修改水

This commit is contained in:
2026-01-01 22:00:33 +08:00
parent 040a222bd6
commit 9ceffccd39
1800 changed files with 103929 additions and 139495 deletions

View File

@@ -76,8 +76,8 @@ namespace Obi
{
particleIndices[m_ActiveConstraintCount + i] = actor.solverIndices[batch.particleIndices[i]];
aerodynamicCoeffs[(m_ActiveConstraintCount + i) * 3] = batch.aerodynamicCoeffs[i*3];
aerodynamicCoeffs[(m_ActiveConstraintCount + i) * 3 + 1] = user.GetDrag(batch, i);
aerodynamicCoeffs[(m_ActiveConstraintCount + i) * 3 + 2] = user.GetLift(batch, i);
aerodynamicCoeffs[(m_ActiveConstraintCount + i) * 3 + 1] = user.drag;
aerodynamicCoeffs[(m_ActiveConstraintCount + i) * 3 + 2] = user.lift;
}
base.Merge(actor, other);
@@ -96,10 +96,6 @@ namespace Obi
public override void RemoveFromSolver(ObiSolver solver)
{
base.RemoveFromSolver(solver);
aerodynamicCoeffs.Dispose();
//Remove batch:
solver.implementation.DestroyConstraintsBatch(m_BatchImpl as IConstraintsBatchImpl);
}

View File

@@ -115,12 +115,6 @@ namespace Obi
public override void RemoveFromSolver(ObiSolver solver)
{
base.RemoveFromSolver(solver);
restBends.Dispose();
bendingStiffnesses.Dispose();
plasticity.Dispose();
//Remove batch:
solver.implementation.DestroyConstraintsBatch(m_BatchImpl as IConstraintsBatchImpl);
}

View File

@@ -116,12 +116,6 @@ namespace Obi
public override void RemoveFromSolver(ObiSolver solver)
{
base.RemoveFromSolver(solver);
restDarbouxVectors.Dispose();
plasticity.Dispose();
stiffnesses.Dispose();
//Remove batch:
solver.implementation.DestroyConstraintsBatch(m_BatchImpl as IConstraintsBatchImpl);
}

View File

@@ -120,12 +120,6 @@ namespace Obi
public override void RemoveFromSolver(ObiSolver solver)
{
base.RemoveFromSolver(solver);
firstParticle.Dispose();
numParticles.Dispose();
lengths.Dispose();
//Remove batch:
solver.implementation.DestroyConstraintsBatch(m_BatchImpl as IConstraintsBatchImpl);
}

View File

@@ -42,7 +42,6 @@ namespace Obi
bool DeactivateConstraint(int constraintIndex);
bool ActivateConstraint(int constraintIndex);
void DeactivateAllConstraints();
void ActivateAllConstraints();
void Clear();
@@ -101,12 +100,8 @@ namespace Obi
protected abstract void SwapConstraints(int sourceIndex, int destIndex);
public abstract void GetParticlesInvolved(int index, List<int> particles);
public virtual void AddToSolver(ObiSolver solver) { }
public virtual void RemoveFromSolver(ObiSolver solver) {
particleIndices.Dispose();
lambdas.Dispose();
}
public abstract void AddToSolver(ObiSolver solver);
public abstract void RemoveFromSolver(ObiSolver solver);
protected virtual void CopyConstraint(ObiConstraintsBatch batch, int constraintIndex) { }
@@ -181,11 +176,6 @@ namespace Obi
m_ActiveConstraintCount = 0;
}
public void ActivateAllConstraints()
{
m_ActiveConstraintCount = m_ConstraintCount;
}
// Swaps the constraint with the last one and reduces the amount of constraints by one.
public void RemoveConstraint(int constraintIndex)
{

View File

@@ -30,7 +30,7 @@ namespace Obi
get { return m_BatchImpl; }
}
public ObiDistanceConstraintsBatch(ObiDistanceConstraintsData constraints = null) : base()
public ObiDistanceConstraintsBatch(int a = 0)
{
}
@@ -135,11 +135,6 @@ namespace Obi
public override void RemoveFromSolver(ObiSolver solver)
{
base.RemoveFromSolver(solver);
restLengths.Dispose();
stiffnesses.Dispose();
//Remove batch:
solver.implementation.DestroyConstraintsBatch(m_BatchImpl as IConstraintsBatchImpl);
}

View File

@@ -8,12 +8,12 @@ namespace Obi
[Serializable]
public class ObiPinConstraintsBatch : ObiConstraintsBatch
{
protected IPinConstraintsBatchImpl m_BatchImpl;
protected IPinConstraintsBatchImpl m_BatchImpl;
/// <summary>
/// for each constraint, handle of the pinned collider.
/// </summary>
[HideInInspector] public List<ObiColliderHandle> pinBodies = new List<ObiColliderHandle>();
[HideInInspector] public List<ObiColliderHandle> pinBodies = new List<ObiColliderHandle>();
/// <summary>
/// index of the pinned collider in the collider world.
@@ -23,17 +23,22 @@ namespace Obi
/// <summary>
/// Pin position expressed in the attachment's local space.
/// </summary>
[HideInInspector] public ObiNativeVector4List offsets = new ObiNativeVector4List();
[HideInInspector] public ObiNativeVector4List offsets = new ObiNativeVector4List();
/// <summary>
/// Rest Darboux vector for each constraint.
/// </summary>
[HideInInspector] public ObiNativeQuaternionList restDarbouxVectors = new ObiNativeQuaternionList();
[HideInInspector] public ObiNativeQuaternionList restDarbouxVectors = new ObiNativeQuaternionList();
/// <summary>
/// Compliances of pin constraits. 2 float per constraint (positional and rotational compliance).
/// </summary>
[HideInInspector] public ObiNativeFloatList stiffnesses = new ObiNativeFloatList();
[HideInInspector] public ObiNativeFloatList stiffnesses = new ObiNativeFloatList();
/// <summary>
/// One float per constraint: break threshold.
/// </summary>
[HideInInspector] public ObiNativeFloatList breakThresholds = new ObiNativeFloatList();
public override Oni.ConstraintType constraintType
{
@@ -49,17 +54,18 @@ namespace Obi
{
}
public void AddConstraint(int solverIndex, ObiColliderBase body, Vector3 offset, Quaternion restDarboux, float linearCompliance, float rotationalCompliance, bool projectRenderable = false)
public void AddConstraint(int solverIndex, ObiColliderBase body, Vector3 offset, Quaternion restDarboux, float linearCompliance, float rotationalCompliance, float breakThreshold)
{
RegisterConstraint();
particleIndices.Add(solverIndex);
pinBodies.Add(body != null ? body.Handle : new ObiColliderHandle());
colliderIndices.Add(body != null ? body.Handle.index : -1);
offsets.Add(new Vector4(offset.x, offset.y, offset.z, projectRenderable ? 1:0));
offsets.Add(offset);
restDarbouxVectors.Add(restDarboux);
stiffnesses.Add(linearCompliance);
stiffnesses.Add(rotationalCompliance);
breakThresholds.Add(breakThreshold);
}
public override void Clear()
@@ -102,11 +108,13 @@ namespace Obi
offsets.ResizeUninitialized(m_ActiveConstraintCount + batch.activeConstraintCount);
restDarbouxVectors.ResizeUninitialized(m_ActiveConstraintCount + batch.activeConstraintCount);
stiffnesses.ResizeUninitialized((m_ActiveConstraintCount + batch.activeConstraintCount) * 2);
breakThresholds.ResizeUninitialized(m_ActiveConstraintCount + batch.activeConstraintCount);
lambdas.ResizeInitialized((m_ActiveConstraintCount + batch.activeConstraintCount) * 4);
offsets.CopyFrom(batch.offsets, 0, m_ActiveConstraintCount, batch.activeConstraintCount);
restDarbouxVectors.CopyFrom(batch.restDarbouxVectors, 0, m_ActiveConstraintCount, batch.activeConstraintCount);
stiffnesses.CopyFrom(batch.stiffnesses, 0, m_ActiveConstraintCount * 2, batch.activeConstraintCount * 2);
breakThresholds.CopyFrom(batch.breakThresholds, 0, m_ActiveConstraintCount, batch.activeConstraintCount);
for (int i = 0; i < batch.activeConstraintCount; ++i)
{
@@ -131,13 +139,6 @@ namespace Obi
public override void RemoveFromSolver(ObiSolver solver)
{
base.RemoveFromSolver(solver);
restDarbouxVectors.Dispose();
colliderIndices.Dispose();
offsets.Dispose();
stiffnesses.Dispose();
if (solver != null && solver.implementation != null)
solver.implementation.DestroyConstraintsBatch(m_BatchImpl as IConstraintsBatchImpl);
}

View File

@@ -1,220 +0,0 @@
using UnityEngine;
using System;
using System.Collections.Generic;
namespace Obi
{
[Serializable]
public class ObiPinholeConstraintsBatch : ObiConstraintsBatch
{
[Serializable]
public struct PinholeEdge
{
public int edgeIndex;
public float coordinate;
public PinholeEdge(int edgeIndex, float coordinate)
{
this.edgeIndex = edgeIndex;
this.coordinate = coordinate;
}
public float GetRopeCoordinate(ObiActor actor)
{
int edgeCount = actor.GetDeformableEdgeCount();
return edgeCount > 0 ? Mathf.Clamp01((edgeIndex + coordinate) / edgeCount) : 0;
}
}
protected IPinholeConstraintsBatchImpl m_BatchImpl;
/// <summary>
/// for each constraint, handle of the pinned collider.
/// </summary>
[HideInInspector] public List<ObiColliderHandle> pinBodies = new List<ObiColliderHandle>();
/// <summary>
/// for each constraint, reference to the actor pinned.
/// </summary>
[HideInInspector] public List<ObiActor> pinActors = new List<ObiActor>();
/// <summary>
/// index of the pinned collider in the collider world.
/// </summary>
[HideInInspector] public ObiNativeIntList colliderIndices = new ObiNativeIntList();
/// <summary>
/// Pinhole position expressed in the attachment's local space.
/// </summary>
[HideInInspector] public ObiNativeVector4List offsets = new ObiNativeVector4List();
/// <summary>
// Normalized coordinate along current edge.
/// </summary>
[HideInInspector] public ObiNativeFloatList edgeMus = new ObiNativeFloatList();
/// <summary>
/// Edge range as 2 ints (first edge, last edge) for each constraint.
/// </summary>
[HideInInspector] public ObiNativeIntList edgeRanges = new ObiNativeIntList();
/// <summary>
/// Min/max cooridnate in each of the first and last edges as 2 floats for each constraint.
/// </summary>
[HideInInspector] public ObiNativeFloatList edgeRangeMus = new ObiNativeFloatList();
/// <summary>
/// Parameters of pinhole constraints. 5 floats per constraint (compliance, friction, motor speed, motor force and normalized coordinate along edge).
/// </summary>
[HideInInspector] public ObiNativeFloatList parameters = new ObiNativeFloatList();
/// <summary>
/// Relative velocities between rope and pinhole.
/// </summary>
[HideInInspector] public ObiNativeFloatList relativeVelocities = new ObiNativeFloatList();
public override Oni.ConstraintType constraintType
{
get { return Oni.ConstraintType.Pinhole; }
}
public override IConstraintsBatchImpl implementation
{
get { return m_BatchImpl; }
}
public ObiPinholeConstraintsBatch(ObiPinholeConstraintsData constraints = null) : base()
{
}
public void AddConstraint(PinholeEdge edge, PinholeEdge firstEdge, PinholeEdge lastEdge, ObiActor actor, ObiColliderBase body, Vector3 offset, float compliance, float friction, float motorSpeed, float motorForce, bool clampAtEnds)
{
RegisterConstraint();
particleIndices.Add(edge.edgeIndex);
edgeMus.Add(edge.coordinate);
edgeRanges.Add(firstEdge.edgeIndex);
edgeRanges.Add(lastEdge.edgeIndex);
edgeRangeMus.Add(firstEdge.coordinate);
edgeRangeMus.Add(lastEdge.coordinate);
pinBodies.Add(body != null ? body.Handle : new ObiColliderHandle());
pinActors.Add(actor);
colliderIndices.Add(body != null ? body.Handle.index : -1);
offsets.Add(offset);
parameters.Add(compliance);
parameters.Add(friction);
parameters.Add(motorSpeed);
parameters.Add(motorForce);
parameters.Add(clampAtEnds ? 1 : 0);
relativeVelocities.Add(0);
}
public override void Clear()
{
base.Clear();
particleIndices.Clear();
pinBodies.Clear();
colliderIndices.Clear();
offsets.Clear();
edgeMus.Clear();
edgeRanges.Clear();
edgeRangeMus.Clear();
parameters.Clear();
relativeVelocities.Clear();
}
public override void GetParticlesInvolved(int index, List<int> particles)
{
particles.Add(particleIndices[index]);
}
protected override void SwapConstraints(int sourceIndex, int destIndex)
{
particleIndices.Swap(sourceIndex, destIndex);
pinBodies.Swap(sourceIndex, destIndex);
colliderIndices.Swap(sourceIndex, destIndex);
offsets.Swap(sourceIndex, destIndex);
edgeMus.Swap(sourceIndex, destIndex);
edgeRanges.Swap(sourceIndex * 2, destIndex * 2);
edgeRanges.Swap(sourceIndex * 2 + 1, destIndex * 2 + 1);
edgeRangeMus.Swap(sourceIndex * 2, destIndex * 2);
edgeRangeMus.Swap(sourceIndex * 2 + 1, destIndex * 2 + 1);
for (int i = 0; i < 5; ++i)
parameters.Swap(sourceIndex * 5 + i, destIndex * 5 + i);
relativeVelocities.Swap(sourceIndex, destIndex);
}
public override void Merge(ObiActor actor, IObiConstraintsBatch other)
{
var batch = other as ObiPinholeConstraintsBatch;
if (batch != null)
{
particleIndices.ResizeUninitialized(m_ActiveConstraintCount + batch.activeConstraintCount);
colliderIndices.ResizeUninitialized(m_ActiveConstraintCount + batch.activeConstraintCount);
offsets.ResizeUninitialized(m_ActiveConstraintCount + batch.activeConstraintCount);
edgeRanges.ResizeUninitialized((m_ActiveConstraintCount + batch.activeConstraintCount) * 2);
edgeRangeMus.ResizeUninitialized((m_ActiveConstraintCount + batch.activeConstraintCount) * 2);
edgeMus.ResizeUninitialized(m_ActiveConstraintCount + batch.activeConstraintCount);
parameters.ResizeUninitialized((m_ActiveConstraintCount + batch.activeConstraintCount) * 5);
relativeVelocities.ResizeInitialized(m_ActiveConstraintCount + batch.activeConstraintCount);
lambdas.ResizeInitialized(m_ActiveConstraintCount + batch.activeConstraintCount);
edgeMus.CopyFrom(batch.edgeMus, 0, m_ActiveConstraintCount, batch.activeConstraintCount);
edgeRangeMus.CopyFrom(batch.edgeRangeMus, 0, m_ActiveConstraintCount * 2, batch.activeConstraintCount * 2);
offsets.CopyFrom(batch.offsets, 0, m_ActiveConstraintCount, batch.activeConstraintCount);
relativeVelocities.CopyFrom(batch.relativeVelocities, 0, m_ActiveConstraintCount, batch.activeConstraintCount);
parameters.CopyFrom(batch.parameters, 0, m_ActiveConstraintCount * 5, batch.activeConstraintCount * 5);
for (int i = 0; i < batch.activeConstraintCount; ++i)
{
int currentEdge = -1, firstEdge = -1, lastEdge = -1;
if (batch.pinActors[i] != null)
{
currentEdge = batch.pinActors[i].deformableEdgesOffset + batch.particleIndices[i];
firstEdge = batch.pinActors[i].deformableEdgesOffset + batch.edgeRanges[i * 2];
lastEdge = batch.pinActors[i].deformableEdgesOffset + batch.edgeRanges[i * 2 + 1];
}
edgeRanges[(m_ActiveConstraintCount + i) * 2] = firstEdge;
edgeRanges[(m_ActiveConstraintCount + i) * 2 + 1] = lastEdge;
particleIndices[m_ActiveConstraintCount + i] = Mathf.Clamp(currentEdge, firstEdge, lastEdge);
colliderIndices[m_ActiveConstraintCount + i] = batch.pinBodies[i] != null ? batch.pinBodies[i].index : -1;
}
base.Merge(actor, other);
}
}
public override void AddToSolver(ObiSolver solver)
{
if (solver != null && solver.implementation != null)
{
m_BatchImpl = solver.implementation.CreateConstraintsBatch(constraintType) as IPinholeConstraintsBatchImpl;
if (m_BatchImpl != null)
m_BatchImpl.SetPinholeConstraints(particleIndices, colliderIndices, offsets, edgeMus, edgeRanges, edgeRangeMus, parameters, relativeVelocities, lambdas, m_ActiveConstraintCount);
}
}
public override void RemoveFromSolver(ObiSolver solver)
{
base.RemoveFromSolver(solver);
edgeRanges.Dispose();
colliderIndices.Dispose();
offsets.Dispose();
parameters.Dispose();
if (solver != null && solver.implementation != null)
solver.implementation.DestroyConstraintsBatch(m_BatchImpl as IConstraintsBatchImpl);
}
}
}

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@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: d642dbf4a869c4761b38ce3f65e22f05
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@@ -8,38 +8,38 @@ namespace Obi
[Serializable]
public class ObiShapeMatchingConstraintsBatch : ObiConstraintsBatch
{
protected IShapeMatchingConstraintsBatchImpl m_BatchImpl;
protected IShapeMatchingConstraintsBatchImpl m_BatchImpl;
/// <summary>
/// index of the first particle in each constraint.
/// </summary>
public ObiNativeIntList firstIndex = new ObiNativeIntList();
public ObiNativeIntList firstIndex = new ObiNativeIntList();
/// <summary>
/// amount of particles in each constraint.
/// </summary>
public ObiNativeIntList numIndices = new ObiNativeIntList();
public ObiNativeIntList numIndices = new ObiNativeIntList();
/// <summary>
/// whether the constraint is implicit (0) or explicit (>0).
/// </summary>
public ObiNativeIntList explicitGroup = new ObiNativeIntList();
public ObiNativeIntList explicitGroup = new ObiNativeIntList();
/// <summary>
/// 5 floats per constraint: stiffness, plastic yield, creep, recovery and max deformation.
/// </summary>
public ObiNativeFloatList materialParameters = new ObiNativeFloatList();
public ObiNativeFloatList materialParameters = new ObiNativeFloatList();
/// <summary>
/// rest center of mass for each constraint.
/// </summary>
public ObiNativeVector4List restComs = new ObiNativeVector4List();
public ObiNativeVector4List restComs = new ObiNativeVector4List();
/// <summary>
/// current center of mass for each constraint.
/// </summary>
public ObiNativeVector4List coms = new ObiNativeVector4List();
public ObiNativeVector4List coms = new ObiNativeVector4List();
/// <summary>
/// current best-match orientation for each constraint.
@@ -96,7 +96,7 @@ namespace Obi
{
int first = firstIndex[index];
int num = numIndices[index];
for (int i = first; i < first + num; ++i)
for (int i = first; i < first + num; ++i)
particles.Add(particleIndices[i]);
}
@@ -154,7 +154,7 @@ namespace Obi
// shape matching constraint particle indices are not reordered when deactivating constraints,
// so instead of using batch.activeConstraintCount, batch.constraintCount. We need all of them.
int numActiveIndices = 0;
for (int i = 0; i < batch.constraintCount; ++i)
for (int i = 0; i < batch.constraintCount; ++i)
numActiveIndices += batch.numIndices[i];
particleIndices.ResizeUninitialized(initialIndexCount + numActiveIndices);
@@ -209,19 +209,6 @@ namespace Obi
public override void RemoveFromSolver(ObiSolver solver)
{
base.RemoveFromSolver(solver);
firstIndex.Dispose();
numIndices.Dispose();
explicitGroup.Dispose();
materialParameters.Dispose();
restComs.Dispose();
coms.Dispose();
orientations.Dispose();
linearTransforms.Dispose();
plasticDeformations.Dispose();
//Remove batch:
solver.implementation.DestroyConstraintsBatch(m_BatchImpl as IConstraintsBatchImpl);
}

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@@ -131,13 +131,6 @@ namespace Obi
public override void RemoveFromSolver(ObiSolver solver)
{
base.RemoveFromSolver(solver);
skinPoints.Dispose();
skinNormals.Dispose();
skinRadiiBackstop.Dispose();
skinCompliance.Dispose();
//Remove batch:
solver.implementation.DestroyConstraintsBatch(m_BatchImpl as IConstraintsBatchImpl);
}

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@@ -141,13 +141,6 @@ namespace Obi
public override void RemoveFromSolver(ObiSolver solver)
{
base.RemoveFromSolver(solver);
orientationIndices.Dispose();
restLengths.Dispose();
restOrientations.Dispose();
stiffnesses.Dispose();
//Remove batch:
solver.implementation.DestroyConstraintsBatch(m_BatchImpl as IConstraintsBatchImpl);
}

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@@ -104,11 +104,6 @@ namespace Obi
public override void RemoveFromSolver(ObiSolver solver)
{
base.RemoveFromSolver(solver);
maxLengthsScales.Dispose();
stiffnesses.Dispose();
//Remove batch:
solver.implementation.DestroyConstraintsBatch(m_BatchImpl as IConstraintsBatchImpl);
}

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@@ -126,13 +126,6 @@ namespace Obi
public override void RemoveFromSolver(ObiSolver solver)
{
base.RemoveFromSolver(solver);
firstTriangle.Dispose();
numTriangles.Dispose();
restVolumes.Dispose();
pressureStiffness.Dispose();
//Remove batch:
solver.implementation.DestroyConstraintsBatch(m_BatchImpl as IConstraintsBatchImpl);
}

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@@ -13,8 +13,18 @@ namespace Obi
set;
}
float GetDrag(ObiAerodynamicConstraintsBatch batch, int constraintIndex);
float GetLift(ObiAerodynamicConstraintsBatch batch, int constraintIndex);
float drag
{
get;
set;
}
float lift
{
get;
set;
}
}
[Serializable]

View File

@@ -1,16 +0,0 @@
using UnityEngine;
using System.Collections;
using System;
namespace Obi
{
[Serializable]
public class ObiPinholeConstraintsData : ObiConstraints<ObiPinholeConstraintsBatch>
{
public override ObiPinholeConstraintsBatch CreateBatch(ObiPinholeConstraintsBatch source = null)
{
return new ObiPinholeConstraintsBatch();
}
}
}

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@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: caeaf013c17424e0884d22017414ee1c
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -8,8 +8,8 @@ namespace Obi
{
Oni.ConstraintType? GetConstraintType();
IObiConstraintsBatch GetBatch(int i);
int batchCount { get; }
IObiConstraintsBatch GetBatch(int i);
int GetBatchCount();
void Clear();
bool AddToSolver(ObiSolver solver);
@@ -17,7 +17,6 @@ namespace Obi
int GetConstraintCount();
int GetActiveConstraintCount();
void ActivateAllConstraints();
void DeactivateAllConstraints();
void Merge(ObiActor actor, IObiConstraints other);
@@ -29,8 +28,6 @@ namespace Obi
[NonSerialized] protected ObiSolver m_Solver;
[HideInInspector] public List<T> batches = new List<T>();
public int batchCount { get => batches == null ? 0 : batches.Count; }
// merges constraints from a given actor with this one.
public void Merge(ObiActor actor, IObiConstraints other)
{
@@ -45,11 +42,11 @@ namespace Obi
actor.solverBatchOffsets[constraintType].Clear();
// create new empty batches if needed:
int newBatches = Mathf.Max(0, others.batchCount - batchCount);
int newBatches = Mathf.Max(0, others.GetBatchCount() - GetBatchCount());
for (int i = 0; i < newBatches; ++i)
AddBatch(CreateBatch());
for (int i = 0; i < other.batchCount; ++i)
for (int i = 0; i < other.GetBatchCount(); ++i)
{
// store this batch's offset:
actor.solverBatchOffsets[constraintType].Add(batches[i].activeConstraintCount);
@@ -67,6 +64,11 @@ namespace Obi
return null;
}
public int GetBatchCount()
{
return batches == null ? 0 : batches.Count;
}
public int GetConstraintCount()
{
int count = 0;
@@ -99,14 +101,6 @@ namespace Obi
batch.DeactivateAllConstraints();
}
public void ActivateAllConstraints()
{
if (batches != null)
foreach (T batch in batches)
if (batch != null)
batch.ActivateAllConstraints();
}
public T GetFirstBatch()
{
return (batches != null && batches.Count > 0) ? batches[0] : null;

View File

@@ -1 +1,106 @@
using System;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Obi
{
/**
* General greedy graph coloring algorithm for constraints. Input:
* - List of particle indices used by all constraints.
* - List of per-constraint offsets of the first constrained particle in the previous array, with the total amount of particle indices in the last position.
*
* The output is a color for each constraint. Constraints of the same color are guaranteed to not share any partices.
*/
public class GraphColoring
{
private List<int> m_ParticleIndices;
private List<int> m_ConstraintIndices;
private List<List<int>> m_ConstraintsPerParticle;
public IReadOnlyList<int> particleIndices => m_ParticleIndices.AsReadOnly();
public IReadOnlyList<int> constraintIndices => m_ConstraintIndices.AsReadOnly();
public GraphColoring(int particleCount = 0)
{
m_ParticleIndices = new List<int>();
m_ConstraintIndices = new List<int>();
m_ConstraintsPerParticle = new List<List<int>>(particleCount);
for (int i = 0; i < particleCount; ++i)
m_ConstraintsPerParticle.Add(new List<int>());
}
public void Clear()
{
m_ParticleIndices.Clear();
m_ConstraintIndices.Clear();
for (int i = 0; i < m_ConstraintsPerParticle.Count; ++i)
m_ConstraintsPerParticle[i].Clear();
}
public void AddConstraint(int[] particles)
{
for (int i = 0; i < particles.Length; ++i)
{
while (particles[i] >= m_ConstraintsPerParticle.Count)
m_ConstraintsPerParticle.Add(new List<int>());
m_ConstraintsPerParticle[particles[i]].Add(m_ConstraintIndices.Count);
}
m_ConstraintIndices.Add(m_ParticleIndices.Count);
m_ParticleIndices.AddRange(particles);
}
public IEnumerator Colorize(string progressDescription, List<int> colors)
{
m_ConstraintIndices.Add(m_ParticleIndices.Count);
int constraintCount = Mathf.Max(0, m_ConstraintIndices.Count - 1);
colors.Clear();
if (constraintCount == 0)
yield break;
colors.Capacity = constraintCount;
bool[] availability = new bool[constraintCount];
for (int i = 0; i < constraintCount; ++i)
{
colors.Add(-1);
availability[i] = true;
}
// For each constraint:
for (int i = 0; i < constraintCount; ++i)
{
// iterate over its particles:
for (int j = m_ConstraintIndices[i]; j < m_ConstraintIndices[i + 1]; ++j)
{
// for each particle, get constraints affecting it:
foreach (int k in m_ConstraintsPerParticle[m_ParticleIndices[j]])
{
// skip ourselves:
if (i == k) continue;
// both constraints share a particle so mark the neighbour color as unavailable:
if (colors[k] >= 0)
availability[colors[k]] = false;
}
}
// Assign the first available color:
for (colors[i] = 0; colors[i] < constraintCount; ++colors[i])
if (availability[colors[i]])
break;
// Reset availability flags:
for (int j = 0; j < constraintCount; ++j)
availability[j] = true;
yield return new CoroutineJob.ProgressInfo(progressDescription, i / (float)constraintCount);
}
}
}
}

View File

@@ -3,7 +3,6 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Serialization;
using System.IO;
#if UNITY_EDITOR
using UnityEditor;
@@ -17,9 +16,7 @@ namespace Obi
public delegate void BlueprintCallback(ObiActorBlueprint blueprint);
public event BlueprintCallback OnBlueprintGenerate;
[HideInInspector] [SerializeField] protected uint m_Checksum;
[HideInInspector] [SerializeField] protected bool m_Empty = true;
[HideInInspector] [SerializeField] protected bool m_Edited = false; /**< Whether there's been any modifications to blueprint data since generating it. This is used to tell whether it can be re-generated without data loss.*/
[HideInInspector] [SerializeField] protected int m_ActiveParticleCount = 0;
[HideInInspector] [SerializeField] protected int m_InitialActiveParticleCount = 0;
[HideInInspector] [SerializeField] protected Bounds _bounds = new Bounds();
@@ -27,7 +24,6 @@ namespace Obi
/**Particle components*/
[HideInInspector] public Vector3[] positions = null; /**< Particle positions.*/
[HideInInspector] public Vector4[] restPositions = null; /**< Particle rest positions, used to filter collisions.*/
[HideInInspector] public Vector4[] restNormals = null; /**< Particle local-space normal in xyz, SDF in w. Used for softbody collisions.*/
[HideInInspector] public Quaternion[] orientations = null; /**< Particle orientations.*/
[HideInInspector] public Quaternion[] restOrientations = null; /**< Particle rest orientations.*/
@@ -39,7 +35,7 @@ namespace Obi
[HideInInspector] public float[] invRotationalMasses = null;
[FormerlySerializedAs("phases")]
[HideInInspector] public int[] filters = null; /**< Particle filters*/
[HideInInspector] public int[] filters = null; /**< Particle filters*/
[HideInInspector] public Vector3[] principalRadii = null; /**< Particle ellipsoid principal radii. These are the ellipsoid radius in each axis.*/
[HideInInspector] public Color[] colors = null; /**< Particle colors (not used by all actors, can be null)*/
@@ -63,14 +59,6 @@ namespace Obi
/** Particle groups.*/
[HideInInspector] public List<ObiParticleGroup> groups = new List<ObiParticleGroup>();
/**
* Checksum value generated from particle positions and orientations.
*/
public uint checksum
{
get { return m_Checksum; }
}
/**
* Returns the amount of particles used by this blueprint.
*/
@@ -84,16 +72,6 @@ namespace Obi
get { return m_ActiveParticleCount; }
}
public Oni.SimplexType simplexTypes
{
get
{
return Oni.SimplexType.Point | // points (single particles) are always available.
(edges != null ? Oni.SimplexType.Edge : 0) |
(triangles != null ? Oni.SimplexType.Triangle : 0);
}
}
/**
* Returns whether this group uses oriented particles.
*/
@@ -102,11 +80,12 @@ namespace Obi
get
{
return invRotationalMasses != null && invRotationalMasses.Length > 0 &&
orientations != null && orientations.Length > 0;
orientations != null && orientations.Length > 0 &&
restOrientations != null && restOrientations.Length > 0;
}
}
public virtual bool usesTethers
public virtual bool usesTethers
{
get { return false; }
}
@@ -120,7 +99,6 @@ namespace Obi
{
positions.Swap(index, m_ActiveParticleCount);
restPositions.Swap(index, m_ActiveParticleCount);
restNormals.Swap(index, m_ActiveParticleCount);
orientations.Swap(index, m_ActiveParticleCount);
restOrientations.Swap(index, m_ActiveParticleCount);
velocities.Swap(index, m_ActiveParticleCount);
@@ -130,14 +108,6 @@ namespace Obi
filters.Swap(index, m_ActiveParticleCount);
principalRadii.Swap(index, m_ActiveParticleCount);
colors.Swap(index, m_ActiveParticleCount);
m_Edited = true;
}
public bool edited
{
get { return m_Edited; }
set { m_Edited = value; }
}
/**
@@ -178,7 +148,7 @@ namespace Obi
{
if (positions.Length > 0)
{
_bounds = new Bounds(positions[0], Vector3.zero);
_bounds = new Bounds(positions[0],Vector3.zero);
for (int i = 1; i < positions.Length; ++i)
_bounds.Encapsulate(positions[i]);
}
@@ -191,42 +161,27 @@ namespace Obi
get { return _bounds; }
}
protected void GenerateChecksum()
{
using (MemoryStream ms = new MemoryStream())
{
if (positions != null)
foreach (var p in positions) ms.Concatenate(p);
if (orientations != null)
foreach (var o in orientations) ms.Concatenate(o);
ms.Flush();
m_Checksum = ObiUtils.Adler32(ms.ToArray());
}
}
public IEnumerable<IObiConstraints> GetConstraints()
{
if (distanceConstraintsData != null && distanceConstraintsData.batchCount > 0)
if (distanceConstraintsData != null && distanceConstraintsData.GetBatchCount() > 0)
yield return distanceConstraintsData;
if (bendConstraintsData != null && bendConstraintsData.batchCount > 0)
if (bendConstraintsData != null && bendConstraintsData.GetBatchCount() > 0)
yield return bendConstraintsData;
if (skinConstraintsData != null && skinConstraintsData.batchCount > 0)
if (skinConstraintsData != null && skinConstraintsData.GetBatchCount() > 0)
yield return skinConstraintsData;
if (tetherConstraintsData != null && tetherConstraintsData.batchCount > 0)
if (tetherConstraintsData != null && tetherConstraintsData.GetBatchCount() > 0)
yield return tetherConstraintsData;
if (stretchShearConstraintsData != null && stretchShearConstraintsData.batchCount > 0)
if (stretchShearConstraintsData != null && stretchShearConstraintsData.GetBatchCount() > 0)
yield return stretchShearConstraintsData;
if (bendTwistConstraintsData != null && bendTwistConstraintsData.batchCount > 0)
if (bendTwistConstraintsData != null && bendTwistConstraintsData.GetBatchCount() > 0)
yield return bendTwistConstraintsData;
if (shapeMatchingConstraintsData != null && shapeMatchingConstraintsData.batchCount > 0)
if (shapeMatchingConstraintsData != null && shapeMatchingConstraintsData.GetBatchCount() > 0)
yield return shapeMatchingConstraintsData;
if (aerodynamicConstraintsData != null && aerodynamicConstraintsData.batchCount > 0)
if (aerodynamicConstraintsData != null && aerodynamicConstraintsData.GetBatchCount() > 0)
yield return aerodynamicConstraintsData;
if (chainConstraintsData != null && chainConstraintsData.batchCount > 0)
if (chainConstraintsData != null && chainConstraintsData.GetBatchCount() > 0)
yield return chainConstraintsData;
if (volumeConstraintsData != null && volumeConstraintsData.batchCount > 0)
if (volumeConstraintsData != null && volumeConstraintsData.GetBatchCount() > 0)
yield return volumeConstraintsData;
}
@@ -271,24 +226,6 @@ namespace Obi
return Quaternion.identity;
}
public Vector3 GetParticleRestPosition(int index)
{
if (restPositions != null && index < restPositions.Length)
{
return restPositions[index];
}
return Vector3.zero;
}
public Quaternion GetParticleRestOrientation(int index)
{
if (restOrientations != null && index < restOrientations.Length)
{
return restOrientations[index];
}
return Quaternion.identity;
}
public void GetParticleAnisotropy(int index, ref Vector4 b1, ref Vector4 b2, ref Vector4 b3)
{
if (orientations != null && index < orientations.Length)
@@ -333,7 +270,7 @@ namespace Obi
public void GenerateImmediate()
{
var g = Generate();
while (g.MoveNext()) { }
while (g.MoveNext()){}
}
public IEnumerator Generate()
@@ -351,37 +288,24 @@ namespace Obi
m_InitialActiveParticleCount = m_ActiveParticleCount;
foreach (IObiConstraints constraints in GetConstraints())
for (int i = 0; i < constraints.batchCount; ++i)
for (int i = 0; i < constraints.GetBatchCount(); ++i)
constraints.GetBatch(i).initialActiveConstraintCount = constraints.GetBatch(i).activeConstraintCount;
CommitBlueprintChanges();
#if UNITY_EDITOR
if (!Application.isPlaying)
{
EditorUtility.SetDirty(this);
}
EditorUtility.SetDirty(this);
#endif
OnBlueprintGenerate?.Invoke(this);
}
// Called at the end of blueprint generation. Also automatically called when exiting blueprint editor.
// This generates a checksum for the blueprint, and in some case extra data (such as default skinmaps for cloth and softbodies).
public virtual void CommitBlueprintChanges()
{
GenerateChecksum();
if (OnBlueprintGenerate != null)
OnBlueprintGenerate(this);
}
public void Clear()
{
m_Empty = true;
edited = false;
m_ActiveParticleCount = 0;
positions = null;
restPositions = null;
restNormals = null;
orientations = null;
restOrientations = null;
velocities = null;
@@ -389,6 +313,7 @@ namespace Obi
invMasses = null;
invRotationalMasses = null;
filters = null;
//phases = null;
principalRadii = null;
colors = null;
@@ -430,7 +355,7 @@ namespace Obi
{
EditorUtility.SetDirty(this);
if (saveImmediately)
AssetDatabase.SaveAssetIfDirty(this);
AssetDatabase.SaveAssets();
}
}
else
@@ -439,8 +364,6 @@ namespace Obi
groups.Insert(index, group);
}
edited = true;
return group;
}
return null;
@@ -470,7 +393,7 @@ namespace Obi
{
EditorUtility.SetDirty(this);
if (saveImmediately)
AssetDatabase.SaveAssetIfDirty(this);
AssetDatabase.SaveAssets();
}
}
else
@@ -483,8 +406,6 @@ namespace Obi
DestroyImmediate(group, true);
}
edited = true;
return true;
}
return false;
@@ -504,7 +425,7 @@ namespace Obi
{
EditorUtility.SetDirty(this);
if (saveImmediately)
AssetDatabase.SaveAssetIfDirty(this);
AssetDatabase.SaveAssets();
}
}
else
@@ -513,39 +434,26 @@ namespace Obi
groups[index].name = name;
}
edited = true;
return true;
}
return false;
}
public void ClearParticleGroups(bool registerUndo = true, bool saveImmediately = true)
public void ClearParticleGroups(bool saveImmediately = true)
{
if (groups.Count == 0) return;
#if UNITY_EDITOR
if (!Application.isPlaying)
{
if (registerUndo)
{
Undo.RecordObject(this, "Clear particle groups");
for (int i = 0; i < groups.Count; ++i)
if (groups[i] != null)
Undo.DestroyObjectImmediate(groups[i]);
}
else
{
for (int i = 0; i < groups.Count; ++i)
if (groups[i] != null)
DestroyImmediate(groups[i], true);
}
Undo.RecordObject(this, "Clear particle groups");
for (int i = 0; i < groups.Count; ++i)
if (groups[i] != null)
Undo.DestroyObjectImmediate(groups[i]);
if (EditorUtility.IsPersistent(this))
{
EditorUtility.SetDirty(this);
if (saveImmediately)
AssetDatabase.SaveAssetIfDirty(this);
AssetDatabase.SaveAssets();
}
}
else
@@ -580,7 +488,7 @@ namespace Obi
private bool DoesParticleShareConstraints(IObiConstraints constraints, int index, List<int> particles, bool[] selected)
{
bool shared = false;
for (int i = 0; i < constraints.batchCount; ++i)
for (int i = 0; i < constraints.GetBatchCount(); ++i)
{
var batch = constraints.GetBatch(i);
for (int j = 0; j < batch.activeConstraintCount; ++j)
@@ -600,7 +508,7 @@ namespace Obi
private void DeactivateConstraintsWithInactiveParticles(IObiConstraints constraints, List<int> particles)
{
for (int j = 0; j < constraints.batchCount; ++j)
for (int j = 0; j < constraints.GetBatchCount(); ++j)
{
var batch = constraints.GetBatch(j);
@@ -618,8 +526,6 @@ namespace Obi
}
}
}
edited = true;
}
private void ParticlesSwappedInGroups(int index, int newIndex)
@@ -635,11 +541,9 @@ namespace Obi
group.particleIndices[i] = newIndex;
}
}
edited = true;
}
public virtual void RemoveSelectedParticles(ref bool[] selected, bool optimize = true)
public void RemoveSelectedParticles(ref bool[] selected, bool optimize = true)
{
List<int> particles = new List<int>();
@@ -667,7 +571,7 @@ namespace Obi
// Update constraints:
foreach (IObiConstraints constraints in GetConstraints())
for (int j = 0; j < constraints.batchCount; ++j)
for (int j = 0; j < constraints.GetBatchCount(); ++j)
constraints.GetBatch(j).ParticlesSwapped(i, m_ActiveParticleCount);
// Update groups:
@@ -681,9 +585,6 @@ namespace Obi
foreach (IObiConstraints constraints in GetConstraints())
DeactivateConstraintsWithInactiveParticles(constraints, particles);
CommitBlueprintChanges();
edited = true;
}
public void RestoreRemovedParticles()
@@ -691,10 +592,9 @@ namespace Obi
m_ActiveParticleCount = m_InitialActiveParticleCount;
foreach (IObiConstraints constraints in GetConstraints())
for (int j = 0; j < constraints.batchCount; ++j)
for (int j = 0; j < constraints.GetBatchCount(); ++j)
constraints.GetBatch(j).activeConstraintCount = constraints.GetBatch(j).initialActiveConstraintCount;
CommitBlueprintChanges();
}
public virtual void GenerateTethers(bool[] selected) { }