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 System;
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using Unity.Collections;
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using Unity.Mathematics;
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using Unity.Burst;
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using Unity.Jobs;
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namespace Obi
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{
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public struct BatchData
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{
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public ushort batchID; // Batch identifier. All bits will be '0', except for the one at the position of the batch.
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public int startIndex; // first constraint in the batch
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public int constraintCount; // amount of constraints in the batch.
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public int activeConstraintCount; // auxiliar counter used to sort the constraints in linear time.
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public int workItemSize; // size of each work item.
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public int workItemCount; // number of work items.
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public bool isLast;
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public BatchData(int index, int maxBatches)
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{
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batchID = (ushort)(1 << index);
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isLast = index == (maxBatches - 1);
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constraintCount = 0;
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activeConstraintCount = 0;
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startIndex = 0;
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workItemSize = 0;
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workItemCount = 0;
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}
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public void GetConstraintRange(int workItemIndex, out int start, out int end)
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{
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start = startIndex + workItemSize * workItemIndex;
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end = startIndex + math.min(constraintCount, workItemSize * (workItemIndex + 1));
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}
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}
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public unsafe struct WorkItem
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{
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public const int minWorkItemSize = 64;
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public fixed int constraints[minWorkItemSize];
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public int constraintCount;
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public bool Add(int constraintIndex)
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{
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// add the constraint to this work item.
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fixed (int* constraintIndices = constraints)
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{
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constraintIndices[constraintCount] = constraintIndex;
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}
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// if we've completed the work item, close it and reuse for the next one.
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return (++constraintCount == minWorkItemSize);
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}
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}
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public struct ConstraintBatcher<T> : IDisposable where T : struct, IConstraintProvider
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{
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public int maxBatches;
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private BatchLUT batchLUT; // look up table for batch indices.
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public ConstraintBatcher(int maxBatches)
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{
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this.maxBatches = math.min(17, maxBatches);
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batchLUT = new BatchLUT(this.maxBatches);
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}
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public void Dispose()
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{
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batchLUT.Dispose();
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}
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/**
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* Linear-time graph coloring using bitmasks and a look-up table. Used to organize contacts into batches for parallel processing.
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* input: array of unsorted constraints.
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* output:
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* - sorted constraint indices array.
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* - array of batchData, one per batch: startIndex, batchSize, workItemSize (at most == batchSize), numWorkItems
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* - number of active batches.
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*/
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public JobHandle BatchConstraints(ref T constraintDesc,
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int particleCount,
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ref NativeArray<BatchData> batchData,
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ref NativeArray<int> activeBatchCount,
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JobHandle inputDeps)
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{
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if (activeBatchCount.Length != 1)
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return inputDeps;
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var batchJob = new BatchContactsJob
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{
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batchMasks = new NativeArray<ushort>(particleCount, Allocator.TempJob, NativeArrayOptions.ClearMemory),
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batchIndices = new NativeArray<int>(constraintDesc.GetConstraintCount(), Allocator.TempJob, NativeArrayOptions.ClearMemory),
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lut = batchLUT,
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constraintDesc = constraintDesc,
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batchData = batchData,
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activeBatchCount = activeBatchCount,
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maxBatches = maxBatches
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};
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return batchJob.Schedule(inputDeps);
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}
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[BurstCompile]
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private struct BatchContactsJob : IJob
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{
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[DeallocateOnJobCompletion]
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public NativeArray<ushort> batchMasks;
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[DeallocateOnJobCompletion]
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public NativeArray<int> batchIndices;
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[ReadOnly] public BatchLUT lut;
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public T constraintDesc;
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public NativeArray<BatchData> batchData;
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public NativeArray<int> activeBatchCount;
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public int maxBatches;
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public unsafe void Execute()
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{
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// Initialize batch data array
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for (int i = 0; i < batchData.Length; ++i)
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batchData[i] = new BatchData(i, maxBatches);
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// temporary array containing an open work item for each batch.
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WorkItem* workItems = stackalloc WorkItem[maxBatches];
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for (int i = 0; i < maxBatches; i++)
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workItems[i] = new WorkItem();
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int constraintCount = constraintDesc.GetConstraintCount();
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// find a batch for each constraint:
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for (int i = 0; i < constraintCount; ++i)
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{
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// OR together the batch masks of all entities involved in the constraint:
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int batchMask = 0;
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for (int k = 0; k < constraintDesc.GetParticleCount(i); ++k)
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batchMask |= batchMasks[constraintDesc.GetParticle(i, k)];
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// look up the first free batch index for this constraint:
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int batchIndex = batchIndices[i] = lut.batchIndex[batchMask];
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// update the amount of constraints in the batch:
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var batch = batchData[batchIndex];
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batch.constraintCount++;
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batchData[batchIndex] = batch;
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// add the constraint to the last work item of the batch:
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if (workItems[batchIndex].Add(i))
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{
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// if this work item does not belong to the last batch:
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if (batchIndex != maxBatches - 1)
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{
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// tag all entities in the work item with the batch mask to close it.
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// this way we know constraints referencing any of these entities can no longer be added to this batch.
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for (int j = 0; j < workItems[batchIndex].constraintCount; j++)
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{
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int constraint = workItems[batchIndex].constraints[j];
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for (int k = 0; k < constraintDesc.GetParticleCount(constraint); ++k)
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batchMasks[constraintDesc.GetParticle(constraint, k)] |= batch.batchID;
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}
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}
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// reuse the work item.
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workItems[batchIndex].constraintCount = 0;
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}
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}
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// fill batch data:
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activeBatchCount[0] = 0;
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int numConstraints = 0;
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for (int i = 0; i < batchData.Length; ++i)
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{
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var batch = batchData[i];
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// bail out when we find the first empty batch:
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if (batch.constraintCount == 0)
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break;
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// calculate work item size, count, and index of the first constraint
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batch.workItemSize = math.min(WorkItem.minWorkItemSize, batch.constraintCount);
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batch.workItemCount = (batch.constraintCount + batch.workItemSize - 1) / batch.workItemSize;
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batch.startIndex = numConstraints;
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numConstraints += batch.constraintCount;
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activeBatchCount[0]++;
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batchData[i] = batch;
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}
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// write out sorted constraint indices:
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for (int i = 0; i < constraintCount; ++i)
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{
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var batch = batchData[batchIndices[i]];
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int sortedIndex = batch.startIndex + (batch.activeConstraintCount++);
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constraintDesc.WriteSortedConstraint(i, sortedIndex);
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batchData[batchIndices[i]] = batch;
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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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