重新导入obi

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2026-04-06 11:35:18 +08:00
parent 05fa2d6e5e
commit ae3002a0e2
1643 changed files with 232496 additions and 13 deletions

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using UnityEngine;
using System.Collections;
namespace Obi
{
// Interface for classes that hold a collection of particles. Contains method to get common particle properties.
public interface IObiParticleCollection
{
int particleCount { get; }
int activeParticleCount { get; }
bool usesOrientedParticles { get; }
int GetParticleRuntimeIndex(int index); // returns solver or blueprint index, depending on implementation.
Vector3 GetParticlePosition(int index);
Quaternion GetParticleOrientation(int index);
void GetParticleAnisotropy(int index, ref Vector4 b1, ref Vector4 b2, ref Vector4 b3);
float GetParticleMaxRadius(int index);
Color GetParticleColor(int index);
}
}

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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using UnityEngine;
using Unity.Jobs;
using Unity.Mathematics;
using Unity.Collections;
using System;
using System.Collections;
namespace Obi
{
public class BurstBackend : IObiBackend
{
#region Solver
public ISolverImpl CreateSolver(ObiSolver solver, int capacity)
{
return new BurstSolverImpl(solver);
}
public void DestroySolver(ISolverImpl solver)
{
if (solver != null)
solver.Destroy();
}
#endregion
}
}
#endif

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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using Unity.Mathematics;
using System.Runtime.CompilerServices;
namespace Obi
{
public static class BurstIntegration
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float4 IntegrateLinear(float4 position, float4 velocity, float dt)
{
return position + velocity * dt;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float4 DifferentiateLinear(float4 position, float4 prevPosition, float dt)
{
return (position - prevPosition) / dt;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static quaternion AngularVelocityToSpinQuaternion(quaternion rotation, float4 angularVelocity, float dt)
{
var delta = new quaternion(angularVelocity.x,
angularVelocity.y,
angularVelocity.z, 0);
return new quaternion(0.5f * math.mul(delta,rotation).value * dt);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static quaternion IntegrateAngular(quaternion rotation, float4 angularVelocity, float dt)
{
rotation.value += AngularVelocityToSpinQuaternion(rotation,angularVelocity, dt).value;
return math.normalize(rotation);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float4 DifferentiateAngular(quaternion rotation, quaternion prevRotation, float dt)
{
return new float4((math.mul(rotation, math.inverse(prevRotation)).value * 2.0f / dt).xyz, 0);
}
}
}
#endif

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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using Unity.Jobs;
namespace Obi
{
public class BurstJobHandle : IObiJobHandle
{
private JobHandle handle = new JobHandle();
public BurstJobHandle SetHandle(JobHandle newHandle)
{
handle = newHandle;
return this;
}
public void Complete()
{
handle.Complete();
}
public void Release()
{
handle = new JobHandle();
}
}
}
#endif

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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using System;
using System.Collections.Generic;
using UnityEngine;
using Unity.Collections;
using Unity.Jobs;
using Unity.Mathematics;
using Unity.Burst;
using System.Runtime.CompilerServices;
using Unity.Collections.LowLevel.Unsafe;
namespace Obi
{
public static class BurstMath
{
public const float epsilon = 0.0000001f;
public const float zero = 0;
public const float one = 1;
public static readonly float golden = (math.sqrt(5.0f) + 1) / 2.0f;
// multiplies a column vector by a row vector.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float3x3 multrnsp(float4 column, float4 row)
{
return new float3x3(column[0] * row[0], column[0] * row[1], column[0] * row[2],
column[1] * row[0], column[1] * row[1], column[1] * row[2],
column[2] * row[0], column[2] * row[1], column[2] * row[2]);
}
// multiplies a column vector by a row vector.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float4x4 multrnsp4(float4 column, float4 row)
{
return new float4x4(column[0] * row[0], column[0] * row[1], column[0] * row[2], 0,
column[1] * row[0], column[1] * row[1], column[1] * row[2], 0,
column[2] * row[0], column[2] * row[1], column[2] * row[2], 0,
0, 0, 0, 1);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float4 project(this float4 vector, float4 onto)
{
float len = math.lengthsq(onto);
if (len < epsilon)
return float4.zero;
return math.dot(onto, vector) * onto / len;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float4x4 TransformInertiaTensor(float4 tensor, quaternion rotation)
{
float4x4 rotMatrix = rotation.toMatrix();
return math.mul(rotMatrix, math.mul(tensor.asDiagonal(), math.transpose(rotMatrix)));
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float RotationalInvMass(float4x4 inverseInertiaTensor, float4 point, float4 direction)
{
float4 cr = math.mul(inverseInertiaTensor, new float4(math.cross(point.xyz, direction.xyz), 0));
return math.dot(math.cross(cr.xyz, point.xyz), direction.xyz);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float4 GetParticleVelocityAtPoint(float4 position, float4 prevPosition, float4 point, float dt)
{
// no angular velocity, so calculate and return linear velocity only:
return BurstIntegration.DifferentiateLinear(position, prevPosition, dt);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float4 GetParticleVelocityAtPoint(float4 position, float4 prevPosition, quaternion orientation, quaternion prevOrientation, float4 point, float dt)
{
// calculate both linear and angular velocities:
float4 linearVelocity = BurstIntegration.DifferentiateLinear(position, prevPosition, dt);
float4 angularVelocity = BurstIntegration.DifferentiateAngular(orientation, prevOrientation, dt);
return linearVelocity + new float4(math.cross(angularVelocity.xyz, (point - prevPosition).xyz), 0);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float4 GetRigidbodyVelocityAtPoint(int rigidbodyIndex,
float4 point,
NativeArray<BurstRigidbody> rigidbodies,
NativeArray<float4> linearDeltas,
NativeArray<float4> angularDeltas,
BurstAffineTransform solverToWorld)
{
float4 linear = rigidbodies[rigidbodyIndex].velocity + linearDeltas[rigidbodyIndex];
float4 angular = rigidbodies[rigidbodyIndex].angularVelocity + angularDeltas[rigidbodyIndex];
float4 r = solverToWorld.TransformPoint(point) - rigidbodies[rigidbodyIndex].com;
// Point is assumed to be expressed in solver space. Since rigidbodies are expressed in world space, we need to convert the
// point to world space, and convert the resulting velocity back to solver space.
return solverToWorld.InverseTransformVector(linear + new float4(math.cross(angular.xyz, r.xyz), 0));
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float4 GetRigidbodyVelocityAtPoint(int rigidbodyIndex,
float4 point,
NativeArray<BurstRigidbody> rigidbodies,
BurstAffineTransform solverToWorld)
{
float4 linear = rigidbodies[rigidbodyIndex].velocity;
float4 angular = rigidbodies[rigidbodyIndex].angularVelocity;
float4 r = solverToWorld.TransformPoint(point) - rigidbodies[rigidbodyIndex].com;
// Point is assumed to be expressed in solver space. Since rigidbodies are expressed in world space, we need to convert the
// point to world space, and convert the resulting velocity back to solver space.
return solverToWorld.InverseTransformVector(linear + new float4(math.cross(angular.xyz, r.xyz), 0));
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void ApplyImpulse(int rigidbodyIndex,
float4 impulse,
float4 point,
NativeArray<BurstRigidbody> rigidbodies,
NativeArray<float4> linearDeltas,
NativeArray<float4> angularDeltas,
BurstAffineTransform solverToWorld)
{
float4 impulseWS = solverToWorld.TransformVector(impulse);
float4 r = solverToWorld.TransformPoint(point) - rigidbodies[rigidbodyIndex].com;
linearDeltas[rigidbodyIndex] += rigidbodies[rigidbodyIndex].inverseMass * impulseWS;
angularDeltas[rigidbodyIndex] += math.mul(rigidbodies[rigidbodyIndex].inverseInertiaTensor, new float4(math.cross(r.xyz, impulseWS.xyz), 0));
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void ApplyDeltaQuaternion(int rigidbodyIndex,
quaternion rotation,
quaternion delta,
NativeArray<float4> angularDeltas,
BurstAffineTransform solverToWorld,
float dt)
{
quaternion rotationWS = math.mul(solverToWorld.rotation, rotation);
quaternion deltaWS = math.mul(solverToWorld.rotation, delta);
// convert quaternion delta to angular acceleration:
quaternion newRotation = math.normalize(new quaternion(rotationWS.value + deltaWS.value));
angularDeltas[rigidbodyIndex] += BurstIntegration.DifferentiateAngular(newRotation, rotationWS, dt);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void OneSidedNormal(float4 forward, ref float4 normal)
{
float dot = math.dot(normal.xyz, forward.xyz);
if (dot < 0) normal -= 2 * dot * forward;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float EllipsoidRadius(float4 normSolverDirection, quaternion orientation, float3 radii)
{
float3 localDir = math.mul(math.conjugate(orientation), normSolverDirection.xyz);
float sqrNorm = math.lengthsq(localDir / radii);
return sqrNorm > epsilon ? math.sqrt(1 / sqrNorm) : radii.x;
}
public static quaternion ExtractRotation(float4x4 matrix, quaternion rotation, int iterations)
{
float4x4 R;
for (int i = 0; i < iterations; ++i)
{
R = rotation.toMatrix();
float3 omega = (math.cross(R.c0.xyz, matrix.c0.xyz) + math.cross(R.c1.xyz, matrix.c1.xyz) + math.cross(R.c2.xyz, matrix.c2.xyz)) /
(math.abs(math.dot(R.c0.xyz, matrix.c0.xyz) + math.dot(R.c1.xyz, matrix.c1.xyz) + math.dot(R.c2.xyz, matrix.c2.xyz)) + BurstMath.epsilon);
float w = math.length(omega);
if (w < BurstMath.epsilon)
break;
rotation = math.normalize(math.mul(quaternion.AxisAngle((1.0f / w) * omega, w), rotation));
}
return rotation;
}
// decomposes a quaternion in swing and twist around a given axis:
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void SwingTwist(quaternion q, float3 twistAxis, out quaternion swing, out quaternion twist)
{
float dot = math.dot(q.value.xyz, twistAxis);
float3 p = twistAxis * dot;
twist = math.normalizesafe(new quaternion(p[0], p[1], p[2], q.value.w));
swing = math.mul(q, math.conjugate(twist));
}
public static float4x4 toMatrix(this quaternion q)
{
float xx = q.value.x * q.value.x;
float xy = q.value.x * q.value.y;
float xz = q.value.x * q.value.z;
float xw = q.value.x * q.value.w;
float yy = q.value.y * q.value.y;
float yz = q.value.y * q.value.z;
float yw = q.value.y * q.value.w;
float zz = q.value.z * q.value.z;
float zw = q.value.z * q.value.w;
return new float4x4(1 - 2 * (yy + zz), 2 * (xy - zw), 2 * (xz + yw), 0,
2 * (xy + zw), 1 - 2 * (xx + zz), 2 * (yz - xw), 0,
2 * (xz - yw), 2 * (yz + xw), 1 - 2 * (xx + yy), 0,
0, 0, 0, 1);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float4x4 asDiagonal(this float4 v)
{
return new float4x4(v.x, 0, 0, 0,
0, v.y, 0, 0,
0, 0, v.z, 0,
0, 0, 0, v.w);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float4 diagonal(this float4x4 value)
{
return new float4(value.c0[0], value.c1[1], value.c2[2], value.c3[3]);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float frobeniusNorm(this float4x4 m)
{
return math.sqrt(math.lengthsq(m.c0) + math.lengthsq(m.c1) + math.lengthsq(m.c2) + math.lengthsq(m.c3));
}
public static void EigenSolve(float3x3 D, out float3 S, out float3x3 V)
{
// D is symmetric
// S is a vector whose elements are eigenvalues
// V is a matrix whose columns are eigenvectors
S = EigenValues(D);
float3 V0, V1, V2;
if (S[0] - S[1] > S[1] - S[2])
{
V0 = EigenVector(D, S[0]);
if (S[1] - S[2] < math.FLT_MIN_NORMAL)
{
V2 = V0.unitOrthogonal();
}
else
{
V2 = EigenVector(D, S[2]); V2 -= V0 * math.dot(V0, V2); V2 = math.normalize(V2);
}
V1 = math.cross(V2, V0);
}
else
{
V2 = EigenVector(D, S[2]);
if (S[0] - S[1] < math.FLT_MIN_NORMAL)
{
V1 = V2.unitOrthogonal();
}
else
{
V1 = EigenVector(D, S[1]); V1 -= V2 * math.dot(V2, V1); V1 = math.normalize(V1);
}
V0 = math.cross(V1, V2);
}
V.c0 = V0;
V.c1 = V1;
V.c2 = V2;
}
static float3 unitOrthogonal(this float3 input)
{
// Find a vector to cross() the input with.
if (!(input.x < input.z * epsilon)
|| !(input.y < input.z * epsilon))
{
float invnm = 1 / math.length(input.xy);
return new float3(-input.y * invnm, input.x * invnm, 0);
}
else
{
float invnm = 1 / math.length(input.yz);
return new float3(0, -input.z * invnm, input.y * invnm);
}
}
// D is symmetric, S is an eigen value
static float3 EigenVector(float3x3 D, float S)
{
// Compute a cofactor matrix of D - sI.
float3 c0 = D.c0; c0[0] -= S;
float3 c1 = D.c1; c1[1] -= S;
float3 c2 = D.c2; c2[2] -= S;
// Upper triangular matrix
float3 c0p = new float3(c1[1] * c2[2] - c2[1] * c2[1], 0, 0);
float3 c1p = new float3(c2[1] * c2[0] - c1[0] * c2[2], c0[0] * c2[2] - c2[0] * c2[0], 0);
float3 c2p = new float3(c1[0] * c2[1] - c1[1] * c2[0], c1[0] * c2[0] - c0[0] * c2[1], c0[0] * c1[1] - c1[0] * c1[0]);
// Get a column vector with a largest norm (non-zero).
float C01s = c1p[0] * c1p[0];
float C02s = c2p[0] * c2p[0];
float C12s = c2p[1] * c2p[1];
float3 norm = new float3(c0p[0] * c0p[0] + C01s + C02s,
C01s + c1p[1] * c1p[1] + C12s,
C02s + C12s + c2p[2] * c2p[2]);
// index of largest:
int index = 0;
if (norm[0] > norm[1] && norm[0] > norm[2])
index = 0;
else if (norm[1] > norm[0] && norm[1] > norm[2])
index = 1;
else
index = 2;
float3 V = float3.zero;
// special case
if (norm[index] < math.FLT_MIN_NORMAL)
{
V[0] = 1; return V;
}
else if (index == 0)
{
V[0] = c0p[0]; V[1] = c1p[0]; V[2] = c2p[0];
}
else if (index == 1)
{
V[0] = c1p[0]; V[1] = c1p[1]; V[2] = c2p[1];
}
else
{
V = c2p;
}
return math.normalize(V);
}
static float3 EigenValues(float3x3 D)
{
float one_third = 1 / 3.0f;
float one_sixth = 1 / 6.0f;
float three_sqrt = math.sqrt(3.0f);
float3 c0 = D.c0;
float3 c1 = D.c1;
float3 c2 = D.c2;
float m = one_third * (c0[0] + c1[1] + c2[2]);
// K is D - I*diag(S)
float K00 = c0[0] - m;
float K11 = c1[1] - m;
float K22 = c2[2] - m;
float K01s = c1[0] * c1[0];
float K02s = c2[0] * c2[0];
float K12s = c2[1] * c2[1];
float q = 0.5f * (K00 * (K11 * K22 - K12s) - K22 * K01s - K11 * K02s) + c1[0] * c2[1] * c0[2];
float p = one_sixth * (K00 * K00 + K11 * K11 + K22 * K22 + 2 * (K01s + K02s + K12s));
float p_sqrt = math.sqrt(p);
float tmp = p * p * p - q * q;
float phi = one_third * math.atan2(math.sqrt(math.max(0, tmp)), q);
float phi_c = math.cos(phi);
float phi_s = math.sin(phi);
float sqrt_p_c_phi = p_sqrt * phi_c;
float sqrt_p_3_s_phi = p_sqrt * three_sqrt * phi_s;
float e0 = m + 2 * sqrt_p_c_phi;
float e1 = m - sqrt_p_c_phi - sqrt_p_3_s_phi;
float e2 = m - sqrt_p_c_phi + sqrt_p_3_s_phi;
float aux;
if (e0 > e1)
{
aux = e0;
e0 = e1;
e1 = aux;
}
if (e0 > e2)
{
aux = e0;
e0 = e2;
e2 = aux;
}
if (e1 > e2)
{
aux = e1;
e1 = e2;
e2 = aux;
}
return new float3(e2, e1, e0);
}
public struct CachedTri
{
public float4 vertex;
public float4 edge0;
public float4 edge1;
public float4 data;
public void Cache(float4 v1,
float4 v2,
float4 v3)
{
vertex = v1;
edge0 = v2 - v1;
edge1 = v3 - v1;
data = float4.zero;
data[0] = math.dot(edge0, edge0);
data[1] = math.dot(edge0, edge1);
data[2] = math.dot(edge1, edge1);
data[3] = data[0] * data[2] - data[1] * data[1];
}
}
public static float4 NearestPointOnTri(in CachedTri tri,
float4 p,
out float4 bary)
{
float4 v0 = tri.vertex - p;
float b0 = math.dot(tri.edge0, v0);
float b1 = math.dot(tri.edge1, v0);
float t0 = tri.data[1] * b1 - tri.data[2] * b0;
float t1 = tri.data[1] * b0 - tri.data[0] * b1;
if (t0 + t1 <= tri.data[3])
{
if (t0 < zero)
{
if (t1 < zero) // region 4
{
if (b0 < zero)
{
t1 = zero;
if (-b0 >= tri.data[0]) // V0
t0 = one;
else // E01
t0 = -b0 / tri.data[0];
}
else
{
t0 = zero;
if (b1 >= zero) // V0
t1 = zero;
else if (-b1 >= tri.data[2]) // V2
t1 = one;
else // E20
t1 = -b1 / tri.data[2];
}
}
else // region 3
{
t0 = zero;
if (b1 >= zero) // V0
t1 = zero;
else if (-b1 >= tri.data[2]) // V2
t1 = one;
else // E20
t1 = -b1 / tri.data[2];
}
}
else if (t1 < zero) // region 5
{
t1 = zero;
if (b0 >= zero) // V0
t0 = zero;
else if (-b0 >= tri.data[0]) // V1
t0 = one;
else // E01
t0 = -b0 / tri.data[0];
}
else // region 0, interior
{
float invDet = one / tri.data[3];
t0 *= invDet;
t1 *= invDet;
}
}
else
{
float tmp0, tmp1, numer, denom;
if (t0 < zero) // region 2
{
tmp0 = tri.data[1] + b0;
tmp1 = tri.data[2] + b1;
if (tmp1 > tmp0)
{
numer = tmp1 - tmp0;
denom = tri.data[0] - 2 * tri.data[1] + tri.data[2];
if (numer >= denom) // V1
{
t0 = one;
t1 = zero;
}
else // E12
{
t0 = numer / denom;
t1 = one - t0;
}
}
else
{
t0 = zero;
if (tmp1 <= zero) // V2
t1 = one;
else if (b1 >= zero) // V0
t1 = zero;
else // E20
t1 = -b1 / tri.data[2];
}
}
else if (t1 < zero) // region 6
{
tmp0 = tri.data[1] + b1;
tmp1 = tri.data[0] + b0;
if (tmp1 > tmp0)
{
numer = tmp1 - tmp0;
denom = tri.data[0] - 2 * tri.data[1] + tri.data[2];
if (numer >= denom) // V2
{
t1 = one;
t0 = zero;
}
else // E12
{
t1 = numer / denom;
t0 = one - t1;
}
}
else
{
t1 = zero;
if (tmp1 <= zero) // V1
t0 = one;
else if (b0 >= zero) // V0
t0 = zero;
else // E01
t0 = -b0 / tri.data[0];
}
}
else // region 1
{
numer = tri.data[2] + b1 - tri.data[1] - b0;
if (numer <= zero) // V2
{
t0 = zero;
t1 = one;
}
else
{
denom = tri.data[0] - 2 * tri.data[1] + tri.data[2];
if (numer >= denom) // V1
{
t0 = one;
t1 = zero;
}
else // 12
{
t0 = numer / denom;
t1 = one - t0;
}
}
}
}
bary = new float4(1 - (t0 + t1), t0, t1,0);
return tri.vertex + t0 * tri.edge0 + t1 * tri.edge1;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float4 NearestPointOnEdge(float4 a, float4 b, float4 p, out float mu, bool clampToSegment = true)
{
float4 ap = p - a;
float4 ab = b - a;
mu = math.dot(ap, ab) / math.dot(ab, ab);
if (clampToSegment)
mu = math.saturate(mu);
return a + ab * mu;
}
public static float4 NearestPointsTwoEdges(float4 a, float4 b, float4 c, float4 d, out float mu1, out float mu2)
{
float4 dc = d - c;
float lineDirSqrMag = math.dot(dc, dc);
float4 inPlaneA = a - (math.dot(a - c, dc) / lineDirSqrMag * dc);
float4 inPlaneB = b - (math.dot(b - c, dc) / lineDirSqrMag * dc);
float4 inPlaneBA = inPlaneB - inPlaneA;
float t = math.dot(c - inPlaneA, inPlaneBA) / math.dot(inPlaneBA, inPlaneBA);
//t = (inPlaneA != inPlaneB) ? t : 0f; // Zero's t if parallel
float4 segABtoLineCD = math.lerp(a, b, math.saturate(t));
float4 segCDtoSegAB = NearestPointOnEdge(c, d, segABtoLineCD, out mu1);
float4 segABtoSegCD = NearestPointOnEdge(a, b, segCDtoSegAB, out mu2);
return segCDtoSegAB;
}
public static float4 BaryCoords(in float4 A,
in float4 B,
in float4 C,
in float4 P)
{
// Compute vectors
float4 v0 = C - A;
float4 v1 = B - A;
float4 v2 = P - A;
// Compute dot products
float dot00 = math.dot(v0, v0);
float dot01 = math.dot(v0, v1);
float dot02 = math.dot(v0, v2);
float dot11 = math.dot(v1, v1);
float dot12 = math.dot(v1, v2);
// Compute barycentric coordinates
float det = dot00 * dot11 - dot01 * dot01;
if (math.abs(det) > epsilon)
{
float u = (dot11 * dot02 - dot01 * dot12) / det;
float v = (dot00 * dot12 - dot01 * dot02) / det;
return new float4(1 - u - v, v, u, 0);
}
return float4.zero;
}
public static float4 BaryCoords2(in float4 A,
in float4 B,
in float4 P)
{
float4 v0 = P - A;
float4 v1 = B - A;
float y = math.sqrt(math.dot(v0, v0) / (math.dot(v1, v1) + epsilon));
return new float4(1 - y, y, 0, 0);
}
public static float4 BaryIntrpl(in float4 p1, in float4 p2, in float4 p3, in float4 coords)
{
return coords[0] * p1 + coords[1] * p2 + coords[2] * p3;
}
public static float4 BaryIntrpl(in float4 p1, in float4 p2, in float4 coords)
{
return coords[0] * p1 + coords[1] * p2;
}
public static float BaryIntrpl(float p1, float p2, float p3, float4 coords)
{
return coords[0] * p1 + coords[1] * p2 + coords[2] * p3;
}
public static float BaryIntrpl(float p1, float p2, float4 coords)
{
return coords[0] * p1 + coords[1] * p2;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float BaryScale(float4 coords)
{
return 1.0f / math.dot(coords, coords);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float4 BarycenterForSimplexOfSize(int simplexSize)
{
float value = 1f / simplexSize;
float4 center = float4.zero;
for (int i = 0; i < simplexSize; ++i)
center[i] = value;
return center;
}
public static unsafe void RemoveRangeBurst<T>(this NativeList<T> list, int index, int count)
where T : unmanaged
{
#if ENABLE_UNITY_COLLECTIONS_CHECKS
if ((uint)index >= (uint)list.Length)
{
throw new IndexOutOfRangeException(
$"Index {index} is out of range in NativeList of '{list.Length}' Length.");
}
#endif
int elemSize = UnsafeUtility.SizeOf<T>();
byte* basePtr = (byte*)list.GetUnsafePtr();
UnsafeUtility.MemMove(basePtr + (index * elemSize), basePtr + ((index + count) * elemSize), elemSize * (list.Length - count - index));
// No easy way to change length so we just loop this unfortunately.
for (var i = 0; i < count; i++)
{
list.RemoveAtSwapBack(list.Length - 1);
}
}
}
}
#endif

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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using Unity.Collections;
using Unity.Mathematics;
namespace Obi
{
public struct BurstBox : BurstLocalOptimization.IDistanceFunction, IBurstCollider
{
public BurstColliderShape shape;
public BurstAffineTransform colliderToSolver;
public float dt;
public void Evaluate(float4 point, float4 radii, quaternion orientation, ref BurstLocalOptimization.SurfacePoint projectedPoint)
{
float4 center = shape.center * colliderToSolver.scale;
float4 size = shape.size * colliderToSolver.scale * 0.5f;
// clamp the point to the surface of the box:
point = colliderToSolver.InverseTransformPointUnscaled(point) - center;
if (shape.is2D != 0)
point[2] = 0;
// get minimum distance for each axis:
float4 distances = size - math.abs(point);
if (distances.x >= 0 && distances.y >= 0 && distances.z >= 0)
{
// find minimum distance in all three axes and the axis index:
float min = float.MaxValue;
int axis = 0;
for (int i = 0; i < 3; ++i)
{
if (distances[i] < min)
{
min = distances[i];
axis = i;
}
}
projectedPoint.normal = float4.zero;
projectedPoint.point = point;
projectedPoint.normal[axis] = point[axis] > 0 ? 1 : -1;
projectedPoint.point[axis] = size[axis] * projectedPoint.normal[axis];
}
else
{
projectedPoint.point = math.clamp(point, -size, size);
projectedPoint.normal = math.normalizesafe(point - projectedPoint.point);
}
projectedPoint.point = colliderToSolver.TransformPointUnscaled(projectedPoint.point + center + projectedPoint.normal * shape.contactOffset);
projectedPoint.normal = colliderToSolver.TransformDirection(projectedPoint.normal);
}
public void Contacts(int colliderIndex,
int rigidbodyIndex,
NativeArray<BurstRigidbody> rigidbodies,
NativeArray<float4> positions,
NativeArray<quaternion> orientations,
NativeArray<float4> velocities,
NativeArray<float4> radii,
NativeArray<int> simplices,
in BurstAabb simplexBounds,
int simplexIndex,
int simplexStart,
int simplexSize,
NativeQueue<BurstContact>.ParallelWriter contacts,
int optimizationIterations,
float optimizationTolerance)
{
var co = new BurstContact() { bodyA = simplexIndex, bodyB = colliderIndex };
float4 simplexBary = BurstMath.BarycenterForSimplexOfSize(simplexSize);
var colliderPoint = BurstLocalOptimization.Optimize<BurstBox>(ref this, positions, orientations, radii, simplices, simplexStart, simplexSize,
ref simplexBary, out float4 convexPoint, optimizationIterations, optimizationTolerance);
co.pointB = colliderPoint.point;
co.normal = colliderPoint.normal;
co.pointA = simplexBary;
contacts.Enqueue(co);
}
}
}
#endif

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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using Unity.Collections;
using Unity.Mathematics;
namespace Obi
{
public struct BurstCapsule : BurstLocalOptimization.IDistanceFunction, IBurstCollider
{
public BurstColliderShape shape;
public BurstAffineTransform colliderToSolver;
public float dt;
public void Evaluate(float4 point, float4 radii, quaternion orientation, ref BurstLocalOptimization.SurfacePoint projectedPoint)
{
float4 center = shape.center * colliderToSolver.scale;
point = colliderToSolver.InverseTransformPointUnscaled(point) - center;
if (shape.is2D != 0)
point[2] = 0;
int direction = (int)shape.size.z;
float radius = shape.size.x * math.max(colliderToSolver.scale[(direction + 1) % 3],
colliderToSolver.scale[(direction + 2) % 3]);
float height = math.max(radius, shape.size.y * 0.5f * colliderToSolver.scale[direction]);
float4 halfVector = float4.zero;
halfVector[direction] = height - radius;
float4 centerLine = BurstMath.NearestPointOnEdge(-halfVector, halfVector, point, out float mu);
float4 centerToPoint = point - centerLine;
float distanceToCenter = math.length(centerToPoint);
float4 normal = centerToPoint / (distanceToCenter + BurstMath.epsilon);
projectedPoint.point = colliderToSolver.TransformPointUnscaled(center + centerLine + normal * (radius + shape.contactOffset));
projectedPoint.normal = colliderToSolver.TransformDirection(normal);
}
public void Contacts(int colliderIndex,
int rigidbodyIndex,
NativeArray<BurstRigidbody> rigidbodies,
NativeArray<float4> positions,
NativeArray<quaternion> orientations,
NativeArray<float4> velocities,
NativeArray<float4> radii,
NativeArray<int> simplices,
in BurstAabb simplexBounds,
int simplexIndex,
int simplexStart,
int simplexSize,
NativeQueue<BurstContact>.ParallelWriter contacts,
int optimizationIterations,
float optimizationTolerance)
{
var co = new BurstContact() { bodyA = simplexIndex, bodyB = colliderIndex };
float4 simplexBary = BurstMath.BarycenterForSimplexOfSize(simplexSize);
var colliderPoint = BurstLocalOptimization.Optimize<BurstCapsule>(ref this, positions, orientations, radii, simplices, simplexStart, simplexSize,
ref simplexBary, out float4 convexPoint, optimizationIterations, optimizationTolerance);
co.pointB = colliderPoint.point;
co.normal = colliderPoint.normal;
co.pointA = simplexBary;
contacts.Enqueue(co);
}
}
}
#endif

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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using Unity.Mathematics;
namespace Obi
{
public struct BurstColliderShape
{
public float4 center;
public float4 size; /**< box: size of the box in each axis.
sphere: radius of sphere (x,y,z),
capsule: radius (x), height(y), direction (z, can be 0, 1 or 2).
heightmap: width (x axis), height (y axis) and depth (z axis) in world units.*/
public ColliderShape.ShapeType type;
public float contactOffset;
public int dataIndex;
public int rigidbodyIndex; // index of the associated rigidbody in the collision world.
public int materialIndex; // index of the associated material in the collision world.
public int filter;
public int flags; // for now, only used for trigger (1) or regular collider (0).
public int is2D; // whether the collider is 2D (1) or 3D (0).
}
}
#endif

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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using UnityEngine;
using Unity.Collections;
using Unity.Jobs;
using Unity.Mathematics;
using Unity.Burst;
namespace Obi
{
public class BurstColliderWorld : MonoBehaviour, IColliderWorldImpl
{
struct MovingCollider
{
public BurstCellSpan oldSpan;
public BurstCellSpan newSpan;
public int entity;
}
private int refCount = 0;
private int colliderCount = 0;
private NativeMultilevelGrid<int> grid;
private NativeQueue<MovingCollider> movingColliders;
public NativeQueue<BurstContact> colliderContactQueue;
public ObiNativeCellSpanList cellSpans;
public int referenceCount { get { return refCount; } }
public void Awake()
{
this.grid = new NativeMultilevelGrid<int>(1000, Allocator.Persistent);
this.movingColliders = new NativeQueue<MovingCollider>(Allocator.Persistent);
this.colliderContactQueue = new NativeQueue<BurstContact>(Allocator.Persistent);
this.cellSpans = new ObiNativeCellSpanList();
ObiColliderWorld.GetInstance().RegisterImplementation(this);
}
public void OnDestroy()
{
ObiColliderWorld.GetInstance().UnregisterImplementation(this);
grid.Dispose();
movingColliders.Dispose();
colliderContactQueue.Dispose();
cellSpans.Dispose();
}
public void IncreaseReferenceCount()
{
refCount++;
}
public void DecreaseReferenceCount()
{
if (--refCount <= 0 && gameObject != null)
DestroyImmediate(gameObject);
}
public void SetColliders(ObiNativeColliderShapeList shapes, ObiNativeAabbList bounds, ObiNativeAffineTransformList transforms, int count)
{
colliderCount = count;
// insert new empty cellspans at the end if needed:
while (colliderCount > cellSpans.count)
cellSpans.Add(new CellSpan(new VInt4(10000), new VInt4(10000)));
}
public void SetRigidbodies(ObiNativeRigidbodyList rigidbody)
{
}
public void SetCollisionMaterials(ObiNativeCollisionMaterialList materials)
{
}
public void SetTriangleMeshData(ObiNativeTriangleMeshHeaderList headers, ObiNativeBIHNodeList nodes, ObiNativeTriangleList triangles, ObiNativeVector3List vertices)
{
}
public void SetEdgeMeshData(ObiNativeEdgeMeshHeaderList headers, ObiNativeBIHNodeList nodes, ObiNativeEdgeList edges, ObiNativeVector2List vertices)
{
}
public void SetDistanceFieldData(ObiNativeDistanceFieldHeaderList headers, ObiNativeDFNodeList nodes) { }
public void SetHeightFieldData(ObiNativeHeightFieldHeaderList headers, ObiNativeFloatList samples) { }
public void UpdateWorld(float deltaTime)
{
var world = ObiColliderWorld.GetInstance();
var identifyMoving = new IdentifyMovingColliders
{
movingColliders = movingColliders.AsParallelWriter(),
shapes = world.colliderShapes.AsNativeArray<BurstColliderShape>(cellSpans.count),
rigidbodies = world.rigidbodies.AsNativeArray<BurstRigidbody>(),
collisionMaterials = world.collisionMaterials.AsNativeArray<BurstCollisionMaterial>(),
bounds = world.colliderAabbs.AsNativeArray<BurstAabb>(cellSpans.count),
cellIndices = cellSpans.AsNativeArray<BurstCellSpan>(),
colliderCount = colliderCount,
dt = deltaTime
};
JobHandle movingHandle = identifyMoving.Schedule(cellSpans.count, 128);
var updateMoving = new UpdateMovingColliders
{
movingColliders = movingColliders,
grid = grid,
colliderCount = colliderCount
};
updateMoving.Schedule(movingHandle).Complete();
// remove tail from the current spans array:
if (colliderCount < cellSpans.count)
cellSpans.count -= cellSpans.count - colliderCount;
}
[BurstCompile]
struct IdentifyMovingColliders : IJobParallelFor
{
[WriteOnly]
[NativeDisableParallelForRestriction]
public NativeQueue<MovingCollider>.ParallelWriter movingColliders;
[ReadOnly] public NativeArray<BurstColliderShape> shapes;
[ReadOnly] public NativeArray<BurstRigidbody> rigidbodies;
[ReadOnly] public NativeArray<BurstCollisionMaterial> collisionMaterials;
public NativeArray<BurstAabb> bounds;
public NativeArray<BurstCellSpan> cellIndices;
[ReadOnly] public int colliderCount;
[ReadOnly] public float dt;
// Iterate over all colliders and store those whose cell span has changed.
public void Execute(int i)
{
BurstAabb velocityBounds = bounds[i];
int rb = shapes[i].rigidbodyIndex;
// Expand bounds by rigidbody's linear velocity
// (check against out of bounds rigidbody access, can happen when a destroyed collider references a rigidbody that has just been destroyed too)
if (rb >= 0 && rb < rigidbodies.Length)
velocityBounds.Sweep(rigidbodies[rb].velocity * dt);
// Expand bounds by collision material's stick distance:
if (shapes[i].materialIndex >= 0)
velocityBounds.Expand(collisionMaterials[shapes[i].materialIndex].stickDistance);
float size = velocityBounds.AverageAxisLength();
int level = NativeMultilevelGrid<int>.GridLevelForSize(size);
float cellSize = NativeMultilevelGrid<int>.CellSizeOfLevel(level);
// get new collider bounds cell coordinates:
BurstCellSpan newSpan = new BurstCellSpan(new int4(GridHash.Quantize(velocityBounds.min.xyz, cellSize), level),
new int4(GridHash.Quantize(velocityBounds.max.xyz, cellSize), level));
// if the collider is 2D, project it to the z = 0 cells.
if (shapes[i].is2D != 0)
{
newSpan.min[2] = 0;
newSpan.max[2] = 0;
}
// if the collider is at the tail (removed), we will only remove it from its current cellspan.
// if the new cellspan and the current one are different, we must remove it from its current cellspan and add it to its new one.
if (i >= colliderCount || cellIndices[i] != newSpan)
{
// Add the collider to the list of moving colliders:
movingColliders.Enqueue(new MovingCollider()
{
oldSpan = cellIndices[i],
newSpan = newSpan,
entity = i
});
// Update previous coords:
cellIndices[i] = newSpan;
}
}
}
[BurstCompile]
struct UpdateMovingColliders : IJob
{
public NativeQueue<MovingCollider> movingColliders;
public NativeMultilevelGrid<int> grid;
[ReadOnly] public int colliderCount;
public void Execute()
{
while (movingColliders.Count > 0)
{
MovingCollider movingCollider = movingColliders.Dequeue();
// remove from old cells:
grid.RemoveFromCells(movingCollider.oldSpan, movingCollider.entity);
// insert in new cells, as long as the index is below the amount of colliders.
// otherwise, the collider is at the "tail" and there's no need to add it back.
if (movingCollider.entity < colliderCount)
grid.AddToCells(movingCollider.newSpan, movingCollider.entity);
}
// remove all empty cells from the grid:
grid.RemoveEmpty();
}
}
[BurstCompile]
unsafe struct GenerateContactsJob : IJobParallelFor
{
//collider grid:
[ReadOnly] public NativeMultilevelGrid<int> colliderGrid;
[DeallocateOnJobCompletion]
[ReadOnly] public NativeArray<int> gridLevels;
// particle arrays:
[ReadOnly] public NativeArray<float4> velocities;
[ReadOnly] public NativeArray<float4> positions;
[ReadOnly] public NativeArray<quaternion> orientations;
[ReadOnly] public NativeArray<float> invMasses;
[ReadOnly] public NativeArray<float4> radii;
[ReadOnly] public NativeArray<int> filters;
// simplex arrays:
[ReadOnly] public NativeArray<int> simplices;
[ReadOnly] public SimplexCounts simplexCounts;
[ReadOnly] public NativeArray<BurstAabb> simplexBounds;
// collider arrays:
[ReadOnly] public NativeArray<BurstAffineTransform> transforms;
[ReadOnly] public NativeArray<BurstColliderShape> shapes;
[ReadOnly] public NativeArray<BurstCollisionMaterial> collisionMaterials;
[ReadOnly] public NativeArray<BurstRigidbody> rigidbodies;
[ReadOnly] public NativeArray<BurstAabb> bounds;
// distance field data:
[ReadOnly] public NativeArray<DistanceFieldHeader> distanceFieldHeaders;
[ReadOnly] public NativeArray<BurstDFNode> distanceFieldNodes;
// triangle mesh data:
[ReadOnly] public NativeArray<TriangleMeshHeader> triangleMeshHeaders;
[ReadOnly] public NativeArray<BIHNode> bihNodes;
[ReadOnly] public NativeArray<Triangle> triangles;
[ReadOnly] public NativeArray<float3> vertices;
// edge mesh data:
[ReadOnly] public NativeArray<EdgeMeshHeader> edgeMeshHeaders;
[ReadOnly] public NativeArray<BIHNode> edgeBihNodes;
[ReadOnly] public NativeArray<Edge> edges;
[ReadOnly] public NativeArray<float2> edgeVertices;
// height field data:
[ReadOnly] public NativeArray<HeightFieldHeader> heightFieldHeaders;
[ReadOnly] public NativeArray<float> heightFieldSamples;
// output contacts queue:
[WriteOnly]
[NativeDisableParallelForRestriction]
public NativeQueue<BurstContact>.ParallelWriter contactsQueue;
// auxiliar data:
[ReadOnly] public BurstAffineTransform solverToWorld;
[ReadOnly] public BurstAffineTransform worldToSolver;
[ReadOnly] public float deltaTime;
[ReadOnly] public Oni.SolverParameters parameters;
public void Execute(int i)
{
int simplexStart = simplexCounts.GetSimplexStartAndSize(i, out int simplexSize);
BurstAabb simplexBoundsSS = simplexBounds[i];
// get all colliders overlapped by the cell bounds, in all grid levels:
BurstAabb simplexBoundsWS = simplexBoundsSS.Transformed(solverToWorld);
NativeList<int> candidates = new NativeList<int>(16,Allocator.Temp);
// max size of the particle bounds in cells:
int3 maxSize = new int3(10);
bool is2D = parameters.mode == Oni.SolverParameters.Mode.Mode2D;
for (int l = 0; l < gridLevels.Length; ++l)
{
float cellSize = NativeMultilevelGrid<int>.CellSizeOfLevel(gridLevels[l]);
int3 minCell = GridHash.Quantize(simplexBoundsWS.min.xyz, cellSize);
int3 maxCell = GridHash.Quantize(simplexBoundsWS.max.xyz, cellSize);
maxCell = minCell + math.min(maxCell - minCell, maxSize);
for (int x = minCell[0]; x <= maxCell[0]; ++x)
{
for (int y = minCell[1]; y <= maxCell[1]; ++y)
{
// for 2D mode, project each cell at z == 0 and check them too. This way we ensure 2D colliders
// (which are inserted in cells with z == 0) are accounted for in the broadphase.
if (is2D)
{
if (colliderGrid.TryGetCellIndex(new int4(x, y, 0, gridLevels[l]), out int cellIndex))
{
var colliderCell = colliderGrid.usedCells[cellIndex];
candidates.AddRange(colliderCell.ContentsPointer, colliderCell.Length);
}
}
for (int z = minCell[2]; z <= maxCell[2]; ++z)
{
if (colliderGrid.TryGetCellIndex(new int4(x, y, z, gridLevels[l]), out int cellIndex))
{
var colliderCell = colliderGrid.usedCells[cellIndex];
candidates.AddRange(colliderCell.ContentsPointer, colliderCell.Length);
}
}
}
}
}
if (candidates.Length > 0)
{
// make sure each candidate collider only shows up once in the array:
NativeArray<int> uniqueCandidates = candidates.AsArray();
uniqueCandidates.Sort();
int uniqueCount = uniqueCandidates.Unique();
// iterate over candidate colliders, generating contacts for each one
for (int k = 0; k < uniqueCount; ++k)
{
int c = uniqueCandidates[k];
if (c < shapes.Length)
{
BurstColliderShape shape = shapes[c];
BurstAabb colliderBoundsWS = bounds[c];
int rb = shape.rigidbodyIndex;
// Expand bounds by rigidbody's linear velocity:
if (rb >= 0)
colliderBoundsWS.Sweep(rigidbodies[rb].velocity * deltaTime);
// Expand bounds by collision material's stick distance:
if (shape.materialIndex >= 0)
colliderBoundsWS.Expand(collisionMaterials[shape.materialIndex].stickDistance);
// check if any simplex particle and the collider should collide:
bool shouldCollide = false;
var colliderCategory = shape.filter & ObiUtils.FilterCategoryBitmask;
var colliderMask = (shape.filter & ObiUtils.FilterMaskBitmask) >> 16;
for (int j = 0; j < simplexSize; ++j)
{
var simplexCategory = filters[simplices[simplexStart + j]] & ObiUtils.FilterCategoryBitmask;
var simplexMask = (filters[simplices[simplexStart + j]] & ObiUtils.FilterMaskBitmask) >> 16;
shouldCollide |= (simplexCategory & colliderMask) != 0 && (simplexMask & colliderCategory) != 0;
}
if (shouldCollide && simplexBoundsWS.IntersectsAabb(in colliderBoundsWS, is2D))
{
// generate contacts for the collider:
BurstAffineTransform colliderToSolver = worldToSolver * transforms[c];
GenerateContacts(in shape, in colliderToSolver, c, rb, i, simplexStart, simplexSize, simplexBoundsSS);
}
}
}
}
}
private void GenerateContacts(in BurstColliderShape shape,
in BurstAffineTransform colliderToSolver,
int colliderIndex,
int rigidbodyIndex,
int simplexIndex,
int simplexStart,
int simplexSize,
in BurstAabb simplexBoundsSS)
{
float4x4 solverToCollider;
BurstAabb simplexBoundsCS;
switch (shape.type)
{
case ColliderShape.ShapeType.Sphere:
BurstSphere sphereShape = new BurstSphere() { colliderToSolver = colliderToSolver, shape = shape, dt = deltaTime };
sphereShape.Contacts(colliderIndex, rigidbodyIndex, rigidbodies, positions, orientations, velocities, radii, simplices, in simplexBoundsSS,
simplexIndex, simplexStart, simplexSize, contactsQueue, parameters.surfaceCollisionIterations, parameters.surfaceCollisionTolerance);
break;
case ColliderShape.ShapeType.Box:
BurstBox boxShape = new BurstBox() { colliderToSolver = colliderToSolver, shape = shape, dt = deltaTime };
boxShape.Contacts(colliderIndex, rigidbodyIndex, rigidbodies, positions, orientations, velocities, radii, simplices, in simplexBoundsSS,
simplexIndex, simplexStart, simplexSize, contactsQueue, parameters.surfaceCollisionIterations, parameters.surfaceCollisionTolerance);
break;
case ColliderShape.ShapeType.Capsule:
BurstCapsule capsuleShape = new BurstCapsule(){colliderToSolver = colliderToSolver,shape = shape, dt = deltaTime };
capsuleShape.Contacts(colliderIndex, rigidbodyIndex, rigidbodies, positions, orientations, velocities, radii, simplices, in simplexBoundsSS,
simplexIndex, simplexStart, simplexSize, contactsQueue, parameters.surfaceCollisionIterations, parameters.surfaceCollisionTolerance);
break;
case ColliderShape.ShapeType.SignedDistanceField:
if (shape.dataIndex < 0) return;
BurstDistanceField distanceFieldShape = new BurstDistanceField()
{
colliderToSolver = colliderToSolver,
solverToWorld = solverToWorld,
shape = shape,
distanceFieldHeaders = distanceFieldHeaders,
dfNodes = distanceFieldNodes,
dt = deltaTime,
collisionMargin = parameters.collisionMargin
};
distanceFieldShape.Contacts(colliderIndex, rigidbodyIndex, rigidbodies, positions, orientations, velocities, radii, simplices, in simplexBoundsSS,
simplexIndex, simplexStart, simplexSize, contactsQueue, parameters.surfaceCollisionIterations, parameters.surfaceCollisionTolerance);
break;
case ColliderShape.ShapeType.Heightmap:
if (shape.dataIndex < 0) return;
// invert a full matrix here to accurately represent collider bounds scale.
solverToCollider = math.inverse(float4x4.TRS(colliderToSolver.translation.xyz, colliderToSolver.rotation, colliderToSolver.scale.xyz));
simplexBoundsCS = simplexBoundsSS.Transformed(solverToCollider);
BurstHeightField heightmapShape = new BurstHeightField()
{
colliderToSolver = colliderToSolver,
solverToWorld = solverToWorld,
shape = shape,
header = heightFieldHeaders[shape.dataIndex],
heightFieldSamples = heightFieldSamples,
collisionMargin = parameters.collisionMargin,
dt = deltaTime
};
heightmapShape.Contacts(colliderIndex, rigidbodyIndex, rigidbodies, positions, orientations, velocities, radii, simplices, in simplexBoundsCS,
simplexIndex, simplexStart, simplexSize, contactsQueue, parameters.surfaceCollisionIterations, parameters.surfaceCollisionTolerance);
break;
case ColliderShape.ShapeType.TriangleMesh:
if (shape.dataIndex < 0) return;
// invert a full matrix here to accurately represent collider bounds scale.
solverToCollider = math.inverse(float4x4.TRS(colliderToSolver.translation.xyz, colliderToSolver.rotation, colliderToSolver.scale.xyz));
simplexBoundsCS = simplexBoundsSS.Transformed(solverToCollider);
BurstTriangleMesh triangleMeshShape = new BurstTriangleMesh()
{
colliderToSolver = colliderToSolver,
solverToWorld = solverToWorld,
shape = shape,
header = triangleMeshHeaders[shape.dataIndex],
bihNodes = bihNodes,
triangles = triangles,
vertices = vertices,
collisionMargin = parameters.collisionMargin,
dt = deltaTime
};
triangleMeshShape.Contacts(colliderIndex, rigidbodyIndex, rigidbodies, positions, orientations, velocities, radii, simplices, in simplexBoundsCS,
simplexIndex, simplexStart, simplexSize, contactsQueue, parameters.surfaceCollisionIterations, parameters.surfaceCollisionTolerance);
break;
case ColliderShape.ShapeType.EdgeMesh:
if (shape.dataIndex < 0) return;
// invert a full matrix here to accurately represent collider bounds scale.
solverToCollider = math.inverse(float4x4.TRS(colliderToSolver.translation.xyz, colliderToSolver.rotation, colliderToSolver.scale.xyz));
simplexBoundsCS = simplexBoundsSS.Transformed(solverToCollider);
BurstEdgeMesh edgeMeshShape = new BurstEdgeMesh()
{
colliderToSolver = colliderToSolver,
shape = shape,
header = edgeMeshHeaders[shape.dataIndex],
edgeBihNodes = edgeBihNodes,
edges = edges,
vertices = edgeVertices,
dt = deltaTime
};
edgeMeshShape.Contacts(colliderIndex, rigidbodyIndex, rigidbodies, positions, orientations, velocities, radii, simplices, in simplexBoundsCS,
simplexIndex, simplexStart, simplexSize, contactsQueue, parameters.surfaceCollisionIterations, parameters.surfaceCollisionTolerance);
break;
}
}
}
public JobHandle GenerateContacts(BurstSolverImpl solver, float deltaTime, JobHandle inputDeps)
{
var world = ObiColliderWorld.GetInstance();
var generateColliderContactsJob = new GenerateContactsJob
{
colliderGrid = grid,
gridLevels = grid.populatedLevels.GetKeyArray(Allocator.TempJob),
positions = solver.positions,
orientations = solver.orientations,
velocities = solver.velocities,
invMasses = solver.invMasses,
radii = solver.principalRadii,
filters = solver.filters,
simplices = solver.simplices,
simplexCounts = solver.simplexCounts,
simplexBounds = solver.simplexBounds,
transforms = world.colliderTransforms.AsNativeArray<BurstAffineTransform>(),
shapes = world.colliderShapes.AsNativeArray<BurstColliderShape>(),
rigidbodies = world.rigidbodies.AsNativeArray<BurstRigidbody>(),
collisionMaterials = world.collisionMaterials.AsNativeArray<BurstCollisionMaterial>(),
bounds = world.colliderAabbs.AsNativeArray<BurstAabb>(),
distanceFieldHeaders = world.distanceFieldContainer.headers.AsNativeArray<DistanceFieldHeader>(),
distanceFieldNodes = world.distanceFieldContainer.dfNodes.AsNativeArray<BurstDFNode>(),
triangleMeshHeaders = world.triangleMeshContainer.headers.AsNativeArray<TriangleMeshHeader>(),
bihNodes = world.triangleMeshContainer.bihNodes.AsNativeArray<BIHNode>(),
triangles = world.triangleMeshContainer.triangles.AsNativeArray<Triangle>(),
vertices = world.triangleMeshContainer.vertices.AsNativeArray<float3>(),
edgeMeshHeaders = world.edgeMeshContainer.headers.AsNativeArray<EdgeMeshHeader>(),
edgeBihNodes = world.edgeMeshContainer.bihNodes.AsNativeArray<BIHNode>(),
edges = world.edgeMeshContainer.edges.AsNativeArray<Edge>(),
edgeVertices = world.edgeMeshContainer.vertices.AsNativeArray<float2>(),
heightFieldHeaders = world.heightFieldContainer.headers.AsNativeArray<HeightFieldHeader>(),
heightFieldSamples = world.heightFieldContainer.samples.AsNativeArray<float>(),
contactsQueue = colliderContactQueue.AsParallelWriter(),
solverToWorld = solver.solverToWorld,
worldToSolver = solver.worldToSolver,
deltaTime = deltaTime,
parameters = solver.abstraction.parameters
};
return generateColliderContactsJob.Schedule(solver.simplexCounts.simplexCount, 16, inputDeps);
}
}
}
#endif

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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using System;
using System.Runtime.InteropServices;
using UnityEngine;
using Unity.Mathematics;
namespace Obi
{
public struct BurstDFNode
{
public float4 distancesA;
public float4 distancesB;
public float4 center;
public int firstChild;
// add 12 bytes of padding to ensure correct memory alignment:
private int pad0;
private int pad1;
private int pad2;
public float4 SampleWithGradient(float4 position)
{
float4 nPos = GetNormalizedPos(position);
// trilinear interpolation of distance:
float4 x = distancesA + (distancesB - distancesA) * nPos[0];
float2 y = x.xy + (x.zw - x.xy) * nPos[1];
float distance = y[0] + (y[1] - y[0]) * nPos[2];
// gradient estimation:
// x == 0
float2 a = distancesA.xy + (distancesA.zw - distancesA.xy) * nPos[1];
float x0 = a[0] + (a[1] - a[0]) * nPos[2];
// x == 1
a = distancesB.xy + (distancesB.zw - distancesB.xy) * nPos[1];
float x1 = a[0] + (a[1] - a[0]) * nPos[2];
// y == 0
float y0 = x[0] + (x[1] - x[0]) * nPos[2];
// y == 1
float y1 = x[2] + (x[3] - x[2]) * nPos[2];
return new float4(x1 - x0, y1 - y0, y[1] - y[0], distance);
}
public float4 GetNormalizedPos(float4 position)
{
float4 corner = center - new float4(center[3]);
return (position - corner) / (center[3] * 2);
}
public int GetOctant(float4 position)
{
int index = 0;
if (position[0] > center[0]) index |= 4;
if (position[1] > center[1]) index |= 2;
if (position[2] > center[2]) index |= 1;
return index;
}
}
}
#endif

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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using Unity.Collections;
using Unity.Mathematics;
namespace Obi
{
public struct BurstDistanceField : BurstLocalOptimization.IDistanceFunction, IBurstCollider
{
public BurstColliderShape shape;
public BurstAffineTransform colliderToSolver;
public BurstAffineTransform solverToWorld;
public float dt;
public float collisionMargin;
public NativeArray<DistanceFieldHeader> distanceFieldHeaders;
public NativeArray<BurstDFNode> dfNodes;
public void Evaluate(float4 point, float4 radii, quaternion orientation, ref BurstLocalOptimization.SurfacePoint projectedPoint)
{
point = colliderToSolver.InverseTransformPoint(point);
if (shape.is2D != 0)
point[2] = 0;
var header = distanceFieldHeaders[shape.dataIndex];
float4 sample = DFTraverse(point, 0, in header, in dfNodes);
float4 normal = new float4(math.normalize(sample.xyz), 0);
projectedPoint.point = colliderToSolver.TransformPoint(point - normal * (sample[3] - shape.contactOffset));
projectedPoint.normal = colliderToSolver.TransformDirection(normal);
}
public void Contacts(int colliderIndex,
int rigidbodyIndex,
NativeArray<BurstRigidbody> rigidbodies,
NativeArray<float4> positions,
NativeArray<quaternion> orientations,
NativeArray<float4> velocities,
NativeArray<float4> radii,
NativeArray<int> simplices,
in BurstAabb simplexBounds,
int simplexIndex,
int simplexStart,
int simplexSize,
NativeQueue<BurstContact>.ParallelWriter contacts,
int optimizationIterations,
float optimizationTolerance)
{
if (shape.dataIndex < 0) return;
var co = new BurstContact() { bodyA = simplexIndex, bodyB = colliderIndex };
float4 simplexBary = BurstMath.BarycenterForSimplexOfSize(simplexSize);
var colliderPoint = BurstLocalOptimization.Optimize<BurstDistanceField>(ref this, positions, orientations, radii, simplices, simplexStart, simplexSize,
ref simplexBary, out float4 simplexPoint, optimizationIterations, optimizationTolerance);
co.pointB = colliderPoint.point;
co.normal = colliderPoint.normal;
co.pointA = simplexBary;
float4 velocity = float4.zero;
float simplexRadius = 0;
for (int j = 0; j < simplexSize; ++j)
{
int particleIndex = simplices[simplexStart + j];
simplexRadius += radii[particleIndex].x * simplexBary[j];
velocity += velocities[particleIndex] * simplexBary[j];
}
float4 rbVelocity = float4.zero;
if (rigidbodyIndex >= 0)
rbVelocity = BurstMath.GetRigidbodyVelocityAtPoint(rigidbodyIndex, colliderPoint.point, rigidbodies, solverToWorld);
float dAB = math.dot(simplexPoint - colliderPoint.point, colliderPoint.normal);
float vel = math.dot(velocity - rbVelocity, colliderPoint.normal);
if (vel * dt + dAB <= simplexRadius + shape.contactOffset + collisionMargin)
contacts.Enqueue(co);
}
private static float4 DFTraverse(float4 particlePosition,
int nodeIndex,
in DistanceFieldHeader header,
in NativeArray<BurstDFNode> dfNodes)
{
var node = dfNodes[header.firstNode + nodeIndex];
// if the child node exists, recurse down the df octree:
if (node.firstChild >= 0)
{
int octant = node.GetOctant(particlePosition);
return DFTraverse(particlePosition, node.firstChild + octant, in header, in dfNodes);
}
else
{
return node.SampleWithGradient(particlePosition);
}
}
}
}
#endif

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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using Unity.Collections;
using Unity.Mathematics;
namespace Obi
{
public struct BurstEdgeMesh : BurstLocalOptimization.IDistanceFunction, IBurstCollider
{
public BurstColliderShape shape;
public BurstAffineTransform colliderToSolver;
public int dataOffset;
public float dt;
public EdgeMeshHeader header;
public NativeArray<BIHNode> edgeBihNodes;
public NativeArray<Edge> edges;
public NativeArray<float2> vertices;
public void Evaluate(float4 point, float4 radii, quaternion orientation, ref BurstLocalOptimization.SurfacePoint projectedPoint)
{
point = colliderToSolver.InverseTransformPointUnscaled(point);
if (shape.is2D != 0)
point[2] = 0;
Edge t = edges[header.firstEdge + dataOffset];
float4 v1 = (new float4(vertices[header.firstVertex + t.i1], 0) + shape.center) * colliderToSolver.scale;
float4 v2 = (new float4(vertices[header.firstVertex + t.i2], 0) + shape.center) * colliderToSolver.scale;
float4 nearestPoint = BurstMath.NearestPointOnEdge(v1, v2, point, out float mu);
float4 normal = math.normalizesafe(point - nearestPoint);
projectedPoint.normal = colliderToSolver.TransformDirection(normal);
projectedPoint.point = colliderToSolver.TransformPointUnscaled(nearestPoint + normal * shape.contactOffset);
}
public void Contacts(int colliderIndex,
int rigidbodyIndex,
NativeArray<BurstRigidbody> rigidbodies,
NativeArray<float4> positions,
NativeArray<quaternion> orientations,
NativeArray<float4> velocities,
NativeArray<float4> radii,
NativeArray<int> simplices,
in BurstAabb simplexBounds,
int simplexIndex,
int simplexStart,
int simplexSize,
NativeQueue<BurstContact>.ParallelWriter contacts,
int optimizationIterations,
float optimizationTolerance)
{
if (shape.dataIndex < 0) return;
BIHTraverse(colliderIndex, simplexIndex, simplexStart, simplexSize,
positions, orientations, radii, simplices, in simplexBounds, 0, contacts, optimizationIterations, optimizationTolerance);
}
private void BIHTraverse(int colliderIndex,
int simplexIndex,
int simplexStart,
int simplexSize,
NativeArray<float4> positions,
NativeArray<quaternion> orientations,
NativeArray<float4> radii,
NativeArray<int> simplices,
in BurstAabb simplexBounds,
int nodeIndex,
NativeQueue<BurstContact>.ParallelWriter contacts,
int optimizationIterations,
float optimizationTolerance)
{
var node = edgeBihNodes[header.firstNode + nodeIndex];
if (node.firstChild >= 0)
{
// visit min node:
if (simplexBounds.min[node.axis] <= node.min + shape.center[node.axis])
BIHTraverse(colliderIndex, simplexIndex, simplexStart, simplexSize,
positions, orientations, radii, simplices, in simplexBounds,
node.firstChild, contacts, optimizationIterations, optimizationTolerance);
// visit max node:
if (simplexBounds.max[node.axis] >= node.max + shape.center[node.axis])
BIHTraverse(colliderIndex, simplexIndex, simplexStart, simplexSize,
positions, orientations, radii, simplices, in simplexBounds,
node.firstChild + 1, contacts, optimizationIterations, optimizationTolerance);
}
else
{
// check for contact against all triangles:
for (dataOffset = node.start; dataOffset < node.start + node.count; ++dataOffset)
{
Edge t = edges[header.firstEdge + dataOffset];
float4 v1 = new float4(vertices[header.firstVertex + t.i1], 0) + shape.center;
float4 v2 = new float4(vertices[header.firstVertex + t.i2], 0) + shape.center;
BurstAabb edgeBounds = new BurstAabb(v1, v2, shape.contactOffset + 0.01f);
if (edgeBounds.IntersectsAabb(simplexBounds, shape.is2D != 0))
{
var co = new BurstContact() { bodyA = simplexIndex, bodyB = colliderIndex };
float4 simplexBary = BurstMath.BarycenterForSimplexOfSize(simplexSize);
var colliderPoint = BurstLocalOptimization.Optimize<BurstEdgeMesh>(ref this, positions, orientations, radii, simplices, simplexStart, simplexSize,
ref simplexBary, out float4 convexPoint, optimizationIterations, optimizationTolerance);
co.pointB = colliderPoint.point;
co.normal = colliderPoint.normal;
co.pointA = simplexBary;
contacts.Enqueue(co);
}
}
}
}
}
}
#endif

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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using Unity.Collections;
using Unity.Mathematics;
namespace Obi
{
public struct BurstHeightField : BurstLocalOptimization.IDistanceFunction, IBurstCollider
{
public BurstColliderShape shape;
public BurstAffineTransform colliderToSolver;
public BurstAffineTransform solverToWorld;
public float dt;
public float collisionMargin;
public BurstMath.CachedTri tri;
public float4 triNormal;
public HeightFieldHeader header;
public NativeArray<float> heightFieldSamples;
public void Evaluate(float4 point, float4 radii, quaternion orientation, ref BurstLocalOptimization.SurfacePoint projectedPoint)
{
point = colliderToSolver.InverseTransformPoint(point);
float4 nearestPoint = BurstMath.NearestPointOnTri(tri, point, out float4 bary);
float4 normal = math.normalizesafe(point - nearestPoint);
// flip the contact normal if it points below ground: (doesn't work with holes)
//BurstMath.OneSidedNormal(triNormal, ref normal);
projectedPoint.point = colliderToSolver.TransformPoint(nearestPoint + normal * shape.contactOffset);
projectedPoint.normal = colliderToSolver.TransformDirection(normal);
}
public void Contacts(int colliderIndex,
int rigidbodyIndex,
NativeArray<BurstRigidbody> rigidbodies,
NativeArray<float4> positions,
NativeArray<quaternion> orientations,
NativeArray<float4> velocities,
NativeArray<float4> radii,
NativeArray<int> simplices,
in BurstAabb simplexBounds,
int simplexIndex,
int simplexStart,
int simplexSize,
NativeQueue<BurstContact>.ParallelWriter contacts,
int optimizationIterations,
float optimizationTolerance)
{
if (shape.dataIndex < 0) return;
triNormal = float4.zero;
var co = new BurstContact() { bodyA = simplexIndex, bodyB = colliderIndex };
int resolutionU = (int)shape.center.x;
int resolutionV = (int)shape.center.y;
// calculate terrain cell size:
float cellWidth = shape.size.x / (resolutionU - 1);
float cellHeight = shape.size.z / (resolutionV - 1);
// calculate particle bounds min/max cells:
int2 min = new int2((int)math.floor(simplexBounds.min[0] / cellWidth), (int)math.floor(simplexBounds.min[2] / cellHeight));
int2 max = new int2((int)math.floor(simplexBounds.max[0] / cellWidth), (int)math.floor(simplexBounds.max[2] / cellHeight));
for (int su = min[0]; su <= max[0]; ++su)
{
if (su >= 0 && su < resolutionU - 1)
{
for (int sv = min[1]; sv <= max[1]; ++sv)
{
if (sv >= 0 && sv < resolutionV - 1)
{
// calculate neighbor sample indices:
int csu1 = math.clamp(su + 1, 0, resolutionU - 1);
int csv1 = math.clamp(sv + 1, 0, resolutionV - 1);
// sample heights:
float h1 = heightFieldSamples[header.firstSample + sv * resolutionU + su] * shape.size.y;
float h2 = heightFieldSamples[header.firstSample + sv * resolutionU + csu1] * shape.size.y;
float h3 = heightFieldSamples[header.firstSample + csv1 * resolutionU + su] * shape.size.y;
float h4 = heightFieldSamples[header.firstSample + csv1 * resolutionU + csu1] * shape.size.y;
if (h1 < 0) continue;
h1 = math.abs(h1);
h2 = math.abs(h2);
h3 = math.abs(h3);
h4 = math.abs(h4);
float min_x = su * shape.size.x / (resolutionU - 1);
float max_x = csu1 * shape.size.x / (resolutionU - 1);
float min_z = sv * shape.size.z / (resolutionV - 1);
float max_z = csv1 * shape.size.z / (resolutionV - 1);
float4 convexPoint;
float4 simplexBary = BurstMath.BarycenterForSimplexOfSize(simplexSize);
// ------contact against the first triangle------:
float4 v1 = new float4(min_x, h3, max_z, 0);
float4 v2 = new float4(max_x, h4, max_z, 0);
float4 v3 = new float4(min_x, h1, min_z, 0);
tri.Cache(v1, v2, v3);
triNormal.xyz = math.normalizesafe(math.cross((v2 - v1).xyz, (v3 - v1).xyz));
var colliderPoint = BurstLocalOptimization.Optimize<BurstHeightField>(ref this, positions, orientations, radii, simplices, simplexStart, simplexSize,
ref simplexBary, out convexPoint, optimizationIterations, optimizationTolerance);
float4 velocity = float4.zero;
float simplexRadius = 0;
for (int j = 0; j < simplexSize; ++j)
{
int particleIndex = simplices[simplexStart + j];
simplexRadius += radii[particleIndex].x * simplexBary[j];
velocity += velocities[particleIndex] * simplexBary[j];
}
float4 rbVelocity = float4.zero;
if (rigidbodyIndex >= 0)
rbVelocity = BurstMath.GetRigidbodyVelocityAtPoint(rigidbodyIndex, colliderPoint.point, rigidbodies, solverToWorld);
float dAB = math.dot(convexPoint - colliderPoint.point, colliderPoint.normal);
float vel = math.dot(velocity - rbVelocity, colliderPoint.normal);
if (vel * dt + dAB <= simplexRadius + shape.contactOffset + collisionMargin)
{
co.pointB = colliderPoint.point;
co.normal = colliderPoint.normal;
co.pointA = simplexBary;
contacts.Enqueue(co);
}
// ------contact against the second triangle------:
v1 = new float4(min_x, h1, min_z, 0);
v2 = new float4(max_x, h4, max_z, 0);
v3 = new float4(max_x, h2, min_z, 0);
tri.Cache(v1, v2, v3);
triNormal.xyz = math.normalizesafe(math.cross((v2 - v1).xyz, (v3 - v1).xyz));
colliderPoint = BurstLocalOptimization.Optimize<BurstHeightField>(ref this, positions, orientations, radii, simplices, simplexStart, simplexSize,
ref simplexBary, out convexPoint, optimizationIterations, optimizationTolerance);
velocity = float4.zero;
simplexRadius = 0;
for (int j = 0; j < simplexSize; ++j)
{
int particleIndex = simplices[simplexStart + j];
simplexRadius += radii[particleIndex].x * simplexBary[j];
velocity += velocities[particleIndex] * simplexBary[j];
}
rbVelocity = float4.zero;
if (rigidbodyIndex >= 0)
rbVelocity = BurstMath.GetRigidbodyVelocityAtPoint(rigidbodyIndex, colliderPoint.point, rigidbodies, solverToWorld);
dAB = math.dot(convexPoint - colliderPoint.point, colliderPoint.normal);
vel = math.dot(velocity - rbVelocity, colliderPoint.normal);
if (vel * dt + dAB <= simplexRadius + shape.contactOffset + collisionMargin)
{
co.pointB = colliderPoint.point;
co.normal = colliderPoint.normal;
co.pointA = simplexBary;
contacts.Enqueue(co);
}
}
}
}
}
}
}
}
#endif

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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using System;
using System.Collections.Generic;
using UnityEngine;
using Unity.Collections;
using Unity.Jobs;
using Unity.Mathematics;
using Unity.Burst;
using System.Runtime.CompilerServices;
namespace Obi
{
public static class BurstLocalOptimization
{
/**
* point in the surface of a signed distance field.
*/
public struct SurfacePoint
{
public float4 bary;
public float4 point;
public float4 normal;
}
public interface IDistanceFunction
{
void Evaluate(float4 point, float4 radii, quaternion orientation, ref SurfacePoint projectedPoint);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static void GetInterpolatedSimplexData(int simplexStart,
int simplexSize,
NativeArray<int> simplices,
NativeArray<float4> positions,
NativeArray<quaternion> orientations,
NativeArray<float4> radii,
float4 convexBary,
out float4 convexPoint,
out float4 convexRadii,
out quaternion convexOrientation)
{
convexPoint = float4.zero;
convexRadii = float4.zero;
convexOrientation = new quaternion(0, 0, 0, 0);
for (int j = 0; j < simplexSize; ++j)
{
int particle = simplices[simplexStart + j];
convexPoint += positions[particle] * convexBary[j];
convexRadii += radii[particle] * convexBary[j];
convexOrientation.value += orientations[particle].value * convexBary[j];
}
}
public static SurfacePoint Optimize<T>(ref T function,
NativeArray<float4> positions,
NativeArray<quaternion> orientations,
NativeArray<float4> radii,
NativeArray<int> simplices,
int simplexStart,
int simplexSize,
ref float4 convexBary,
out float4 convexPoint,
int maxIterations = 16,
float tolerance = 0.004f) where T : struct, IDistanceFunction
{
var pointInFunction = new SurfacePoint();
// get cartesian coordinates of the initial guess:
GetInterpolatedSimplexData(simplexStart, simplexSize, simplices, positions, orientations, radii, convexBary, out convexPoint, out float4 convexThickness, out quaternion convexOrientation);
// for a 0-simplex (point), perform a single evaluation:
if (simplexSize == 1 || maxIterations < 1)
function.Evaluate(convexPoint, convexThickness, convexOrientation, ref pointInFunction);
// for a 1-simplex (edge), perform golden ratio search:
else if (simplexSize == 2)
GoldenSearch(ref function, simplexStart, simplexSize, positions, orientations, radii, simplices, ref convexPoint, ref convexThickness, ref convexOrientation, ref convexBary, ref pointInFunction, maxIterations, tolerance * 10);
// for higher-order simplices, use general Frank-Wolfe convex optimization:
else
FrankWolfe(ref function, simplexStart, simplexSize, positions, orientations, radii, simplices, ref convexPoint, ref convexThickness, ref convexOrientation, ref convexBary, ref pointInFunction, maxIterations, tolerance);
return pointInFunction;
}
// Frank-Wolfe convex optimization algorithm. Returns closest point to a simplex in a signed distance function.
private static void FrankWolfe<T>(ref T function,
int simplexStart,
int simplexSize,
NativeArray<float4> positions,
NativeArray<quaternion> orientations,
NativeArray<float4> radii,
NativeArray<int> simplices,
ref float4 convexPoint,
ref float4 convexThickness,
ref quaternion convexOrientation,
ref float4 convexBary,
ref SurfacePoint pointInFunction,
int maxIterations,
float tolerance) where T : struct, IDistanceFunction
{
for (int i = 0; i < maxIterations; ++i)
{
// sample target function:
function.Evaluate(convexPoint, convexThickness, convexOrientation, ref pointInFunction);
// find descent direction:
int descent = 0;
float gap = float.MinValue;
for (int j = 0; j < simplexSize; ++j)
{
int particle = simplices[simplexStart + j];
float4 candidate = positions[particle] - convexPoint;
// here, we adjust the candidate by projecting it to the engrosed simplex's surface:
candidate -= pointInFunction.normal * (radii[particle].x - convexThickness.x);
float corr = math.dot(-pointInFunction.normal, candidate);
if (corr > gap)
{
descent = j;
gap = corr;
}
}
// if the duality gap is below tolerance threshold, stop iterating.
if (gap < tolerance)
break;
// update the barycentric coords using 2/(i+2) as the step factor
float step = 0.3f * 2.0f / (i + 2);
convexBary *= 1 - step;
convexBary[descent] += step;
// get cartesian coordinates of current solution:
GetInterpolatedSimplexData(simplexStart, simplexSize, simplices, positions, orientations, radii, convexBary, out convexPoint, out convexThickness, out convexOrientation);
}
}
private static void GoldenSearch<T>(ref T function,
int simplexStart,
int simplexSize,
NativeArray<float4> positions,
NativeArray<quaternion> orientations,
NativeArray<float4> radii,
NativeArray<int> simplices,
ref float4 convexPoint,
ref float4 convexThickness,
ref quaternion convexOrientation,
ref float4 convexBary,
ref SurfacePoint pointInFunction,
int maxIterations,
float tolerance) where T : struct, IDistanceFunction
{
var pointInFunctionD = new SurfacePoint();
float4 convexPointD, convexThicknessD;
quaternion convexOrientationD;
float gr = (math.sqrt(5.0f) + 1) / 2.0f;
float u = 0, v = 1;
float c = v - (v - u) / gr;
float d = u + (v - u) / gr;
for (int i = 0; i < maxIterations; ++i)
{
// if the gap is below tolerance threshold, stop iterating.
if (math.abs(v - u) < tolerance * (math.abs(c) + math.abs(d)))
break;
GetInterpolatedSimplexData(simplexStart, simplexSize, simplices, positions, orientations, radii, new float4(c, 1 - c, 0, 0), out convexPoint, out convexThickness, out convexOrientation);
GetInterpolatedSimplexData(simplexStart, simplexSize, simplices, positions, orientations, radii, new float4(d, 1 - d, 0, 0), out convexPointD, out convexThicknessD, out convexOrientationD);
function.Evaluate(convexPoint, convexThickness, convexOrientation, ref pointInFunction);
function.Evaluate(convexPointD, convexThicknessD, convexOrientationD, ref pointInFunctionD);
float4 candidateC = positions[simplices[simplexStart]] - pointInFunction.point;
float4 candidateD = positions[simplices[simplexStart + 1]] - pointInFunctionD.point;
candidateC -= pointInFunction.normal * (radii[simplices[simplexStart]].x - convexThickness.x);
candidateD -= pointInFunctionD.normal * (radii[simplices[simplexStart + 1]].x - convexThicknessD.x);
if (math.dot(-pointInFunction.normal, candidateC) < math.dot(-pointInFunctionD.normal, candidateD))
v = d;
else
u = c;
c = v - (v - u) / gr;
d = u + (v - u) / gr;
}
float mid = (v + u) * 0.5f;
convexBary.x = mid;
convexBary.y = (1 - mid);
GetInterpolatedSimplexData(simplexStart, simplexSize, simplices, positions, orientations, radii, convexBary, out convexPoint, out convexThickness, out convexOrientation);
function.Evaluate(convexPoint, convexThickness, convexOrientation, ref pointInFunction);
}
}
}
#endif

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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using System;
using System.Collections.Generic;
using UnityEngine;
using Unity.Collections;
using Unity.Jobs;
using Unity.Mathematics;
using Unity.Burst;
namespace Obi
{
public struct BurstSimplex : BurstLocalOptimization.IDistanceFunction
{
public NativeArray<float4> positions;
public NativeArray<float4> radii;
public NativeArray<int> simplices;
public int simplexStart;
public int simplexSize;
private BurstMath.CachedTri tri;
public void CacheData()
{
if (simplexSize == 3)
{
tri.Cache(positions[simplices[simplexStart]],
positions[simplices[simplexStart + 1]],
positions[simplices[simplexStart + 2]]);
}
}
public void Evaluate(float4 point, float4 radii, quaternion orientation, ref BurstLocalOptimization.SurfacePoint projectedPoint)
{
switch (simplexSize)
{
case 1:
{
float4 p1 = positions[simplices[simplexStart]];
projectedPoint.bary = new float4(1, 0, 0, 0);
projectedPoint.point = p1;
}
break;
case 2:
{
float4 p1 = positions[simplices[simplexStart]];
float4 p2 = positions[simplices[simplexStart + 1]];
BurstMath.NearestPointOnEdge(p1, p2, point, out float mu);
projectedPoint.bary = new float4(1 - mu, mu, 0, 0);
projectedPoint.point = p1 * projectedPoint.bary[0] + p2 * projectedPoint.bary[1];
}break;
case 3:
projectedPoint.point = BurstMath.NearestPointOnTri(tri, point, out projectedPoint.bary);
break;
}
projectedPoint.normal = math.normalizesafe(point - projectedPoint.point);
}
}
}
#endif

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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using Unity.Collections;
using Unity.Mathematics;
namespace Obi
{
public struct BurstSphere : BurstLocalOptimization.IDistanceFunction, IBurstCollider
{
public BurstColliderShape shape;
public BurstAffineTransform colliderToSolver;
public float dt;
public void Evaluate(float4 point, float4 radii, quaternion orientation, ref BurstLocalOptimization.SurfacePoint projectedPoint)
{
float4 center = shape.center * colliderToSolver.scale;
point = colliderToSolver.InverseTransformPointUnscaled(point) - center;
if (shape.is2D != 0)
point[2] = 0;
float radius = shape.size.x * math.cmax(colliderToSolver.scale.xyz);
float distanceToCenter = math.length(point);
float4 normal = point / (distanceToCenter + BurstMath.epsilon);
projectedPoint.point = colliderToSolver.TransformPointUnscaled(center + normal * (radius + shape.contactOffset));
projectedPoint.normal = colliderToSolver.TransformDirection(normal);
}
public void Contacts(int colliderIndex,
int rigidbodyIndex,
NativeArray<BurstRigidbody> rigidbodies,
NativeArray<float4> positions,
NativeArray<quaternion> orientations,
NativeArray<float4> velocities,
NativeArray<float4> radii,
NativeArray<int> simplices,
in BurstAabb simplexBounds,
int simplexIndex,
int simplexStart,
int simplexSize,
NativeQueue<BurstContact>.ParallelWriter contacts,
int optimizationIterations,
float optimizationTolerance)
{
var co = new BurstContact() { bodyA = simplexIndex, bodyB = colliderIndex };
float4 simplexBary = BurstMath.BarycenterForSimplexOfSize(simplexSize);
var colliderPoint = BurstLocalOptimization.Optimize<BurstSphere>(ref this, positions, orientations, radii, simplices, simplexStart, simplexSize,
ref simplexBary, out float4 convexPoint, optimizationIterations, optimizationTolerance);
co.pointB = colliderPoint.point;
co.normal = colliderPoint.normal;
co.pointA = simplexBary;
contacts.Enqueue(co);
}
}
}
#endif

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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using Unity.Collections;
using Unity.Mathematics;
namespace Obi
{
public struct BurstTriangleMesh : BurstLocalOptimization.IDistanceFunction, IBurstCollider
{
public BurstColliderShape shape;
public BurstAffineTransform colliderToSolver;
public BurstAffineTransform solverToWorld;
public TriangleMeshHeader header;
public NativeArray<BIHNode> bihNodes;
public NativeArray<Triangle> triangles;
public NativeArray<float3> vertices;
public float dt;
public float collisionMargin;
private BurstMath.CachedTri tri;
public void Evaluate(float4 point, float4 radii, quaternion orientation, ref BurstLocalOptimization.SurfacePoint projectedPoint)
{
point = colliderToSolver.InverseTransformPointUnscaled(point);
if (shape.is2D != 0)
point[2] = 0;
float4 nearestPoint = BurstMath.NearestPointOnTri(tri, point, out float4 bary);
float4 normal = math.normalizesafe(point - nearestPoint);
projectedPoint.point = colliderToSolver.TransformPointUnscaled(nearestPoint + normal * shape.contactOffset);
projectedPoint.normal = colliderToSolver.TransformDirection(normal);
}
public void Contacts(int colliderIndex,
int rigidbodyIndex,
NativeArray<BurstRigidbody> rigidbodies,
NativeArray<float4> positions,
NativeArray<quaternion> orientations,
NativeArray<float4> velocities,
NativeArray<float4> radii,
NativeArray<int> simplices,
in BurstAabb simplexBounds,
int simplexIndex,
int simplexStart,
int simplexSize,
NativeQueue<BurstContact>.ParallelWriter contacts,
int optimizationIterations,
float optimizationTolerance)
{
BIHTraverse(colliderIndex, rigidbodyIndex, simplexIndex, simplexStart, simplexSize,
rigidbodies, positions, orientations, velocities, radii, simplices, in simplexBounds, 0, contacts, optimizationIterations, optimizationTolerance);
}
private void BIHTraverse(int colliderIndex,
int rigidbodyIndex,
int simplexIndex,
int simplexStart,
int simplexSize,
NativeArray<BurstRigidbody> rigidbodies,
NativeArray<float4> positions,
NativeArray<quaternion> orientations,
NativeArray<float4> velocities,
NativeArray<float4> radii,
NativeArray<int> simplices,
in BurstAabb simplexBounds,
int nodeIndex,
NativeQueue<BurstContact>.ParallelWriter contacts,
int optimizationIterations,
float optimizationTolerance)
{
var node = bihNodes[header.firstNode + nodeIndex];
if (node.firstChild >= 0)
{
// visit min node:
if (simplexBounds.min[node.axis] <= node.min)
BIHTraverse(colliderIndex, rigidbodyIndex, simplexIndex, simplexStart, simplexSize,
rigidbodies, positions, orientations, velocities, radii, simplices, in simplexBounds,
node.firstChild, contacts, optimizationIterations, optimizationTolerance);
// visit max node:
if (simplexBounds.max[node.axis] >= node.max)
BIHTraverse(colliderIndex, rigidbodyIndex, simplexIndex, simplexStart, simplexSize,
rigidbodies, positions, orientations, velocities, radii, simplices, in simplexBounds,
node.firstChild + 1, contacts, optimizationIterations, optimizationTolerance);
}
else
{
// check for contact against all triangles:
for (int dataOffset = node.start; dataOffset < node.start + node.count; ++dataOffset)
{
Triangle t = triangles[header.firstTriangle + dataOffset];
float4 v1 = new float4(vertices[header.firstVertex + t.i1], 0);
float4 v2 = new float4(vertices[header.firstVertex + t.i2], 0);
float4 v3 = new float4(vertices[header.firstVertex + t.i3], 0);
BurstAabb triangleBounds = new BurstAabb(v1, v2, v3, shape.contactOffset + collisionMargin);
if (triangleBounds.IntersectsAabb(simplexBounds, shape.is2D != 0))
{
float4 simplexBary = BurstMath.BarycenterForSimplexOfSize(simplexSize);
tri.Cache(v1 * colliderToSolver.scale, v2 * colliderToSolver.scale, v3 * colliderToSolver.scale);
var colliderPoint = BurstLocalOptimization.Optimize<BurstTriangleMesh>(ref this, positions, orientations, radii, simplices, simplexStart, simplexSize,
ref simplexBary, out float4 simplexPoint, optimizationIterations, optimizationTolerance);
float4 velocity = float4.zero;
float simplexRadius = 0;
for (int j = 0; j < simplexSize; ++j)
{
int particleIndex = simplices[simplexStart + j];
simplexRadius += radii[particleIndex].x * simplexBary[j];
velocity += velocities[particleIndex] * simplexBary[j];
}
float4 rbVelocity = float4.zero;
if (rigidbodyIndex >= 0)
rbVelocity = BurstMath.GetRigidbodyVelocityAtPoint(rigidbodyIndex, colliderPoint.point, rigidbodies, solverToWorld);
float dAB = math.dot(simplexPoint - colliderPoint.point, colliderPoint.normal);
float vel = math.dot(velocity - rbVelocity, colliderPoint.normal);
if (vel * dt + dAB <= simplexRadius + shape.contactOffset + collisionMargin)
{
contacts.Enqueue(new BurstContact()
{
bodyA = simplexIndex,
bodyB = colliderIndex,
pointA = simplexBary,
pointB = colliderPoint.point,
normal = colliderPoint.normal,
});
}
}
}
}
}
}
}
#endif

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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using Unity.Collections;
using Unity.Mathematics;
namespace Obi
{
interface IBurstCollider
{
void Contacts(int colliderIndex,
int rigidbodyIndex,
NativeArray<BurstRigidbody> rigidbodies,
NativeArray<float4> positions,
NativeArray<quaternion> orientations,
NativeArray<float4> velocities,
NativeArray<float4> radii,
NativeArray<int> simplices,
in BurstAabb simplexBounds,
int simplexIndex,
int simplexStart,
int simplexSize,
NativeQueue<BurstContact>.ParallelWriter contacts,
int optimizationIterations,
float optimizationTolerance);
}
}
#endif

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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using System;
namespace Obi
{
public class BurstAerodynamicConstraints : BurstConstraintsImpl<BurstAerodynamicConstraintsBatch>
{
public BurstAerodynamicConstraints(BurstSolverImpl solver) : base(solver, Oni.ConstraintType.Aerodynamics)
{
}
public override IConstraintsBatchImpl CreateConstraintsBatch()
{
var dataBatch = new BurstAerodynamicConstraintsBatch(this);
batches.Add(dataBatch);
return dataBatch;
}
public override void RemoveBatch(IConstraintsBatchImpl batch)
{
batches.Remove(batch as BurstAerodynamicConstraintsBatch);
batch.Destroy();
}
}
}
#endif

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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using UnityEngine;
using Unity.Jobs;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Mathematics;
using Unity.Burst;
using System.Collections;
namespace Obi
{
public class BurstAerodynamicConstraintsBatch : BurstConstraintsBatchImpl, IAerodynamicConstraintsBatchImpl
{
private NativeArray<float> aerodynamicCoeffs;
public BurstAerodynamicConstraintsBatch(BurstAerodynamicConstraints constraints)
{
m_Constraints = constraints;
m_ConstraintType = Oni.ConstraintType.Aerodynamics;
}
public void SetAerodynamicConstraints(ObiNativeIntList particleIndices, ObiNativeFloatList aerodynamicCoeffs, int count)
{
this.particleIndices = particleIndices.AsNativeArray<int>();
this.aerodynamicCoeffs = aerodynamicCoeffs.AsNativeArray<float>();
m_ConstraintCount = count;
}
public override JobHandle Initialize(JobHandle inputDeps, float substepTime)
{
return inputDeps;
}
public override JobHandle Evaluate(JobHandle inputDeps, float stepTime, float substepTime, int substeps)
{
var projectConstraints = new AerodynamicConstraintsBatchJob()
{
particleIndices = particleIndices,
aerodynamicCoeffs = aerodynamicCoeffs,
positions = solverImplementation.positions,
velocities = solverImplementation.velocities,
normals = solverImplementation.normals,
wind = solverImplementation.wind,
invMasses = solverImplementation.invMasses,
deltaTime = substepTime
};
return projectConstraints.Schedule(m_ConstraintCount, 32, inputDeps);
}
public override JobHandle Apply(JobHandle inputDeps, float substepTime)
{
return inputDeps;
}
[BurstCompile]
public struct AerodynamicConstraintsBatchJob : IJobParallelFor
{
[ReadOnly] public NativeArray<int> particleIndices;
[ReadOnly] [NativeDisableParallelForRestriction] public NativeArray<float> aerodynamicCoeffs;
[ReadOnly] public NativeArray<float4> positions;
[ReadOnly] public NativeArray<float4> normals;
[ReadOnly] public NativeArray<float4> wind;
[ReadOnly] public NativeArray<float> invMasses;
[NativeDisableContainerSafetyRestriction]
public NativeArray<float4> velocities;
[ReadOnly] public float deltaTime;
public void Execute(int i)
{
int p = particleIndices[i];
float area = aerodynamicCoeffs[i * 3];
float dragCoeff = aerodynamicCoeffs[i * 3 + 1];
float liftCoeff = aerodynamicCoeffs[i * 3 + 2];
if (invMasses[p] > 0)
{
float4 relVelocity = velocities[p] - wind[p];
float rvSqrMag = math.lengthsq(relVelocity);
if (rvSqrMag < BurstMath.epsilon)
return;
float4 rvNorm = relVelocity / math.sqrt(rvSqrMag);
// calculate surface normal (always facing wind)
float4 surfNormal = normals[p] * math.sign(math.dot(normals[p], rvNorm));
// aerodynamic_factor was originally multiplied by air_density. The density is now premultiplied in lift and drag.
float aerodynamicFactor = 0.5f * rvSqrMag * area;
float attackAngle = math.dot(surfNormal,rvNorm);
float3 liftDirection = math.normalizesafe(math.cross(math.cross(surfNormal.xyz, rvNorm.xyz), rvNorm.xyz));
//drag:
velocities[p] += (-dragCoeff * rvNorm +
// lift:
liftCoeff * new float4(liftDirection.xyz,0)) *
// scale
attackAngle * math.min(aerodynamicFactor * invMasses[p] * deltaTime, 1000);
}
}
}
}
}
#endif

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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using System;
namespace Obi
{
public class BurstBendConstraints : BurstConstraintsImpl<BurstBendConstraintsBatch>
{
public BurstBendConstraints(BurstSolverImpl solver) : base(solver, Oni.ConstraintType.Bending)
{
}
public override IConstraintsBatchImpl CreateConstraintsBatch()
{
var dataBatch = new BurstBendConstraintsBatch(this);
batches.Add(dataBatch);
return dataBatch;
}
public override void RemoveBatch(IConstraintsBatchImpl batch)
{
batches.Remove(batch as BurstBendConstraintsBatch);
batch.Destroy();
}
}
}
#endif

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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using UnityEngine;
using Unity.Jobs;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Mathematics;
using Unity.Burst;
using System.Collections;
namespace Obi
{
public class BurstBendConstraintsBatch : BurstConstraintsBatchImpl, IBendConstraintsBatchImpl
{
private NativeArray<float> restBends;
private NativeArray<float2> stiffnesses;
private NativeArray<float2> plasticity;
BendConstraintsBatchJob projectConstraints;
ApplyBendConstraintsBatchJob applyConstraints;
public BurstBendConstraintsBatch(BurstBendConstraints constraints)
{
m_Constraints = constraints;
m_ConstraintType = Oni.ConstraintType.Bending;
}
public void SetBendConstraints(ObiNativeIntList particleIndices, ObiNativeFloatList restBends, ObiNativeVector2List bendingStiffnesses, ObiNativeVector2List plasticity, ObiNativeFloatList lambdas, int count)
{
this.particleIndices = particleIndices.AsNativeArray<int>();
this.restBends = restBends.AsNativeArray<float>();
this.stiffnesses = bendingStiffnesses.AsNativeArray<float2>();
this.plasticity = plasticity.AsNativeArray<float2>();
this.lambdas = lambdas.AsNativeArray<float>();
m_ConstraintCount = count;
projectConstraints.particleIndices = this.particleIndices;
projectConstraints.restBends = this.restBends;
projectConstraints.stiffnesses = this.stiffnesses;
projectConstraints.plasticity = this.plasticity;
projectConstraints.lambdas = this.lambdas;
applyConstraints.particleIndices = this.particleIndices;
}
public override JobHandle Evaluate(JobHandle inputDeps, float stepTime, float substepTime, int substeps)
{
projectConstraints.positions = solverImplementation.positions;
projectConstraints.invMasses = solverImplementation.invMasses;
projectConstraints.deltas = solverImplementation.positionDeltas;
projectConstraints.counts = solverImplementation.positionConstraintCounts;
projectConstraints.deltaTime = substepTime;
return projectConstraints.Schedule(m_ConstraintCount, 32, inputDeps);
}
public override JobHandle Apply(JobHandle inputDeps, float substepTime)
{
var parameters = solverAbstraction.GetConstraintParameters(m_ConstraintType);
applyConstraints.positions = solverImplementation.positions;
applyConstraints.deltas = solverImplementation.positionDeltas;
applyConstraints.counts = solverImplementation.positionConstraintCounts;
applyConstraints.sorFactor = parameters.SORFactor;
return applyConstraints.Schedule(m_ConstraintCount, 64, inputDeps);
}
[BurstCompile]
public struct BendConstraintsBatchJob : IJobParallelFor
{
[ReadOnly] public NativeArray<int> particleIndices;
[ReadOnly] public NativeArray<float2> stiffnesses;
[ReadOnly] public NativeArray<float2> plasticity; //plastic yield, creep
public NativeArray<float> restBends;
public NativeArray<float> lambdas;
[ReadOnly] public NativeArray<float4> positions;
[ReadOnly] public NativeArray<float> invMasses;
[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<float4> deltas;
[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<int> counts;
[ReadOnly] public float deltaTime;
public void Execute(int i)
{
int p1 = particleIndices[i * 3];
int p2 = particleIndices[i * 3 + 1];
int p3 = particleIndices[i * 3 + 2];
float w1 = invMasses[p1];
float w2 = invMasses[p2];
float w3 = invMasses[p3];
float wsum = w1 + w2 + 2 * w3;
float4 bendVector = positions[p3] - (positions[p1] + positions[p2] + positions[p3]) / 3.0f;
float bend = math.length(bendVector);
float constraint = bend - restBends[i];
constraint = math.max(0, constraint - stiffnesses[i].x) +
math.min(0, constraint + stiffnesses[i].x);
// plasticity:
if (math.abs(constraint) > plasticity[i].x)
restBends[i] += constraint * plasticity[i].y * deltaTime;
// calculate time adjusted compliance
float compliance = stiffnesses[i].y / (deltaTime * deltaTime);
// since the third particle moves twice the amount of the other 2, the modulus of its gradient is 2:
float dlambda = (-constraint - compliance * lambdas[i]) / (wsum + compliance + BurstMath.epsilon);
float4 correction = dlambda * bendVector / (bend + BurstMath.epsilon);
lambdas[i] += dlambda;
deltas[p1] -= correction * 2 * w1;
deltas[p2] -= correction * 2 * w2;
deltas[p3] += correction * 4 * w3;
counts[p1]++;
counts[p2]++;
counts[p3]++;
}
}
[BurstCompile]
public struct ApplyBendConstraintsBatchJob : IJobParallelFor
{
[ReadOnly] public NativeArray<int> particleIndices;
[ReadOnly] public float sorFactor;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> positions;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> deltas;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<int> counts;
public void Execute(int i)
{
int p1 = particleIndices[i * 3];
int p2 = particleIndices[i * 3 + 1];
int p3 = particleIndices[i * 3 + 2];
if (counts[p1] > 0)
{
positions[p1] += deltas[p1] * sorFactor / counts[p1];
deltas[p1] = float4.zero;
counts[p1] = 0;
}
if (counts[p2] > 0)
{
positions[p2] += deltas[p2] * sorFactor / counts[p2];
deltas[p2] = float4.zero;
counts[p2] = 0;
}
if (counts[p3] > 0)
{
positions[p3] += deltas[p3] * sorFactor / counts[p3];
deltas[p3] = float4.zero;
counts[p3] = 0;
}
}
}
}
}
#endif

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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using System;
namespace Obi
{
public class BurstBendTwistConstraints : BurstConstraintsImpl<BurstBendTwistConstraintsBatch>
{
public BurstBendTwistConstraints(BurstSolverImpl solver) : base(solver, Oni.ConstraintType.BendTwist)
{
}
public override IConstraintsBatchImpl CreateConstraintsBatch()
{
var dataBatch = new BurstBendTwistConstraintsBatch(this);
batches.Add(dataBatch);
return dataBatch;
}
public override void RemoveBatch(IConstraintsBatchImpl batch)
{
batches.Remove(batch as BurstBendTwistConstraintsBatch);
batch.Destroy();
}
}
}
#endif

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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using UnityEngine;
using Unity.Jobs;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Mathematics;
using Unity.Burst;
using System.Collections;
namespace Obi
{
public class BurstBendTwistConstraintsBatch : BurstConstraintsBatchImpl, IBendTwistConstraintsBatchImpl
{
private NativeArray<int> orientationIndices;
private NativeArray<quaternion> restDarboux;
private NativeArray<float3> stiffnesses;
private NativeArray<float2> plasticity;
public BurstBendTwistConstraintsBatch(BurstBendTwistConstraints constraints)
{
m_Constraints = constraints;
m_ConstraintType = Oni.ConstraintType.BendTwist;
}
public void SetBendTwistConstraints(ObiNativeIntList orientationIndices, ObiNativeQuaternionList restDarboux, ObiNativeVector3List stiffnesses, ObiNativeVector2List plasticity, ObiNativeFloatList lambdas, int count)
{
this.orientationIndices = orientationIndices.AsNativeArray<int>();
this.restDarboux = restDarboux.AsNativeArray<quaternion>();
this.stiffnesses = stiffnesses.AsNativeArray<float3>();
this.plasticity = plasticity.AsNativeArray<float2>();
this.lambdas = lambdas.AsNativeArray<float>();
m_ConstraintCount = count;
}
public override JobHandle Evaluate(JobHandle inputDeps, float stepTime, float substepTime, int substeps)
{
var projectConstraints = new BendTwistConstraintsBatchJob()
{
orientationIndices = orientationIndices,
restDarboux = restDarboux,
stiffnesses = stiffnesses,
plasticity = plasticity,
lambdas = lambdas.Reinterpret<float, float3>(),
orientations = solverImplementation.orientations,
invRotationalMasses = solverImplementation.invRotationalMasses,
orientationDeltas = solverImplementation.orientationDeltas,
orientationCounts = solverImplementation.orientationConstraintCounts ,
deltaTime = substepTime
};
return projectConstraints.Schedule(m_ConstraintCount, 32, inputDeps);
}
public override JobHandle Apply(JobHandle inputDeps, float substepTime)
{
var parameters = solverAbstraction.GetConstraintParameters(m_ConstraintType);
var applyConstraints = new ApplyBendTwistConstraintsBatchJob()
{
orientationIndices = orientationIndices,
orientations = solverImplementation.orientations,
orientationDeltas = solverImplementation.orientationDeltas,
orientationCounts = solverImplementation.orientationConstraintCounts,
sorFactor = parameters.SORFactor
};
return applyConstraints.Schedule(m_ConstraintCount, 64, inputDeps);
}
[BurstCompile]
public struct BendTwistConstraintsBatchJob : IJobParallelFor
{
[ReadOnly] public NativeArray<int> orientationIndices;
[ReadOnly] public NativeArray<float3> stiffnesses;
[ReadOnly] public NativeArray<float2> plasticity;
public NativeArray<quaternion> restDarboux;
public NativeArray<float3> lambdas;
[ReadOnly] public NativeArray<quaternion> orientations;
[ReadOnly] public NativeArray<float> invRotationalMasses;
[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<quaternion> orientationDeltas;
[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<int> orientationCounts;
[ReadOnly] public float deltaTime;
public void Execute(int i)
{
int q1 = orientationIndices[i * 2];
int q2 = orientationIndices[i * 2 + 1];
float w1 = invRotationalMasses[q1];
float w2 = invRotationalMasses[q2];
// calculate time adjusted compliance
float3 compliances = stiffnesses[i] / (deltaTime * deltaTime);
// rest and current darboux vectors
quaternion rest = restDarboux[i];
quaternion omega = math.mul(math.conjugate(orientations[q1]), orientations[q2]);
quaternion omega_plus;
omega_plus.value = omega.value + rest.value; //delta Omega with - omega_0
omega.value -= rest.value; //delta Omega with + omega_0
if (math.lengthsq(omega.value) > math.lengthsq(omega_plus.value))
omega = omega_plus;
// plasticity
if (math.lengthsq(omega.value) > plasticity[i].x * plasticity[i].x)
{
rest.value += omega.value * plasticity[i].y * deltaTime;
restDarboux[i] = rest;
}
float3 dlambda = (omega.value.xyz - compliances * lambdas[i]) / (compliances + new float3(w1 + w2 + BurstMath.epsilon));
//discrete Darboux vector does not have vanishing scalar part
quaternion dlambdaQ = new quaternion(dlambda[0], dlambda[1], dlambda[2],0);
quaternion d1 = orientationDeltas[q1];
quaternion d2 = orientationDeltas[q2];
d1.value += math.mul(orientations[q2], dlambdaQ).value * w1;
d2.value -= math.mul(orientations[q1], dlambdaQ).value * w2;
orientationDeltas[q1] = d1;
orientationDeltas[q2] = d2;
orientationCounts[q1]++;
orientationCounts[q2]++;
lambdas[i] += dlambda;
}
}
[BurstCompile]
public struct ApplyBendTwistConstraintsBatchJob : IJobParallelFor
{
[ReadOnly] public NativeArray<int> orientationIndices;
[ReadOnly] public float sorFactor;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<quaternion> orientations;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<quaternion> orientationDeltas;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<int> orientationCounts;
public void Execute(int i)
{
int p1 = orientationIndices[i * 2];
int p2 = orientationIndices[i * 2 + 1];
if (orientationCounts[p1] > 0)
{
quaternion q = orientations[p1];
q.value += orientationDeltas[p1].value * sorFactor / orientationCounts[p1];
orientations[p1] = math.normalize(q);
orientationDeltas[p1] = new quaternion(0, 0, 0, 0);
orientationCounts[p1] = 0;
}
if (orientationCounts[p2] > 0)
{
quaternion q = orientations[p2];
q.value += orientationDeltas[p2].value * sorFactor / orientationCounts[p2];
orientations[p2] = math.normalize(q);
orientationDeltas[p2] = new quaternion(0, 0, 0, 0);
orientationCounts[p2] = 0;
}
}
}
}
}
#endif

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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using UnityEngine;
using Unity.Burst;
using Unity.Jobs;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Mathematics;
using System.Collections;
namespace Obi
{
public abstract class BurstConstraintsBatchImpl : IConstraintsBatchImpl
{
protected IBurstConstraintsImpl m_Constraints;
protected Oni.ConstraintType m_ConstraintType;
protected bool m_Enabled = true;
protected int m_ConstraintCount = 0;
public Oni.ConstraintType constraintType
{
get { return m_ConstraintType; }
}
public bool enabled
{
set
{
if (m_Enabled != value)
m_Enabled = value;
}
get { return m_Enabled; }
}
public IConstraints constraints
{
get { return m_Constraints; }
}
public ObiSolver solverAbstraction
{
get { return ((BurstSolverImpl)m_Constraints.solver).abstraction; }
}
public BurstSolverImpl solverImplementation
{
get { return (BurstSolverImpl)m_Constraints.solver; }
}
protected NativeArray<int> particleIndices;
protected NativeArray<float> lambdas;
public virtual JobHandle Initialize(JobHandle inputDeps, float substepTime)
{
if (lambdas.IsCreated)
{
// no need for jobs here, memclear is faster and we don't pay scheduling overhead.
unsafe
{
UnsafeUtility.MemClear(NativeArrayUnsafeUtility.GetUnsafeBufferPointerWithoutChecks(lambdas),
lambdas.Length * UnsafeUtility.SizeOf<float>());
}
}
return inputDeps;
}
// implemented by concrete constraint subclasses.
public abstract JobHandle Evaluate(JobHandle inputDeps, float stepTime, float substepTime, int substeps);
public abstract JobHandle Apply(JobHandle inputDeps, float substepTime);
public virtual void Destroy()
{
// clean resources allocated by the batch, no need for a default implementation.
}
public void SetConstraintCount(int constraintCount)
{
m_ConstraintCount = constraintCount;
}
public int GetConstraintCount()
{
return m_ConstraintCount;
}
public static void ApplyPositionDelta(int particleIndex, float sorFactor, ref NativeArray<float4> positions, ref NativeArray<float4> deltas, ref NativeArray<int> counts)
{
if (counts[particleIndex] > 0)
{
positions[particleIndex] += deltas[particleIndex] * sorFactor / counts[particleIndex];
deltas[particleIndex] = float4.zero;
counts[particleIndex] = 0;
}
}
public static void ApplyOrientationDelta(int particleIndex, float sorFactor, ref NativeArray<quaternion> orientations, ref NativeArray<quaternion> deltas, ref NativeArray<int> counts)
{
if (counts[particleIndex] > 0)
{
quaternion q = orientations[particleIndex];
q.value += deltas[particleIndex].value * sorFactor / counts[particleIndex];
orientations[particleIndex] = math.normalize(q);
deltas[particleIndex] = new quaternion(0, 0, 0, 0);
counts[particleIndex] = 0;
}
}
}
}
#endif

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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using UnityEngine;
using Unity.Jobs;
using Unity.Collections;
using System.Collections;
using System.Collections.Generic;
namespace Obi
{
public interface IBurstConstraintsImpl : IConstraints
{
JobHandle Initialize(JobHandle inputDeps, float substepTime);
JobHandle Project(JobHandle inputDeps, float stepTime, float substepTime, int substeps);
void Dispose();
IConstraintsBatchImpl CreateConstraintsBatch();
void RemoveBatch(IConstraintsBatchImpl batch);
}
public abstract class BurstConstraintsImpl<T> : IBurstConstraintsImpl where T : BurstConstraintsBatchImpl
{
protected BurstSolverImpl m_Solver;
public List<T> batches = new List<T>();
protected Oni.ConstraintType m_ConstraintType;
public Oni.ConstraintType constraintType
{
get { return m_ConstraintType; }
}
public ISolverImpl solver
{
get { return m_Solver; }
}
public BurstConstraintsImpl(BurstSolverImpl solver, Oni.ConstraintType constraintType)
{
this.m_ConstraintType = constraintType;
this.m_Solver = solver;
}
public virtual void Dispose()
{
}
public abstract IConstraintsBatchImpl CreateConstraintsBatch();
public abstract void RemoveBatch(IConstraintsBatchImpl batch);
public virtual int GetConstraintCount()
{
int count = 0;
if (batches == null) return count;
foreach (T batch in batches)
if (batch != null)
count += batch.GetConstraintCount();
return count;
}
public JobHandle Initialize(JobHandle inputDeps, float substepTime)
{
// initialize all batches in parallel:
if (batches.Count > 0)
{
NativeArray<JobHandle> deps = new NativeArray<JobHandle>(batches.Count, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
for (int i = 0; i < batches.Count; ++i)
deps[i] = batches[i].enabled ? batches[i].Initialize(inputDeps, substepTime) : inputDeps;
JobHandle result = JobHandle.CombineDependencies(deps);
deps.Dispose();
return result;
}
return inputDeps;
}
public JobHandle Project(JobHandle inputDeps, float stepTime, float substepTime, int substeps)
{
UnityEngine.Profiling.Profiler.BeginSample("Project");
var parameters = m_Solver.abstraction.GetConstraintParameters(m_ConstraintType);
switch(parameters.evaluationOrder)
{
case Oni.ConstraintParameters.EvaluationOrder.Sequential:
inputDeps = EvaluateSequential(inputDeps, stepTime, substepTime, substeps);
break;
case Oni.ConstraintParameters.EvaluationOrder.Parallel:
inputDeps = EvaluateParallel(inputDeps, stepTime, substepTime, substeps);
break;
}
UnityEngine.Profiling.Profiler.EndSample();
return inputDeps;
}
protected virtual JobHandle EvaluateSequential(JobHandle inputDeps, float stepTime, float substepTime,int substeps)
{
// evaluate and apply all batches:
for (int i = 0; i < batches.Count; ++i)
{
if (batches[i].enabled)
{
inputDeps = batches[i].Evaluate(inputDeps, stepTime, substepTime, substeps);
inputDeps = batches[i].Apply(inputDeps, substepTime);
m_Solver.ScheduleBatchedJobsIfNeeded();
}
}
return inputDeps;
}
protected virtual JobHandle EvaluateParallel(JobHandle inputDeps, float stepTime, float substepTime, int substeps)
{
// evaluate all batches:
for (int i = 0; i < batches.Count; ++i)
if (batches[i].enabled)
{
inputDeps = batches[i].Evaluate(inputDeps, stepTime, substepTime, substeps);
m_Solver.ScheduleBatchedJobsIfNeeded();
}
// then apply them:
for (int i = 0; i < batches.Count; ++i)
if (batches[i].enabled)
{
inputDeps = batches[i].Apply(inputDeps, substepTime);
m_Solver.ScheduleBatchedJobsIfNeeded();
}
return inputDeps;
}
}
}
#endif

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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using System;
namespace Obi
{
public class BurstChainConstraints : BurstConstraintsImpl<BurstChainConstraintsBatch>
{
public BurstChainConstraints(BurstSolverImpl solver) : base(solver, Oni.ConstraintType.Chain)
{
}
public override IConstraintsBatchImpl CreateConstraintsBatch()
{
var dataBatch = new BurstChainConstraintsBatch(this);
batches.Add(dataBatch);
return dataBatch;
}
public override void RemoveBatch(IConstraintsBatchImpl batch)
{
batches.Remove(batch as BurstChainConstraintsBatch);
batch.Destroy();
}
}
}
#endif

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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using UnityEngine;
using Unity.Jobs;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Mathematics;
using Unity.Burst;
using System.Collections;
namespace Obi
{
public class BurstChainConstraintsBatch : BurstConstraintsBatchImpl, IChainConstraintsBatchImpl
{
private NativeArray<int> firstIndex;
private NativeArray<int> numIndices;
private NativeArray<float2> restLengths;
public BurstChainConstraintsBatch(BurstChainConstraints constraints)
{
m_Constraints = constraints;
m_ConstraintType = Oni.ConstraintType.Chain;
}
public void SetChainConstraints(ObiNativeIntList particleIndices, ObiNativeVector2List restLengths, ObiNativeIntList firstIndex, ObiNativeIntList numIndices, int count)
{
this.particleIndices = particleIndices.AsNativeArray<int>();
this.firstIndex = firstIndex.AsNativeArray<int>();
this.numIndices = numIndices.AsNativeArray<int>();
this.restLengths = restLengths.AsNativeArray<float2>();
m_ConstraintCount = count;
}
public override JobHandle Evaluate(JobHandle inputDeps, float stepTime, float substepTime, int substeps)
{
var projectConstraints = new ChainConstraintsBatchJob()
{
particleIndices = particleIndices,
firstIndex = firstIndex,
numIndices = numIndices,
restLengths = restLengths,
positions = solverImplementation.positions,
invMasses = solverImplementation.invMasses,
deltas = solverImplementation.positionDeltas,
counts = solverImplementation.positionConstraintCounts
};
return projectConstraints.Schedule(m_ConstraintCount, 4, inputDeps);
}
public override JobHandle Apply(JobHandle inputDeps, float substepTime)
{
var parameters = solverAbstraction.GetConstraintParameters(m_ConstraintType);
var applyConstraints = new ApplyChainConstraintsBatchJob()
{
particleIndices = particleIndices,
firstIndex = firstIndex,
numIndices = numIndices,
positions = solverImplementation.positions,
deltas = solverImplementation.positionDeltas,
counts = solverImplementation.positionConstraintCounts,
sorFactor = parameters.SORFactor
};
return applyConstraints.Schedule(m_ConstraintCount, 8, inputDeps);
}
[BurstCompile]
public struct ChainConstraintsBatchJob : IJobParallelFor
{
[ReadOnly] public NativeArray<int> particleIndices;
[ReadOnly] public NativeArray<int> firstIndex;
[ReadOnly] public NativeArray<int> numIndices;
[ReadOnly] public NativeArray<float2> restLengths;
[ReadOnly] public NativeArray<float4> positions;
[ReadOnly] public NativeArray<float> invMasses;
[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<float4> deltas;
[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<int> counts;
public void Execute(int c)
{
int numEdges = numIndices[c] - 1;
int first = firstIndex[c];
float minLength = restLengths[c].y;
float maxLength = restLengths[c].y;
// (ni:constraint gradient, di:desired lenght)
NativeArray<float4> ni = new NativeArray<float4>(numEdges, Allocator.Temp);
NativeArray<float> di = new NativeArray<float>(numEdges, Allocator.Temp);
for (int i = 0; i < numEdges; ++i)
{
int edge = first + i;
float4 p1 = positions[particleIndices[edge]];
float4 p2 = positions[particleIndices[edge+1]];
float4 diff = p1 - p2;
float distance = math.length(diff);
float correction = 0;
if (distance >= maxLength)
correction = distance - maxLength;
else if (distance <= minLength)
correction = distance - minLength;
di[i] = correction;
ni[i] = new float4(diff/(distance + BurstMath.epsilon));
}
// calculate ai (subdiagonals), bi (diagonals) and ci (superdiagonals):
NativeArray<float3> diagonals = new NativeArray<float3>(numEdges, Allocator.Temp);
for (int i = 0; i < numEdges; ++i)
{
int edge = first + i;
float w_i_ = invMasses[particleIndices[edge]];
float w__i = invMasses[particleIndices[edge+1]];
float4 ni__ = (i > 0) ? ni[i - 1] : float4.zero;
float4 n_i_ = ni[i];
float4 n__i = (i < numEdges - 1) ? ni[i + 1] : float4.zero;
diagonals[i] = new float3(
-w_i_ * math.dot(n_i_, ni__), // ai
w_i_ + w__i, // bi
-w__i * math.dot(n_i_, n__i));// ci
}
NativeArray<float2> sweep = new NativeArray<float2>(numEdges, Allocator.Temp);
// solve step #1, forward sweep:
for (int i = 0; i < numEdges; ++i)
{
int edge = first + i;
float cip_ = (i > 0) ? sweep[i - 1].x : 0;
float dip_ = (i > 0) ? sweep[i - 1].y : 0;
float den = diagonals[i].y - cip_ * diagonals[i].x;
if (den != 0)
{
sweep[i] = new float2((diagonals[i].z / den),
(di[i] - dip_ * diagonals[i].x) / den);
}
else
sweep[i] = float2.zero;
}
// solve step #2, backward sweep:
NativeArray<float> xi = new NativeArray<float>(numEdges, Allocator.Temp);
for (int i = numEdges - 1; i >= 0; --i)
{
int edge = first + i;
float xi_ = (i < numEdges - 1) ? xi[i + 1] : 0;
xi[i] = sweep[i].y - sweep[i].x * xi_;
}
// calculate deltas:
for (int i = 0; i < numIndices[c]; ++i)
{
int index = first + i;
float4 ni__ = (i > 0) ? ni[i - 1] : float4.zero;
float4 n_i_ = (i < numIndices[c] - 1) ? ni[i] : float4.zero;
float xi_ = (i > 0) ? xi[i - 1] : 0;
float nxi = (i < numIndices[c] - 1) ? xi[i] : 0;
int p = particleIndices[index];
deltas[p] -= invMasses[p] * (-ni__ * xi_ + n_i_ * nxi);
counts[p]++;
}
}
}
[BurstCompile]
public struct ApplyChainConstraintsBatchJob : IJobParallelFor
{
[ReadOnly] public NativeArray<int> particleIndices;
[ReadOnly] public NativeArray<int> firstIndex;
[ReadOnly] public NativeArray<int> numIndices;
[ReadOnly] public float sorFactor;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> positions;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> deltas;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<int> counts;
public void Execute(int i)
{
int first = firstIndex[i];
int last = first + numIndices[i];
for (int k = first; k < last; ++k)
{
int p = particleIndices[k];
if (counts[p] > 0)
{
positions[p] += deltas[p] * sorFactor / counts[p];
deltas[p] = float4.zero;
counts[p] = 0;
}
}
}
}
}
}
#endif

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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using UnityEngine;
using Unity.Jobs;
using Unity.Collections;
using Unity.Mathematics;
using Unity.Burst;
using System;
using System.Collections;
namespace Obi
{
[BurstCompile]
public struct ApplyCollisionConstraintsBatchJob : IJob
{
[ReadOnly] public NativeArray<BurstContact> contacts;
[ReadOnly] public NativeArray<int> simplices;
[ReadOnly] public SimplexCounts simplexCounts;
[NativeDisableParallelForRestriction] public NativeArray<float4> positions;
[NativeDisableParallelForRestriction] public NativeArray<float4> deltas;
[NativeDisableParallelForRestriction] public NativeArray<int> counts;
[NativeDisableParallelForRestriction] public NativeArray<quaternion> orientations;
[NativeDisableParallelForRestriction] public NativeArray<quaternion> orientationDeltas;
[NativeDisableParallelForRestriction] public NativeArray<int> orientationCounts;
[ReadOnly] public Oni.ConstraintParameters constraintParameters;
public void Execute()
{
for (int i = 0; i < contacts.Length; ++i)
{
int simplexStart = simplexCounts.GetSimplexStartAndSize(contacts[i].bodyA, out int simplexSize);
for (int j = 0; j < simplexSize; ++j)
{
int particleIndex = simplices[simplexStart + j];
BurstConstraintsBatchImpl.ApplyPositionDelta(particleIndex, constraintParameters.SORFactor, ref positions, ref deltas, ref counts);
BurstConstraintsBatchImpl.ApplyOrientationDelta(particleIndex, constraintParameters.SORFactor, ref orientations, ref orientationDeltas, ref orientationCounts);
}
}
}
}
}
#endif

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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using System;
namespace Obi
{
public class BurstColliderCollisionConstraints : BurstConstraintsImpl<BurstColliderCollisionConstraintsBatch>
{
public BurstColliderCollisionConstraints(BurstSolverImpl solver) : base(solver, Oni.ConstraintType.Collision)
{
}
public override IConstraintsBatchImpl CreateConstraintsBatch()
{
var dataBatch = new BurstColliderCollisionConstraintsBatch(this);
batches.Add(dataBatch);
return dataBatch;
}
public override void RemoveBatch(IConstraintsBatchImpl batch)
{
batches.Remove(batch as BurstColliderCollisionConstraintsBatch);
batch.Destroy();
}
public override int GetConstraintCount()
{
if (!((BurstSolverImpl)solver).colliderContacts.IsCreated)
return 0;
return ((BurstSolverImpl)solver).colliderContacts.Length;
}
}
}
#endif

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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using UnityEngine;
using Unity.Jobs;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Mathematics;
using Unity.Burst;
using System.Collections;
namespace Obi
{
public class BurstColliderCollisionConstraintsBatch : BurstConstraintsBatchImpl, IColliderCollisionConstraintsBatchImpl
{
public BurstColliderCollisionConstraintsBatch(BurstColliderCollisionConstraints constraints)
{
m_Constraints = constraints;
m_ConstraintType = Oni.ConstraintType.Collision;
}
public override JobHandle Initialize(JobHandle inputDeps, float substepTime)
{
var updateContacts = new UpdateContactsJob()
{
prevPositions = solverImplementation.prevPositions,
prevOrientations = solverImplementation.prevOrientations,
velocities = solverImplementation.velocities,
radii = solverImplementation.principalRadii,
invMasses = solverImplementation.invMasses,
invInertiaTensors = solverImplementation.invInertiaTensors,
particleMaterialIndices = solverImplementation.collisionMaterials,
collisionMaterials = ObiColliderWorld.GetInstance().collisionMaterials.AsNativeArray<BurstCollisionMaterial>(),
simplices = solverImplementation.simplices,
simplexCounts = solverImplementation.simplexCounts,
shapes = ObiColliderWorld.GetInstance().colliderShapes.AsNativeArray<BurstColliderShape>(),
transforms = ObiColliderWorld.GetInstance().colliderTransforms.AsNativeArray<BurstAffineTransform>(),
rigidbodies = ObiColliderWorld.GetInstance().rigidbodies.AsNativeArray<BurstRigidbody>(),
rigidbodyLinearDeltas = solverImplementation.abstraction.rigidbodyLinearDeltas.AsNativeArray<float4>(),
rigidbodyAngularDeltas = solverImplementation.abstraction.rigidbodyAngularDeltas.AsNativeArray<float4>(),
contacts = ((BurstSolverImpl)constraints.solver).colliderContacts,
inertialFrame = ((BurstSolverImpl)constraints.solver).inertialFrame
};
return updateContacts.Schedule(((BurstSolverImpl)constraints.solver).colliderContacts.Length, 128, inputDeps);
}
public override JobHandle Evaluate(JobHandle inputDeps, float stepTime, float substepTime, int substeps)
{
var parameters = solverAbstraction.GetConstraintParameters(m_ConstraintType);
var projectConstraints = new CollisionConstraintsBatchJob()
{
positions = solverImplementation.positions,
prevPositions = solverImplementation.prevPositions,
orientations = solverImplementation.orientations,
prevOrientations = solverImplementation.prevOrientations,
invMasses = solverImplementation.invMasses,
radii = solverImplementation.principalRadii,
particleMaterialIndices = solverImplementation.collisionMaterials,
simplices = solverImplementation.simplices,
simplexCounts = solverImplementation.simplexCounts,
shapes = ObiColliderWorld.GetInstance().colliderShapes.AsNativeArray<BurstColliderShape>(),
transforms = ObiColliderWorld.GetInstance().colliderTransforms.AsNativeArray<BurstAffineTransform>(),
collisionMaterials = ObiColliderWorld.GetInstance().collisionMaterials.AsNativeArray<BurstCollisionMaterial>(),
rigidbodies = ObiColliderWorld.GetInstance().rigidbodies.AsNativeArray<BurstRigidbody>(),
rigidbodyLinearDeltas = solverImplementation.abstraction.rigidbodyLinearDeltas.AsNativeArray<float4>(),
rigidbodyAngularDeltas = solverImplementation.abstraction.rigidbodyAngularDeltas.AsNativeArray<float4>(),
deltas = solverAbstraction.positionDeltas.AsNativeArray<float4>(),
counts = solverAbstraction.positionConstraintCounts.AsNativeArray<int>(),
contacts = ((BurstSolverImpl)constraints.solver).colliderContacts,
inertialFrame = ((BurstSolverImpl)constraints.solver).inertialFrame,
constraintParameters = parameters,
solverParameters = solverAbstraction.parameters,
substeps = substeps,
stepTime = stepTime,
substepTime = substepTime
};
return projectConstraints.Schedule(inputDeps);
}
public override JobHandle Apply(JobHandle inputDeps, float substepTime)
{
var parameters = solverAbstraction.GetConstraintParameters(m_ConstraintType);
var applyConstraints = new ApplyCollisionConstraintsBatchJob()
{
contacts = ((BurstSolverImpl)constraints.solver).colliderContacts,
simplices = solverImplementation.simplices,
simplexCounts = solverImplementation.simplexCounts,
positions = solverImplementation.positions,
deltas = solverImplementation.positionDeltas,
counts = solverImplementation.positionConstraintCounts,
orientations = solverImplementation.orientations,
orientationDeltas = solverImplementation.orientationDeltas,
orientationCounts = solverImplementation.orientationConstraintCounts,
constraintParameters = parameters
};
return applyConstraints.Schedule(inputDeps);
}
/**
* Updates contact data (such as contact distance) at the beginning of each substep. This is
* necessary because contacts are generalted only once at the beginning of each step, not every substep.
*/
[BurstCompile]
public struct UpdateContactsJob : IJobParallelFor
{
[ReadOnly] public NativeArray<float4> prevPositions;
[ReadOnly] public NativeArray<quaternion> prevOrientations;
[ReadOnly] public NativeArray<float4> velocities;
[ReadOnly] public NativeArray<float4> radii;
[ReadOnly] public NativeArray<float> invMasses;
[ReadOnly] public NativeArray<float4> invInertiaTensors;
[ReadOnly] public NativeArray<int> particleMaterialIndices;
[ReadOnly] public NativeArray<BurstCollisionMaterial> collisionMaterials;
// simplex arrays:
[ReadOnly] public NativeArray<int> simplices;
[ReadOnly] public SimplexCounts simplexCounts;
[ReadOnly] public NativeArray<BurstColliderShape> shapes;
[ReadOnly] public NativeArray<BurstAffineTransform> transforms;
[ReadOnly] public NativeArray<BurstRigidbody> rigidbodies;
[ReadOnly] public NativeArray<float4> rigidbodyLinearDeltas;
[ReadOnly] public NativeArray<float4> rigidbodyAngularDeltas;
public NativeArray<BurstContact> contacts;
[ReadOnly] public BurstInertialFrame inertialFrame;
public void Execute(int i)
{
var contact = contacts[i];
int simplexStart = simplexCounts.GetSimplexStartAndSize(contact.bodyA, out int simplexSize);
// get the material from the first particle in the simplex:
int aMaterialIndex = particleMaterialIndices[simplices[simplexStart]];
bool rollingContacts = aMaterialIndex >= 0 ? collisionMaterials[aMaterialIndex].rollingContacts > 0 : false;
float4 relativeVelocity = float4.zero;
float4 simplexPrevPosition = float4.zero;
quaternion simplexPrevOrientation = new quaternion(0, 0, 0, 0);
float simplexInvMass = 0;
float4 simplexInvInertia = float4.zero;
float simplexRadius = 0;
for (int j = 0; j < simplexSize; ++j)
{
int particleIndex = simplices[simplexStart + j];
relativeVelocity += velocities[particleIndex] * contact.pointA[j];
simplexPrevPosition += prevPositions[particleIndex] * contact.pointA[j];
simplexPrevOrientation.value += prevOrientations[particleIndex].value * contact.pointA[j];
simplexInvMass += invMasses[particleIndex] * contact.pointA[j];
simplexInvInertia += invInertiaTensors[particleIndex] * contact.pointA[j];
simplexRadius += BurstMath.EllipsoidRadius(contact.normal, prevOrientations[particleIndex], radii[particleIndex].xyz) * contact.pointA[j];
}
// if there's a rigidbody present, subtract its velocity from the relative velocity:
int rigidbodyIndex = shapes[contact.bodyB].rigidbodyIndex;
if (rigidbodyIndex >= 0)
{
relativeVelocity -= BurstMath.GetRigidbodyVelocityAtPoint(rigidbodyIndex, contact.pointB, rigidbodies, rigidbodyLinearDeltas, rigidbodyAngularDeltas, inertialFrame.frame);
int bMaterialIndex = shapes[contact.bodyB].materialIndex;
rollingContacts |= bMaterialIndex >= 0 ? collisionMaterials[bMaterialIndex].rollingContacts > 0 : false;
}
// update contact distance
contact.distance = math.dot(simplexPrevPosition - contact.pointB, contact.normal) - simplexRadius;
// calculate contact point in A's surface:
float4 contactPoint = contact.pointB + contact.normal * contact.distance;
// update contact orthonormal basis:
contact.CalculateBasis(relativeVelocity);
// calculate A's contact mass.
contact.CalculateContactMassesA(simplexInvMass, simplexInvInertia, simplexPrevPosition, simplexPrevOrientation, contactPoint, rollingContacts);
// calculate B's contact mass.
if (rigidbodyIndex >= 0)
contact.CalculateContactMassesB(rigidbodies[rigidbodyIndex], inertialFrame.frame);
contacts[i] = contact;
}
}
[BurstCompile]
public struct CollisionConstraintsBatchJob : IJob
{
[ReadOnly] public NativeArray<float4> prevPositions;
[ReadOnly] public NativeArray<quaternion> orientations;
[ReadOnly] public NativeArray<quaternion> prevOrientations;
[ReadOnly] public NativeArray<float> invMasses;
[ReadOnly] public NativeArray<float4> radii;
[ReadOnly] public NativeArray<int> particleMaterialIndices;
// simplex arrays:
[ReadOnly] public NativeArray<int> simplices;
[ReadOnly] public SimplexCounts simplexCounts;
[ReadOnly] public NativeArray<BurstColliderShape> shapes;
[ReadOnly] public NativeArray<BurstAffineTransform> transforms;
[ReadOnly] public NativeArray<BurstCollisionMaterial> collisionMaterials;
[ReadOnly] public NativeArray<BurstRigidbody> rigidbodies;
public NativeArray<float4> rigidbodyLinearDeltas;
public NativeArray<float4> rigidbodyAngularDeltas;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> positions;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> deltas;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<int> counts;
public NativeArray<BurstContact> contacts;
[ReadOnly] public BurstInertialFrame inertialFrame;
[ReadOnly] public Oni.ConstraintParameters constraintParameters;
[ReadOnly] public Oni.SolverParameters solverParameters;
[ReadOnly] public float stepTime;
[ReadOnly] public float substepTime;
[ReadOnly] public int substeps;
public void Execute()
{
for (int i = 0; i < contacts.Length; ++i)
{
var contact = contacts[i];
int simplexStart = simplexCounts.GetSimplexStartAndSize(contact.bodyA, out int simplexSize);
int colliderIndex = contact.bodyB;
// Skip contacts involving triggers:
if (shapes[colliderIndex].flags > 0)
continue;
// Get the rigidbody index (might be < 0, in that case there's no rigidbody present)
int rigidbodyIndex = shapes[colliderIndex].rigidbodyIndex;
// Combine collision materials (use material from first particle in simplex)
BurstCollisionMaterial material = CombineCollisionMaterials(simplices[simplexStart], colliderIndex);
// Get relative velocity at contact point.
// As we do not consider true ellipses for collision detection, particle contact points are never off-axis.
// So particle angular velocity does not contribute to normal impulses, and we can skip it.
float4 simplexPosition = float4.zero;
float4 simplexPrevPosition = float4.zero;
float simplexRadius = 0;
for (int j = 0; j < simplexSize; ++j)
{
int particleIndex = simplices[simplexStart + j];
simplexPosition += positions[particleIndex] * contact.pointA[j];
simplexPrevPosition += prevPositions[particleIndex] * contact.pointA[j];
simplexRadius += BurstMath.EllipsoidRadius(contact.normal, orientations[particleIndex], radii[particleIndex].xyz) * contact.pointA[j];
}
// project position to the end of the full step:
float4 posA = math.lerp(simplexPrevPosition, simplexPosition, substeps);
posA += -contact.normal * simplexRadius;
float4 posB = contact.pointB;
if (rigidbodyIndex >= 0)
posB += BurstMath.GetRigidbodyVelocityAtPoint(rigidbodyIndex, contact.pointB, rigidbodies, rigidbodyLinearDeltas, rigidbodyAngularDeltas, inertialFrame.frame) * stepTime;
// adhesion:
float lambda = contact.SolveAdhesion(posA, posB, material.stickDistance, material.stickiness, stepTime);
// depenetration:
lambda += contact.SolvePenetration(posA, posB, solverParameters.maxDepenetration * stepTime);
// Apply normal impulse to both simplex and rigidbody:
if (math.abs(lambda) > BurstMath.epsilon)
{
float4 delta = lambda * contact.normal * BurstMath.BaryScale(contact.pointA) / substeps;
for (int j = 0; j < simplexSize; ++j)
{
int particleIndex = simplices[simplexStart + j];
deltas[particleIndex] += delta * invMasses[particleIndex] * contact.pointA[j];
counts[particleIndex]++;
}
// Apply position deltas immediately, if using sequential evaluation:
if (constraintParameters.evaluationOrder == Oni.ConstraintParameters.EvaluationOrder.Sequential)
{
for (int j = 0; j < simplexSize; ++j)
{
int particleIndex = simplices[simplexStart + j];
BurstConstraintsBatchImpl.ApplyPositionDelta(particleIndex, constraintParameters.SORFactor, ref positions, ref deltas, ref counts);
}
}
if (rigidbodyIndex >= 0)
{
BurstMath.ApplyImpulse(rigidbodyIndex, -lambda / stepTime * contact.normal, contact.pointB, rigidbodies, rigidbodyLinearDeltas, rigidbodyAngularDeltas, inertialFrame.frame);
}
}
contacts[i] = contact;
}
}
private BurstCollisionMaterial CombineCollisionMaterials(int entityA, int entityB)
{
// Combine collision materials:
int particleMaterialIndex = particleMaterialIndices[entityA];
int colliderMaterialIndex = shapes[entityB].materialIndex;
if (colliderMaterialIndex >= 0 && particleMaterialIndex >= 0)
return BurstCollisionMaterial.CombineWith(collisionMaterials[particleMaterialIndex], collisionMaterials[colliderMaterialIndex]);
else if (particleMaterialIndex >= 0)
return collisionMaterials[particleMaterialIndex];
else if (colliderMaterialIndex >= 0)
return collisionMaterials[colliderMaterialIndex];
return new BurstCollisionMaterial();
}
}
}
}
#endif

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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using System;
namespace Obi
{
public class BurstColliderFrictionConstraints : BurstConstraintsImpl<BurstColliderFrictionConstraintsBatch>
{
public BurstColliderFrictionConstraints(BurstSolverImpl solver) : base(solver, Oni.ConstraintType.Friction)
{
}
public override IConstraintsBatchImpl CreateConstraintsBatch()
{
var dataBatch = new BurstColliderFrictionConstraintsBatch(this);
batches.Add(dataBatch);
return dataBatch;
}
public override void RemoveBatch(IConstraintsBatchImpl batch)
{
batches.Remove(batch as BurstColliderFrictionConstraintsBatch);
batch.Destroy();
}
public override int GetConstraintCount()
{
if (!((BurstSolverImpl)solver).colliderContacts.IsCreated)
return 0;
return ((BurstSolverImpl)solver).colliderContacts.Length;
}
}
}
#endif

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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using Unity.Jobs;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Mathematics;
using Unity.Burst;
namespace Obi
{
public class BurstColliderFrictionConstraintsBatch : BurstConstraintsBatchImpl, IColliderFrictionConstraintsBatchImpl
{
public BurstColliderFrictionConstraintsBatch(BurstColliderFrictionConstraints constraints)
{
m_Constraints = constraints;
m_ConstraintType = Oni.ConstraintType.Friction;
}
public override JobHandle Initialize(JobHandle inputDeps, float substepTime)
{
return inputDeps;
}
public override JobHandle Evaluate(JobHandle inputDeps, float stepTime, float substepTime, int substeps)
{
if (!((BurstSolverImpl)constraints.solver).colliderContacts.IsCreated)
return inputDeps;
var projectConstraints = new FrictionConstraintsBatchJob()
{
positions = solverImplementation.positions,
prevPositions = solverImplementation.prevPositions,
orientations = solverImplementation.orientations,
prevOrientations = solverImplementation.prevOrientations,
invMasses = solverImplementation.invMasses,
invInertiaTensors = solverImplementation.invInertiaTensors,
radii = solverImplementation.principalRadii,
particleMaterialIndices = solverImplementation.collisionMaterials,
simplices = solverImplementation.simplices,
simplexCounts = solverImplementation.simplexCounts,
shapes = ObiColliderWorld.GetInstance().colliderShapes.AsNativeArray<BurstColliderShape>(),
transforms = ObiColliderWorld.GetInstance().colliderTransforms.AsNativeArray<BurstAffineTransform>(),
collisionMaterials = ObiColliderWorld.GetInstance().collisionMaterials.AsNativeArray<BurstCollisionMaterial>(),
rigidbodies = ObiColliderWorld.GetInstance().rigidbodies.AsNativeArray<BurstRigidbody>(),
rigidbodyLinearDeltas = solverImplementation.abstraction.rigidbodyLinearDeltas.AsNativeArray<float4>(),
rigidbodyAngularDeltas = solverImplementation.abstraction.rigidbodyAngularDeltas.AsNativeArray<float4>(),
deltas = solverImplementation.positionDeltas,
counts = solverImplementation.positionConstraintCounts,
orientationDeltas = solverImplementation.orientationDeltas,
orientationCounts = solverImplementation.orientationConstraintCounts,
contacts = ((BurstSolverImpl)constraints.solver).colliderContacts,
inertialFrame = ((BurstSolverImpl)constraints.solver).inertialFrame,
substeps = substeps,
stepTime = stepTime,
substepTime = substepTime
};
return projectConstraints.Schedule(inputDeps);
}
public override JobHandle Apply(JobHandle inputDeps, float substepTime)
{
if (!((BurstSolverImpl)constraints.solver).colliderContacts.IsCreated)
return inputDeps;
var parameters = solverAbstraction.GetConstraintParameters(m_ConstraintType);
var applyConstraints = new ApplyCollisionConstraintsBatchJob()
{
contacts = ((BurstSolverImpl)constraints.solver).colliderContacts,
simplices = solverImplementation.simplices,
simplexCounts = solverImplementation.simplexCounts,
positions = solverImplementation.positions,
deltas = solverImplementation.positionDeltas,
counts = solverImplementation.positionConstraintCounts,
orientations = solverImplementation.orientations,
orientationDeltas = solverImplementation.orientationDeltas,
orientationCounts = solverImplementation.orientationConstraintCounts,
constraintParameters = parameters
};
return applyConstraints.Schedule(inputDeps);
}
[BurstCompile]
public struct FrictionConstraintsBatchJob : IJob
{
[ReadOnly] public NativeArray<float4> positions;
[ReadOnly] public NativeArray<float4> prevPositions;
[ReadOnly] public NativeArray<quaternion> orientations;
[ReadOnly] public NativeArray<quaternion> prevOrientations;
[ReadOnly] public NativeArray<float> invMasses;
[ReadOnly] public NativeArray<float4> invInertiaTensors;
[ReadOnly] public NativeArray<float4> radii;
[ReadOnly] public NativeArray<int> particleMaterialIndices;
// simplex arrays:
[ReadOnly] public NativeArray<int> simplices;
[ReadOnly] public SimplexCounts simplexCounts;
[ReadOnly] public NativeArray<BurstColliderShape> shapes;
[ReadOnly] public NativeArray<BurstAffineTransform> transforms;
[ReadOnly] public NativeArray<BurstCollisionMaterial> collisionMaterials;
[ReadOnly] public NativeArray<BurstRigidbody> rigidbodies;
public NativeArray<float4> rigidbodyLinearDeltas;
public NativeArray<float4> rigidbodyAngularDeltas;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> deltas;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<int> counts;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<quaternion> orientationDeltas;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<int> orientationCounts;
public NativeArray<BurstContact> contacts;
[ReadOnly] public BurstInertialFrame inertialFrame;
[ReadOnly] public float stepTime;
[ReadOnly] public float substepTime;
[ReadOnly] public int substeps;
public void Execute()
{
for (int i = 0; i < contacts.Length; ++i)
{
var contact = contacts[i];
// Get the indices of the particle and collider involved in this contact:
int simplexStart = simplexCounts.GetSimplexStartAndSize(contact.bodyA, out int simplexSize);
int colliderIndex = contact.bodyB;
// Skip contacts involving triggers:
if (shapes[colliderIndex].flags > 0)
continue;
// Get the rigidbody index (might be < 0, in that case there's no rigidbody present)
int rigidbodyIndex = shapes[colliderIndex].rigidbodyIndex;
// Combine collision materials (use material from first particle in simplex)
BurstCollisionMaterial material = CombineCollisionMaterials(simplices[simplexStart], colliderIndex);
// Calculate relative velocity:
float4 rA = float4.zero, rB = float4.zero;
float4 prevPositionA = float4.zero;
float4 linearVelocityA = float4.zero;
float4 angularVelocityA = float4.zero;
float4 invInertiaTensorA = float4.zero;
quaternion orientationA = new quaternion(0, 0, 0, 0);
float simplexRadiusA = 0;
for (int j = 0; j < simplexSize; ++j)
{
int particleIndex = simplices[simplexStart + j];
prevPositionA += prevPositions[particleIndex] * contact.pointA[j];
linearVelocityA += BurstIntegration.DifferentiateLinear(positions[particleIndex],prevPositions[particleIndex], substepTime) * contact.pointA[j];
angularVelocityA += BurstIntegration.DifferentiateAngular(orientations[particleIndex], prevOrientations[particleIndex], substepTime) * contact.pointA[j];
invInertiaTensorA += invInertiaTensors[particleIndex] * contact.pointA[j];
orientationA.value += orientations[particleIndex].value * contact.pointA[j];
simplexRadiusA += BurstMath.EllipsoidRadius(contact.normal, prevOrientations[particleIndex], radii[particleIndex].xyz) * contact.pointA[j];
}
float4 relativeVelocity = linearVelocityA;
// Add particle angular velocity if rolling contacts are enabled:
if (material.rollingContacts > 0)
{
rA = -contact.normal * simplexRadiusA;
relativeVelocity += new float4(math.cross(angularVelocityA.xyz, rA.xyz), 0);
}
// Subtract rigidbody velocity:
if (rigidbodyIndex >= 0)
{
// Note: unlike rA, that is expressed in solver space, rB is expressed in world space.
rB = inertialFrame.frame.TransformPoint(contact.pointB) - rigidbodies[rigidbodyIndex].com;
relativeVelocity -= BurstMath.GetRigidbodyVelocityAtPoint(rigidbodyIndex, contact.pointB, rigidbodies, rigidbodyLinearDeltas, rigidbodyAngularDeltas, inertialFrame.frame);
}
// Determine impulse magnitude:
float2 impulses = contact.SolveFriction(relativeVelocity, material.staticFriction, material.dynamicFriction, stepTime);
if (math.abs(impulses.x) > BurstMath.epsilon || math.abs(impulses.y) > BurstMath.epsilon)
{
float4 tangentImpulse = impulses.x * contact.tangent;
float4 bitangentImpulse = impulses.y * contact.bitangent;
float4 totalImpulse = tangentImpulse + bitangentImpulse;
float baryScale = BurstMath.BaryScale(contact.pointA);
for (int j = 0; j < simplexSize; ++j)
{
int particleIndex = simplices[simplexStart + j];
//(tangentImpulse * contact.tangentInvMassA + bitangentImpulse * contact.bitangentInvMassA) * dt;
deltas[particleIndex] += (tangentImpulse * contact.tangentInvMassA + bitangentImpulse * contact.bitangentInvMassA) * substepTime * contact.pointA[j] * baryScale;
counts[particleIndex]++;
}
if (rigidbodyIndex >= 0)
{
BurstMath.ApplyImpulse(rigidbodyIndex, -totalImpulse, contact.pointB, rigidbodies, rigidbodyLinearDeltas, rigidbodyAngularDeltas, inertialFrame.frame);
}
// Rolling contacts:
if (material.rollingContacts > 0)
{
// Calculate angular velocity deltas due to friction impulse:
float4x4 solverInertiaA = BurstMath.TransformInertiaTensor(invInertiaTensorA, orientationA);
float4 angVelDeltaA = math.mul(solverInertiaA, new float4(math.cross(rA.xyz, totalImpulse.xyz), 0));
float4 angVelDeltaB = float4.zero;
// Final angular velocities, after adding the deltas:
angularVelocityA += angVelDeltaA;
float4 angularVelocityB = float4.zero;
// Calculate weights (inverse masses):
float invMassA = math.length(math.mul(solverInertiaA, math.normalizesafe(angularVelocityA)));
float invMassB = 0;
if (rigidbodyIndex >= 0)
{
angVelDeltaB = math.mul(-rigidbodies[rigidbodyIndex].inverseInertiaTensor, new float4(math.cross(rB.xyz, totalImpulse.xyz), 0));
angularVelocityB = rigidbodies[rigidbodyIndex].angularVelocity + angVelDeltaB;
invMassB = math.length(math.mul(rigidbodies[rigidbodyIndex].inverseInertiaTensor, math.normalizesafe(angularVelocityB)));
}
// Calculate rolling axis and angular velocity deltas:
float4 rollAxis = float4.zero;
float rollingImpulse = contact.SolveRollingFriction(angularVelocityA, angularVelocityB, material.rollingFriction, invMassA, invMassB, ref rollAxis);
angVelDeltaA += rollAxis * rollingImpulse * invMassA;
angVelDeltaB -= rollAxis * rollingImpulse * invMassB;
// Apply orientation delta to particles:
quaternion orientationDelta = BurstIntegration.AngularVelocityToSpinQuaternion(orientationA, angVelDeltaA, substepTime);
for (int j = 0; j < simplexSize; ++j)
{
int particleIndex = simplices[simplexStart + j];
quaternion qA = orientationDeltas[particleIndex];
qA.value += orientationDelta.value;
orientationDeltas[particleIndex] = qA;
orientationCounts[particleIndex]++;
}
// Apply angular velocity delta to rigidbody:
if (rigidbodyIndex >= 0)
{
float4 angularDelta = rigidbodyAngularDeltas[rigidbodyIndex];
angularDelta += angVelDeltaB;
rigidbodyAngularDeltas[rigidbodyIndex] = angularDelta;
}
}
}
contacts[i] = contact;
}
}
private BurstCollisionMaterial CombineCollisionMaterials(int entityA, int entityB)
{
// Combine collision materials:
int particleMaterialIndex = particleMaterialIndices[entityA];
int colliderMaterialIndex = shapes[entityB].materialIndex;
if (colliderMaterialIndex >= 0 && particleMaterialIndex >= 0)
return BurstCollisionMaterial.CombineWith(collisionMaterials[particleMaterialIndex], collisionMaterials[colliderMaterialIndex]);
else if (particleMaterialIndex >= 0)
return collisionMaterials[particleMaterialIndex];
else if (colliderMaterialIndex >= 0)
return collisionMaterials[colliderMaterialIndex];
return new BurstCollisionMaterial();
}
}
}
}
#endif

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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using System;
using Unity.Jobs;
using Unity.Burst;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Mathematics;
namespace Obi
{
public class BurstDensityConstraints : BurstConstraintsImpl<BurstDensityConstraintsBatch>
{
public NativeList<int> fluidParticles;
public NativeArray<float4> eta;
public NativeArray<float4> smoothPositions;
public NativeArray<float3x3> anisotropies;
public BurstDensityConstraints(BurstSolverImpl solver) : base(solver, Oni.ConstraintType.Density)
{
fluidParticles = new NativeList<int>(Allocator.Persistent);
}
public override IConstraintsBatchImpl CreateConstraintsBatch()
{
var dataBatch = new BurstDensityConstraintsBatch(this);
batches.Add(dataBatch);
return dataBatch;
}
public override void Dispose()
{
fluidParticles.Dispose();
}
public override void RemoveBatch(IConstraintsBatchImpl batch)
{
batches.Remove(batch as BurstDensityConstraintsBatch);
batch.Destroy();
}
protected override JobHandle EvaluateSequential(JobHandle inputDeps, float stepTime, float substepTime, int substeps)
{
return EvaluateParallel(inputDeps, stepTime, substepTime, substeps);
}
protected override JobHandle EvaluateParallel(JobHandle inputDeps, float stepTime, float substepTime, int substeps)
{
inputDeps = UpdateInteractions(inputDeps);
// evaluate all batches as a chain of dependencies:
for (int i = 0; i < batches.Count; ++i)
{
if (batches[i].enabled)
{
inputDeps = batches[i].Evaluate(inputDeps, stepTime, substepTime, substeps);
m_Solver.ScheduleBatchedJobsIfNeeded();
}
}
// calculate per-particle lambdas:
inputDeps = CalculateLambdas(inputDeps, substepTime);
// then apply them:
for (int i = 0; i < batches.Count; ++i)
{
if (batches[i].enabled)
{
inputDeps = batches[i].Apply(inputDeps, substepTime);
m_Solver.ScheduleBatchedJobsIfNeeded();
}
}
return inputDeps;
}
public JobHandle ApplyVelocityCorrections(JobHandle inputDeps, float deltaTime)
{
eta = new NativeArray<float4>(((BurstSolverImpl)solver).particleCount, Allocator.TempJob);
for (int i = 0; i < batches.Count; ++i)
{
if (batches[i].enabled)
{
inputDeps = batches[i].CalculateViscosityAndNormals(inputDeps, deltaTime);
m_Solver.ScheduleBatchedJobsIfNeeded();
}
}
for (int i = 0; i < batches.Count; ++i)
{
if (batches[i].enabled)
{
inputDeps = batches[i].CalculateVorticity(inputDeps);
m_Solver.ScheduleBatchedJobsIfNeeded();
}
}
inputDeps = ApplyVorticityAndAtmosphere(inputDeps, deltaTime);
m_Solver.ScheduleBatchedJobsIfNeeded();
return inputDeps;
}
public JobHandle CalculateAnisotropyLaplacianSmoothing(JobHandle inputDeps)
{
// if the constraints are deactivated or we need no anisotropy:
if (((BurstSolverImpl)solver).abstraction.parameters.maxAnisotropy <= 1)
return IdentityAnisotropy(inputDeps);
smoothPositions = new NativeArray<float4>(((BurstSolverImpl)solver).particleCount, Allocator.TempJob);
anisotropies = new NativeArray<float3x3>(((BurstSolverImpl)solver).particleCount, Allocator.TempJob);
for (int i = 0; i < batches.Count; ++i)
{
if (batches[i].enabled)
{
inputDeps = batches[i].AccumulateSmoothPositions(inputDeps);
m_Solver.ScheduleBatchedJobsIfNeeded();
}
}
inputDeps = AverageSmoothPositions(inputDeps);
for (int i = 0; i < batches.Count; ++i)
{
if (batches[i].enabled)
{
inputDeps = batches[i].AccumulateAnisotropy(inputDeps);
m_Solver.ScheduleBatchedJobsIfNeeded();
}
}
return AverageAnisotropy(inputDeps);
}
private JobHandle UpdateInteractions(JobHandle inputDeps)
{
// clear existing fluid data:
var clearData = new ClearFluidDataJob()
{
fluidParticles = fluidParticles.AsDeferredJobArray(),
fluidData = ((BurstSolverImpl)solver).abstraction.fluidData.AsNativeArray<float4>(),
};
inputDeps = clearData.Schedule(fluidParticles.Length, 64, inputDeps);
// update fluid interactions:
var updateInteractions = new UpdateInteractionsJob()
{
pairs = m_Solver.fluidInteractions,
positions = m_Solver.positions,
radii = m_Solver.smoothingRadii,
densityKernel = new Poly6Kernel(((BurstSolverImpl)solver).abstraction.parameters.mode == Oni.SolverParameters.Mode.Mode2D),
gradientKernel = new SpikyKernel(((BurstSolverImpl)solver).abstraction.parameters.mode == Oni.SolverParameters.Mode.Mode2D),
};
return updateInteractions.Schedule(((BurstSolverImpl)solver).fluidInteractions.Length, 64, inputDeps);
}
private JobHandle CalculateLambdas(JobHandle inputDeps, float deltaTime)
{
// calculate lagrange multipliers:
var calculateLambdas = new CalculateLambdasJob()
{
fluidParticles = fluidParticles.AsDeferredJobArray(),
invMasses = m_Solver.invMasses,
radii = m_Solver.smoothingRadii,
restDensities = m_Solver.restDensities,
surfaceTension = m_Solver.surfaceTension,
densityKernel = new Poly6Kernel(m_Solver.abstraction.parameters.mode == Oni.SolverParameters.Mode.Mode2D),
gradientKernel = new SpikyKernel(m_Solver.abstraction.parameters.mode == Oni.SolverParameters.Mode.Mode2D),
normals = m_Solver.normals,
vorticity = m_Solver.vorticities,
fluidData = m_Solver.fluidData
};
return calculateLambdas.Schedule(fluidParticles.Length,64,inputDeps);
}
private JobHandle ApplyVorticityAndAtmosphere(JobHandle inputDeps, float deltaTime)
{
// calculate lagrange multipliers:
var conf = new ApplyVorticityConfinementAndAtmosphere()
{
fluidParticles = fluidParticles.AsDeferredJobArray(),
wind = m_Solver.wind,
vorticities = m_Solver.vorticities,
eta = eta,
atmosphericDrag = m_Solver.athmosphericDrag,
atmosphericPressure = m_Solver.athmosphericPressure,
vorticityConfinement = m_Solver.vortConfinement,
restDensities = m_Solver.restDensities,
normals = m_Solver.normals,
fluidData = m_Solver.fluidData,
velocities = m_Solver.velocities,
dt = deltaTime
};
return conf.Schedule(fluidParticles.Length, 64, inputDeps);
}
private JobHandle IdentityAnisotropy(JobHandle inputDeps)
{
var idAnisotropy = new IdentityAnisotropyJob()
{
fluidParticles = fluidParticles.AsDeferredJobArray(),
principalAxes = m_Solver.anisotropies,
radii = m_Solver.principalRadii
};
return idAnisotropy.Schedule(fluidParticles.Length, 64, inputDeps);
}
private JobHandle AverageSmoothPositions(JobHandle inputDeps)
{
var average = new AverageSmoothPositionsJob()
{
fluidParticles = fluidParticles.AsDeferredJobArray(),
renderablePositions = m_Solver.renderablePositions,
smoothPositions = smoothPositions
};
return average.Schedule(fluidParticles.Length, 64, inputDeps);
}
private JobHandle AverageAnisotropy(JobHandle inputDeps)
{
var average = new AverageAnisotropyJob()
{
fluidParticles = fluidParticles.AsDeferredJobArray(),
renderablePositions = m_Solver.renderablePositions,
smoothPositions = smoothPositions,
principalRadii = m_Solver.principalRadii,
anisotropies = anisotropies,
maxAnisotropy = m_Solver.abstraction.parameters.maxAnisotropy,
principalAxes = m_Solver.anisotropies
};
return average.Schedule(fluidParticles.Length, 64, inputDeps);
}
[BurstCompile]
public struct ClearFluidDataJob : IJobParallelFor
{
[ReadOnly] public NativeArray<int> fluidParticles;
[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<float4> fluidData;
public void Execute(int i)
{
fluidData[fluidParticles[i]] = float4.zero;
}
}
[BurstCompile]
public struct UpdateInteractionsJob : IJobParallelFor
{
[ReadOnly] public NativeArray<float4> positions;
[ReadOnly] public NativeArray<float> radii;
[ReadOnly] public Poly6Kernel densityKernel;
[ReadOnly] public SpikyKernel gradientKernel;
[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<FluidInteraction> pairs;
[ReadOnly] public BatchData batchData;
public void Execute(int i)
{
var pair = pairs[i];
// calculate normalized gradient vector:
pair.gradient = (positions[pair.particleA] - positions[pair.particleB]);
float distance = math.length(pair.gradient);
pair.gradient /= distance + math.FLT_MIN_NORMAL;
// calculate and store average density and gradient kernels:
pair.avgKernel = (densityKernel.W(distance, radii[pair.particleA]) +
densityKernel.W(distance, radii[pair.particleB])) * 0.5f;
pair.avgGradient = (gradientKernel.W(distance, radii[pair.particleA]) +
gradientKernel.W(distance, radii[pair.particleB])) * 0.5f;
pairs[i] = pair;
}
}
[BurstCompile]
public struct CalculateLambdasJob : IJobParallelFor
{
[ReadOnly] public NativeArray<int> fluidParticles;
[ReadOnly] public NativeArray<float> invMasses;
[ReadOnly] public NativeArray<float> radii;
[ReadOnly] public NativeArray<float> restDensities;
[ReadOnly] public NativeArray<float> surfaceTension;
[ReadOnly] public Poly6Kernel densityKernel;
[ReadOnly] public SpikyKernel gradientKernel;
[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<float4> normals;
[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<float4> vorticity;
[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<float4> fluidData;
public void Execute(int p)
{
int i = fluidParticles[p];
normals[i] = float4.zero;
vorticity[i] = float4.zero;
float4 data = fluidData[i];
float grad = gradientKernel.W(0, radii[i]) / invMasses[i] / restDensities[i];
// self particle contribution to density and gradient:
data += new float4(densityKernel.W(0, radii[i]), 0, grad, grad * grad + data[2] * data[2]);
// weight by mass:
data[0] /= invMasses[i];
// evaluate density constraint (clamp pressure):
float constraint = math.max(-0.5f * surfaceTension[i], data[0] / restDensities[i] - 1);
// calculate lambda:
data[1] = -constraint / (invMasses[i] * data[3] + math.FLT_MIN_NORMAL);
fluidData[i] = data;
}
}
[BurstCompile]
public struct ApplyVorticityConfinementAndAtmosphere : IJobParallelFor
{
[ReadOnly] public NativeArray<int> fluidParticles;
[ReadOnly] public NativeArray<float4> wind;
[ReadOnly] public NativeArray<float4> vorticities;
[ReadOnly] public NativeArray<float> atmosphericDrag;
[ReadOnly] public NativeArray<float> atmosphericPressure;
[ReadOnly] public NativeArray<float> vorticityConfinement;
[ReadOnly] public NativeArray<float> restDensities;
[ReadOnly] public NativeArray<float4> normals;
[ReadOnly] public NativeArray<float4> fluidData;
[DeallocateOnJobCompletion] [ReadOnly] public NativeArray<float4> eta;
[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<float4> velocities;
[ReadOnly] public float dt;
public void Execute(int p)
{
int i = fluidParticles[p];
//atmospheric drag:
float4 velocityDiff = velocities[i] - wind[i];
// particles near the surface should experience drag:
velocities[i] -= atmosphericDrag[i] * velocityDiff * math.max(0, 1 - fluidData[i][0] / restDensities[i]) * dt;
// ambient pressure:
velocities[i] += atmosphericPressure[i] * normals[i] * dt;
// apply vorticity confinement:
velocities[i] += new float4(math.cross(math.normalizesafe(eta[i]).xyz,vorticities[i].xyz), 0) * vorticityConfinement[i] * dt;
}
}
[BurstCompile]
public struct IdentityAnisotropyJob : IJobParallelFor
{
[ReadOnly] public NativeArray<int> fluidParticles;
[ReadOnly] public NativeArray<float4> radii;
[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<float4> principalAxes;
public void Execute(int p)
{
int i = fluidParticles[p];
// align the principal axes of the particle with the solver axes:
principalAxes[i * 3] = new float4(1,0,0,radii[i].x);
principalAxes[i * 3 + 1] = new float4(0,1,0,radii[i].x);
principalAxes[i * 3 + 2] = new float4(0,0,1,radii[i].x);
}
}
[BurstCompile]
public struct AverageSmoothPositionsJob : IJobParallelFor
{
[ReadOnly] public NativeArray<int> fluidParticles;
[ReadOnly] public NativeArray<float4> renderablePositions;
[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<float4> smoothPositions;
public void Execute(int p)
{
int i = fluidParticles[p];
if (smoothPositions[i].w > 0)
smoothPositions[i] /= smoothPositions[i].w;
else
smoothPositions[i] = renderablePositions[i];
}
}
[BurstCompile]
public struct AverageAnisotropyJob : IJobParallelFor
{
[ReadOnly] public NativeArray<int> fluidParticles;
[ReadOnly] public NativeArray<float4> principalRadii;
[ReadOnly] public float maxAnisotropy;
[ReadOnly]
[DeallocateOnJobCompletion]
public NativeArray<float4> smoothPositions;
[ReadOnly]
[DeallocateOnJobCompletion]
public NativeArray<float3x3> anisotropies;
[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<float4> renderablePositions;
[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<float4> principalAxes;
public void Execute(int p)
{
int i = fluidParticles[p];
if (smoothPositions[i].w > 0 && (anisotropies[i].c0[0] + anisotropies[i].c1[1] + anisotropies[i].c2[2]) > 0.01f)
{
float3 singularValues;
float3x3 u;
BurstMath.EigenSolve(anisotropies[i] / smoothPositions[i].w, out singularValues, out u);
float max = singularValues[0];
float3 s = math.max(singularValues,new float3(max / maxAnisotropy)) / max * principalRadii[i].x;
principalAxes[i * 3] = new float4(u.c0, s.x);
principalAxes[i * 3 + 1] = new float4(u.c1, s.y);
principalAxes[i * 3 + 2] = new float4(u.c2, s.z);
}
else
{
float radius = principalRadii[i].x / maxAnisotropy;
principalAxes[i * 3] = new float4(1, 0, 0, radius);
principalAxes[i * 3 + 1] = new float4(0, 1, 0, radius);
principalAxes[i * 3 + 2] = new float4(0, 0, 1, radius);
}
renderablePositions[i] = smoothPositions[i];
}
}
}
}
#endif

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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using UnityEngine;
using Unity.Jobs;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Mathematics;
using Unity.Burst;
using System.Collections;
namespace Obi
{
public class BurstDensityConstraintsBatch : BurstConstraintsBatchImpl, IDensityConstraintsBatchImpl
{
public BatchData batchData;
public BurstDensityConstraintsBatch(BurstDensityConstraints constraints)
{
m_Constraints = constraints;
m_ConstraintType = Oni.ConstraintType.Density;
}
public override JobHandle Initialize(JobHandle inputDeps, float substepTime)
{
return inputDeps;
}
public override JobHandle Evaluate(JobHandle inputDeps, float stepTime, float substepTime, int substeps)
{
// update densities and gradients:
var updateDensities = new UpdateDensitiesJob()
{
pairs = ((BurstSolverImpl)constraints.solver).fluidInteractions,
positions = solverImplementation.positions,
invMasses = solverImplementation.invMasses,
restDensities = solverImplementation.restDensities,
diffusion = solverImplementation.diffusion,
userData = solverImplementation.userData,
fluidData = solverImplementation.fluidData,
batchData = batchData,
dt = substepTime
};
int batchCount = batchData.isLast ? batchData.workItemCount : 1;
return updateDensities.Schedule(batchData.workItemCount, batchCount, inputDeps);
}
public override JobHandle Apply(JobHandle inputDeps, float substepTime)
{
var parameters = solverAbstraction.GetConstraintParameters(m_ConstraintType);
// update densities and gradients:
var apply = new ApplyDensityConstraintsJob()
{
invMasses = solverImplementation.invMasses,
radii = solverImplementation.smoothingRadii,
restDensities = solverImplementation.restDensities,
surfaceTension = solverImplementation.surfaceTension,
pairs = ((BurstSolverImpl)constraints.solver).fluidInteractions,
densityKernel = new Poly6Kernel(solverAbstraction.parameters.mode == Oni.SolverParameters.Mode.Mode2D),
positions = solverImplementation.positions,
fluidData = solverImplementation.fluidData,
batchData = batchData,
sorFactor = parameters.SORFactor
};
int batchCount = batchData.isLast ? batchData.workItemCount : 1;
return apply.Schedule(batchData.workItemCount, batchCount, inputDeps);
}
public JobHandle CalculateViscosityAndNormals(JobHandle inputDeps, float deltaTime)
{
var viscosity = new NormalsViscosityAndVorticityJob()
{
positions = solverImplementation.positions,
invMasses = solverImplementation.invMasses,
radii = solverImplementation.smoothingRadii,
restDensities = solverImplementation.restDensities,
viscosities = solverImplementation.viscosities,
fluidData = solverImplementation.fluidData,
pairs = ((BurstSolverImpl)constraints.solver).fluidInteractions,
velocities = solverImplementation.velocities,
vorticities = solverImplementation.vorticities,
normals = solverImplementation.normals,
batchData = batchData
};
int batchCount = batchData.isLast ? batchData.workItemCount : 1;
return viscosity.Schedule(batchData.workItemCount, batchCount, inputDeps);
}
public JobHandle CalculateVorticity(JobHandle inputDeps)
{
var eta = new CalculateVorticityEta()
{
invMasses = solverImplementation.invMasses,
restDensities = solverImplementation.restDensities,
pairs = ((BurstSolverImpl)constraints.solver).fluidInteractions,
vorticities = solverImplementation.vorticities,
eta = ((BurstDensityConstraints)this.constraints).eta,
batchData = batchData
};
int batchCount = batchData.isLast ? batchData.workItemCount : 1;
return eta.Schedule(batchData.workItemCount, batchCount, inputDeps);
}
public JobHandle AccumulateSmoothPositions(JobHandle inputDeps)
{
var accumulateSmooth = new AccumulateSmoothPositionsJob()
{
renderablePositions = solverImplementation.renderablePositions,
smoothPositions = ((BurstDensityConstraints)this.constraints).smoothPositions,
radii = solverImplementation.smoothingRadii,
densityKernel = new Poly6Kernel(solverAbstraction.parameters.mode == Oni.SolverParameters.Mode.Mode2D),
pairs = ((BurstSolverImpl)constraints.solver).fluidInteractions,
batchData = batchData
};
int batchCount = batchData.isLast ? batchData.workItemCount : 1;
return accumulateSmooth.Schedule(batchData.workItemCount, batchCount, inputDeps);
}
public JobHandle AccumulateAnisotropy(JobHandle inputDeps)
{
var accumulateAnisotropy = new AccumulateAnisotropyJob()
{
renderablePositions = solverImplementation.renderablePositions,
smoothPositions = ((BurstDensityConstraints)this.constraints).smoothPositions,
anisotropies = ((BurstDensityConstraints)this.constraints).anisotropies,
pairs = ((BurstSolverImpl)constraints.solver).fluidInteractions,
batchData = batchData
};
int batchCount = batchData.isLast ? batchData.workItemCount : 1;
return accumulateAnisotropy.Schedule(batchData.workItemCount, batchCount, inputDeps);
}
[BurstCompile]
public struct UpdateDensitiesJob : IJobParallelFor
{
[ReadOnly] public NativeArray<float4> positions;
[ReadOnly] public NativeArray<float> invMasses;
[ReadOnly] public NativeArray<float> restDensities;
[ReadOnly] public NativeArray<float> diffusion;
[ReadOnly] public NativeArray<FluidInteraction> pairs;
[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<float4> userData;
[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<float4> fluidData;
[ReadOnly] public BatchData batchData;
[ReadOnly] public float dt;
public void Execute(int workItemIndex)
{
int start, end;
batchData.GetConstraintRange(workItemIndex, out start, out end);
for (int i = start; i < end; ++i)
{
var pair = pairs[i];
float restVolumeA = 1.0f / invMasses[pair.particleA] / restDensities[pair.particleA];
float restVolumeB = 1.0f / invMasses[pair.particleB] / restDensities[pair.particleB];
float gradA = restVolumeB * pair.avgGradient;
float gradB = restVolumeA * pair.avgGradient;
float vA = restVolumeB / restVolumeA;
float vB = restVolumeA / restVolumeB;
// accumulate pbf data (density, gradients):
fluidData[pair.particleA] += new float4(vA * pair.avgKernel, 0, gradA, gradA * gradA);
fluidData[pair.particleB] += new float4(vB * pair.avgKernel, 0, gradB, gradB * gradB);
// property diffusion:
float diffusionSpeed = (diffusion[pair.particleA] + diffusion[pair.particleB]) * pair.avgKernel * dt;
float4 userDelta = (userData[pair.particleB] - userData[pair.particleA]) * diffusionSpeed;
userData[pair.particleA] += vA * userDelta;
userData[pair.particleB] -= vB * userDelta;
}
}
}
[BurstCompile]
public struct ApplyDensityConstraintsJob : IJobParallelFor
{
[ReadOnly] public NativeArray<float> invMasses;
[ReadOnly] public NativeArray<float> radii;
[ReadOnly] public NativeArray<float> restDensities;
[ReadOnly] public NativeArray<float> surfaceTension;
[ReadOnly] public NativeArray<FluidInteraction> pairs;
[ReadOnly] public Poly6Kernel densityKernel;
[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<float4> positions;
[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<float4> fluidData;
[ReadOnly] public BatchData batchData;
[ReadOnly] public float sorFactor;
public void Execute(int workItemIndex)
{
int start, end;
batchData.GetConstraintRange(workItemIndex, out start, out end);
for (int i = start; i < end; ++i)
{
var pair = pairs[i];
float restVolumeA = 1.0f / invMasses[pair.particleA] / restDensities[pair.particleA];
float restVolumeB = 1.0f / invMasses[pair.particleB] / restDensities[pair.particleB];
// calculate tensile instability correction factor:
float wAvg = pair.avgKernel / ((densityKernel.W(0, radii[pair.particleA]) + densityKernel.W(0, radii[pair.particleB])) * 0.5f);
float scorrA = -(0.001f + 0.2f * surfaceTension[pair.particleA]) * wAvg / (invMasses[pair.particleA] * fluidData[pair.particleA][3]);
float scorrB = -(0.001f + 0.2f * surfaceTension[pair.particleB]) * wAvg / (invMasses[pair.particleB] * fluidData[pair.particleB][3]);
// calculate position delta:
float4 delta = pair.gradient * pair.avgGradient * ((fluidData[pair.particleA][1] + scorrA) * restVolumeB + (fluidData[pair.particleB][1] + scorrB) * restVolumeA) * sorFactor;
positions[pair.particleA] += delta * invMasses[pair.particleA];
positions[pair.particleB] -= delta * invMasses[pair.particleB];
}
}
}
[BurstCompile]
public struct NormalsViscosityAndVorticityJob : IJobParallelFor
{
[ReadOnly] public NativeArray<float4> positions;
[ReadOnly] public NativeArray<float> invMasses;
[ReadOnly] public NativeArray<float> radii;
[ReadOnly] public NativeArray<float> restDensities;
[ReadOnly] public NativeArray<float> viscosities;
[ReadOnly] public NativeArray<float4> fluidData;
[ReadOnly] public NativeArray<FluidInteraction> pairs;
[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<float4> velocities;
[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<float4> vorticities;
[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<float4> normals;
[ReadOnly] public BatchData batchData;
public void Execute(int workItemIndex)
{
int start, end;
batchData.GetConstraintRange(workItemIndex, out start, out end);
for (int i = start; i < end; ++i)
{
var pair = pairs[i];
float restVolumeA = 1.0f / invMasses[pair.particleA] / restDensities[pair.particleA];
float restVolumeB = 1.0f / invMasses[pair.particleB] / restDensities[pair.particleB];
// XSPH viscosity:
float viscosityCoeff = math.min(viscosities[pair.particleA], viscosities[pair.particleB]);
float4 relVelocity = velocities[pair.particleB] - velocities[pair.particleA];
float4 viscosity = viscosityCoeff * relVelocity * pair.avgKernel;
velocities[pair.particleA] += viscosity * restVolumeB;
velocities[pair.particleB] -= viscosity * restVolumeA;
// calculate vorticity:
float4 vgrad = pair.gradient * pair.avgGradient;
float4 vorticity = new float4(math.cross(relVelocity.xyz,vgrad.xyz),0);
vorticities[pair.particleA] += vorticity * restVolumeB;
vorticities[pair.particleB] += vorticity * restVolumeA;
// calculate color field normal:
float radius = (radii[pair.particleA] + radii[pair.particleB]) * 0.5f;
normals[pair.particleA] += vgrad * radius / invMasses[pair.particleB] / fluidData[pair.particleB][0];
normals[pair.particleB] -= vgrad * radius / invMasses[pair.particleA] / fluidData[pair.particleA][0];
}
}
}
[BurstCompile]
public struct CalculateVorticityEta : IJobParallelFor
{
[ReadOnly] public NativeArray<float4> vorticities;
[ReadOnly] public NativeArray<float> invMasses;
[ReadOnly] public NativeArray<float> restDensities;
[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<FluidInteraction> pairs;
[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<float4> eta;
[ReadOnly] public BatchData batchData;
public void Execute(int workItemIndex)
{
int start, end;
batchData.GetConstraintRange(workItemIndex, out start, out end);
for (int i = start; i < end; ++i)
{
var pair = pairs[i];
float4 vgrad = pair.gradient * pair.avgGradient;
eta[pair.particleA] += math.length(vorticities[pair.particleA]) * vgrad / invMasses[pair.particleB] / restDensities[pair.particleB];
eta[pair.particleB] -= math.length(vorticities[pair.particleB]) * vgrad / invMasses[pair.particleA] / restDensities[pair.particleA];
}
}
}
[BurstCompile]
public struct AccumulateSmoothPositionsJob : IJobParallelFor
{
[ReadOnly] public NativeArray<float4> renderablePositions;
[ReadOnly] public NativeArray<float> radii;
[ReadOnly] public Poly6Kernel densityKernel;
[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<float4> smoothPositions;
[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<FluidInteraction> pairs;
[ReadOnly] public BatchData batchData;
public void Execute(int workItemIndex)
{
int start, end;
batchData.GetConstraintRange(workItemIndex, out start, out end);
for (int i = start; i < end; ++i)
{
var pair = pairs[i];
float4 gradient = (renderablePositions[pair.particleA] - renderablePositions[pair.particleB]);
float distance = math.length(gradient);
pair.avgKernel = (densityKernel.W(distance, radii[pair.particleA]) +
densityKernel.W(distance, radii[pair.particleB])) * 0.5f;
smoothPositions[pair.particleA] += new float4(renderablePositions[pair.particleB].xyz,1) * pair.avgKernel;
smoothPositions[pair.particleB] += new float4(renderablePositions[pair.particleA].xyz,1) * pair.avgKernel;
pairs[i] = pair;
}
}
}
[BurstCompile]
public struct AccumulateAnisotropyJob : IJobParallelFor
{
[ReadOnly] public NativeArray<float4> renderablePositions;
[ReadOnly] public NativeArray<float4> smoothPositions;
[ReadOnly] public NativeArray<FluidInteraction> pairs;
[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<float3x3> anisotropies;
[ReadOnly] public BatchData batchData;
public void Execute(int workItemIndex)
{
int start, end;
batchData.GetConstraintRange(workItemIndex, out start, out end);
for (int i = start; i < end; ++i)
{
var pair = pairs[i];
float4 distanceA = renderablePositions[pair.particleB] - smoothPositions[pair.particleA];
float4 distanceB = renderablePositions[pair.particleA] - smoothPositions[pair.particleB];
anisotropies[pair.particleA] += BurstMath.multrnsp(distanceA,distanceA) * pair.avgKernel;
anisotropies[pair.particleB] += BurstMath.multrnsp(distanceB,distanceB) * pair.avgKernel;
}
}
}
}
}
#endif

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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using System;
using Unity.Mathematics;
namespace Obi
{
public struct Poly6Kernel
{
public float norm;
public bool norm2D;
public Poly6Kernel(bool norm2D)
{
this.norm2D = norm2D;
if (norm2D)
norm = 4.0f / math.PI;
else
norm = 315.0f / (64.0f * math.PI);
}
public float W(float r, float h)
{
float h2 = h * h;
float h4 = h2 * h2;
float h8 = h4 * h4;
float rl = math.min(r, h);
float hr = h2 - rl * rl;
if (norm2D)
return norm / h8 * hr * hr * hr;
return norm / (h8 * h) * hr * hr * hr;
}
}
}
#endif

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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using System;
using Unity.Mathematics;
namespace Obi
{
public struct SpikyKernel
{
public float norm;
public bool norm2D;
public SpikyKernel(bool norm2D)
{
this.norm2D = norm2D;
if (norm2D)
norm = -30.0f / math.PI;
else
norm = -45.0f / math.PI;
}
public float W(float r, float h)
{
float h2 = h * h;
float h4 = h2 * h2;
float rl = math.min(r, h);
float hr = h - rl;
if (norm2D)
return norm / (h4 * h) * hr * hr;
return norm / (h4 * h2) * hr * hr;
}
}
}
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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using System;
namespace Obi
{
public class BurstDistanceConstraints : BurstConstraintsImpl<BurstDistanceConstraintsBatch>
{
public BurstDistanceConstraints(BurstSolverImpl solver) : base(solver, Oni.ConstraintType.Distance)
{
}
public override IConstraintsBatchImpl CreateConstraintsBatch()
{
var dataBatch = new BurstDistanceConstraintsBatch(this);
batches.Add(dataBatch);
return dataBatch;
}
public override void RemoveBatch(IConstraintsBatchImpl batch)
{
batches.Remove(batch as BurstDistanceConstraintsBatch);
batch.Destroy();
}
}
}
#endif

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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using UnityEngine;
using Unity.Jobs;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Mathematics;
using Unity.Burst;
using System.Collections;
namespace Obi
{
public class BurstDistanceConstraintsBatch : BurstConstraintsBatchImpl, IDistanceConstraintsBatchImpl
{
private NativeArray<float> restLengths;
private NativeArray<float2> stiffnesses;
DistanceConstraintsBatchJob projectConstraints;
ApplyDistanceConstraintsBatchJob applyConstraints;
public BurstDistanceConstraintsBatch(BurstDistanceConstraints constraints)
{
m_Constraints = constraints;
m_ConstraintType = Oni.ConstraintType.Distance;
}
public void SetDistanceConstraints(ObiNativeIntList particleIndices, ObiNativeFloatList restLengths, ObiNativeVector2List stiffnesses, ObiNativeFloatList lambdas, int count)
{
this.particleIndices = particleIndices.AsNativeArray<int>();
this.restLengths = restLengths.AsNativeArray<float>();
this.stiffnesses = stiffnesses.AsNativeArray<float2>();
this.lambdas = lambdas.AsNativeArray<float>();
m_ConstraintCount = count;
projectConstraints.particleIndices = this.particleIndices;
projectConstraints.restLengths = this.restLengths;
projectConstraints.stiffnesses = this.stiffnesses;
projectConstraints.lambdas = this.lambdas;
applyConstraints.particleIndices = this.particleIndices;
}
public override JobHandle Evaluate(JobHandle inputDeps, float stepTime, float substepTime, int substeps)
{
projectConstraints.positions = solverImplementation.positions;
projectConstraints.invMasses = solverImplementation.invMasses;
projectConstraints.deltas = solverImplementation.positionDeltas;
projectConstraints.counts = solverImplementation.positionConstraintCounts;
projectConstraints.deltaTimeSqr = substepTime * substepTime;
return projectConstraints.Schedule(m_ConstraintCount, 32, inputDeps);
}
public override JobHandle Apply(JobHandle inputDeps, float substepTime)
{
var parameters = solverAbstraction.GetConstraintParameters(m_ConstraintType);
applyConstraints.positions = solverImplementation.positions;
applyConstraints.deltas = solverImplementation.positionDeltas;
applyConstraints.counts = solverImplementation.positionConstraintCounts;
applyConstraints.sorFactor = parameters.SORFactor;
return applyConstraints.Schedule(m_ConstraintCount, 64, inputDeps);
}
[BurstCompile]
public struct DistanceConstraintsBatchJob : IJobParallelFor
{
[ReadOnly] public NativeArray<int> particleIndices;
[ReadOnly] public NativeArray<float> restLengths;
[ReadOnly] public NativeArray<float2> stiffnesses;
public NativeArray<float> lambdas;
[ReadOnly] public NativeArray<float4> positions;
[ReadOnly] public NativeArray<float> invMasses;
[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<float4> deltas;
[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<int> counts;
[ReadOnly] public float deltaTimeSqr;
public void Execute(int i)
{
int p1 = particleIndices[i * 2];
int p2 = particleIndices[i * 2 + 1];
float w1 = invMasses[p1];
float w2 = invMasses[p2];
// calculate time adjusted compliance
float compliance = stiffnesses[i].x / deltaTimeSqr;
// calculate position and lambda deltas:
float4 distance = positions[p1] - positions[p2];
float d = math.length(distance);
// calculate constraint value:
float constraint = d - restLengths[i];
constraint -= math.max(math.min(constraint, 0), -stiffnesses[i].y);
// calculate lambda and position deltas:
float dlambda = (-constraint - compliance * lambdas[i]) / (w1 + w2 + compliance + BurstMath.epsilon);
float4 delta = dlambda * distance / (d + BurstMath.epsilon);
lambdas[i] += dlambda;
deltas[p1] += delta * w1;
deltas[p2] -= delta * w2;
counts[p1]++;
counts[p2]++;
}
}
[BurstCompile]
public struct ApplyDistanceConstraintsBatchJob : IJobParallelFor
{
[ReadOnly] public NativeArray<int> particleIndices;
[ReadOnly] public float sorFactor;
[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<float4> positions;
[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<float4> deltas;
[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<int> counts;
public void Execute(int i)
{
int p1 = particleIndices[i * 2];
int p2 = particleIndices[i * 2 + 1];
if (counts[p1] > 0)
{
positions[p1] += deltas[p1] * sorFactor / counts[p1];
deltas[p1] = float4.zero;
counts[p1] = 0;
}
if (counts[p2] > 0)
{
positions[p2] += deltas[p2] * sorFactor / counts[p2];
deltas[p2] = float4.zero;
counts[p2] = 0;
}
}
}
}
}
#endif

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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using UnityEngine;
using Unity.Jobs;
using Unity.Collections;
using Unity.Mathematics;
using Unity.Burst;
using System;
using System.Collections;
namespace Obi
{
[BurstCompile]
public struct ApplyBatchedCollisionConstraintsBatchJob : IJobParallelFor
{
[ReadOnly] public NativeArray<BurstContact> contacts;
[ReadOnly] public NativeArray<int> simplices;
[ReadOnly] public SimplexCounts simplexCounts;
[NativeDisableParallelForRestriction] public NativeArray<float4> positions;
[NativeDisableParallelForRestriction] public NativeArray<float4> deltas;
[NativeDisableParallelForRestriction] public NativeArray<int> counts;
[NativeDisableParallelForRestriction] public NativeArray<quaternion> orientations;
[NativeDisableParallelForRestriction] public NativeArray<quaternion> orientationDeltas;
[NativeDisableParallelForRestriction] public NativeArray<int> orientationCounts;
[ReadOnly] public Oni.ConstraintParameters constraintParameters;
[ReadOnly] public BatchData batchData;
public void Execute(int workItemIndex)
{
int start, end;
batchData.GetConstraintRange(workItemIndex, out start, out end);
for (int i = start; i < end; ++i)
{
int simplexStartA = simplexCounts.GetSimplexStartAndSize(contacts[i].bodyA, out int simplexSizeA);
int simplexStartB = simplexCounts.GetSimplexStartAndSize(contacts[i].bodyB, out int simplexSizeB);
for (int j = 0; j < simplexSizeA; ++j)
{
int particleIndex = simplices[simplexStartA + j];
BurstConstraintsBatchImpl.ApplyPositionDelta(particleIndex, constraintParameters.SORFactor, ref positions, ref deltas, ref counts);
BurstConstraintsBatchImpl.ApplyOrientationDelta(particleIndex, constraintParameters.SORFactor, ref orientations, ref orientationDeltas, ref orientationCounts);
}
for (int j = 0; j < simplexSizeB; ++j)
{
int particleIndex = simplices[simplexStartB + j];
BurstConstraintsBatchImpl.ApplyPositionDelta(particleIndex, constraintParameters.SORFactor, ref positions, ref deltas, ref counts);
BurstConstraintsBatchImpl.ApplyOrientationDelta(particleIndex, constraintParameters.SORFactor, ref orientations, ref orientationDeltas, ref orientationCounts);
}
}
}
}
}
#endif

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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using System;
using Unity.Jobs;
namespace Obi
{
public class BurstParticleCollisionConstraints : BurstConstraintsImpl<BurstParticleCollisionConstraintsBatch>
{
public BurstParticleCollisionConstraints(BurstSolverImpl solver) : base(solver, Oni.ConstraintType.ParticleCollision)
{
}
public override IConstraintsBatchImpl CreateConstraintsBatch()
{
var dataBatch = new BurstParticleCollisionConstraintsBatch(this);
batches.Add(dataBatch);
return dataBatch;
}
public override void RemoveBatch(IConstraintsBatchImpl batch)
{
batches.Remove(batch as BurstParticleCollisionConstraintsBatch);
batch.Destroy();
}
public override int GetConstraintCount()
{
if (!((BurstSolverImpl)solver).particleContacts.IsCreated)
return 0;
return ((BurstSolverImpl)solver).particleContacts.Length;
}
}
}
#endif

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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using UnityEngine;
using Unity.Jobs;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Mathematics;
using Unity.Burst;
using System.Collections;
namespace Obi
{
public class BurstParticleCollisionConstraintsBatch : BurstConstraintsBatchImpl, IParticleCollisionConstraintsBatchImpl
{
public BatchData batchData;
public BurstParticleCollisionConstraintsBatch(BurstParticleCollisionConstraints constraints)
{
m_Constraints = constraints;
m_ConstraintType = Oni.ConstraintType.ParticleCollision;
}
public BurstParticleCollisionConstraintsBatch(BatchData batchData) : base()
{
this.batchData = batchData;
}
public override JobHandle Initialize(JobHandle inputDeps, float substepTime)
{
var updateContacts = new UpdateParticleContactsJob()
{
prevPositions = solverImplementation.prevPositions,
prevOrientations = solverImplementation.prevOrientations,
velocities = solverImplementation.velocities,
radii = solverImplementation.principalRadii,
invMasses = solverImplementation.invMasses,
invInertiaTensors = solverImplementation.invInertiaTensors,
simplices = solverImplementation.simplices,
simplexCounts = solverImplementation.simplexCounts,
particleMaterialIndices = solverImplementation.collisionMaterials,
collisionMaterials = ObiColliderWorld.GetInstance().collisionMaterials.AsNativeArray<BurstCollisionMaterial>(),
contacts = ((BurstSolverImpl)constraints.solver).particleContacts,
batchData = batchData
};
int batchCount = batchData.isLast ? batchData.workItemCount : 1;
return updateContacts.Schedule(batchData.workItemCount, batchCount, inputDeps);
}
public override JobHandle Evaluate(JobHandle inputDeps, float stepTime, float substepTime, int substeps)
{
var parameters = solverAbstraction.GetConstraintParameters(m_ConstraintType);
var projectConstraints = new ParticleCollisionConstraintsBatchJob()
{
positions = solverImplementation.positions,
orientations = solverImplementation.orientations,
invMasses = solverImplementation.invMasses,
radii = solverImplementation.principalRadii,
particleMaterialIndices = solverImplementation.collisionMaterials,
collisionMaterials = ObiColliderWorld.GetInstance().collisionMaterials.AsNativeArray<BurstCollisionMaterial>(),
simplices = solverImplementation.simplices,
simplexCounts = solverImplementation.simplexCounts,
deltas = solverImplementation.positionDeltas,
counts = solverImplementation.positionConstraintCounts,
contacts = ((BurstSolverImpl)constraints.solver).particleContacts,
batchData = batchData,
constraintParameters = parameters,
solverParameters = solverImplementation.abstraction.parameters,
gravity = new float4(solverImplementation.abstraction.parameters.gravity, 0),
substepTime = substepTime,
};
int batchCount = batchData.isLast ? batchData.workItemCount : 1;
return projectConstraints.Schedule(batchData.workItemCount, batchCount, inputDeps);
}
public override JobHandle Apply(JobHandle inputDeps, float substepTime)
{
var parameters = solverAbstraction.GetConstraintParameters(m_ConstraintType);
var applyConstraints = new ApplyBatchedCollisionConstraintsBatchJob()
{
contacts = ((BurstSolverImpl)constraints.solver).particleContacts,
simplices = solverImplementation.simplices,
simplexCounts = solverImplementation.simplexCounts,
positions = solverImplementation.positions,
deltas = solverImplementation.positionDeltas,
counts = solverImplementation.positionConstraintCounts,
orientations = solverImplementation.orientations,
orientationDeltas = solverImplementation.orientationDeltas,
orientationCounts = solverImplementation.orientationConstraintCounts,
batchData = batchData,
constraintParameters = parameters,
};
int batchCount = batchData.isLast ? batchData.workItemCount : 1;
return applyConstraints.Schedule(batchData.workItemCount, batchCount, inputDeps);
}
/**
* Updates contact data (contact distance and frame) at the beginning of each substep. This is
* necessary because contacts are generated only once at the beginning of each step, not every substep.
*/
[BurstCompile]
public struct UpdateParticleContactsJob : IJobParallelFor
{
[ReadOnly] public NativeArray<float4> prevPositions;
[ReadOnly] public NativeArray<quaternion> prevOrientations;
[ReadOnly] public NativeArray<float4> velocities;
[ReadOnly] public NativeArray<float4> radii;
[ReadOnly] public NativeArray<float> invMasses;
[ReadOnly] public NativeArray<float4> invInertiaTensors;
[ReadOnly] public NativeArray<int> particleMaterialIndices;
[ReadOnly] public NativeArray<BurstCollisionMaterial> collisionMaterials;
// simplex arrays:
[ReadOnly] public NativeArray<int> simplices;
[ReadOnly] public SimplexCounts simplexCounts;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<BurstContact> contacts;
[ReadOnly] public BatchData batchData;
public void Execute(int workItemIndex)
{
int start, end;
batchData.GetConstraintRange(workItemIndex, out start, out end);
for (int i = start; i < end; ++i)
{
var contact = contacts[i];
int simplexStartA = simplexCounts.GetSimplexStartAndSize(contact.bodyA, out int simplexSizeA);
int simplexStartB = simplexCounts.GetSimplexStartAndSize(contact.bodyB, out int simplexSizeB);
float4 simplexVelocityA = float4.zero;
float4 simplexPrevPositionA = float4.zero;
quaternion simplexPrevOrientationA = new quaternion(0, 0, 0, 0);
float simplexRadiusA = 0;
float simplexInvMassA = 0;
float4 simplexInvInertiaA = float4.zero;
float4 simplexVelocityB = float4.zero;
float4 simplexPrevPositionB = float4.zero;
quaternion simplexPrevOrientationB = new quaternion(0, 0, 0, 0);
float simplexRadiusB = 0;
float simplexInvMassB = 0;
float4 simplexInvInertiaB = float4.zero;
for (int j = 0; j < simplexSizeA; ++j)
{
int particleIndex = simplices[simplexStartA + j];
simplexVelocityA += velocities[particleIndex] * contact.pointA[j];
simplexPrevPositionA += prevPositions[particleIndex] * contact.pointA[j];
simplexPrevOrientationA.value += prevOrientations[particleIndex].value * contact.pointA[j];
simplexInvMassA += invMasses[particleIndex] * contact.pointA[j];
simplexInvInertiaA += invInertiaTensors[particleIndex] * contact.pointA[j];
simplexRadiusA += BurstMath.EllipsoidRadius(contact.normal, prevOrientations[particleIndex], radii[particleIndex].xyz) * contact.pointA[j];
}
for (int j = 0; j < simplexSizeB; ++j)
{
int particleIndex = simplices[simplexStartB + j];
simplexVelocityB += velocities[particleIndex] * contact.pointB[j];
simplexPrevPositionB += prevPositions[particleIndex] * contact.pointB[j];
simplexPrevOrientationB.value += prevOrientations[particleIndex].value * contact.pointB[j];
simplexInvMassB += invMasses[particleIndex] * contact.pointB[j];
simplexInvInertiaB += invInertiaTensors[particleIndex] * contact.pointB[j];
simplexRadiusB += BurstMath.EllipsoidRadius(contact.normal, prevOrientations[particleIndex], radii[particleIndex].xyz) * contact.pointB[j];
}
// update contact distance
float dAB = math.dot(simplexPrevPositionA - simplexPrevPositionB, contact.normal);
contact.distance = dAB - (simplexRadiusA + simplexRadiusB);
// calculate contact points:
float4 contactPointA = simplexPrevPositionB + contact.normal * (contact.distance + simplexRadiusB);
float4 contactPointB = simplexPrevPositionA - contact.normal * (contact.distance + simplexRadiusA);
// update contact basis:
contact.CalculateBasis(simplexVelocityA - simplexVelocityB);
// update contact masses:
int aMaterialIndex = particleMaterialIndices[simplices[simplexStartA]];
int bMaterialIndex = particleMaterialIndices[simplices[simplexStartB]];
bool rollingContacts = (aMaterialIndex >= 0 ? collisionMaterials[aMaterialIndex].rollingContacts > 0 : false) |
(bMaterialIndex >= 0 ? collisionMaterials[bMaterialIndex].rollingContacts > 0 : false);
contact.CalculateContactMassesA(simplexInvMassA, simplexInvInertiaA, simplexPrevPositionA, simplexPrevOrientationA, contactPointA, rollingContacts);
contact.CalculateContactMassesB(simplexInvMassB, simplexInvInertiaB, simplexPrevPositionB, simplexPrevOrientationB, contactPointB, rollingContacts);
contacts[i] = contact;
}
}
}
[BurstCompile]
public struct ParticleCollisionConstraintsBatchJob : IJobParallelFor
{
[ReadOnly] public NativeArray<quaternion> orientations;
[ReadOnly] public NativeArray<float> invMasses;
[ReadOnly] public NativeArray<float4> radii;
[ReadOnly] public NativeArray<int> particleMaterialIndices;
[ReadOnly] public NativeArray<BurstCollisionMaterial> collisionMaterials;
// simplex arrays:
[ReadOnly] public NativeArray<int> simplices;
[ReadOnly] public SimplexCounts simplexCounts;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> positions;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> deltas;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<int> counts;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<BurstContact> contacts;
[ReadOnly] public Oni.ConstraintParameters constraintParameters;
[ReadOnly] public Oni.SolverParameters solverParameters;
[ReadOnly] public float4 gravity;
[ReadOnly] public float substepTime;
[ReadOnly] public BatchData batchData;
public void Execute(int workItemIndex)
{
int start, end;
batchData.GetConstraintRange(workItemIndex, out start, out end);
for (int i = start; i < end; ++i)
{
var contact = contacts[i];
int simplexStartA = simplexCounts.GetSimplexStartAndSize(contact.bodyA, out int simplexSizeA);
int simplexStartB = simplexCounts.GetSimplexStartAndSize(contact.bodyB, out int simplexSizeB);
// Combine collision materials:
BurstCollisionMaterial material = CombineCollisionMaterials(simplices[simplexStartA], simplices[simplexStartB]);
float4 simplexPositionA = float4.zero, simplexPositionB = float4.zero;
float simplexRadiusA = 0, simplexRadiusB = 0;
for (int j = 0; j < simplexSizeA; ++j)
{
int particleIndex = simplices[simplexStartA + j];
simplexPositionA += positions[particleIndex] * contact.pointA[j];
simplexRadiusA += BurstMath.EllipsoidRadius(contact.normal, orientations[particleIndex], radii[particleIndex].xyz) * contact.pointA[j];
}
for (int j = 0; j < simplexSizeB; ++j)
{
int particleIndex = simplices[simplexStartB + j];
simplexPositionB += positions[particleIndex] * contact.pointB[j];
simplexRadiusB += BurstMath.EllipsoidRadius(contact.normal, orientations[particleIndex], radii[particleIndex].xyz) * contact.pointA[j];
}
float4 posA = simplexPositionA - contact.normal * simplexRadiusA;
float4 posB = simplexPositionB + contact.normal * simplexRadiusB;
// adhesion:
float lambda = contact.SolveAdhesion(posA, posB, material.stickDistance, material.stickiness, substepTime);
// depenetration:
lambda += contact.SolvePenetration(posA, posB, solverParameters.maxDepenetration * substepTime);
// Apply normal impulse to both particles (w/ shock propagation):
if (math.abs(lambda) > BurstMath.epsilon)
{
float shock = solverParameters.shockPropagation * math.dot(contact.normal, math.normalizesafe(gravity));
float4 delta = lambda * contact.normal;
float baryScale = BurstMath.BaryScale(contact.pointA);
for (int j = 0; j < simplexSizeA; ++j)
{
int particleIndex = simplices[simplexStartA + j];
deltas[particleIndex] += delta * invMasses[particleIndex] * contact.pointA[j] * baryScale * (1 - shock);
counts[particleIndex]++;
}
baryScale = BurstMath.BaryScale(contact.pointB);
for (int j = 0; j < simplexSizeB; ++j)
{
int particleIndex = simplices[simplexStartB + j];
deltas[particleIndex] -= delta * invMasses[particleIndex] * contact.pointB[j] * baryScale * (1 + shock);
counts[particleIndex]++;
}
}
// Apply position deltas immediately, if using sequential evaluation:
if (constraintParameters.evaluationOrder == Oni.ConstraintParameters.EvaluationOrder.Sequential)
{
for (int j = 0; j < simplexSizeA; ++j)
{
int particleIndex = simplices[simplexStartA + j];
BurstConstraintsBatchImpl.ApplyPositionDelta(particleIndex, constraintParameters.SORFactor, ref positions, ref deltas, ref counts);
}
for (int j = 0; j < simplexSizeB; ++j)
{
int particleIndex = simplices[simplexStartB + j];
BurstConstraintsBatchImpl.ApplyPositionDelta(particleIndex, constraintParameters.SORFactor, ref positions, ref deltas, ref counts);
}
}
contacts[i] = contact;
}
}
private BurstCollisionMaterial CombineCollisionMaterials(int entityA, int entityB)
{
// Combine collision materials:
int aMaterialIndex = particleMaterialIndices[entityA];
int bMaterialIndex = particleMaterialIndices[entityB];
if (aMaterialIndex >= 0 && bMaterialIndex >= 0)
return BurstCollisionMaterial.CombineWith(collisionMaterials[aMaterialIndex], collisionMaterials[bMaterialIndex]);
else if (aMaterialIndex >= 0)
return collisionMaterials[aMaterialIndex];
else if (bMaterialIndex >= 0)
return collisionMaterials[bMaterialIndex];
return new BurstCollisionMaterial();
}
}
}
}
#endif

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