修改水
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@@ -1,91 +0,0 @@
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using UnityEngine;
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namespace Obi
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{
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public class ComputeStretchShearConstraintsBatch : ComputeConstraintsBatchImpl, IStretchShearConstraintsBatchImpl
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{
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GraphicsBuffer orientationIndices;
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GraphicsBuffer restLengths;
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GraphicsBuffer restOrientations;
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GraphicsBuffer stiffnesses;
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public ComputeStretchShearConstraintsBatch(ComputeStretchShearConstraints constraints)
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{
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m_Constraints = constraints;
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m_ConstraintType = Oni.ConstraintType.StretchShear;
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}
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public void SetStretchShearConstraints(ObiNativeIntList particleIndices, ObiNativeIntList orientationIndices, ObiNativeFloatList restLengths, ObiNativeQuaternionList restOrientations, ObiNativeVector3List stiffnesses, ObiNativeFloatList lambdas, int count)
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{
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this.particleIndices = particleIndices.AsComputeBuffer<int>();
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this.orientationIndices = orientationIndices.AsComputeBuffer<int>();
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this.restLengths = restLengths.AsComputeBuffer<float>();
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this.restOrientations = restOrientations.AsComputeBuffer<Quaternion>();
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this.stiffnesses = stiffnesses.AsComputeBuffer<Vector3>();
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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 = ((ComputeStretchShearConstraints)m_Constraints).constraintsShader;
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int projectKernel = ((ComputeStretchShearConstraints)m_Constraints).projectKernel;
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shader.SetBuffer(projectKernel, "particleIndices", particleIndices);
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shader.SetBuffer(projectKernel, "orientationIndices", orientationIndices);
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shader.SetBuffer(projectKernel, "restLengths", restLengths);
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shader.SetBuffer(projectKernel, "restOrientations", restOrientations);
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shader.SetBuffer(projectKernel, "stiffnesses", stiffnesses);
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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, "orientations", solverImplementation.orientationsBuffer);
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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, "deltasAsInt", solverImplementation.positionDeltasIntBuffer);
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shader.SetBuffer(projectKernel, "orientationDeltasAsInt", solverImplementation.orientationDeltasIntBuffer);
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shader.SetBuffer(projectKernel, "positionConstraintCounts", solverImplementation.positionConstraintCountBuffer);
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shader.SetBuffer(projectKernel, "orientationConstraintCounts", solverImplementation.orientationConstraintCountBuffer);
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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 = ((ComputeStretchShearConstraints)m_Constraints).constraintsShader;
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int applyKernel = ((ComputeStretchShearConstraints)m_Constraints).applyKernel;
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shader.SetBuffer(applyKernel, "particleIndices", particleIndices);
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shader.SetBuffer(applyKernel, "orientationIndices", orientationIndices);
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shader.SetBuffer(applyKernel, "positions", solverImplementation.positionsBuffer);
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shader.SetBuffer(applyKernel, "orientations", solverImplementation.orientationsBuffer);
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shader.SetBuffer(applyKernel, "deltasAsInt", solverImplementation.positionDeltasIntBuffer);
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shader.SetBuffer(applyKernel, "orientationDeltasAsInt", solverImplementation.orientationDeltasIntBuffer);
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shader.SetBuffer(applyKernel, "positionConstraintCounts", solverImplementation.positionConstraintCountBuffer);
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shader.SetBuffer(applyKernel, "orientationConstraintCounts", solverImplementation.orientationConstraintCountBuffer);
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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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