去掉obi,使用自写绳索
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@@ -1,87 +0,0 @@
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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.Mathematics;
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using Unity.Burst;
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using System;
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using System.Collections;
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namespace Obi
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{
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[BurstCompile]
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struct CalculateSimplexBoundsJob : IJobParallelFor
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{
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[ReadOnly] public NativeArray<float4> radii;
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[ReadOnly] public NativeArray<float4> fluidMaterials;
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[ReadOnly] public NativeArray<float4> positions;
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[ReadOnly] public NativeArray<float4> velocities;
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// simplex arrays:
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[ReadOnly] public NativeArray<int> simplices;
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[ReadOnly] public SimplexCounts simplexCounts;
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[ReadOnly] public NativeArray<int> particleMaterialIndices;
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[ReadOnly] public NativeArray<BurstCollisionMaterial> collisionMaterials;
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public NativeArray<BurstAabb> simplexBounds;
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public NativeArray<BurstAabb> reducedBounds;
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[ReadOnly] public Oni.SolverParameters parameters;
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[ReadOnly] public float dt;
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public void Execute(int i)
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{
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int simplexStart = simplexCounts.GetSimplexStartAndSize(i, out int simplexSize);
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var sxBounds = new BurstAabb(float.MaxValue, float.MinValue);
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var soBounds = new BurstAabb(float.MaxValue, float.MinValue);
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for (int j = 0; j < simplexSize; ++j)
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{
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int p = simplices[simplexStart + j];
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int m = particleMaterialIndices[p];
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float solidRadius = radii[p].x + (m >= 0 ? collisionMaterials[m].stickDistance : 0);
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// Expand simplex bounds, using both the particle's original position and its velocity.
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// Add collision margin for both fluid neighborhood too (prevents explosions at high pressures due to neighborhood deficiency)
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sxBounds.EncapsulateParticle(positions[p],
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BurstIntegration.IntegrateLinear(positions[p], velocities[p], dt * parameters.particleCCD),
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math.max(solidRadius, fluidMaterials[p].x * 0.5f) + parameters.collisionMargin);
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soBounds.EncapsulateParticle(positions[p],
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BurstIntegration.IntegrateLinear(positions[p], velocities[p], dt),
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solidRadius);
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}
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simplexBounds[i] = sxBounds;
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reducedBounds[i] = soBounds;
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}
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}
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[BurstCompile]
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struct BoundsReductionJob : IJobParallelFor
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{
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[NativeDisableParallelForRestriction] public NativeArray<BurstAabb> bounds; // the length of bounds must be a multiple of size.
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[ReadOnly] public int stride;
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[ReadOnly] public int size;
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public void Execute(int first)
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{
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int baseIndex = first * size;
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for (int i = 1; i < size; ++i)
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{
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int dest = baseIndex * stride;
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int source = (baseIndex + i) * stride;
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if (source < bounds.Length)
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{
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var v = bounds[dest];
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v.EncapsulateBounds(bounds[source]);
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bounds[dest] = v;
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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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