修改水
This commit is contained in:
@@ -1,36 +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 ComputeColliderCollisionConstraints : ComputeConstraintsImpl<ComputeColliderCollisionConstraintsBatch>
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{
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public ComputeShader constraintsShader;
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public int clearKernel;
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public int initializeKernel;
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public int projectKernel;
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public int applyKernel;
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public ComputeColliderCollisionConstraints(ComputeSolverImpl solver) : base(solver, Oni.ConstraintType.Collision)
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{
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constraintsShader = GameObject.Instantiate(Resources.Load<ComputeShader>("Compute/ColliderCollisionConstraints"));
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clearKernel = constraintsShader.FindKernel("Clear");
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initializeKernel = constraintsShader.FindKernel("Initialize");
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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 ComputeColliderCollisionConstraintsBatch(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 ComputeColliderCollisionConstraintsBatch);
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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: 1a86d11bb25f6409a95e22186e98474c
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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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@@ -1,126 +0,0 @@
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using UnityEngine;
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namespace Obi
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{
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public class ComputeColliderCollisionConstraintsBatch : ComputeConstraintsBatchImpl, IColliderCollisionConstraintsBatchImpl
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{
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public ComputeColliderCollisionConstraintsBatch(ComputeColliderCollisionConstraints constraints)
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{
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m_Constraints = constraints;
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m_ConstraintType = Oni.ConstraintType.Collision;
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}
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public override void Initialize(float stepTime, float substepTime, int steps, float timeLeft)
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{
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if (solverAbstraction.simplexCounts.simplexCount > 0 && solverImplementation.colliderGrid.colliderCount > 0)
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{
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var shader = ((ComputeColliderCollisionConstraints)m_Constraints).constraintsShader;
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int initializeKernel = ((ComputeColliderCollisionConstraints)m_Constraints).initializeKernel;
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int clearKernel = ((ComputeColliderCollisionConstraints)m_Constraints).clearKernel;
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shader.SetInt("pointCount", solverAbstraction.simplexCounts.pointCount);
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shader.SetInt("edgeCount", solverAbstraction.simplexCounts.edgeCount);
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shader.SetInt("triangleCount", solverAbstraction.simplexCounts.triangleCount);
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shader.SetBuffer(clearKernel, "contacts", solverAbstraction.colliderContacts.computeBuffer);
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shader.SetBuffer(clearKernel, "shapes", this.solverImplementation.colliderGrid.shapesBuffer);
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shader.SetBuffer(clearKernel, "RW_rigidbodies", this.solverImplementation.colliderGrid.rigidbodiesBuffer);
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shader.SetBuffer(clearKernel, "dispatchBuffer", this.solverImplementation.colliderGrid.dispatchBuffer);
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shader.SetBuffer(initializeKernel, "contacts", solverAbstraction.colliderContacts.computeBuffer);
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shader.SetBuffer(initializeKernel, "effectiveMasses", solverAbstraction.contactEffectiveMasses.computeBuffer);
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shader.SetBuffer(initializeKernel, "dispatchBuffer", this.solverImplementation.colliderGrid.dispatchBuffer);
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shader.SetBuffer(initializeKernel, "collisionMaterials", this.solverImplementation.colliderGrid.materialsBuffer);
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shader.SetBuffer(initializeKernel, "simplices", this.solverImplementation.simplices);
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shader.SetBuffer(initializeKernel, "transforms", this.solverImplementation.colliderGrid.transformsBuffer);
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shader.SetBuffer(initializeKernel, "shapes", this.solverImplementation.colliderGrid.shapesBuffer);
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shader.SetBuffer(initializeKernel, "RW_rigidbodies", this.solverImplementation.colliderGrid.rigidbodiesBuffer);
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shader.SetBuffer(initializeKernel, "positions", solverImplementation.positionsBuffer);
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shader.SetBuffer(initializeKernel, "orientations", solverImplementation.orientationsBuffer);
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shader.SetBuffer(initializeKernel, "prevPositions", solverImplementation.prevPositionsBuffer);
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shader.SetBuffer(initializeKernel, "prevOrientations", solverImplementation.prevOrientationsBuffer);
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shader.SetBuffer(initializeKernel, "velocities", solverImplementation.velocitiesBuffer);
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shader.SetBuffer(initializeKernel, "principalRadii", solverImplementation.principalRadiiBuffer);
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shader.SetBuffer(initializeKernel, "collisionMaterialIndices", solverImplementation.collisionMaterialIndexBuffer);
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shader.SetBuffer(initializeKernel, "positionConstraintCounts", solverImplementation.positionConstraintCountBuffer);
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shader.SetBuffer(initializeKernel, "deltasAsInt", solverImplementation.positionDeltasIntBuffer);
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shader.SetBuffer(initializeKernel, "invMasses", solverImplementation.invMassesBuffer);
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shader.SetBuffer(initializeKernel, "invRotationalMasses", solverImplementation.invRotationalMassesBuffer);
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shader.SetBuffer(initializeKernel, "linearDeltasAsInt", solverImplementation.rigidbodyLinearDeltasIntBuffer);
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shader.SetBuffer(initializeKernel, "angularDeltasAsInt", solverImplementation.rigidbodyAngularDeltasIntBuffer);
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shader.SetBuffer(initializeKernel, "inertialSolverFrame", solverImplementation.inertialFrameBuffer);
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shader.SetFloat("substepTime", substepTime);
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shader.DispatchIndirect(clearKernel, this.solverImplementation.colliderGrid.dispatchBuffer);
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shader.DispatchIndirect(initializeKernel, this.solverImplementation.colliderGrid.dispatchBuffer);
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}
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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 (solverAbstraction.simplexCounts.simplexCount > 0 && solverImplementation.colliderGrid.colliderCount > 0)
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{
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var shader = ((ComputeColliderCollisionConstraints)m_Constraints).constraintsShader;
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int projectKernel = ((ComputeColliderCollisionConstraints)m_Constraints).projectKernel;
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shader.SetBuffer(projectKernel, "contacts", solverAbstraction.colliderContacts.computeBuffer);
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shader.SetBuffer(projectKernel, "effectiveMasses", this.solverAbstraction.contactEffectiveMasses.computeBuffer);
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shader.SetBuffer(projectKernel, "dispatchBuffer", this.solverImplementation.colliderGrid.dispatchBuffer);
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shader.SetBuffer(projectKernel, "collisionMaterials", this.solverImplementation.colliderGrid.materialsBuffer);
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shader.SetBuffer(projectKernel, "simplices", this.solverImplementation.simplices);
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shader.SetBuffer(projectKernel, "transforms", this.solverImplementation.colliderGrid.transformsBuffer);
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shader.SetBuffer(projectKernel, "shapes", this.solverImplementation.colliderGrid.shapesBuffer);
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shader.SetBuffer(projectKernel, "rigidbodies", this.solverImplementation.colliderGrid.rigidbodiesBuffer);
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shader.SetBuffer(projectKernel, "positions", solverImplementation.positionsBuffer);
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shader.SetBuffer(projectKernel, "prevPositions", solverImplementation.prevPositionsBuffer);
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shader.SetBuffer(projectKernel, "orientations", solverImplementation.orientationsBuffer);
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shader.SetBuffer(projectKernel, "prevOrientations", solverImplementation.prevOrientationsBuffer);
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shader.SetBuffer(projectKernel, "principalRadii", solverImplementation.principalRadiiBuffer);
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shader.SetBuffer(projectKernel, "collisionMaterialIndices", solverImplementation.collisionMaterialIndexBuffer);
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shader.SetBuffer(projectKernel, "positionConstraintCounts", solverImplementation.positionConstraintCountBuffer);
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shader.SetBuffer(projectKernel, "deltasAsInt", solverImplementation.positionDeltasIntBuffer);
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shader.SetBuffer(projectKernel, "invMasses", solverImplementation.invMassesBuffer);
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shader.SetBuffer(projectKernel, "linearDeltasAsInt", solverImplementation.rigidbodyLinearDeltasIntBuffer);
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shader.SetBuffer(projectKernel, "angularDeltasAsInt", solverImplementation.rigidbodyAngularDeltasIntBuffer);
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shader.SetBuffer(projectKernel, "inertialSolverFrame", solverImplementation.inertialFrameBuffer);
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shader.SetFloat("substepTime", substepTime);
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shader.SetFloat("stepTime", stepTime);
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shader.SetInt("steps", steps);
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shader.SetFloat("timeLeft", timeLeft);
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shader.SetFloat("maxDepenetration", solverAbstraction.parameters.maxDepenetration);
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shader.DispatchIndirect(projectKernel, this.solverImplementation.colliderGrid.dispatchBuffer);
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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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var shader = ((ComputeColliderCollisionConstraints)m_Constraints).constraintsShader;
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int applyKernel = ((ComputeColliderCollisionConstraints)m_Constraints).applyKernel;
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if (solverImplementation.activeParticleCount > 0)
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{
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var parameters = solverAbstraction.GetConstraintParameters(m_ConstraintType);
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shader.SetBuffer(applyKernel, "particleIndices", this.solverImplementation.activeParticlesBuffer);
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shader.SetBuffer(applyKernel, "positions", solverImplementation.positionsBuffer);
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shader.SetBuffer(applyKernel, "positionConstraintCounts", solverImplementation.positionConstraintCountBuffer);
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shader.SetBuffer(applyKernel, "deltasAsInt", solverImplementation.positionDeltasIntBuffer);
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shader.SetInt("particleCount", this.solverAbstraction.activeParticleCount);
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shader.SetFloat("sorFactor", parameters.SORFactor);
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int threadGroups = ComputeMath.ThreadGroupCount(this.solverAbstraction.activeParticleCount, 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: d33af332861d148229253e82497aa0df
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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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@@ -1,32 +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 ComputeColliderFrictionConstraints : ComputeConstraintsImpl<ComputeColliderFrictionConstraintsBatch>
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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 ComputeColliderFrictionConstraints(ComputeSolverImpl solver) : base(solver, Oni.ConstraintType.Friction)
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{
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constraintsShader = GameObject.Instantiate(Resources.Load<ComputeShader>("Compute/ColliderFrictionConstraints"));
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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 ComputeColliderFrictionConstraintsBatch(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 ComputeColliderFrictionConstraintsBatch);
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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: b15312c6313124df298754c7654b62bc
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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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@@ -1,86 +0,0 @@
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using UnityEngine;
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namespace Obi
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{
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public class ComputeColliderFrictionConstraintsBatch : ComputeConstraintsBatchImpl, IColliderCollisionConstraintsBatchImpl
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{
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public ComputeColliderFrictionConstraintsBatch(ComputeColliderFrictionConstraints constraints)
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{
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m_Constraints = constraints;
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m_ConstraintType = Oni.ConstraintType.Friction;
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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 (solverAbstraction.simplexCounts.simplexCount > 0 && solverImplementation.colliderGrid.colliderCount > 0)
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{
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var shader = ((ComputeColliderFrictionConstraints)m_Constraints).constraintsShader;
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int projectKernel = ((ComputeColliderFrictionConstraints)m_Constraints).projectKernel;
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shader.SetInt("pointCount", solverAbstraction.simplexCounts.pointCount);
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shader.SetInt("edgeCount", solverAbstraction.simplexCounts.edgeCount);
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shader.SetInt("triangleCount", solverAbstraction.simplexCounts.triangleCount);
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shader.SetBuffer(projectKernel, "contacts", solverAbstraction.colliderContacts.computeBuffer);
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shader.SetBuffer(projectKernel, "effectiveMasses", solverAbstraction.contactEffectiveMasses.computeBuffer);
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shader.SetBuffer(projectKernel, "dispatchBuffer", this.solverImplementation.colliderGrid.dispatchBuffer);
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shader.SetBuffer(projectKernel, "collisionMaterials", this.solverImplementation.colliderGrid.materialsBuffer);
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shader.SetBuffer(projectKernel, "simplices", this.solverImplementation.simplices);
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shader.SetBuffer(projectKernel, "transforms", this.solverImplementation.colliderGrid.transformsBuffer);
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shader.SetBuffer(projectKernel, "shapes", this.solverImplementation.colliderGrid.shapesBuffer);
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shader.SetBuffer(projectKernel, "rigidbodies", this.solverImplementation.colliderGrid.rigidbodiesBuffer);
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shader.SetBuffer(projectKernel, "positions", solverImplementation.positionsBuffer);
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shader.SetBuffer(projectKernel, "collisionMaterialIndices", solverImplementation.collisionMaterialIndexBuffer);
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shader.SetBuffer(projectKernel, "orientations", solverImplementation.orientationsBuffer);
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shader.SetBuffer(projectKernel, "prevPositions", solverImplementation.prevPositionsBuffer);
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shader.SetBuffer(projectKernel, "prevOrientations", solverImplementation.prevOrientationsBuffer);
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shader.SetBuffer(projectKernel, "principalRadii", solverImplementation.principalRadiiBuffer);
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shader.SetBuffer(projectKernel, "invMasses", solverImplementation.invMassesBuffer);
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shader.SetBuffer(projectKernel, "invRotationalMasses", solverImplementation.invRotationalMassesBuffer);
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shader.SetBuffer(projectKernel, "positionConstraintCounts", solverImplementation.positionConstraintCountBuffer);
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shader.SetBuffer(projectKernel, "deltasAsInt", solverImplementation.positionDeltasIntBuffer);
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shader.SetBuffer(projectKernel, "orientationConstraintCounts", solverImplementation.orientationConstraintCountBuffer);
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shader.SetBuffer(projectKernel, "orientationDeltasAsInt", solverImplementation.orientationDeltasIntBuffer);
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shader.SetBuffer(projectKernel, "linearDeltasAsInt", solverImplementation.rigidbodyLinearDeltasIntBuffer);
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shader.SetBuffer(projectKernel, "angularDeltasAsInt", solverImplementation.rigidbodyAngularDeltasIntBuffer);
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shader.SetBuffer(projectKernel, "solverToWorld", solverImplementation.solverToWorldBuffer);
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shader.SetBuffer(projectKernel, "inertialSolverFrame", solverImplementation.inertialFrameBuffer);
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shader.SetFloat("stepTime", stepTime);
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shader.SetFloat("substepTime", substepTime);
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shader.DispatchIndirect(projectKernel, this.solverImplementation.colliderGrid.dispatchBuffer);
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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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var shader = ((ComputeColliderFrictionConstraints)m_Constraints).constraintsShader;
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int applyKernel = ((ComputeColliderFrictionConstraints)m_Constraints).applyKernel;
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if (solverImplementation.activeParticleCount > 0)
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{
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var parameters = solverAbstraction.GetConstraintParameters(m_ConstraintType);
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shader.SetBuffer(applyKernel, "particleIndices", this.solverImplementation.activeParticlesBuffer);
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shader.SetBuffer(applyKernel, "RW_positions", solverImplementation.positionsBuffer);
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shader.SetBuffer(applyKernel, "RW_orientations", solverImplementation.orientationsBuffer);
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shader.SetBuffer(applyKernel, "positionConstraintCounts", solverImplementation.positionConstraintCountBuffer);
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shader.SetBuffer(applyKernel, "deltasAsInt", solverImplementation.positionDeltasIntBuffer);
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shader.SetBuffer(applyKernel, "orientationConstraintCounts", solverImplementation.orientationConstraintCountBuffer);
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shader.SetBuffer(applyKernel, "orientationDeltasAsInt", solverImplementation.orientationDeltasIntBuffer);
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shader.SetInt("particleCount", this.solverAbstraction.activeParticleCount);
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shader.SetFloat("sorFactor", parameters.SORFactor);
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int threadGroups = ComputeMath.ThreadGroupCount(this.solverAbstraction.activeParticleCount, 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
|
||||
guid: 24cfbad987ca74ec696ec132558f6103
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||||
MonoImporter:
|
||||
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:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user