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@@ -1,82 +0,0 @@
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using UnityEngine;
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namespace Obi
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{
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public abstract class ComputeConstraintsBatchImpl : IConstraintsBatchImpl
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{
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protected IComputeConstraintsImpl m_Constraints;
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protected Oni.ConstraintType m_ConstraintType;
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protected bool m_Enabled = true;
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protected int m_ConstraintCount = 0;
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public Oni.ConstraintType constraintType
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{
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get { return m_ConstraintType; }
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}
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public bool enabled
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{
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set
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{
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if (m_Enabled != value)
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m_Enabled = value;
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}
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get { return m_Enabled; }
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}
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public IConstraints constraints
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{
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get { return m_Constraints; }
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}
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public ObiSolver solverAbstraction
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{
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get { return ((ComputeSolverImpl)m_Constraints.solver).abstraction; }
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}
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public ComputeSolverImpl solverImplementation
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{
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get { return (ComputeSolverImpl)m_Constraints.solver; }
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}
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protected GraphicsBuffer particleIndices;
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protected GraphicsBuffer lambdas;
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protected ObiNativeFloatList lambdasList;
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public virtual void Initialize(float stepTime, float substepTime, int steps, float timeLeft)
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{
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if (lambdasList != null)
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{
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lambdasList.WipeToZero();
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lambdasList.Upload();
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}
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}
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// implemented by concrete constraint subclasses.
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public abstract void Evaluate(float stepTime, float substepTime, int steps, float timeLeft);
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public abstract void Apply(float substepTime);
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public ComputeConstraintsBatchImpl() { }
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public virtual void Destroy()
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{
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// clean resources allocated by the batch, no need for a default implementation.
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}
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public void SetDependency(IConstraintsBatchImpl batch)
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{
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// no need to implement.
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}
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public void SetConstraintCount(int constraintCount)
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{
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m_ConstraintCount = constraintCount;
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}
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public int GetConstraintCount()
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{
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return m_ConstraintCount;
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}
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}
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}
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