修改水
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@@ -30,7 +30,7 @@ namespace Obi
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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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public override JobHandle Evaluate(JobHandle inputDeps, float stepTime, float substepTime, int substeps)
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{
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var projectConstraints = new ChainConstraintsBatchJob()
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@@ -88,14 +88,12 @@ namespace Obi
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{
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int numEdges = numIndices[c] - 1;
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int first = firstIndex[c];
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float minLength = restLengths[c].x;
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float minLength = restLengths[c].y;
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float maxLength = restLengths[c].y;
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// (ni:constraint gradient, di:desired lenght)
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NativeArray<float4> ni = new NativeArray<float4>(numEdges, Allocator.Temp);
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// calculate ai (subdiagonals), bi (diagonals) and ci (superdiagonals):
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NativeArray<float3> diagonals = new NativeArray<float3>(numEdges, Allocator.Temp);
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NativeArray<float> di = new NativeArray<float>(numEdges, Allocator.Temp);
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for (int i = 0; i < numEdges; ++i)
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{
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@@ -106,10 +104,20 @@ namespace Obi
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float4 diff = p1 - p2;
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float distance = math.length(diff);
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float correction = 0;
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if (distance >= maxLength)
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correction = distance - maxLength;
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else if (distance <= minLength)
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correction = distance - minLength;
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di[i] = correction;
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ni[i] = new float4(diff/(distance + BurstMath.epsilon));
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}
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// calculate ai, bi and ci (superdiagonals):
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// calculate ai (subdiagonals), bi (diagonals) and ci (superdiagonals):
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NativeArray<float3> diagonals = new NativeArray<float3>(numEdges, Allocator.Temp);
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for (int i = 0; i < numEdges; ++i)
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{
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int edge = first + i;
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@@ -127,47 +135,34 @@ namespace Obi
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-w__i * math.dot(n_i_, n__i));// ci
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}
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NativeArray<float2> sweep = new NativeArray<float2>(numEdges, Allocator.Temp);
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// solve step #1, forward sweep:
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// reuse diagonals.xy to store sweep results ci_ and di_:
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for (int i = 0; i < numEdges; ++i)
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{
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int edge = first + i;
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float4 p1 = positions[particleIndices[edge]];
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float4 p2 = positions[particleIndices[edge + 1]];
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float cip_ = (i > 0) ? diagonals[i - 1].x : 0;
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float dip_ = (i > 0) ? diagonals[i - 1].y : 0;
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float cip_ = (i > 0) ? sweep[i - 1].x : 0;
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float dip_ = (i > 0) ? sweep[i - 1].y : 0;
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float den = diagonals[i].y - cip_ * diagonals[i].x;
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float3 d = diagonals[i];
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if (math.abs(den) > BurstMath.epsilon)
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if (den != 0)
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{
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float distance = math.distance(p1, p2);
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float correction = 0;
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if (distance >= maxLength)
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correction = distance - maxLength;
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else if (distance <= minLength)
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correction = distance - minLength;
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d.xy = new float2(d.z / den,
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(correction - dip_ * d.x) / den);
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sweep[i] = new float2((diagonals[i].z / den),
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(di[i] - dip_ * diagonals[i].x) / den);
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}
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else
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d.xy = float2.zero;
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diagonals[i] = d;
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sweep[i] = float2.zero;
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}
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// solve step #2, backward sweep. reuse diagonals.z to store solution xi:
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// solve step #2, backward sweep:
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NativeArray<float> xi = new NativeArray<float>(numEdges, Allocator.Temp);
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for (int i = numEdges - 1; i >= 0; --i)
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{
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float xi_ = (i < numEdges - 1) ? diagonals[i + 1].z : 0;
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int edge = first + i;
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float3 d = diagonals[i];
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d.z = d.y - d.x * xi_;
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diagonals[i] = d;
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float xi_ = (i < numEdges - 1) ? xi[i + 1] : 0;
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xi[i] = sweep[i].y - sweep[i].x * xi_;
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}
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// calculate deltas:
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@@ -178,11 +173,11 @@ namespace Obi
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float4 ni__ = (i > 0) ? ni[i - 1] : float4.zero;
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float4 n_i_ = (i < numIndices[c] - 1) ? ni[i] : float4.zero;
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float xi_ = (i > 0) ? diagonals[i - 1].z : 0;
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float nxi = (i < numIndices[c] - 1) ? diagonals[i].z : 0;
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float xi_ = (i > 0) ? xi[i - 1] : 0;
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float nxi = (i < numIndices[c] - 1) ? xi[i] : 0;
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int p = particleIndices[index];
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deltas[p] += invMasses[p] * (ni__ * xi_ - n_i_ * nxi);
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deltas[p] -= invMasses[p] * (-ni__ * xi_ + n_i_ * nxi);
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counts[p]++;
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}
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}
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