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 BurstTetherConstraintsBatch : BurstConstraintsBatchImpl, ITetherConstraintsBatchImpl
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{
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private NativeArray<float2> maxLengthScale;
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private NativeArray<float> stiffnesses;
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public BurstTetherConstraintsBatch(BurstTetherConstraints constraints)
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{
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m_Constraints = constraints;
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m_ConstraintType = Oni.ConstraintType.Tether;
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}
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public void SetTetherConstraints(ObiNativeIntList particleIndices, ObiNativeVector2List maxLengthScale, ObiNativeFloatList stiffnesses, ObiNativeFloatList lambdas, int count)
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{
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this.particleIndices = particleIndices.AsNativeArray<int>();
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this.maxLengthScale = maxLengthScale.AsNativeArray<float2>();
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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 TetherConstraintsBatchJob()
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{
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particleIndices = particleIndices,
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maxLengthScale = maxLengthScale,
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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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};
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return projectConstraints.Schedule(m_ConstraintCount, 32, 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 ApplyTetherConstraintsBatchJob()
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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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};
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return applyConstraints.Schedule(m_ConstraintCount, 64, inputDeps);
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}
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[BurstCompile]
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public struct TetherConstraintsBatchJob : IJobParallelFor
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{
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[ReadOnly] public NativeArray<int> particleIndices;
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[ReadOnly] public NativeArray<float2> maxLengthScale;
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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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public void Execute(int 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 d = math.length(distance);
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// calculate constraint value (distance - rest length)
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float constraint = d - (maxLengthScale[i].x * maxLengthScale[i].y);
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if (constraint > 0)
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{
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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 / (d + BurstMath.epsilon);
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lambdas[i] += dlambda;
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deltas[p1] += delta * w1;
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counts[p1]++;
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}
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}
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}
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[BurstCompile]
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public struct ApplyTetherConstraintsBatchJob : IJobParallelFor
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{
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[ReadOnly] public NativeSlice<int> particleIndices;
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// linear/position properties:
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[NativeDisableParallelForRestriction] public NativeArray<float4> positions;
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[NativeDisableParallelForRestriction] public NativeArray<float4> deltas;
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[NativeDisableParallelForRestriction] public NativeArray<int> counts;
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[ReadOnly] public float sorFactor;
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public void Execute(int index)
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{
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// only the first particle out of each pair is affected:
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int i = particleIndices[index * 2];
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if (counts[i] > 0)
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{
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positions[i] += deltas[i] * sorFactor / counts[i];
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deltas[i] = float4.zero;
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counts[i] = 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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#endif
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