using UnityEngine; namespace Obi { public class ComputeAerodynamicConstraintsBatch : ComputeConstraintsBatchImpl, IAerodynamicConstraintsBatchImpl { GraphicsBuffer aerodynamicCoeffs; public ComputeAerodynamicConstraintsBatch(ComputeAerodynamicConstraints constraints) { m_Constraints = constraints; m_ConstraintType = Oni.ConstraintType.Aerodynamics; } public void SetAerodynamicConstraints(ObiNativeIntList particleIndices, ObiNativeFloatList aerodynamicCoeffs, int count) { this.particleIndices = particleIndices.AsComputeBuffer(); this.aerodynamicCoeffs = aerodynamicCoeffs.AsComputeBuffer(); m_ConstraintCount = count; } public override void Evaluate(float stepTime, float substepTime, int steps, float timeLeft) { if (m_ConstraintCount > 0) { var shader = ((ComputeAerodynamicConstraints)m_Constraints).constraintsShader; int projectKernel = ((ComputeAerodynamicConstraints)m_Constraints).projectKernel; shader.SetBuffer(projectKernel, "particleIndices", particleIndices); shader.SetBuffer(projectKernel, "aerodynamicCoeffs", aerodynamicCoeffs); shader.SetBuffer(projectKernel, "positions", solverImplementation.positionsBuffer); shader.SetBuffer(projectKernel, "normals", solverImplementation.normalsBuffer); shader.SetBuffer(projectKernel, "wind", solverImplementation.windBuffer); shader.SetBuffer(projectKernel, "invMasses", solverImplementation.invMassesBuffer); shader.SetBuffer(projectKernel, "velocities", solverImplementation.velocitiesBuffer); shader.SetInt("activeConstraintCount", m_ConstraintCount); shader.SetFloat("deltaTime", substepTime); int threadGroups = ComputeMath.ThreadGroupCount(m_ConstraintCount, 128); shader.Dispatch(projectKernel, threadGroups, 1, 1); } } public override void Apply(float substepTime) { } } }