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 ComputeSkinConstraints : ComputeConstraintsImpl<ComputeSkinConstraintsBatch>
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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 ComputeSkinConstraints(ComputeSolverImpl solver) : base(solver, Oni.ConstraintType.Skin)
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{
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constraintsShader = GameObject.Instantiate(Resources.Load<ComputeShader>("Compute/SkinConstraints"));
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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 ComputeSkinConstraintsBatch(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 ComputeSkinConstraintsBatch);
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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: df84869cc78e04bb895be2db5e398cc3
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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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@@ -1,81 +0,0 @@
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using UnityEngine;
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namespace Obi
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{
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public class ComputeSkinConstraintsBatch : ComputeConstraintsBatchImpl, ISkinConstraintsBatchImpl
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{
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GraphicsBuffer skinPoints;
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GraphicsBuffer skinNormalsBuffer;
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GraphicsBuffer skinRadiiBackstopBuffer;
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GraphicsBuffer skinComplianceBuffer;
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public ComputeSkinConstraintsBatch(ComputeSkinConstraints constraints)
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{
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m_Constraints = constraints;
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m_ConstraintType = Oni.ConstraintType.Skin;
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}
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public void SetSkinConstraints(ObiNativeIntList particleIndices, ObiNativeVector4List skinPoints, ObiNativeVector4List skinNormals, ObiNativeFloatList skinRadiiBackstop, ObiNativeFloatList skinCompliance, ObiNativeFloatList lambdas, int count)
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{
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this.particleIndices = particleIndices.AsComputeBuffer<int>();
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this.skinPoints = skinPoints.AsComputeBuffer<Vector4>();
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this.skinNormalsBuffer = skinNormals.AsComputeBuffer<Vector4>();
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this.skinRadiiBackstopBuffer = skinRadiiBackstop.AsComputeBuffer<float>();
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this.skinComplianceBuffer = skinCompliance.AsComputeBuffer<float>();
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this.lambdas = lambdas.AsComputeBuffer<float>();
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this.lambdasList = lambdas;
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m_ConstraintCount = count;
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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 = ((ComputeSkinConstraints)m_Constraints).constraintsShader;
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int projectKernel = ((ComputeSkinConstraints)m_Constraints).projectKernel;
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shader.SetBuffer(projectKernel, "particleIndices", particleIndices);
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shader.SetBuffer(projectKernel, "skinPoints", skinPoints);
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shader.SetBuffer(projectKernel, "skinNormals", skinNormalsBuffer);
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shader.SetBuffer(projectKernel, "skinRadiiBackstop", skinRadiiBackstopBuffer);
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shader.SetBuffer(projectKernel, "skinCompliance", skinComplianceBuffer);
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shader.SetBuffer(projectKernel, "lambdas", lambdas);
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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 = ((ComputeSkinConstraints)m_Constraints).constraintsShader;
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int applyKernel = ((ComputeSkinConstraints)m_Constraints).applyKernel;
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shader.SetBuffer(applyKernel, "particleIndices", particleIndices);
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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: 935a9038a35be4d21aa06057f83040a9
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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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