0; j < simplexSizeA; ++j)
{
int particleIndex = simplices[simplexStartA + j];
BurstConstraintsBatchImpl.ApplyPositionDelta(particleIndex, constraintParameters.SORFactor, ref positions, ref deltas, ref counts);
BurstConstraintsBatchImpl.ApplyOrientationDelta(particleIndex, constraintParameters.SORFactor, ref orientations, ref orientationDeltas, ref orientationCounts);
}
for (int j = 0; j < simplexSizeB; ++j)
{
int particleIndex = simplices[simplexStartB + j];
BurstConstraintsBatchImpl.ApplyPositionDelta(particleIndex, constraintParameters.SORFactor, ref positions, ref deltas, ref counts);
BurstConstraintsBatchImpl.ApplyOrientationDelta(particleIndex, constraintParameters.SORFactor, ref orientations, ref orientationDeltas, ref orientationCounts);
}
}
}
}
}
#endif

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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using System;
using Unity.Jobs;
namespace Obi
{
public class BurstParticleCollisionConstraints : BurstConstraintsImpl<BurstParticleCollisionConstraintsBatch>
{
public BurstParticleCollisionConstraints(BurstSolverImpl solver) : base(solver, Oni.ConstraintType.ParticleCollision)
{
}
public override IConstraintsBatchImpl CreateConstraintsBatch()
{
var dataBatch = new BurstParticleCollisionConstraintsBatch(this);
batches.Add(dataBatch);
return dataBatch;
}
public override void RemoveBatch(IConstraintsBatchImpl batch)
{
batches.Remove(batch as BurstParticleCollisionConstraintsBatch);
batch.Destroy();
}
public override int GetConstraintCount()
{
return ((BurstSolverImpl)solver).abstraction.particleContacts.count;
}
}
}
#endif

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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using UnityEngine;
using Unity.Jobs;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Mathematics;
using Unity.Burst;
using System.Collections;
namespace Obi
{
public class BurstParticleCollisionConstraintsBatch : BurstConstraintsBatchImpl, IParticleCollisionConstraintsBatchImpl
{
public BatchData batchData;
public BurstParticleCollisionConstraintsBatch(BurstParticleCollisionConstraints constraints)
{
m_Constraints = constraints;
m_ConstraintType = Oni.ConstraintType.ParticleCollision;
}
public BurstParticleCollisionConstraintsBatch(BatchData batchData) : base()
{
this.batchData = batchData;
}
public override JobHandle Initialize(JobHandle inputDeps, float stepTime, float substepTime, int steps, float timeLeft)
{
var updateContacts = new UpdateParticleContactsJob()
{
prevPositions = solverImplementation.prevPositions,
prevOrientations = solverImplementation.prevOrientations,
velocities = solverImplementation.velocities,
radii = solverImplementation.principalRadii,
invMasses = solverImplementation.invMasses,
invRotationalMasses = solverImplementation.invRotationalMasses,
simplices = solverImplementation.simplices,
simplexCounts = solverImplementation.simplexCounts,
particleMaterialIndices = solverImplementation.collisionMaterials,
collisionMaterials = ObiColliderWorld.GetInstance().collisionMaterials.AsNativeArray<BurstCollisionMaterial>(),
contacts = ((BurstSolverImpl)constraints.solver).abstraction.particleContacts.AsNativeArray<BurstContact>(),
effectiveMasses = ((BurstSolverImpl)constraints.solver).abstraction.particleContactEffectiveMasses.AsNativeArray<ContactEffectiveMasses>(),
batchData = batchData
};
int batchCount = batchData.isLast ? batchData.workItemCount : 1;
return updateContacts.Schedule(batchData.workItemCount, batchCount, inputDeps);
}
public override JobHandle Evaluate(JobHandle inputDeps, float stepTime, float substepTime, int steps, float timeLeft)
{
var parameters = solverAbstraction.GetConstraintParameters(m_ConstraintType);
var projectConstraints = new ParticleCollisionConstraintsBatchJob()
{
positions = solverImplementation.positions,
orientations = solverImplementation.orientations,
invMasses = solverImplementation.invMasses,
radii = solverImplementation.principalRadii,
particleMaterialIndices = solverImplementation.collisionMaterials,
fluidInterface = solverImplementation.fluidInterface,
collisionMaterials = ObiColliderWorld.GetInstance().collisionMaterials.AsNativeArray<BurstCollisionMaterial>(),
simplices = solverImplementation.simplices,
simplexCounts = solverImplementation.simplexCounts,
deltas = solverImplementation.positionDeltas,
counts = solverImplementation.positionConstraintCounts,
userData = solverImplementation.userData,
contacts = solverAbstraction.particleContacts.AsNativeArray<BurstContact>(),
effectiveMasses = ((BurstSolverImpl)constraints.solver).abstraction.particleContactEffectiveMasses.AsNativeArray<ContactEffectiveMasses>(),
batchData = batchData,
constraintParameters = parameters,
solverParameters = solverImplementation.abstraction.parameters,
gravity = new float4(solverImplementation.abstraction.parameters.gravity, 0),
substepTime = substepTime,
};
int batchCount = batchData.isLast ? batchData.workItemCount : 1;
return projectConstraints.Schedule(batchData.workItemCount, batchCount, inputDeps);
}
public override JobHandle Apply(JobHandle inputDeps, float substepTime)
{
var parameters = solverAbstraction.GetConstraintParameters(m_ConstraintType);
var applyConstraints = new ApplyBatchedCollisionConstraintsBatchJob()
{
contacts = solverAbstraction.particleContacts.AsNativeArray<BurstContact>(),
simplices = solverImplementation.simplices,
simplexCounts = solverImplementation.simplexCounts,
positions = solverImplementation.positions,
deltas = solverImplementation.positionDeltas,
counts = solverImplementation.positionConstraintCounts,
orientations = solverImplementation.orientations,
orientationDeltas = solverImplementation.orientationDeltas,
orientationCounts = solverImplementation.orientationConstraintCounts,
batchData = batchData,
constraintParameters = parameters,
};
int batchCount = batchData.isLast ? batchData.workItemCount : 1;
return applyConstraints.Schedule(batchData.workItemCount, batchCount, inputDeps);
}
/**
* Updates contact data (contact distance and frame) at the beginning of each substep. This is
* necessary because contacts are generated only once at the beginning of each step, not every substep.
*/
[BurstCompile]
public struct UpdateParticleContactsJob : IJobParallelFor
{
[ReadOnly] public NativeArray<float4> prevPositions;
[ReadOnly] public NativeArray<quaternion> prevOrientations;
[ReadOnly] public NativeArray<float4> velocities;
[ReadOnly] public NativeArray<float4> radii;
[ReadOnly] public NativeArray<float> invMasses;
[ReadOnly] public NativeArray<float> invRotationalMasses;
[ReadOnly] public NativeArray<int> particleMaterialIndices;
[ReadOnly] public NativeArray<BurstCollisionMaterial> collisionMaterials;
// simplex arrays:
[ReadOnly] public NativeArray<int> simplices;
[ReadOnly] public SimplexCounts simplexCounts;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<ContactEffectiveMasses> effectiveMasses;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<BurstContact> contacts;
[ReadOnly] public BatchData batchData;
public void Execute(int workItemIndex)
{
int start, end;
batchData.GetConstraintRange(workItemIndex, out start, out end);
for (int i = start; i < end; ++i)
{
var contact = contacts[i];
var efMasses = effectiveMasses[i];
int simplexStartA = simplexCounts.GetSimplexStartAndSize(contact.bodyA, out int simplexSizeA);
int simplexStartB = simplexCounts.GetSimplexStartAndSize(contact.bodyB, out int simplexSizeB);
float4 simplexVelocityA = float4.zero;
float4 simplexPrevPositionA = float4.zero;
quaternion simplexPrevOrientationA = new quaternion(0, 0, 0, 0);
float simplexRadiusA = 0;
float simplexInvMassA = 0;
float simplexInvRotationalMassA = 0;
float4 simplexVelocityB = float4.zero;
float4 simplexPrevPositionB = float4.zero;
quaternion simplexPrevOrientationB = new quaternion(0, 0, 0, 0);
float simplexRadiusB = 0;
float simplexInvMassB = 0;
float simplexInvRotationalMassB = 0;
for (int j = 0; j < simplexSizeA; ++j)
{
int particleIndex = simplices[simplexStartA + j];
simplexVelocityA += velocities[particleIndex] * contact.pointA[j];
simplexPrevPositionA += prevPositions[particleIndex] * contact.pointA[j];
simplexPrevOrientationA.value += prevOrientations[particleIndex].value * contact.pointA[j];
simplexInvMassA += invMasses[particleIndex] * contact.pointA[j];
simplexInvRotationalMassA += invRotationalMasses[particleIndex] * contact.pointA[j];
simplexRadiusA += BurstMath.EllipsoidRadius(contact.normal, prevOrientations[particleIndex], radii[particleIndex].xyz) * contact.pointA[j];
}
for (int j = 0; j < simplexSizeB; ++j)
{
int particleIndex = simplices[simplexStartB + j];
simplexVelocityB += velocities[particleIndex] * contact.pointB[j];
simplexPrevPositionB += prevPositions[particleIndex] * contact.pointB[j];
simplexPrevOrientationB.value += prevOrientations[particleIndex].value * contact.pointB[j];
simplexInvMassB += invMasses[particleIndex] * contact.pointB[j];
simplexInvRotationalMassB += invRotationalMasses[particleIndex] * contact.pointB[j];
simplexRadiusB += BurstMath.EllipsoidRadius(contact.normal, prevOrientations[particleIndex], radii[particleIndex].xyz) * contact.pointB[j];
}
simplexPrevPositionA.w = 0;
simplexPrevPositionB.w = 0;
// update contact distance
float4 contactPointA = simplexPrevPositionA - contact.normal * simplexRadiusA;
float4 contactPointB = simplexPrevPositionB + contact.normal * simplexRadiusB;
contact.distance = math.dot(contactPointA - contactPointB, contact.normal);
// update contact basis:
contact.CalculateTangent(simplexVelocityA - simplexVelocityB);
// update contact masses:
int aMaterialIndex = particleMaterialIndices[simplices[simplexStartA]];
int bMaterialIndex = particleMaterialIndices[simplices[simplexStartB]];
bool rollingContacts = (aMaterialIndex >= 0 ? collisionMaterials[aMaterialIndex].rollingContacts > 0 : false) |
(bMaterialIndex >= 0 ? collisionMaterials[bMaterialIndex].rollingContacts > 0 : false);
float4 invInertiaTensorA = math.rcp(BurstMath.GetParticleInertiaTensor(simplexRadiusA, simplexInvRotationalMassA) + new float4(BurstMath.epsilon));
float4 invInertiaTensorB = math.rcp(BurstMath.GetParticleInertiaTensor(simplexRadiusB, simplexInvRotationalMassB) + new float4(BurstMath.epsilon));
efMasses.CalculateContactMassesA(simplexInvMassA, invInertiaTensorA, simplexPrevPositionA, simplexPrevOrientationA, contactPointA, contact.normal, contact.tangent, contact.bitangent, rollingContacts);
efMasses.CalculateContactMassesB(simplexInvMassB, invInertiaTensorB, simplexPrevPositionB, simplexPrevOrientationB, contactPointB, contact.normal, contact.tangent, contact.bitangent, rollingContacts);
contacts[i] = contact;
effectiveMasses[i] = efMasses;
}
}
}
[BurstCompile]
public struct ParticleCollisionConstraintsBatchJob : IJobParallelFor
{
[ReadOnly] public NativeArray<quaternion> orientations;
[ReadOnly] public NativeArray<float> invMasses;
[ReadOnly] public NativeArray<float4> radii;
[ReadOnly] public NativeArray<int> particleMaterialIndices;
[ReadOnly] public NativeArray<float4> fluidInterface;
[ReadOnly] public NativeArray<BurstCollisionMaterial> collisionMaterials;
// simplex arrays:
[ReadOnly] public NativeArray<int> simplices;
[ReadOnly] public SimplexCounts simplexCounts;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> positions;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> deltas;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> userData;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<int> counts;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<BurstContact> contacts;
[ReadOnly] public NativeArray<ContactEffectiveMasses> effectiveMasses;
[ReadOnly] public Oni.ConstraintParameters constraintParameters;
[ReadOnly] public Oni.SolverParameters solverParameters;
[ReadOnly] public float4 gravity;
[ReadOnly] public float substepTime;
[ReadOnly] public BatchData batchData;
public void Execute(int workItemIndex)
{
int start, end;
batchData.GetConstraintRange(workItemIndex, out start, out end);
for (int i = start; i < end; ++i)
{
var contact = contacts[i];
int simplexStartA = simplexCounts.GetSimplexStartAndSize(contact.bodyA, out int simplexSizeA);
int simplexStartB = simplexCounts.GetSimplexStartAndSize(contact.bodyB, out int simplexSizeB);
// Combine collision materials:
BurstCollisionMaterial material = CombineCollisionMaterials(simplices[simplexStartA], simplices[simplexStartB]);
float4 simplexPositionA = float4.zero, simplexPositionB = float4.zero;
float simplexRadiusA = 0, simplexRadiusB = 0;
float4 simplexUserDataA = float4.zero, simplexUserDataB = float4.zero;
float miscibility = 0;
for (int j = 0; j < simplexSizeA; ++j)
{
int particleIndex = simplices[simplexStartA + j];
simplexPositionA += positions[particleIndex] * contact.pointA[j];
simplexRadiusA += BurstMath.EllipsoidRadius(contact.normal, orientations[particleIndex], radii[particleIndex].xyz) * contact.pointA[j];
simplexUserDataA += userData[particleIndex] * contact.pointA[j];
miscibility += fluidInterface[particleIndex].w * contact.pointA[j];
}
for (int j = 0; j < simplexSizeB; ++j)
{
int particleIndex = simplices[simplexStartB + j];
simplexPositionB += positions[particleIndex] * contact.pointB[j];
simplexRadiusB += BurstMath.EllipsoidRadius(contact.normal, orientations[particleIndex], radii[particleIndex].xyz) * contact.pointA[j];
simplexUserDataB += userData[particleIndex] * contact.pointB[j];
miscibility += fluidInterface[particleIndex].w * contact.pointB[j];
}
simplexPositionA.w = 0;
simplexPositionB.w = 0;
float4 posA = simplexPositionA - contact.normal * simplexRadiusA;
float4 posB = simplexPositionB + contact.normal * simplexRadiusB;
// adhesion:
float lambda = contact.SolveAdhesion(effectiveMasses[i].TotalNormalInvMass, posA, posB, material.stickDistance, material.stickiness, substepTime);
// depenetration:
lambda += contact.SolvePenetration(effectiveMasses[i].TotalNormalInvMass, posA, posB, solverParameters.maxDepenetration * substepTime);
// Apply normal impulse to both particles (w/ shock propagation):
if (math.abs(lambda) > BurstMath.epsilon)
{
float shock = solverParameters.shockPropagation * math.dot(contact.normal, math.normalizesafe(gravity));
float4 delta = lambda * contact.normal;
float baryScale = BurstMath.BaryScale(contact.pointA);
for (int j = 0; j < simplexSizeA; ++j)
{
int particleIndex = simplices[simplexStartA + j];
deltas[particleIndex] += delta * invMasses[particleIndex] * contact.pointA[j] * baryScale * (1 - shock);
counts[particleIndex]++;
}
baryScale = BurstMath.BaryScale(contact.pointB);
for (int j = 0; j < simplexSizeB; ++j)
{
int particleIndex = simplices[simplexStartB + j];
deltas[particleIndex] -= delta * invMasses[particleIndex] * contact.pointB[j] * baryScale * (1 + shock);
counts[particleIndex]++;
}
}
// property diffusion:
if (contact.distance < solverParameters.collisionMargin)
{
float diffusionSpeed = miscibility * 0.5f * substepTime;
float4 userDelta = (simplexUserDataB - simplexUserDataA) * solverParameters.diffusionMask * diffusionSpeed;
for (int j = 0; j < simplexSizeA; ++j)
userData[simplices[simplexStartA + j]] += userDelta * contact.pointA[j];
for (int j = 0; j < simplexSizeB; ++j)
userData[simplices[simplexStartB + j]] -= userDelta * contact.pointB[j];
}
// Apply position deltas immediately, if using sequential evaluation:
if (constraintParameters.evaluationOrder == Oni.ConstraintParameters.EvaluationOrder.Sequential)
{
for (int j = 0; j < simplexSizeA; ++j)
ApplyPositionDelta(simplices[simplexStartA + j], constraintParameters.SORFactor, ref positions, ref deltas, ref counts);
for (int j = 0; j < simplexSizeB; ++j)
ApplyPositionDelta(simplices[simplexStartB + j], constraintParameters.SORFactor, ref positions, ref deltas, ref counts);
}
contacts[i] = contact;
}
}
private BurstCollisionMaterial CombineCollisionMaterials(int entityA, int entityB)
{
// Combine collision materials:
int aMaterialIndex = particleMaterialIndices[entityA];
int bMaterialIndex = particleMaterialIndices[entityB];
if (aMaterialIndex >= 0 && bMaterialIndex >= 0)
return BurstCollisionMaterial.CombineWith(collisionMaterials[aMaterialIndex], collisionMaterials[bMaterialIndex]);
else if (aMaterialIndex >= 0)
return collisionMaterials[aMaterialIndex];
else if (bMaterialIndex >= 0)
return collisionMaterials[bMaterialIndex];
return new BurstCollisionMaterial();
}
}
}
}
#endif

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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using System;
namespace Obi
{
public class BurstParticleFrictionConstraints : BurstConstraintsImpl<BurstParticleFrictionConstraintsBatch>
{
public BurstParticleFrictionConstraints(BurstSolverImpl solver) : base(solver, Oni.ConstraintType.ParticleFriction)
{
}
public override IConstraintsBatchImpl CreateConstraintsBatch()
{
var dataBatch = new BurstParticleFrictionConstraintsBatch(this);
batches.Add(dataBatch);
return dataBatch;
}
public override void RemoveBatch(IConstraintsBatchImpl batch)
{
batches.Remove(batch as BurstParticleFrictionConstraintsBatch);
batch.Destroy();
}
public override int GetConstraintCount()
{
return ((BurstSolverImpl)solver).abstraction.particleContacts.count;
}
}
}
#endif

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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using UnityEngine;
using Unity.Jobs;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Mathematics;
using Unity.Burst;
using System.Collections;
namespace Obi
{
public class BurstParticleFrictionConstraintsBatch : BurstConstraintsBatchImpl, IParticleFrictionConstraintsBatchImpl
{
public BatchData batchData;
public BurstParticleFrictionConstraintsBatch(BurstParticleFrictionConstraints constraints)
{
m_Constraints = constraints;
m_ConstraintType = Oni.ConstraintType.ParticleFriction;
}
public BurstParticleFrictionConstraintsBatch(BatchData batchData) : base()
{
this.batchData = batchData;
}
public override JobHandle Initialize(JobHandle inputDeps, float stepTime, float substepTime, int steps, float timeLeft)
{
return inputDeps;
}
public override JobHandle Evaluate(JobHandle inputDeps, float stepTime, float substepTime, int steps, float timeLeft)
{
var projectConstraints = new ParticleFrictionConstraintsBatchJob()
{
positions = solverImplementation.positions,
prevPositions = solverImplementation.prevPositions,
orientations = solverImplementation.orientations,
prevOrientations = solverImplementation.prevOrientations,
invMasses = solverImplementation.invMasses,
invRotationalMasses = solverImplementation.invRotationalMasses,
radii = solverImplementation.principalRadii,
particleMaterialIndices = solverImplementation.collisionMaterials,
collisionMaterials = ObiColliderWorld.GetInstance().collisionMaterials.AsNativeArray<BurstCollisionMaterial>(),
simplices = solverImplementation.simplices,
simplexCounts = solverImplementation.simplexCounts,
deltas = solverImplementation.positionDeltas,
counts = solverImplementation.positionConstraintCounts,
orientationDeltas = solverImplementation.orientationDeltas,
orientationCounts = solverImplementation.orientationConstraintCounts,
contacts = ((BurstSolverImpl)constraints.solver).abstraction.particleContacts.AsNativeArray<BurstContact>(),
effectiveMasses = ((BurstSolverImpl)constraints.solver).abstraction.particleContactEffectiveMasses.AsNativeArray<ContactEffectiveMasses>(),
batchData = batchData,
substepTime = substepTime,
};
int batchCount = batchData.isLast ? batchData.workItemCount : 1;
return projectConstraints.Schedule(batchData.workItemCount, batchCount, inputDeps);
}
public override JobHandle Apply(JobHandle inputDeps, float substepTime)
{
var parameters = solverAbstraction.GetConstraintParameters(m_ConstraintType);
var applyConstraints = new ApplyBatchedCollisionConstraintsBatchJob()
{
contacts = solverAbstraction.particleContacts.AsNativeArray<BurstContact>(),
simplices = solverImplementation.simplices,
simplexCounts = solverImplementation.simplexCounts,
positions = solverImplementation.positions,
deltas = solverImplementation.positionDeltas,
counts = solverImplementation.positionConstraintCounts,
orientations = solverImplementation.orientations,
orientationDeltas = solverImplementation.orientationDeltas,
orientationCounts = solverImplementation.orientationConstraintCounts,
constraintParameters = parameters,
batchData = batchData
};
int batchCount = batchData.isLast ? batchData.workItemCount : 1;
return applyConstraints.Schedule(batchData.workItemCount, batchCount, inputDeps);
}
[BurstCompile]
public struct ParticleFrictionConstraintsBatchJob : IJobParallelFor
{
[ReadOnly] public NativeArray<float4> positions;
[ReadOnly] public NativeArray<float4> prevPositions;
[ReadOnly] public NativeArray<quaternion> orientations;
[ReadOnly] public NativeArray<quaternion> prevOrientations;
[ReadOnly] public NativeArray<float> invMasses;
[ReadOnly] public NativeArray<float> invRotationalMasses;
[ReadOnly] public NativeArray<float4> radii;
[ReadOnly] public NativeArray<int> particleMaterialIndices;
[ReadOnly] public NativeArray<BurstCollisionMaterial> collisionMaterials;
// simplex arrays:
[ReadOnly] public NativeArray<int> simplices;
[ReadOnly] public SimplexCounts simplexCounts;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> deltas;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<int> counts;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<quaternion> orientationDeltas;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<int> orientationCounts;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<BurstContact> contacts;
[ReadOnly] public NativeArray<ContactEffectiveMasses> effectiveMasses;
[ReadOnly] public BatchData batchData;
[ReadOnly] public float substepTime;
public void Execute(int workItemIndex)
{
int start, end;
batchData.GetConstraintRange(workItemIndex, out start, out end);
for (int i = start; i < end; ++i)
{
var contact = contacts[i];
int simplexStartA = simplexCounts.GetSimplexStartAndSize(contact.bodyA, out int simplexSizeA);
int simplexStartB = simplexCounts.GetSimplexStartAndSize(contact.bodyB, out int simplexSizeB);
// Combine collision materials:
BurstCollisionMaterial material = CombineCollisionMaterials(simplices[simplexStartA], simplices[simplexStartB]);
float4 prevPositionA = float4.zero;
float4 linearVelocityA = float4.zero;
float4 angularVelocityA = float4.zero;
float invRotationalMassA = 0;
quaternion orientationA = new quaternion(0, 0, 0, 0);
float4 simplexRadiiA = float4.zero;
float4 prevPositionB = float4.zero;
float4 linearVelocityB = float4.zero;
float4 angularVelocityB = float4.zero;
float invRotationalMassB = 0;
quaternion orientationB = new quaternion(0, 0, 0, 0);
float4 simplexRadiiB = float4.zero;
for (int j = 0; j < simplexSizeA; ++j)
{
int particleIndex = simplices[simplexStartA + j];
prevPositionA += prevPositions[particleIndex] * contact.pointA[j];
linearVelocityA += BurstIntegration.DifferentiateLinear(positions[particleIndex], prevPositions[particleIndex], substepTime) * contact.pointA[j];
angularVelocityA += BurstIntegration.DifferentiateAngular(orientations[particleIndex], prevOrientations[particleIndex], substepTime) * contact.pointA[j];
invRotationalMassA += invRotationalMasses[particleIndex] * contact.pointA[j];
orientationA.value += orientations[particleIndex].value * contact.pointA[j];
simplexRadiiA += radii[particleIndex] * contact.pointA[j];
}
for (int j = 0; j < simplexSizeB; ++j)
{
int particleIndex = simplices[simplexStartB + j];
prevPositionB += prevPositions[particleIndex] * contact.pointB[j];
linearVelocityB += BurstIntegration.DifferentiateLinear(positions[particleIndex], prevPositions[particleIndex], substepTime) * contact.pointB[j];
angularVelocityB += BurstIntegration.DifferentiateAngular(orientations[particleIndex], prevOrientations[particleIndex], substepTime) * contact.pointB[j];
invRotationalMassB += invRotationalMasses[particleIndex] * contact.pointB[j];
orientationB.value += orientations[particleIndex].value * contact.pointB[j];
simplexRadiiB += radii[particleIndex] * contact.pointB[j];
}
float4 rA = float4.zero, rB = float4.zero;
// Consider angular velocities if rolling contacts are enabled:
if (material.rollingContacts > 0)
{
rA = -contact.normal * BurstMath.EllipsoidRadius(contact.normal, orientationA, simplexRadiiA.xyz);
rB = contact.normal * BurstMath.EllipsoidRadius(contact.normal, orientationB, simplexRadiiB.xyz);
linearVelocityA += new float4(math.cross(angularVelocityA.xyz, rA.xyz), 0);
linearVelocityB += new float4(math.cross(angularVelocityB.xyz, rB.xyz), 0);
}
// Calculate relative velocity:
float4 relativeVelocity = linearVelocityA - linearVelocityB;
// Calculate friction impulses (in the tangent and bitangent directions):
float2 impulses = contact.SolveFriction(effectiveMasses[i].TotalTangentInvMass, effectiveMasses[i].TotalBitangentInvMass, relativeVelocity, material.staticFriction, material.dynamicFriction, substepTime);
// Apply friction impulses to both particles:
if (math.abs(impulses.x) > BurstMath.epsilon || math.abs(impulses.y) > BurstMath.epsilon)
{
float4 tangentImpulse = impulses.x * contact.tangent;
float4 bitangentImpulse = impulses.y * contact.bitangent;
float4 totalImpulse = tangentImpulse + bitangentImpulse;
float baryScale = BurstMath.BaryScale(contact.pointA);
for (int j = 0; j < simplexSizeA; ++j)
{
int particleIndex = simplices[simplexStartA + j];
deltas[particleIndex] += (tangentImpulse * effectiveMasses[i].tangentInvMassA + bitangentImpulse * effectiveMasses[i].bitangentInvMassA) * substepTime * contact.pointA[j] * baryScale;
counts[particleIndex]++;
}
baryScale = BurstMath.BaryScale(contact.pointB);
for (int j = 0; j < simplexSizeB; ++j)
{
int particleIndex = simplices[simplexStartB + j];
deltas[particleIndex] -= (tangentImpulse * effectiveMasses[i].tangentInvMassB + bitangentImpulse * effectiveMasses[i].bitangentInvMassB) * substepTime * contact.pointB[j] * baryScale;
counts[particleIndex]++;
}
// Rolling contacts:
if (material.rollingContacts > 0)
{
float4 invInertiaTensorA = math.rcp(BurstMath.GetParticleInertiaTensor(simplexRadiiA, invRotationalMassA) + new float4(BurstMath.epsilon));
float4 invInertiaTensorB = math.rcp(BurstMath.GetParticleInertiaTensor(simplexRadiiB, invRotationalMassB) + new float4(BurstMath.epsilon));
// Calculate angular velocity deltas due to friction impulse:
float4x4 solverInertiaA = BurstMath.TransformInertiaTensor(invInertiaTensorA, orientationA);
float4x4 solverInertiaB = BurstMath.TransformInertiaTensor(invInertiaTensorB, orientationB);
float4 angVelDeltaA = math.mul(solverInertiaA, new float4(math.cross(rA.xyz, totalImpulse.xyz), 0));
float4 angVelDeltaB = -math.mul(solverInertiaB, new float4(math.cross(rB.xyz, totalImpulse.xyz), 0));
// Final angular velocities, after adding the deltas:
angularVelocityA += angVelDeltaA;
angularVelocityB += angVelDeltaB;
// Calculate weights (inverse masses):
float invMassA = math.length(math.mul(solverInertiaA, math.normalizesafe(angularVelocityA)));
float invMassB = math.length(math.mul(solverInertiaB, math.normalizesafe(angularVelocityB)));
// Calculate rolling axis and angular velocity deltas:
float4 rollAxis = float4.zero;
float rollingImpulse = contact.SolveRollingFriction(angularVelocityA, angularVelocityB, material.rollingFriction, invMassA, invMassB, ref rollAxis);
angVelDeltaA += rollAxis * rollingImpulse * invMassA;
angVelDeltaB -= rollAxis * rollingImpulse * invMassB;
// Apply orientation deltas to particles:
quaternion orientationDeltaA = BurstIntegration.AngularVelocityToSpinQuaternion(orientationA, angVelDeltaA, substepTime);
quaternion orientationDeltaB = BurstIntegration.AngularVelocityToSpinQuaternion(orientationB, angVelDeltaB, substepTime);
for (int j = 0; j < simplexSizeA; ++j)
{
int particleIndex = simplices[simplexStartA + j];
quaternion qA = orientationDeltas[particleIndex];
qA.value += orientationDeltaA.value;
orientationDeltas[particleIndex] = qA;
orientationCounts[particleIndex]++;
}
for (int j = 0; j < simplexSizeB; ++j)
{
int particleIndex = simplices[simplexStartB + j];
quaternion qB = orientationDeltas[particleIndex];
qB.value += orientationDeltaB.value;
orientationDeltas[particleIndex] = qB;
orientationCounts[particleIndex]++;
}
}
}
contacts[i] = contact;
}
}
private BurstCollisionMaterial CombineCollisionMaterials(int entityA, int entityB)
{
// Combine collision materials:
int aMaterialIndex = particleMaterialIndices[entityA];
int bMaterialIndex = particleMaterialIndices[entityB];
if (aMaterialIndex >= 0 && bMaterialIndex >= 0)
return BurstCollisionMaterial.CombineWith(collisionMaterials[aMaterialIndex], collisionMaterials[bMaterialIndex]);
else if (aMaterialIndex >= 0)
return collisionMaterials[aMaterialIndex];
else if (bMaterialIndex >= 0)
return collisionMaterials[bMaterialIndex];
return new BurstCollisionMaterial();
}
}
}
}
#endif

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