修改水
This commit is contained in:
@@ -25,7 +25,9 @@ namespace Obi
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public override int GetConstraintCount()
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{
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return ((BurstSolverImpl)solver).abstraction.particleContacts.count;
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if (!((BurstSolverImpl)solver).particleContacts.IsCreated)
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return 0;
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return ((BurstSolverImpl)solver).particleContacts.Length;
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}
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}
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}
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@@ -24,7 +24,7 @@ namespace Obi
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this.batchData = batchData;
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}
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public override JobHandle Initialize(JobHandle inputDeps, float stepTime, float substepTime, int steps, float timeLeft)
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public override JobHandle Initialize(JobHandle inputDeps, float substepTime)
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{
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var updateContacts = new UpdateParticleContactsJob()
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{
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@@ -33,7 +33,7 @@ namespace Obi
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velocities = solverImplementation.velocities,
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radii = solverImplementation.principalRadii,
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invMasses = solverImplementation.invMasses,
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invRotationalMasses = solverImplementation.invRotationalMasses,
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invInertiaTensors = solverImplementation.invInertiaTensors,
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simplices = solverImplementation.simplices,
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simplexCounts = solverImplementation.simplexCounts,
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@@ -41,8 +41,7 @@ namespace Obi
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particleMaterialIndices = solverImplementation.collisionMaterials,
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collisionMaterials = ObiColliderWorld.GetInstance().collisionMaterials.AsNativeArray<BurstCollisionMaterial>(),
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contacts = ((BurstSolverImpl)constraints.solver).abstraction.particleContacts.AsNativeArray<BurstContact>(),
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effectiveMasses = ((BurstSolverImpl)constraints.solver).abstraction.particleContactEffectiveMasses.AsNativeArray<ContactEffectiveMasses>(),
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contacts = ((BurstSolverImpl)constraints.solver).particleContacts,
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batchData = batchData
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};
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@@ -50,7 +49,7 @@ namespace Obi
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return updateContacts.Schedule(batchData.workItemCount, batchCount, inputDeps);
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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 parameters = solverAbstraction.GetConstraintParameters(m_ConstraintType);
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@@ -61,7 +60,6 @@ namespace Obi
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invMasses = solverImplementation.invMasses,
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radii = solverImplementation.principalRadii,
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particleMaterialIndices = solverImplementation.collisionMaterials,
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fluidInterface = solverImplementation.fluidInterface,
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collisionMaterials = ObiColliderWorld.GetInstance().collisionMaterials.AsNativeArray<BurstCollisionMaterial>(),
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simplices = solverImplementation.simplices,
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@@ -69,9 +67,7 @@ namespace Obi
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deltas = solverImplementation.positionDeltas,
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counts = solverImplementation.positionConstraintCounts,
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userData = solverImplementation.userData,
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contacts = solverAbstraction.particleContacts.AsNativeArray<BurstContact>(),
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effectiveMasses = ((BurstSolverImpl)constraints.solver).abstraction.particleContactEffectiveMasses.AsNativeArray<ContactEffectiveMasses>(),
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contacts = ((BurstSolverImpl)constraints.solver).particleContacts,
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batchData = batchData,
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constraintParameters = parameters,
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@@ -90,7 +86,7 @@ namespace Obi
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var applyConstraints = new ApplyBatchedCollisionConstraintsBatchJob()
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{
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contacts = solverAbstraction.particleContacts.AsNativeArray<BurstContact>(),
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contacts = ((BurstSolverImpl)constraints.solver).particleContacts,
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simplices = solverImplementation.simplices,
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simplexCounts = solverImplementation.simplexCounts,
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@@ -121,7 +117,7 @@ namespace Obi
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[ReadOnly] public NativeArray<float4> velocities;
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[ReadOnly] public NativeArray<float4> radii;
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[ReadOnly] public NativeArray<float> invMasses;
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[ReadOnly] public NativeArray<float> invRotationalMasses;
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[ReadOnly] public NativeArray<float4> invInertiaTensors;
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[ReadOnly] public NativeArray<int> particleMaterialIndices;
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[ReadOnly] public NativeArray<BurstCollisionMaterial> collisionMaterials;
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@@ -130,7 +126,6 @@ namespace Obi
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[ReadOnly] public NativeArray<int> simplices;
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[ReadOnly] public SimplexCounts simplexCounts;
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[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<ContactEffectiveMasses> effectiveMasses;
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[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<BurstContact> contacts;
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[ReadOnly] public BatchData batchData;
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@@ -143,7 +138,6 @@ namespace Obi
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for (int i = start; i < end; ++i)
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{
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var contact = contacts[i];
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var efMasses = effectiveMasses[i];
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int simplexStartA = simplexCounts.GetSimplexStartAndSize(contact.bodyA, out int simplexSizeA);
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int simplexStartB = simplexCounts.GetSimplexStartAndSize(contact.bodyB, out int simplexSizeB);
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@@ -153,14 +147,14 @@ namespace Obi
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quaternion simplexPrevOrientationA = new quaternion(0, 0, 0, 0);
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float simplexRadiusA = 0;
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float simplexInvMassA = 0;
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float simplexInvRotationalMassA = 0;
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float4 simplexInvInertiaA = float4.zero;
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float4 simplexVelocityB = float4.zero;
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float4 simplexPrevPositionB = float4.zero;
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quaternion simplexPrevOrientationB = new quaternion(0, 0, 0, 0);
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float simplexRadiusB = 0;
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float simplexInvMassB = 0;
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float simplexInvRotationalMassB = 0;
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float4 simplexInvInertiaB = float4.zero;
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for (int j = 0; j < simplexSizeA; ++j)
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{
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@@ -169,7 +163,7 @@ namespace Obi
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simplexPrevPositionA += prevPositions[particleIndex] * contact.pointA[j];
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simplexPrevOrientationA.value += prevOrientations[particleIndex].value * contact.pointA[j];
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simplexInvMassA += invMasses[particleIndex] * contact.pointA[j];
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simplexInvRotationalMassA += invRotationalMasses[particleIndex] * contact.pointA[j];
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simplexInvInertiaA += invInertiaTensors[particleIndex] * contact.pointA[j];
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simplexRadiusA += BurstMath.EllipsoidRadius(contact.normal, prevOrientations[particleIndex], radii[particleIndex].xyz) * contact.pointA[j];
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}
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@@ -180,21 +174,20 @@ namespace Obi
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simplexPrevPositionB += prevPositions[particleIndex] * contact.pointB[j];
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simplexPrevOrientationB.value += prevOrientations[particleIndex].value * contact.pointB[j];
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simplexInvMassB += invMasses[particleIndex] * contact.pointB[j];
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simplexInvRotationalMassB += invRotationalMasses[particleIndex] * contact.pointB[j];
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simplexInvInertiaB += invInertiaTensors[particleIndex] * contact.pointB[j];
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simplexRadiusB += BurstMath.EllipsoidRadius(contact.normal, prevOrientations[particleIndex], radii[particleIndex].xyz) * contact.pointB[j];
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}
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simplexPrevPositionA.w = 0;
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simplexPrevPositionB.w = 0;
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// update contact distance
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float4 contactPointA = simplexPrevPositionA - contact.normal * simplexRadiusA;
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float4 contactPointB = simplexPrevPositionB + contact.normal * simplexRadiusB;
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float dAB = math.dot(simplexPrevPositionA - simplexPrevPositionB, contact.normal);
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contact.distance = dAB - (simplexRadiusA + simplexRadiusB);
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contact.distance = math.dot(contactPointA - contactPointB, contact.normal);
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// calculate contact points:
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float4 contactPointA = simplexPrevPositionB + contact.normal * (contact.distance + simplexRadiusB);
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float4 contactPointB = simplexPrevPositionA - contact.normal * (contact.distance + simplexRadiusA);
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// update contact basis:
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contact.CalculateTangent(simplexVelocityA - simplexVelocityB);
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contact.CalculateBasis(simplexVelocityA - simplexVelocityB);
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// update contact masses:
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int aMaterialIndex = particleMaterialIndices[simplices[simplexStartA]];
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@@ -202,14 +195,10 @@ namespace Obi
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bool rollingContacts = (aMaterialIndex >= 0 ? collisionMaterials[aMaterialIndex].rollingContacts > 0 : false) |
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(bMaterialIndex >= 0 ? collisionMaterials[bMaterialIndex].rollingContacts > 0 : false);
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float4 invInertiaTensorA = math.rcp(BurstMath.GetParticleInertiaTensor(simplexRadiusA, simplexInvRotationalMassA) + new float4(BurstMath.epsilon));
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float4 invInertiaTensorB = math.rcp(BurstMath.GetParticleInertiaTensor(simplexRadiusB, simplexInvRotationalMassB) + new float4(BurstMath.epsilon));
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efMasses.CalculateContactMassesA(simplexInvMassA, invInertiaTensorA, simplexPrevPositionA, simplexPrevOrientationA, contactPointA, contact.normal, contact.tangent, contact.bitangent, rollingContacts);
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efMasses.CalculateContactMassesB(simplexInvMassB, invInertiaTensorB, simplexPrevPositionB, simplexPrevOrientationB, contactPointB, contact.normal, contact.tangent, contact.bitangent, rollingContacts);
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contact.CalculateContactMassesA(simplexInvMassA, simplexInvInertiaA, simplexPrevPositionA, simplexPrevOrientationA, contactPointA, rollingContacts);
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contact.CalculateContactMassesB(simplexInvMassB, simplexInvInertiaB, simplexPrevPositionB, simplexPrevOrientationB, contactPointB, rollingContacts);
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contacts[i] = contact;
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effectiveMasses[i] = efMasses;
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}
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}
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}
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@@ -221,7 +210,6 @@ namespace Obi
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[ReadOnly] public NativeArray<float> invMasses;
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[ReadOnly] public NativeArray<float4> radii;
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[ReadOnly] public NativeArray<int> particleMaterialIndices;
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[ReadOnly] public NativeArray<float4> fluidInterface;
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[ReadOnly] public NativeArray<BurstCollisionMaterial> collisionMaterials;
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// simplex arrays:
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@@ -230,10 +218,8 @@ namespace Obi
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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<float4> userData;
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[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<int> counts;
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[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<BurstContact> contacts;
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[ReadOnly] public NativeArray<ContactEffectiveMasses> effectiveMasses;
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[ReadOnly] public Oni.ConstraintParameters constraintParameters;
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[ReadOnly] public Oni.SolverParameters solverParameters;
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@@ -254,42 +240,34 @@ namespace Obi
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int simplexStartA = simplexCounts.GetSimplexStartAndSize(contact.bodyA, out int simplexSizeA);
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int simplexStartB = simplexCounts.GetSimplexStartAndSize(contact.bodyB, out int simplexSizeB);
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// Combine collision materials:
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BurstCollisionMaterial material = CombineCollisionMaterials(simplices[simplexStartA], simplices[simplexStartB]);
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float4 simplexPositionA = float4.zero, simplexPositionB = float4.zero;
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float simplexRadiusA = 0, simplexRadiusB = 0;
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float4 simplexUserDataA = float4.zero, simplexUserDataB = float4.zero;
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float miscibility = 0;
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for (int j = 0; j < simplexSizeA; ++j)
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{
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int particleIndex = simplices[simplexStartA + j];
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simplexPositionA += positions[particleIndex] * contact.pointA[j];
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simplexRadiusA += BurstMath.EllipsoidRadius(contact.normal, orientations[particleIndex], radii[particleIndex].xyz) * contact.pointA[j];
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simplexUserDataA += userData[particleIndex] * contact.pointA[j];
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miscibility += fluidInterface[particleIndex].w * contact.pointA[j];
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}
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for (int j = 0; j < simplexSizeB; ++j)
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{
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int particleIndex = simplices[simplexStartB + j];
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simplexPositionB += positions[particleIndex] * contact.pointB[j];
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simplexRadiusB += BurstMath.EllipsoidRadius(contact.normal, orientations[particleIndex], radii[particleIndex].xyz) * contact.pointA[j];
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simplexUserDataB += userData[particleIndex] * contact.pointB[j];
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miscibility += fluidInterface[particleIndex].w * contact.pointB[j];
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}
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simplexPositionA.w = 0;
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simplexPositionB.w = 0;
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float4 posA = simplexPositionA - contact.normal * simplexRadiusA;
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float4 posB = simplexPositionB + contact.normal * simplexRadiusB;
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// adhesion:
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float lambda = contact.SolveAdhesion(effectiveMasses[i].TotalNormalInvMass, posA, posB, material.stickDistance, material.stickiness, substepTime);
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float lambda = contact.SolveAdhesion(posA, posB, material.stickDistance, material.stickiness, substepTime);
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// depenetration:
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lambda += contact.SolvePenetration(effectiveMasses[i].TotalNormalInvMass, posA, posB, solverParameters.maxDepenetration * substepTime);
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lambda += contact.SolvePenetration(posA, posB, solverParameters.maxDepenetration * substepTime);
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// Apply normal impulse to both particles (w/ shock propagation):
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if (math.abs(lambda) > BurstMath.epsilon)
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@@ -314,27 +292,20 @@ namespace Obi
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}
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}
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// property diffusion:
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if (contact.distance < solverParameters.collisionMargin)
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{
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float diffusionSpeed = miscibility * 0.5f * substepTime;
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float4 userDelta = (simplexUserDataB - simplexUserDataA) * solverParameters.diffusionMask * diffusionSpeed;
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for (int j = 0; j < simplexSizeA; ++j)
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userData[simplices[simplexStartA + j]] += userDelta * contact.pointA[j];
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for (int j = 0; j < simplexSizeB; ++j)
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userData[simplices[simplexStartB + j]] -= userDelta * contact.pointB[j];
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}
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// Apply position deltas immediately, if using sequential evaluation:
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if (constraintParameters.evaluationOrder == Oni.ConstraintParameters.EvaluationOrder.Sequential)
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{
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for (int j = 0; j < simplexSizeA; ++j)
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ApplyPositionDelta(simplices[simplexStartA + j], constraintParameters.SORFactor, ref positions, ref deltas, ref counts);
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{
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int particleIndex = simplices[simplexStartA + j];
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BurstConstraintsBatchImpl.ApplyPositionDelta(particleIndex, constraintParameters.SORFactor, ref positions, ref deltas, ref counts);
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}
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for (int j = 0; j < simplexSizeB; ++j)
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ApplyPositionDelta(simplices[simplexStartB + j], constraintParameters.SORFactor, ref positions, ref deltas, ref counts);
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{
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int particleIndex = simplices[simplexStartB + j];
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BurstConstraintsBatchImpl.ApplyPositionDelta(particleIndex, constraintParameters.SORFactor, ref positions, ref deltas, ref counts);
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}
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}
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contacts[i] = contact;
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@@ -24,7 +24,9 @@ namespace Obi
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public override int GetConstraintCount()
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{
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return ((BurstSolverImpl)solver).abstraction.particleContacts.count;
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if (!((BurstSolverImpl)solver).particleContacts.IsCreated)
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return 0;
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return ((BurstSolverImpl)solver).particleContacts.Length;
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}
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}
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}
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@@ -24,13 +24,15 @@ namespace Obi
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this.batchData = batchData;
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}
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public override JobHandle Initialize(JobHandle inputDeps, float stepTime, float substepTime, int steps, float timeLeft)
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public override JobHandle Initialize(JobHandle inputDeps, float substepTime)
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{
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return inputDeps;
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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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if (!((BurstSolverImpl)constraints.solver).particleContacts.IsCreated)
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return inputDeps;
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var projectConstraints = new ParticleFrictionConstraintsBatchJob()
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{
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@@ -40,7 +42,7 @@ namespace Obi
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prevOrientations = solverImplementation.prevOrientations,
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invMasses = solverImplementation.invMasses,
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invRotationalMasses = solverImplementation.invRotationalMasses,
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invInertiaTensors = solverImplementation.invInertiaTensors,
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radii = solverImplementation.principalRadii,
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particleMaterialIndices = solverImplementation.collisionMaterials,
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collisionMaterials = ObiColliderWorld.GetInstance().collisionMaterials.AsNativeArray<BurstCollisionMaterial>(),
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@@ -52,8 +54,7 @@ namespace Obi
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counts = solverImplementation.positionConstraintCounts,
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orientationDeltas = solverImplementation.orientationDeltas,
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orientationCounts = solverImplementation.orientationConstraintCounts,
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contacts = ((BurstSolverImpl)constraints.solver).abstraction.particleContacts.AsNativeArray<BurstContact>(),
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effectiveMasses = ((BurstSolverImpl)constraints.solver).abstraction.particleContactEffectiveMasses.AsNativeArray<ContactEffectiveMasses>(),
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contacts = ((BurstSolverImpl)constraints.solver).particleContacts,
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batchData = batchData,
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substepTime = substepTime,
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@@ -65,12 +66,14 @@ namespace Obi
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public override JobHandle Apply(JobHandle inputDeps, float substepTime)
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{
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if (!((BurstSolverImpl)constraints.solver).particleContacts.IsCreated)
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return inputDeps;
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var parameters = solverAbstraction.GetConstraintParameters(m_ConstraintType);
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var applyConstraints = new ApplyBatchedCollisionConstraintsBatchJob()
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{
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contacts = solverAbstraction.particleContacts.AsNativeArray<BurstContact>(),
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contacts = ((BurstSolverImpl)constraints.solver).particleContacts,
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simplices = solverImplementation.simplices,
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simplexCounts = solverImplementation.simplexCounts,
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@@ -99,7 +102,7 @@ namespace Obi
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[ReadOnly] public NativeArray<quaternion> prevOrientations;
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[ReadOnly] public NativeArray<float> invMasses;
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[ReadOnly] public NativeArray<float> invRotationalMasses;
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[ReadOnly] public NativeArray<float4> invInertiaTensors;
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[ReadOnly] public NativeArray<float4> radii;
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[ReadOnly] public NativeArray<int> particleMaterialIndices;
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[ReadOnly] public NativeArray<BurstCollisionMaterial> collisionMaterials;
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@@ -115,7 +118,6 @@ namespace Obi
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[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<int> orientationCounts;
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[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<BurstContact> contacts;
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[ReadOnly] public NativeArray<ContactEffectiveMasses> effectiveMasses;
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[ReadOnly] public BatchData batchData;
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[ReadOnly] public float substepTime;
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@@ -138,16 +140,16 @@ namespace Obi
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float4 prevPositionA = float4.zero;
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float4 linearVelocityA = float4.zero;
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float4 angularVelocityA = float4.zero;
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float invRotationalMassA = 0;
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float4 invInertiaTensorA = float4.zero;
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quaternion orientationA = new quaternion(0, 0, 0, 0);
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float4 simplexRadiiA = float4.zero;
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float simplexRadiusA = 0;
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float4 prevPositionB = float4.zero;
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float4 linearVelocityB = float4.zero;
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float4 angularVelocityB = float4.zero;
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float invRotationalMassB = 0;
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float4 invInertiaTensorB = float4.zero;
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quaternion orientationB = new quaternion(0, 0, 0, 0);
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float4 simplexRadiiB = float4.zero;
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float simplexRadiusB = 0;
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for (int j = 0; j < simplexSizeA; ++j)
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{
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@@ -155,9 +157,9 @@ namespace Obi
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prevPositionA += prevPositions[particleIndex] * contact.pointA[j];
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linearVelocityA += BurstIntegration.DifferentiateLinear(positions[particleIndex], prevPositions[particleIndex], substepTime) * contact.pointA[j];
|
||||
angularVelocityA += BurstIntegration.DifferentiateAngular(orientations[particleIndex], prevOrientations[particleIndex], substepTime) * contact.pointA[j];
|
||||
invRotationalMassA += invRotationalMasses[particleIndex] * contact.pointA[j];
|
||||
invInertiaTensorA += invInertiaTensors[particleIndex] * contact.pointA[j];
|
||||
orientationA.value += orientations[particleIndex].value * contact.pointA[j];
|
||||
simplexRadiiA += radii[particleIndex] * contact.pointA[j];
|
||||
simplexRadiusA += BurstMath.EllipsoidRadius(contact.normal, prevOrientations[particleIndex], radii[particleIndex].xyz) * contact.pointA[j];
|
||||
}
|
||||
for (int j = 0; j < simplexSizeB; ++j)
|
||||
{
|
||||
@@ -165,9 +167,9 @@ namespace Obi
|
||||
prevPositionB += prevPositions[particleIndex] * contact.pointB[j];
|
||||
linearVelocityB += BurstIntegration.DifferentiateLinear(positions[particleIndex], prevPositions[particleIndex], substepTime) * contact.pointB[j];
|
||||
angularVelocityB += BurstIntegration.DifferentiateAngular(orientations[particleIndex], prevOrientations[particleIndex], substepTime) * contact.pointB[j];
|
||||
invRotationalMassB += invRotationalMasses[particleIndex] * contact.pointB[j];
|
||||
invInertiaTensorB += invInertiaTensors[particleIndex] * contact.pointB[j];
|
||||
orientationB.value += orientations[particleIndex].value * contact.pointB[j];
|
||||
simplexRadiiB += radii[particleIndex] * contact.pointB[j];
|
||||
simplexRadiusB += BurstMath.EllipsoidRadius(contact.normal, prevOrientations[particleIndex], radii[particleIndex].xyz) * contact.pointB[j];
|
||||
}
|
||||
|
||||
float4 rA = float4.zero, rB = float4.zero;
|
||||
@@ -175,8 +177,8 @@ namespace Obi
|
||||
// Consider angular velocities if rolling contacts are enabled:
|
||||
if (material.rollingContacts > 0)
|
||||
{
|
||||
rA = -contact.normal * BurstMath.EllipsoidRadius(contact.normal, orientationA, simplexRadiiA.xyz);
|
||||
rB = contact.normal * BurstMath.EllipsoidRadius(contact.normal, orientationB, simplexRadiiB.xyz);
|
||||
rA = -contact.normal * simplexRadiusA;
|
||||
rB = contact.normal * simplexRadiusB;
|
||||
|
||||
linearVelocityA += new float4(math.cross(angularVelocityA.xyz, rA.xyz), 0);
|
||||
linearVelocityB += new float4(math.cross(angularVelocityB.xyz, rB.xyz), 0);
|
||||
@@ -185,8 +187,8 @@ namespace Obi
|
||||
// Calculate relative velocity:
|
||||
float4 relativeVelocity = linearVelocityA - linearVelocityB;
|
||||
|
||||
// Calculate friction impulses (in the tangent and bitangent directions):
|
||||
float2 impulses = contact.SolveFriction(effectiveMasses[i].TotalTangentInvMass, effectiveMasses[i].TotalBitangentInvMass, relativeVelocity, material.staticFriction, material.dynamicFriction, substepTime);
|
||||
// Calculate friction impulses (in the tangent and bitangent ddirections):
|
||||
float2 impulses = contact.SolveFriction(relativeVelocity, material.staticFriction, material.dynamicFriction, substepTime);
|
||||
|
||||
// Apply friction impulses to both particles:
|
||||
if (math.abs(impulses.x) > BurstMath.epsilon || math.abs(impulses.y) > BurstMath.epsilon)
|
||||
@@ -199,7 +201,7 @@ namespace Obi
|
||||
for (int j = 0; j < simplexSizeA; ++j)
|
||||
{
|
||||
int particleIndex = simplices[simplexStartA + j];
|
||||
deltas[particleIndex] += (tangentImpulse * effectiveMasses[i].tangentInvMassA + bitangentImpulse * effectiveMasses[i].bitangentInvMassA) * substepTime * contact.pointA[j] * baryScale;
|
||||
deltas[particleIndex] += (tangentImpulse * contact.tangentInvMassA + bitangentImpulse * contact.bitangentInvMassA) * substepTime * contact.pointA[j] * baryScale;
|
||||
counts[particleIndex]++;
|
||||
}
|
||||
|
||||
@@ -207,16 +209,13 @@ namespace Obi
|
||||
for (int j = 0; j < simplexSizeB; ++j)
|
||||
{
|
||||
int particleIndex = simplices[simplexStartB + j];
|
||||
deltas[particleIndex] -= (tangentImpulse * effectiveMasses[i].tangentInvMassB + bitangentImpulse * effectiveMasses[i].bitangentInvMassB) * substepTime * contact.pointB[j] * baryScale;
|
||||
deltas[particleIndex] -= (tangentImpulse * contact.tangentInvMassB + bitangentImpulse * contact.bitangentInvMassB) * substepTime * contact.pointB[j] * baryScale;
|
||||
counts[particleIndex]++;
|
||||
}
|
||||
|
||||
// Rolling contacts:
|
||||
if (material.rollingContacts > 0)
|
||||
{
|
||||
float4 invInertiaTensorA = math.rcp(BurstMath.GetParticleInertiaTensor(simplexRadiiA, invRotationalMassA) + new float4(BurstMath.epsilon));
|
||||
float4 invInertiaTensorB = math.rcp(BurstMath.GetParticleInertiaTensor(simplexRadiiB, invRotationalMassB) + new float4(BurstMath.epsilon));
|
||||
|
||||
// Calculate angular velocity deltas due to friction impulse:
|
||||
float4x4 solverInertiaA = BurstMath.TransformInertiaTensor(invInertiaTensorA, orientationA);
|
||||
float4x4 solverInertiaB = BurstMath.TransformInertiaTensor(invInertiaTensorB, orientationB);
|
||||
@@ -253,7 +252,7 @@ namespace Obi
|
||||
|
||||
for (int j = 0; j < simplexSizeB; ++j)
|
||||
{
|
||||
int particleIndex = simplices[simplexStartB + j];
|
||||
int particleIndex = simplices[simplexStartB+ j];
|
||||
quaternion qB = orientationDeltas[particleIndex];
|
||||
qB.value += orientationDeltaB.value;
|
||||
orientationDeltas[particleIndex] = qB;
|
||||
|
||||
Reference in New Issue
Block a user