修改水
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@@ -1,32 +0,0 @@
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using System;
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using UnityEngine;
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namespace Obi
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{
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public class ComputeChainConstraints : ComputeConstraintsImpl<ComputeChainConstraintsBatch>
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{
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public ComputeShader constraintsShader;
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public int projectKernel;
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public int applyKernel;
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public ComputeChainConstraints(ComputeSolverImpl solver) : base(solver, Oni.ConstraintType.Chain)
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{
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constraintsShader = GameObject.Instantiate(Resources.Load<ComputeShader>("Compute/ChainConstraints"));
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projectKernel = constraintsShader.FindKernel("Project");
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applyKernel = constraintsShader.FindKernel("Apply");
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}
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public override IConstraintsBatchImpl CreateConstraintsBatch()
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{
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var dataBatch = new ComputeChainConstraintsBatch(this);
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batches.Add(dataBatch);
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return dataBatch;
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}
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public override void RemoveBatch(IConstraintsBatchImpl batch)
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{
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batches.Remove(batch as ComputeChainConstraintsBatch);
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batch.Destroy();
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}
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}
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}
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@@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: 0c28cd2bd740f4bebb4c8559b395ed0e
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,97 +0,0 @@
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using UnityEngine;
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namespace Obi
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{
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public class ComputeChainConstraintsBatch : ComputeConstraintsBatchImpl, IChainConstraintsBatchImpl
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{
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GraphicsBuffer firstIndex;
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GraphicsBuffer numIndices;
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GraphicsBuffer restLengths;
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GraphicsBuffer ni;
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GraphicsBuffer diagonals;
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public ComputeChainConstraintsBatch(ComputeChainConstraints constraints)
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{
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m_Constraints = constraints;
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m_ConstraintType = Oni.ConstraintType.Chain;
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}
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public void SetChainConstraints(ObiNativeIntList particleIndices, ObiNativeVector2List restLengths, ObiNativeIntList firstIndex, ObiNativeIntList numIndex, int count)
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{
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this.particleIndices = particleIndices.AsComputeBuffer<int>();
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this.firstIndex = firstIndex.AsComputeBuffer<int>();
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this.numIndices = numIndex.AsComputeBuffer<int>();
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this.restLengths = restLengths.AsComputeBuffer<Vector2>();
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int numEdges = 0;
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for (int i = 0; i < numIndex.count; ++i)
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numEdges += numIndex[i] - 1;
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ni = new GraphicsBuffer(GraphicsBuffer.Target.Structured, numEdges, 16);
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diagonals = new GraphicsBuffer(GraphicsBuffer.Target.Structured, numEdges, 12);
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m_ConstraintCount = count;
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}
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public override void Destroy()
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{
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ni.Dispose();
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diagonals.Dispose();
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}
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public override void Evaluate(float stepTime, float substepTime, int steps, float timeLeft)
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{
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if (m_ConstraintCount > 0)
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{
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var shader = ((ComputeChainConstraints)m_Constraints).constraintsShader;
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int projectKernel = ((ComputeChainConstraints)m_Constraints).projectKernel;
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shader.SetBuffer(projectKernel, "particleIndices", particleIndices);
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shader.SetBuffer(projectKernel, "firstIndex", firstIndex);
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shader.SetBuffer(projectKernel, "numIndices", numIndices);
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shader.SetBuffer(projectKernel, "restLengths", restLengths);
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shader.SetBuffer(projectKernel, "ni", ni);
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shader.SetBuffer(projectKernel, "diagonals", diagonals);
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shader.SetBuffer(projectKernel, "positions", solverImplementation.positionsBuffer);
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shader.SetBuffer(projectKernel, "invMasses", solverImplementation.invMassesBuffer);
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shader.SetBuffer(projectKernel, "deltasAsInt", solverImplementation.positionDeltasIntBuffer);
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shader.SetBuffer(projectKernel, "positionConstraintCounts", solverImplementation.positionConstraintCountBuffer);
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shader.SetInt("activeConstraintCount", m_ConstraintCount);
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shader.SetFloat("deltaTime", substepTime);
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int threadGroups = ComputeMath.ThreadGroupCount(m_ConstraintCount, 128);
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shader.Dispatch(projectKernel, threadGroups, 1, 1);
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}
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}
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public override void Apply(float substepTime)
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{
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if (m_ConstraintCount > 0)
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{
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var parameters = solverAbstraction.GetConstraintParameters(m_ConstraintType);
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var shader = ((ComputeChainConstraints)m_Constraints).constraintsShader;
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int applyKernel = ((ComputeChainConstraints)m_Constraints).applyKernel;
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shader.SetBuffer(applyKernel, "particleIndices", particleIndices);
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shader.SetBuffer(applyKernel, "firstIndex", firstIndex);
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shader.SetBuffer(applyKernel, "numIndices", numIndices);
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shader.SetBuffer(applyKernel, "positions", solverImplementation.positionsBuffer);
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shader.SetBuffer(applyKernel, "deltasAsInt", solverImplementation.positionDeltasIntBuffer);
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shader.SetBuffer(applyKernel, "positionConstraintCounts", solverImplementation.positionConstraintCountBuffer);
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shader.SetInt("activeConstraintCount", m_ConstraintCount);
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shader.SetFloat("sorFactor", parameters.SORFactor);
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int threadGroups = ComputeMath.ThreadGroupCount(m_ConstraintCount, 128);
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shader.Dispatch(applyKernel, threadGroups, 1, 1);
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}
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}
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}
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}
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@@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: 5d067c1d8b1e94c51bbb85f0f81754ad
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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