using UnityEngine; namespace Obi { public class ComputeBoxQuery { private ComputeShader shader; private int kernel; public ComputeBoxQuery() { shader = GameObject.Instantiate(Resources.Load("Compute/BoxShapeQuery")); kernel = shader.FindKernel("GenerateResults"); } public void GetResults(ComputeSolverImpl solver, SpatialQueries world, GraphicsBuffer transforms, GraphicsBuffer shapes, GraphicsBuffer results) { shader.SetInt("maxContacts", ComputeColliderWorld.maxContacts); shader.SetInt("pointCount", solver.simplexCounts.pointCount); shader.SetInt("edgeCount", solver.simplexCounts.edgeCount); shader.SetInt("triangleCount", solver.simplexCounts.triangleCount); shader.SetInt("surfaceCollisionIterations", solver.abstraction.parameters.surfaceCollisionIterations); shader.SetFloat("surfaceCollisionTolerance", solver.abstraction.parameters.surfaceCollisionTolerance); shader.SetFloat("collisionMargin", solver.abstraction.parameters.collisionMargin); shader.SetBuffer(kernel, "worldToSolver", solver.worldToSolverBuffer); shader.SetBuffer(kernel, "simplices", solver.simplices); shader.SetBuffer(kernel, "positions", solver.positionsBuffer); shader.SetBuffer(kernel, "orientations", solver.orientationsBuffer); shader.SetBuffer(kernel, "velocities", solver.velocitiesBuffer); shader.SetBuffer(kernel, "principalRadii", solver.principalRadiiBuffer); shader.SetBuffer(kernel, "transforms", transforms); shader.SetBuffer(kernel, "shapes", shapes); shader.SetBuffer(kernel, "contactPairs", world.contactPairs); shader.SetBuffer(kernel, "contactOffsetsPerType", world.contactOffsetsPerType); shader.SetBuffer(kernel, "results", results); shader.SetBuffer(kernel, "dispatchBuffer", world.dispatchBuffer); shader.DispatchIndirect(kernel, world.dispatchBuffer, 32 + 16 * (int)QueryShape.QueryType.Box); } } }