修改水
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@@ -67,29 +67,17 @@ namespace Obi
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int optimizationIterations,
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float optimizationTolerance)
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{
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var co = new BurstQueryResult { simplexIndex = simplexIndex, queryIndex = shapeIndex };
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var co = new BurstQueryResult() { simplexIndex = simplexIndex, queryIndex = shapeIndex };
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float4 simplexBary = BurstMath.BarycenterForSimplexOfSize(simplexSize);
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var colliderPoint = BurstLocalOptimization.Optimize(ref this, positions, orientations, radii, simplices, simplexStart, simplexSize,
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ref simplexBary, out float4 convexPoint, optimizationIterations, optimizationTolerance);
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float4 simplexPrevPosition = float4.zero;
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float simplexRadius = 0;
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for (int j = 0; j < simplexSize; ++j)
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{
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int particleIndex = simplices[simplexStart + j];
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simplexPrevPosition += positions[particleIndex] * simplexBary[j];
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simplexRadius += BurstMath.EllipsoidRadius(colliderPoint.normal, orientations[particleIndex], radii[particleIndex].xyz) * simplexBary[j];
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}
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var colliderPoint = BurstLocalOptimization.Optimize<BurstBoxQuery>(ref this, positions, orientations, radii, simplices, simplexStart, simplexSize,
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ref simplexBary, out float4 convexPoint, optimizationIterations, optimizationTolerance);
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co.queryPoint = colliderPoint.point;
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co.normal = colliderPoint.normal;
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co.simplexBary = simplexBary;
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co.distance = math.dot(simplexPrevPosition - colliderPoint.point, colliderPoint.normal) - simplexRadius;
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if (co.distance <= shape.maxDistance)
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results.Enqueue(co);
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results.Enqueue(co);
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}
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}
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