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

@@ -10,52 +10,18 @@ using System.Collections;
namespace Obi
{
[BurstCompile]
struct CalculateSimplexBoundsJob : IJobParallelFor
struct ParticleToBoundsJob : IJobParallelFor
{
[ReadOnly] public NativeArray<float4> radii;
[ReadOnly] public NativeArray<float4> fluidMaterials;
[ReadOnly] public NativeArray<int> activeParticles;
[ReadOnly] public NativeArray<float4> positions;
[ReadOnly] public NativeArray<float4> velocities;
[ReadOnly] public NativeArray<float4> radii;
// simplex arrays:
[ReadOnly] public NativeArray<int> simplices;
[ReadOnly] public SimplexCounts simplexCounts;
[ReadOnly] public NativeArray<int> particleMaterialIndices;
[ReadOnly] public NativeArray<BurstCollisionMaterial> collisionMaterials;
public NativeArray<BurstAabb> simplexBounds;
public NativeArray<BurstAabb> reducedBounds;
[ReadOnly] public Oni.SolverParameters parameters;
[ReadOnly] public float dt;
public NativeArray<BurstAabb> bounds;
public void Execute(int i)
{
int simplexStart = simplexCounts.GetSimplexStartAndSize(i, out int simplexSize);
var sxBounds = new BurstAabb(float.MaxValue, float.MinValue);
var soBounds = new BurstAabb(float.MaxValue, float.MinValue);
for (int j = 0; j < simplexSize; ++j)
{
int p = simplices[simplexStart + j];
int m = particleMaterialIndices[p];
float solidRadius = radii[p].x + (m >= 0 ? collisionMaterials[m].stickDistance : 0);
// Expand simplex bounds, using both the particle's original position and its velocity.
// Add collision margin for both fluid neighborhood too (prevents explosions at high pressures due to neighborhood deficiency)
sxBounds.EncapsulateParticle(positions[p],
BurstIntegration.IntegrateLinear(positions[p], velocities[p], dt * parameters.particleCCD),
math.max(solidRadius, fluidMaterials[p].x * 0.5f) + parameters.collisionMargin);
soBounds.EncapsulateParticle(positions[p],
BurstIntegration.IntegrateLinear(positions[p], velocities[p], dt),
solidRadius);
}
simplexBounds[i] = sxBounds;
reducedBounds[i] = soBounds;
int p = activeParticles[i];
bounds[i] = new BurstAabb(positions[p] - radii[p].x, positions[p] + radii[p].x);
}
}