#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS) using Unity.Burst; using Unity.Collections; using Unity.Jobs; using Unity.Mathematics; namespace Obi { public struct BurstCapsule : BurstLocalOptimization.IDistanceFunction { public BurstColliderShape shape; public BurstAffineTransform colliderToSolver; 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) 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 static JobHandle GenerateContacts(ObiColliderWorld world, BurstSolverImpl solver, NativeList contactPairs, NativeQueue contactQueue, NativeArray contactOffsetsPerType, float deltaTime, JobHandle inputDeps) { int pairCount = contactOffsetsPerType[(int)Oni.ShapeType.Capsule + 1] - contactOffsetsPerType[(int)Oni.ShapeType.Capsule]; if (pairCount == 0) return inputDeps; var job = new GenerateCapsuleContactsJob { contactPairs = contactPairs, positions = solver.positions, orientations = solver.orientations, velocities = solver.velocities, invMasses = solver.invMasses, radii = solver.principalRadii, simplices = solver.simplices, simplexCounts = solver.simplexCounts, transforms = world.colliderTransforms.AsNativeArray(), shapes = world.colliderShapes.AsNativeArray(), contactsQueue = contactQueue.AsParallelWriter(), worldToSolver = solver.worldToSolver, deltaTime = deltaTime, parameters = solver.abstraction.parameters, firstPair = contactOffsetsPerType[(int)Oni.ShapeType.Capsule] }; inputDeps = job.Schedule(pairCount, 8, inputDeps); return inputDeps; } } [BurstCompile] struct GenerateCapsuleContactsJob : IJobParallelFor { [ReadOnly] public NativeList contactPairs; // particle arrays: [ReadOnly] public NativeArray velocities; [ReadOnly] public NativeArray positions; [ReadOnly] public NativeArray orientations; [ReadOnly] public NativeArray invMasses; [ReadOnly] public NativeArray radii; // simplex arrays: [ReadOnly] public NativeArray simplices; [ReadOnly] public SimplexCounts simplexCounts; // collider arrays: [ReadOnly] public NativeArray transforms; [ReadOnly] public NativeArray shapes; [WriteOnly] [NativeDisableParallelForRestriction] public NativeQueue.ParallelWriter contactsQueue; // auxiliar data: [ReadOnly] public int firstPair; [ReadOnly] public BurstAffineTransform worldToSolver; [ReadOnly] public float deltaTime; [ReadOnly] public Oni.SolverParameters parameters; public void Execute(int i) { int simplexIndex = contactPairs[firstPair + i].bodyA; int colliderIndex = contactPairs[firstPair + i].bodyB; int simplexStart = simplexCounts.GetSimplexStartAndSize(simplexIndex, out int simplexSize); BurstAffineTransform colliderToSolver = worldToSolver * transforms[colliderIndex]; BurstCapsule shape = new BurstCapsule { colliderToSolver = colliderToSolver, shape = shapes[colliderIndex] }; float4 simplexBary = BurstMath.BarycenterForSimplexOfSize(simplexSize); var colliderPoint = BurstLocalOptimization.Optimize(ref shape, positions, orientations, radii, simplices, simplexStart, simplexSize, ref simplexBary, out _, parameters.surfaceCollisionIterations, parameters.surfaceCollisionTolerance); contactsQueue.Enqueue(new BurstContact { bodyA = simplexIndex, bodyB = colliderIndex, pointA = simplexBary, pointB = colliderPoint.point, normal = colliderPoint.normal * shape.shape.sign }); } } } #endif