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