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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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using System;
using UnityEngine;
using Unity.Collections;
namespace Obi
{
public struct BatchLUT : IDisposable
{
public readonly int numBatches;
public readonly NativeArray<ushort> batchIndex;
public BatchLUT(int numBatches)
{
this.numBatches = numBatches;
batchIndex = new NativeArray<ushort>(UInt16.MaxValue + 1, Allocator.Persistent, NativeArrayOptions.ClearMemory);
const ushort end = UInt16.MaxValue;
ushort numBits = (ushort)(numBatches - 1);
// For each entry in the table, compute the position of the first '0' bit in the index, starting from the less significant bit.
// This is the index of the first batch where we can add the constraint to.
for (ushort value = 0; value < end; value++)
{
ushort valueCopy = value;
for (ushort i = 0; i < numBits; i++)
{
if ((valueCopy & 1) == 0)
{
batchIndex[value] = i;
break;
}
valueCopy >>= 1;
}
}
batchIndex[end] = numBits;
}
public void Dispose()
{
batchIndex.Dispose();
}
}
}
#endif

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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using System;
using Unity.Collections;
using Unity.Mathematics;
using Unity.Burst;
using Unity.Jobs;
namespace Obi
{
public struct BatchData
{
public ushort batchID; // Batch identifier. All bits will be '0', except for the one at the position of the batch.
public int startIndex; // first constraint in the batch
public int constraintCount; // amount of constraints in the batch.
public int activeConstraintCount; // auxiliar counter used to sort the constraints in linear time.
public int workItemSize; // size of each work item.
public int workItemCount; // number of work items.
public bool isLast;
public BatchData(int index, int maxBatches)
{
batchID = (ushort)(1 << index);
isLast = index == (maxBatches - 1);
constraintCount = 0;
activeConstraintCount = 0;
startIndex = 0;
workItemSize = 0;
workItemCount = 0;
}
public void GetConstraintRange(int workItemIndex, out int start, out int end)
{
start = startIndex + workItemSize * workItemIndex;
end = startIndex + math.min(constraintCount, workItemSize * (workItemIndex + 1));
}
}
public unsafe struct WorkItem
{
public const int minWorkItemSize = 64;
public fixed int constraints[minWorkItemSize];
public int constraintCount;
public bool Add(int constraintIndex)
{
// add the constraint to this work item.
fixed (int* constraintIndices = constraints)
{
constraintIndices[constraintCount] = constraintIndex;
}
// if we've completed the work item, close it and reuse for the next one.
return (++constraintCount == minWorkItemSize);
}
}
public struct ConstraintBatcher<T> : IDisposable where T : struct, IConstraintProvider
{
public int maxBatches;
private BatchLUT batchLUT; // look up table for batch indices.
public ConstraintBatcher(int maxBatches)
{
this.maxBatches = math.min(17, maxBatches);
batchLUT = new BatchLUT(this.maxBatches);
}
public void Dispose()
{
batchLUT.Dispose();
}
/**
* Linear-time graph coloring using bitmasks and a look-up table. Used to organize contacts into batches for parallel processing.
* input: array of unsorted constraints.
* output:
* - sorted constraint indices array.
* - array of batchData, one per batch: startIndex, batchSize, workItemSize (at most == batchSize), numWorkItems
* - number of active batches.
*/
public JobHandle BatchConstraints(ref T constraintDesc,
int particleCount,
ref NativeArray<BatchData> batchData,
ref NativeArray<int> activeBatchCount,
JobHandle inputDeps)
{
if (activeBatchCount.Length != 1)
return inputDeps;
var batchJob = new BatchContactsJob
{
batchMasks = new NativeArray<ushort>(particleCount, Allocator.TempJob, NativeArrayOptions.ClearMemory),
batchIndices = new NativeArray<int>(constraintDesc.GetConstraintCount(), Allocator.TempJob, NativeArrayOptions.ClearMemory),
lut = batchLUT,
constraintDesc = constraintDesc,
batchData = batchData,
activeBatchCount = activeBatchCount,
maxBatches = maxBatches
};
return batchJob.Schedule(inputDeps);
}
[BurstCompile]
private struct BatchContactsJob : IJob
{
[DeallocateOnJobCompletion]
public NativeArray<ushort> batchMasks;
[DeallocateOnJobCompletion]
public NativeArray<int> batchIndices;
[ReadOnly] public BatchLUT lut;
public T constraintDesc;
public NativeArray<BatchData> batchData;
public NativeArray<int> activeBatchCount;
public int maxBatches;
public unsafe void Execute()
{
// Initialize batch data array
for (int i = 0; i < batchData.Length; ++i)
batchData[i] = new BatchData(i, maxBatches);
// temporary array containing an open work item for each batch.
WorkItem* workItems = stackalloc WorkItem[maxBatches];
for (int i = 0; i < maxBatches; i++)
workItems[i] = new WorkItem();
int constraintCount = constraintDesc.GetConstraintCount();
// find a batch for each constraint:
for (int i = 0; i < constraintCount; ++i)
{
// OR together the batch masks of all entities involved in the constraint:
int batchMask = 0;
for (int k = 0; k < constraintDesc.GetParticleCount(i); ++k)
batchMask |= batchMasks[constraintDesc.GetParticle(i, k)];
// look up the first free batch index for this constraint:
int batchIndex = batchIndices[i] = lut.batchIndex[batchMask];
// update the amount of constraints in the batch:
var batch = batchData[batchIndex];
batch.constraintCount++;
batchData[batchIndex] = batch;
// add the constraint to the last work item of the batch:
if (workItems[batchIndex].Add(i))
{
// if this work item does not belong to the last batch:
if (batchIndex != maxBatches - 1)
{
// tag all entities in the work item with the batch mask to close it.
// this way we know constraints referencing any of these entities can no longer be added to this batch.
for (int j = 0; j < workItems[batchIndex].constraintCount; j++)
{
int constraint = workItems[batchIndex].constraints[j];
for (int k = 0; k < constraintDesc.GetParticleCount(constraint); ++k)
batchMasks[constraintDesc.GetParticle(constraint, k)] |= batch.batchID;
}
}
// reuse the work item.
workItems[batchIndex].constraintCount = 0;
}
}
// fill batch data:
activeBatchCount[0] = 0;
int numConstraints = 0;
for (int i = 0; i < batchData.Length; ++i)
{
var batch = batchData[i];
// bail out when we find the first empty batch:
if (batch.constraintCount == 0)
break;
// calculate work item size, count, and index of the first constraint
batch.workItemSize = math.min(WorkItem.minWorkItemSize, batch.constraintCount);
batch.workItemCount = (batch.constraintCount + batch.workItemSize - 1) / batch.workItemSize;
batch.startIndex = numConstraints;
numConstraints += batch.constraintCount;
activeBatchCount[0]++;
batchData[i] = batch;
}
// write out sorted constraint indices:
for (int i = 0; i < constraintCount; ++i)
{
var batch = batchData[batchIndices[i]];
int sortedIndex = batch.startIndex + (batch.activeConstraintCount++);
constraintDesc.WriteSortedConstraint(i, sortedIndex);
batchData[batchIndices[i]] = batch;
}
}
}
}
}
#endif

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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using System;
using System.Collections.Generic;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Mathematics;
using Unity.Burst;
using Unity.Jobs;
namespace Obi
{
public class ConstraintSorter<T> where T : unmanaged, IConstraint
{
public struct ConstraintComparer<K> : IComparer<K> where K : IConstraint
{
// Compares by Height, Length, and Width.
public int Compare(K x, K y)
{
return x.GetParticle(1).CompareTo(y.GetParticle(1));
}
}
/**
* Performs a single-threaded count sort on the constraints array using the first particle index,
* then multiple parallel sorts over slices of the original array sorting by the second particle index.
*/
public JobHandle SortConstraints(int particleCount,
NativeArray<T> constraints,
ref NativeArray<T> sortedConstraints,
JobHandle handle)
{
// Count the amount of digits in the largest particle index that can be referenced by a constraint:
NativeArray<int> totalCountUpToDigit = new NativeArray<int>(particleCount + 1, Allocator.TempJob);
int numDigits = 0;
int maxBodyIndex = particleCount - 1;
{
int val = maxBodyIndex;
while (val > 0)
{
val >>= 1;
numDigits++;
}
}
handle = new CountSortPerFirstParticleJob
{
input = constraints,
output = sortedConstraints,
maxDigits = numDigits,
maxIndex = maxBodyIndex,
digitCount = totalCountUpToDigit
}.Schedule(handle);
// Sort sub arrays with default sort.
int numPerBatch = math.max(1, maxBodyIndex / 32);
handle = new SortSubArraysJob
{
InOutArray = sortedConstraints,
NextElementIndex = totalCountUpToDigit,
comparer = new ConstraintComparer<T>()
}.Schedule(totalCountUpToDigit.Length, numPerBatch, handle);
return handle;
}
[BurstCompile]
public struct CountSortPerFirstParticleJob : IJob
{
[ReadOnly] [NativeDisableContainerSafetyRestriction] public NativeArray<T> input;
public NativeArray<T> output;
[NativeDisableContainerSafetyRestriction] public NativeArray<int> digitCount;
public int maxDigits;
public int maxIndex;
public void Execute()
{
// no real need for a mask, just in case bad particle indices were passed that have more digits than maxDigits.
int mask = (1 << maxDigits) - 1;
// Count digits
for (int i = 0; i < input.Length; i++)
{
digitCount[input[i].GetParticle(0) & mask]++;
}
// Calculate start index for each digit
int prev = digitCount[0];
digitCount[0] = 0;
for (int i = 1; i <= maxIndex; i++)
{
int current = digitCount[i];
digitCount[i] = digitCount[i - 1] + prev;
prev = current;
}
// Copy elements into buckets based on particle index
for (int i = 0; i < input.Length; i++)
{
int index = digitCount[input[i].GetParticle(0) & mask]++;
if (index == 1 && input.Length == 1)
{
output[0] = input[0];
}
output[index] = input[i];
}
}
}
// Sorts slices of an array in parallel
[BurstCompile]
public struct SortSubArraysJob : IJobParallelFor
{
[NativeDisableContainerSafetyRestriction] public NativeArray<T> InOutArray;
// Typically lastDigitIndex is resulting RadixSortPerBodyAJob.digitCount. nextElementIndex[i] = index of first element with bodyA index == i + 1
[NativeDisableContainerSafetyRestriction] [DeallocateOnJobCompletion] public NativeArray<int> NextElementIndex;
[ReadOnly] public ConstraintComparer<T> comparer;
public void Execute(int workItemIndex)
{
int startIndex = 0;
if (workItemIndex > 0)
{
startIndex = NextElementIndex[workItemIndex - 1];
}
if (startIndex < InOutArray.Length)
{
int length = NextElementIndex[workItemIndex] - startIndex;
DefaultSortOfSubArrays(InOutArray, startIndex, length, comparer);
}
}
public static void DefaultSortOfSubArrays(NativeArray<T> inOutArray, int startIndex, int length, ConstraintComparer<T> comparer)
{
if (length > 2)
{
var slice = inOutArray.Slice(startIndex, length);
slice.Sort(comparer);
}
else if (length == 2) // just swap:
{
if (inOutArray[startIndex].GetParticle(1) > inOutArray[startIndex + 1].GetParticle(1))
{
var temp = inOutArray[startIndex + 1];
inOutArray[startIndex + 1] = inOutArray[startIndex];
inOutArray[startIndex] = temp;
}
}
}
}
}
}
#endif

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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using Unity.Collections;
namespace Obi
{
public struct ContactProvider : IConstraintProvider
{
public NativeArray<BurstContact> contacts;
public NativeArray<BurstContact> sortedContacts;
public NativeArray<int> simplices;
public SimplexCounts simplexCounts;
public int GetConstraintCount()
{
return contacts.Length;
}
public int GetParticleCount(int constraintIndex)
{
simplexCounts.GetSimplexStartAndSize(contacts[constraintIndex].bodyA, out int simplexSizeA);
simplexCounts.GetSimplexStartAndSize(contacts[constraintIndex].bodyB, out int simplexSizeB);
return simplexSizeA + simplexSizeB;
}
public int GetParticle(int constraintIndex, int index)
{
int simplexStartA = simplexCounts.GetSimplexStartAndSize(contacts[constraintIndex].bodyA, out int simplexSizeA);
int simplexStartB = simplexCounts.GetSimplexStartAndSize(contacts[constraintIndex].bodyB, out int simplexSizeB);
if (index < simplexSizeA)
return simplices[simplexStartA + index];
else
return simplices[simplexStartB + index - simplexSizeA];
}
public void WriteSortedConstraint(int constraintIndex, int sortedIndex)
{
sortedContacts[sortedIndex] = contacts[constraintIndex];
}
}
}
#endif

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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using Unity.Collections;
namespace Obi
{
public struct FluidInteractionProvider : IConstraintProvider
{
public NativeArray<FluidInteraction> interactions;
public NativeArray<FluidInteraction> sortedInteractions;
public int GetConstraintCount()
{
return interactions.Length;
}
public int GetParticleCount(int constraintIndex)
{
return 2;
}
public int GetParticle(int constraintIndex, int index)
{
return interactions[constraintIndex].GetParticle(index);
}
public void WriteSortedConstraint(int constraintIndex, int sortedIndex)
{
sortedInteractions[sortedIndex] = interactions[constraintIndex];
}
}
}
#endif

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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using System;
public interface IConstraint
{
int GetParticleCount();
int GetParticle(int index);
}
#endif

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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
namespace Obi
{
public interface IConstraintProvider
{
int GetConstraintCount();
int GetParticleCount(int constraintIndex);
int GetParticle(int constraintIndex, int index);
void WriteSortedConstraint(int constraintIndex, int sortedIndex);
}
}
#endif

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