修改水
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@@ -14,7 +14,7 @@ namespace Obi
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{
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[ReadOnly] public NativeArray<int> activeParticles;
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[ReadOnly] public NativeArray<int> phases;
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[ReadOnly] public NativeArray<float4> buoyancies;
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[ReadOnly] public NativeArray<float> buoyancies;
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// linear/position properties:
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[ReadOnly] public NativeArray<float4> externalForces;
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@@ -48,7 +48,7 @@ namespace Obi
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// Adjust gravity for buoyant fluid particles:
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if ((phases[i] & (int)ObiUtils.ParticleFlags.Fluid) != 0)
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effectiveGravity *= -buoyancies[i].z;
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effectiveGravity *= -buoyancies[i];
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// apply external forces and gravity:
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float4 vel = velocities[i] + (inverseMasses[i] * externalForces[i] + effectiveGravity) * deltaTime;
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@@ -63,13 +63,13 @@ namespace Obi
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if (inverseRotationalMasses[i] > 0)
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{
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// apply external torques (simplification: we don't use full inertia tensor here)
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float3 angularVel = angularVelocities[i].xyz + inverseRotationalMasses[i] * externalTorques[i].xyz * deltaTime;
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float4 angularVel = angularVelocities[i] + inverseRotationalMasses[i] * externalTorques[i] * deltaTime;
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// project angular velocity to 2D plane normal if needed:
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if (is2D)
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angularVel = angularVel.project(new float3(0, 0, 1));
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angularVel = angularVel.project(new float4(0, 0, 1, 0));
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angularVelocities[i] = new float4(angularVel, angularVelocities[i].w);
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angularVelocities[i] = angularVel;
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}
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// integrate velocities:
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