using UnityEngine; namespace Obi { public class ComputeDistanceConstraintsBatch : ComputeConstraintsBatchImpl, IDistanceConstraintsBatchImpl { GraphicsBuffer restLengthsBuffer; GraphicsBuffer stiffnessesBuffer; public ComputeDistanceConstraintsBatch(ComputeDistanceConstraints constraints) { m_Constraints = constraints; m_ConstraintType = Oni.ConstraintType.Distance; } public void SetDistanceConstraints(ObiNativeIntList particleIndices, ObiNativeFloatList restLengths, ObiNativeVector2List stiffnesses, ObiNativeFloatList lambdas, int count) { this.particleIndices = particleIndices.AsComputeBuffer(); this.restLengthsBuffer = restLengths.AsComputeBuffer(); this.stiffnessesBuffer = stiffnesses.AsComputeBuffer(); this.lambdas = lambdas.AsComputeBuffer(); this.lambdasList = lambdas; m_ConstraintCount = count; } public override void Evaluate(float stepTime, float substepTime, int steps, float timeLeft) { if (m_ConstraintCount > 0) { var shader = ((ComputeDistanceConstraints)m_Constraints).constraintsShader; int projectKernel = ((ComputeDistanceConstraints)m_Constraints).projectKernel; shader.SetBuffer(projectKernel, "particleIndices", particleIndices); shader.SetBuffer(projectKernel, "restLengths", restLengthsBuffer); shader.SetBuffer(projectKernel, "stiffnesses", stiffnessesBuffer); shader.SetBuffer(projectKernel, "lambdas", lambdas); shader.SetBuffer(projectKernel, "positions", solverImplementation.positionsBuffer); shader.SetBuffer(projectKernel, "invMasses", solverImplementation.invMassesBuffer); shader.SetBuffer(projectKernel, "deltasAsInt", solverImplementation.positionDeltasIntBuffer); shader.SetBuffer(projectKernel, "positionConstraintCounts", solverImplementation.positionConstraintCountBuffer); 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 deltaTime) { if (m_ConstraintCount > 0) { var parameters = solverAbstraction.GetConstraintParameters(m_ConstraintType); var shader = ((ComputeDistanceConstraints)m_Constraints).constraintsShader; int applyKernel = ((ComputeDistanceConstraints)m_Constraints).applyKernel; shader.SetBuffer(applyKernel, "particleIndices", particleIndices); shader.SetBuffer(applyKernel, "positions", solverImplementation.positionsBuffer); shader.SetBuffer(applyKernel, "deltasAsInt", solverImplementation.positionDeltasIntBuffer); shader.SetBuffer(applyKernel, "positionConstraintCounts", solverImplementation.positionConstraintCountBuffer); shader.SetInt("activeConstraintCount", m_ConstraintCount); shader.SetFloat("sorFactor", parameters.SORFactor); int threadGroups = ComputeMath.ThreadGroupCount(m_ConstraintCount, 128); shader.Dispatch(applyKernel, threadGroups, 1, 1); } } public void RequestDataReadback() { lambdasList.Readback(); } public void WaitForReadback() { lambdasList.WaitForReadback(); } } }