修改水

This commit is contained in:
2026-01-01 22:00:33 +08:00
parent 040a222bd6
commit 9ceffccd39
1800 changed files with 103929 additions and 139495 deletions

View File

@@ -25,7 +25,9 @@ namespace Obi
public override int GetConstraintCount()
{
return ((BurstSolverImpl)solver).abstraction.particleContacts.count;
if (!((BurstSolverImpl)solver).particleContacts.IsCreated)
return 0;
return ((BurstSolverImpl)solver).particleContacts.Length;
}
}
}

View File

@@ -24,7 +24,7 @@ namespace Obi
this.batchData = batchData;
}
public override JobHandle Initialize(JobHandle inputDeps, float stepTime, float substepTime, int steps, float timeLeft)
public override JobHandle Initialize(JobHandle inputDeps, float substepTime)
{
var updateContacts = new UpdateParticleContactsJob()
{
@@ -33,7 +33,7 @@ namespace Obi
velocities = solverImplementation.velocities,
radii = solverImplementation.principalRadii,
invMasses = solverImplementation.invMasses,
invRotationalMasses = solverImplementation.invRotationalMasses,
invInertiaTensors = solverImplementation.invInertiaTensors,
simplices = solverImplementation.simplices,
simplexCounts = solverImplementation.simplexCounts,
@@ -41,8 +41,7 @@ namespace Obi
particleMaterialIndices = solverImplementation.collisionMaterials,
collisionMaterials = ObiColliderWorld.GetInstance().collisionMaterials.AsNativeArray<BurstCollisionMaterial>(),
contacts = ((BurstSolverImpl)constraints.solver).abstraction.particleContacts.AsNativeArray<BurstContact>(),
effectiveMasses = ((BurstSolverImpl)constraints.solver).abstraction.particleContactEffectiveMasses.AsNativeArray<ContactEffectiveMasses>(),
contacts = ((BurstSolverImpl)constraints.solver).particleContacts,
batchData = batchData
};
@@ -50,7 +49,7 @@ namespace Obi
return updateContacts.Schedule(batchData.workItemCount, batchCount, inputDeps);
}
public override JobHandle Evaluate(JobHandle inputDeps, float stepTime, float substepTime, int steps, float timeLeft)
public override JobHandle Evaluate(JobHandle inputDeps, float stepTime, float substepTime, int substeps)
{
var parameters = solverAbstraction.GetConstraintParameters(m_ConstraintType);
@@ -61,7 +60,6 @@ namespace Obi
invMasses = solverImplementation.invMasses,
radii = solverImplementation.principalRadii,
particleMaterialIndices = solverImplementation.collisionMaterials,
fluidInterface = solverImplementation.fluidInterface,
collisionMaterials = ObiColliderWorld.GetInstance().collisionMaterials.AsNativeArray<BurstCollisionMaterial>(),
simplices = solverImplementation.simplices,
@@ -69,9 +67,7 @@ namespace Obi
deltas = solverImplementation.positionDeltas,
counts = solverImplementation.positionConstraintCounts,
userData = solverImplementation.userData,
contacts = solverAbstraction.particleContacts.AsNativeArray<BurstContact>(),
effectiveMasses = ((BurstSolverImpl)constraints.solver).abstraction.particleContactEffectiveMasses.AsNativeArray<ContactEffectiveMasses>(),
contacts = ((BurstSolverImpl)constraints.solver).particleContacts,
batchData = batchData,
constraintParameters = parameters,
@@ -90,7 +86,7 @@ namespace Obi
var applyConstraints = new ApplyBatchedCollisionConstraintsBatchJob()
{
contacts = solverAbstraction.particleContacts.AsNativeArray<BurstContact>(),
contacts = ((BurstSolverImpl)constraints.solver).particleContacts,
simplices = solverImplementation.simplices,
simplexCounts = solverImplementation.simplexCounts,
@@ -121,7 +117,7 @@ namespace Obi
[ReadOnly] public NativeArray<float4> velocities;
[ReadOnly] public NativeArray<float4> radii;
[ReadOnly] public NativeArray<float> invMasses;
[ReadOnly] public NativeArray<float> invRotationalMasses;
[ReadOnly] public NativeArray<float4> invInertiaTensors;
[ReadOnly] public NativeArray<int> particleMaterialIndices;
[ReadOnly] public NativeArray<BurstCollisionMaterial> collisionMaterials;
@@ -130,7 +126,6 @@ namespace Obi
[ReadOnly] public NativeArray<int> simplices;
[ReadOnly] public SimplexCounts simplexCounts;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<ContactEffectiveMasses> effectiveMasses;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<BurstContact> contacts;
[ReadOnly] public BatchData batchData;
@@ -143,7 +138,6 @@ namespace Obi
for (int i = start; i < end; ++i)
{
var contact = contacts[i];
var efMasses = effectiveMasses[i];
int simplexStartA = simplexCounts.GetSimplexStartAndSize(contact.bodyA, out int simplexSizeA);
int simplexStartB = simplexCounts.GetSimplexStartAndSize(contact.bodyB, out int simplexSizeB);
@@ -153,14 +147,14 @@ namespace Obi
quaternion simplexPrevOrientationA = new quaternion(0, 0, 0, 0);
float simplexRadiusA = 0;
float simplexInvMassA = 0;
float simplexInvRotationalMassA = 0;
float4 simplexInvInertiaA = float4.zero;
float4 simplexVelocityB = float4.zero;
float4 simplexPrevPositionB = float4.zero;
quaternion simplexPrevOrientationB = new quaternion(0, 0, 0, 0);
float simplexRadiusB = 0;
float simplexInvMassB = 0;
float simplexInvRotationalMassB = 0;
float4 simplexInvInertiaB = float4.zero;
for (int j = 0; j < simplexSizeA; ++j)
{
@@ -169,7 +163,7 @@ namespace Obi
simplexPrevPositionA += prevPositions[particleIndex] * contact.pointA[j];
simplexPrevOrientationA.value += prevOrientations[particleIndex].value * contact.pointA[j];
simplexInvMassA += invMasses[particleIndex] * contact.pointA[j];
simplexInvRotationalMassA += invRotationalMasses[particleIndex] * contact.pointA[j];
simplexInvInertiaA += invInertiaTensors[particleIndex] * contact.pointA[j];
simplexRadiusA += BurstMath.EllipsoidRadius(contact.normal, prevOrientations[particleIndex], radii[particleIndex].xyz) * contact.pointA[j];
}
@@ -180,21 +174,20 @@ namespace Obi
simplexPrevPositionB += prevPositions[particleIndex] * contact.pointB[j];
simplexPrevOrientationB.value += prevOrientations[particleIndex].value * contact.pointB[j];
simplexInvMassB += invMasses[particleIndex] * contact.pointB[j];
simplexInvRotationalMassB += invRotationalMasses[particleIndex] * contact.pointB[j];
simplexInvInertiaB += invInertiaTensors[particleIndex] * contact.pointB[j];
simplexRadiusB += BurstMath.EllipsoidRadius(contact.normal, prevOrientations[particleIndex], radii[particleIndex].xyz) * contact.pointB[j];
}
simplexPrevPositionA.w = 0;
simplexPrevPositionB.w = 0;
// update contact distance
float4 contactPointA = simplexPrevPositionA - contact.normal * simplexRadiusA;
float4 contactPointB = simplexPrevPositionB + contact.normal * simplexRadiusB;
float dAB = math.dot(simplexPrevPositionA - simplexPrevPositionB, contact.normal);
contact.distance = dAB - (simplexRadiusA + simplexRadiusB);
contact.distance = math.dot(contactPointA - contactPointB, contact.normal);
// calculate contact points:
float4 contactPointA = simplexPrevPositionB + contact.normal * (contact.distance + simplexRadiusB);
float4 contactPointB = simplexPrevPositionA - contact.normal * (contact.distance + simplexRadiusA);
// update contact basis:
contact.CalculateTangent(simplexVelocityA - simplexVelocityB);
contact.CalculateBasis(simplexVelocityA - simplexVelocityB);
// update contact masses:
int aMaterialIndex = particleMaterialIndices[simplices[simplexStartA]];
@@ -202,14 +195,10 @@ namespace Obi
bool rollingContacts = (aMaterialIndex >= 0 ? collisionMaterials[aMaterialIndex].rollingContacts > 0 : false) |
(bMaterialIndex >= 0 ? collisionMaterials[bMaterialIndex].rollingContacts > 0 : false);
float4 invInertiaTensorA = math.rcp(BurstMath.GetParticleInertiaTensor(simplexRadiusA, simplexInvRotationalMassA) + new float4(BurstMath.epsilon));
float4 invInertiaTensorB = math.rcp(BurstMath.GetParticleInertiaTensor(simplexRadiusB, simplexInvRotationalMassB) + new float4(BurstMath.epsilon));
efMasses.CalculateContactMassesA(simplexInvMassA, invInertiaTensorA, simplexPrevPositionA, simplexPrevOrientationA, contactPointA, contact.normal, contact.tangent, contact.bitangent, rollingContacts);
efMasses.CalculateContactMassesB(simplexInvMassB, invInertiaTensorB, simplexPrevPositionB, simplexPrevOrientationB, contactPointB, contact.normal, contact.tangent, contact.bitangent, rollingContacts);
contact.CalculateContactMassesA(simplexInvMassA, simplexInvInertiaA, simplexPrevPositionA, simplexPrevOrientationA, contactPointA, rollingContacts);
contact.CalculateContactMassesB(simplexInvMassB, simplexInvInertiaB, simplexPrevPositionB, simplexPrevOrientationB, contactPointB, rollingContacts);
contacts[i] = contact;
effectiveMasses[i] = efMasses;
}
}
}
@@ -221,7 +210,6 @@ namespace Obi
[ReadOnly] public NativeArray<float> invMasses;
[ReadOnly] public NativeArray<float4> radii;
[ReadOnly] public NativeArray<int> particleMaterialIndices;
[ReadOnly] public NativeArray<float4> fluidInterface;
[ReadOnly] public NativeArray<BurstCollisionMaterial> collisionMaterials;
// simplex arrays:
@@ -230,10 +218,8 @@ namespace Obi
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> positions;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> deltas;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> userData;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<int> counts;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<BurstContact> contacts;
[ReadOnly] public NativeArray<ContactEffectiveMasses> effectiveMasses;
[ReadOnly] public Oni.ConstraintParameters constraintParameters;
[ReadOnly] public Oni.SolverParameters solverParameters;
@@ -254,42 +240,34 @@ namespace Obi
int simplexStartA = simplexCounts.GetSimplexStartAndSize(contact.bodyA, out int simplexSizeA);
int simplexStartB = simplexCounts.GetSimplexStartAndSize(contact.bodyB, out int simplexSizeB);
// Combine collision materials:
BurstCollisionMaterial material = CombineCollisionMaterials(simplices[simplexStartA], simplices[simplexStartB]);
float4 simplexPositionA = float4.zero, simplexPositionB = float4.zero;
float simplexRadiusA = 0, simplexRadiusB = 0;
float4 simplexUserDataA = float4.zero, simplexUserDataB = float4.zero;
float miscibility = 0;
for (int j = 0; j < simplexSizeA; ++j)
{
int particleIndex = simplices[simplexStartA + j];
simplexPositionA += positions[particleIndex] * contact.pointA[j];
simplexRadiusA += BurstMath.EllipsoidRadius(contact.normal, orientations[particleIndex], radii[particleIndex].xyz) * contact.pointA[j];
simplexUserDataA += userData[particleIndex] * contact.pointA[j];
miscibility += fluidInterface[particleIndex].w * contact.pointA[j];
}
for (int j = 0; j < simplexSizeB; ++j)
{
int particleIndex = simplices[simplexStartB + j];
simplexPositionB += positions[particleIndex] * contact.pointB[j];
simplexRadiusB += BurstMath.EllipsoidRadius(contact.normal, orientations[particleIndex], radii[particleIndex].xyz) * contact.pointA[j];
simplexUserDataB += userData[particleIndex] * contact.pointB[j];
miscibility += fluidInterface[particleIndex].w * contact.pointB[j];
}
simplexPositionA.w = 0;
simplexPositionB.w = 0;
float4 posA = simplexPositionA - contact.normal * simplexRadiusA;
float4 posB = simplexPositionB + contact.normal * simplexRadiusB;
// adhesion:
float lambda = contact.SolveAdhesion(effectiveMasses[i].TotalNormalInvMass, posA, posB, material.stickDistance, material.stickiness, substepTime);
float lambda = contact.SolveAdhesion(posA, posB, material.stickDistance, material.stickiness, substepTime);
// depenetration:
lambda += contact.SolvePenetration(effectiveMasses[i].TotalNormalInvMass, posA, posB, solverParameters.maxDepenetration * substepTime);
lambda += contact.SolvePenetration(posA, posB, solverParameters.maxDepenetration * substepTime);
// Apply normal impulse to both particles (w/ shock propagation):
if (math.abs(lambda) > BurstMath.epsilon)
@@ -314,27 +292,20 @@ namespace Obi
}
}
// property diffusion:
if (contact.distance < solverParameters.collisionMargin)
{
float diffusionSpeed = miscibility * 0.5f * substepTime;
float4 userDelta = (simplexUserDataB - simplexUserDataA) * solverParameters.diffusionMask * diffusionSpeed;
for (int j = 0; j < simplexSizeA; ++j)
userData[simplices[simplexStartA + j]] += userDelta * contact.pointA[j];
for (int j = 0; j < simplexSizeB; ++j)
userData[simplices[simplexStartB + j]] -= userDelta * contact.pointB[j];
}
// Apply position deltas immediately, if using sequential evaluation:
if (constraintParameters.evaluationOrder == Oni.ConstraintParameters.EvaluationOrder.Sequential)
{
for (int j = 0; j < simplexSizeA; ++j)
ApplyPositionDelta(simplices[simplexStartA + j], constraintParameters.SORFactor, ref positions, ref deltas, ref counts);
{
int particleIndex = simplices[simplexStartA + j];
BurstConstraintsBatchImpl.ApplyPositionDelta(particleIndex, constraintParameters.SORFactor, ref positions, ref deltas, ref counts);
}
for (int j = 0; j < simplexSizeB; ++j)
ApplyPositionDelta(simplices[simplexStartB + j], constraintParameters.SORFactor, ref positions, ref deltas, ref counts);
{
int particleIndex = simplices[simplexStartB + j];
BurstConstraintsBatchImpl.ApplyPositionDelta(particleIndex, constraintParameters.SORFactor, ref positions, ref deltas, ref counts);
}
}
contacts[i] = contact;

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@@ -24,7 +24,9 @@ namespace Obi
public override int GetConstraintCount()
{
return ((BurstSolverImpl)solver).abstraction.particleContacts.count;
if (!((BurstSolverImpl)solver).particleContacts.IsCreated)
return 0;
return ((BurstSolverImpl)solver).particleContacts.Length;
}
}
}

View File

@@ -24,13 +24,15 @@ namespace Obi
this.batchData = batchData;
}
public override JobHandle Initialize(JobHandle inputDeps, float stepTime, float substepTime, int steps, float timeLeft)
public override JobHandle Initialize(JobHandle inputDeps, float substepTime)
{
return inputDeps;
}
public override JobHandle Evaluate(JobHandle inputDeps, float stepTime, float substepTime, int steps, float timeLeft)
public override JobHandle Evaluate(JobHandle inputDeps, float stepTime, float substepTime, int substeps)
{
if (!((BurstSolverImpl)constraints.solver).particleContacts.IsCreated)
return inputDeps;
var projectConstraints = new ParticleFrictionConstraintsBatchJob()
{
@@ -40,7 +42,7 @@ namespace Obi
prevOrientations = solverImplementation.prevOrientations,
invMasses = solverImplementation.invMasses,
invRotationalMasses = solverImplementation.invRotationalMasses,
invInertiaTensors = solverImplementation.invInertiaTensors,
radii = solverImplementation.principalRadii,
particleMaterialIndices = solverImplementation.collisionMaterials,
collisionMaterials = ObiColliderWorld.GetInstance().collisionMaterials.AsNativeArray<BurstCollisionMaterial>(),
@@ -52,8 +54,7 @@ namespace Obi
counts = solverImplementation.positionConstraintCounts,
orientationDeltas = solverImplementation.orientationDeltas,
orientationCounts = solverImplementation.orientationConstraintCounts,
contacts = ((BurstSolverImpl)constraints.solver).abstraction.particleContacts.AsNativeArray<BurstContact>(),
effectiveMasses = ((BurstSolverImpl)constraints.solver).abstraction.particleContactEffectiveMasses.AsNativeArray<ContactEffectiveMasses>(),
contacts = ((BurstSolverImpl)constraints.solver).particleContacts,
batchData = batchData,
substepTime = substepTime,
@@ -65,12 +66,14 @@ namespace Obi
public override JobHandle Apply(JobHandle inputDeps, float substepTime)
{
if (!((BurstSolverImpl)constraints.solver).particleContacts.IsCreated)
return inputDeps;
var parameters = solverAbstraction.GetConstraintParameters(m_ConstraintType);
var applyConstraints = new ApplyBatchedCollisionConstraintsBatchJob()
{
contacts = solverAbstraction.particleContacts.AsNativeArray<BurstContact>(),
contacts = ((BurstSolverImpl)constraints.solver).particleContacts,
simplices = solverImplementation.simplices,
simplexCounts = solverImplementation.simplexCounts,
@@ -99,7 +102,7 @@ namespace Obi
[ReadOnly] public NativeArray<quaternion> prevOrientations;
[ReadOnly] public NativeArray<float> invMasses;
[ReadOnly] public NativeArray<float> invRotationalMasses;
[ReadOnly] public NativeArray<float4> invInertiaTensors;
[ReadOnly] public NativeArray<float4> radii;
[ReadOnly] public NativeArray<int> particleMaterialIndices;
[ReadOnly] public NativeArray<BurstCollisionMaterial> collisionMaterials;
@@ -115,7 +118,6 @@ namespace Obi
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<int> orientationCounts;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<BurstContact> contacts;
[ReadOnly] public NativeArray<ContactEffectiveMasses> effectiveMasses;
[ReadOnly] public BatchData batchData;
[ReadOnly] public float substepTime;
@@ -138,16 +140,16 @@ namespace Obi
float4 prevPositionA = float4.zero;
float4 linearVelocityA = float4.zero;
float4 angularVelocityA = float4.zero;
float invRotationalMassA = 0;
float4 invInertiaTensorA = float4.zero;
quaternion orientationA = new quaternion(0, 0, 0, 0);
float4 simplexRadiiA = float4.zero;
float simplexRadiusA = 0;
float4 prevPositionB = float4.zero;
float4 linearVelocityB = float4.zero;
float4 angularVelocityB = float4.zero;
float invRotationalMassB = 0;
float4 invInertiaTensorB = float4.zero;
quaternion orientationB = new quaternion(0, 0, 0, 0);
float4 simplexRadiiB = float4.zero;
float simplexRadiusB = 0;
for (int j = 0; j < simplexSizeA; ++j)
{
@@ -155,9 +157,9 @@ namespace Obi
prevPositionA += prevPositions[particleIndex] * contact.pointA[j];
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;