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 UnityEngine;
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using Unity.Jobs;
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using Unity.Collections;
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using Unity.Collections.LowLevel.Unsafe;
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using Unity.Mathematics;
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using Unity.Burst;
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using System.Collections;
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namespace Obi
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{
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public class BurstStitchConstraintsBatch : BurstConstraintsBatchImpl, IStitchConstraintsBatchImpl
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{
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private NativeArray<float> stiffnesses;
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public BurstStitchConstraintsBatch(BurstStitchConstraints constraints)
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{
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m_Constraints = constraints;
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m_ConstraintType = Oni.ConstraintType.Stitch;
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}
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public void SetStitchConstraints(ObiNativeIntList particleIndices, ObiNativeFloatList stiffnesses, ObiNativeFloatList lambdas, int count)
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{
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this.particleIndices = particleIndices.AsNativeArray<int>();
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this.stiffnesses = stiffnesses.AsNativeArray<float>();
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this.lambdas = lambdas.AsNativeArray<float>();
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m_ConstraintCount = count;
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}
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public override JobHandle Evaluate(JobHandle inputDeps, float stepTime, float substepTime, int steps, float timeLeft)
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{
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var projectConstraints = new StitchConstraintsBatchJob()
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{
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particleIndices = particleIndices,
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stiffnesses = stiffnesses,
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lambdas = lambdas,
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positions = solverImplementation.positions,
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invMasses = solverImplementation.invMasses,
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deltas = solverImplementation.positionDeltas,
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counts = solverImplementation.positionConstraintCounts,
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deltaTimeSqr = substepTime * substepTime,
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activeConstraintCount = m_ConstraintCount
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};
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return projectConstraints.Schedule(inputDeps);
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}
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public override JobHandle Apply(JobHandle inputDeps, float substepTime)
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{
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var parameters = solverAbstraction.GetConstraintParameters(m_ConstraintType);
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var applyConstraints = new ApplyStitchConstraintsBatchJob()
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{
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particleIndices = particleIndices,
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positions = solverImplementation.positions,
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deltas = solverImplementation.positionDeltas,
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counts = solverImplementation.positionConstraintCounts,
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sorFactor = parameters.SORFactor,
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activeConstraintCount = m_ConstraintCount
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};
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return applyConstraints.Schedule(inputDeps);
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}
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[BurstCompile]
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public struct StitchConstraintsBatchJob : IJob
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{
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[ReadOnly] public NativeArray<int> particleIndices;
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[ReadOnly] public NativeArray<float> stiffnesses;
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public NativeArray<float> lambdas;
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[ReadOnly] public NativeArray<float4> positions;
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[ReadOnly] public NativeArray<float> invMasses;
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[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<float4> deltas;
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[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<int> counts;
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[ReadOnly] public float deltaTimeSqr;
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[ReadOnly] public int activeConstraintCount;
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public void Execute()
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{
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for (int i = 0; i < activeConstraintCount; ++i)
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{
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int p1 = particleIndices[i * 2];
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int p2 = particleIndices[i * 2 + 1];
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float w1 = invMasses[p1];
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float w2 = invMasses[p2];
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// calculate time adjusted compliance
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float compliance = stiffnesses[i] / deltaTimeSqr;
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// calculate position and lambda deltas:
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float4 distance = positions[p1] - positions[p2];
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float constraint = math.length(distance);
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// calculate lambda and position deltas:
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float dlambda = (-constraint - compliance * lambdas[i]) / (w1 + w2 + compliance + BurstMath.epsilon);
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float4 delta = dlambda * distance / (constraint + BurstMath.epsilon);
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lambdas[i] += dlambda;
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deltas[p1] += delta * w1;
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deltas[p2] -= delta * w2;
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counts[p1]++;
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counts[p2]++;
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}
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}
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}
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[BurstCompile]
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public struct ApplyStitchConstraintsBatchJob : IJob
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{
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[ReadOnly] public NativeArray<int> particleIndices;
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[ReadOnly] public float sorFactor;
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[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> positions;
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[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> deltas;
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[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<int> counts;
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[ReadOnly] public int activeConstraintCount;
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public void Execute()
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{
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for (int i = 0; i < activeConstraintCount; ++i)
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{
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int p1 = particleIndices[i * 2];
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int p2 = particleIndices[i * 2 + 1];
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if (counts[p1] > 0)
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{
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positions[p1] += deltas[p1] * sorFactor / counts[p1];
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deltas[p1] = float4.zero;
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counts[p1] = 0;
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}
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if (counts[p2] > 0)
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{
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positions[p2] += deltas[p2] * sorFactor / counts[p2];
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deltas[p2] = float4.zero;
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counts[p2] = 0;
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}
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}
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}
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}
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}
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}
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#endif
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