using UnityEngine; namespace Obi { public class ComputeBendTwistConstraintsBatch : ComputeConstraintsBatchImpl, IBendTwistConstraintsBatchImpl { GraphicsBuffer orientationIndices; GraphicsBuffer restDarboux; GraphicsBuffer stiffnesses; GraphicsBuffer plasticity; public ComputeBendTwistConstraintsBatch(ComputeBendTwistConstraints constraints) { m_Constraints = constraints; m_ConstraintType = Oni.ConstraintType.BendTwist; } public void SetBendTwistConstraints(ObiNativeIntList orientationIndices, ObiNativeQuaternionList restDarboux, ObiNativeVector3List stiffnesses, ObiNativeVector2List plasticity, ObiNativeFloatList lambdas, int count) { this.orientationIndices = orientationIndices.AsComputeBuffer(); this.restDarboux = restDarboux.AsComputeBuffer(); this.stiffnesses = stiffnesses.AsComputeBuffer(); this.plasticity = plasticity.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 = ((ComputeBendTwistConstraints)m_Constraints).constraintsShader; int projectKernel = ((ComputeBendTwistConstraints)m_Constraints).projectKernel; shader.SetBuffer(projectKernel, "orientationIndices", orientationIndices); shader.SetBuffer(projectKernel, "restDarboux", restDarboux); shader.SetBuffer(projectKernel, "stiffnesses", stiffnesses); shader.SetBuffer(projectKernel, "plasticity", plasticity); shader.SetBuffer(projectKernel, "lambdas", lambdas); shader.SetBuffer(projectKernel, "orientations", solverImplementation.orientationsBuffer); shader.SetBuffer(projectKernel, "invRotationalMasses", solverImplementation.invRotationalMassesBuffer); shader.SetBuffer(projectKernel, "orientationDeltasAsInt", solverImplementation.orientationDeltasIntBuffer); shader.SetBuffer(projectKernel, "orientationConstraintCounts", solverImplementation.orientationConstraintCountBuffer); 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) { if (m_ConstraintCount > 0) { var parameters = solverAbstraction.GetConstraintParameters(m_ConstraintType); var shader = ((ComputeBendTwistConstraints)m_Constraints).constraintsShader; int applyKernel = ((ComputeBendTwistConstraints)m_Constraints).applyKernel; shader.SetBuffer(applyKernel, "orientationIndices", orientationIndices); shader.SetBuffer(applyKernel, "orientations", solverImplementation.orientationsBuffer); shader.SetBuffer(applyKernel, "orientationDeltasAsInt", solverImplementation.orientationDeltasIntBuffer); shader.SetBuffer(applyKernel, "orientationConstraintCounts", solverImplementation.orientationConstraintCountBuffer); shader.SetInt("activeConstraintCount", m_ConstraintCount); shader.SetFloat("sorFactor", parameters.SORFactor); int threadGroups = ComputeMath.ThreadGroupCount(m_ConstraintCount, 128); shader.Dispatch(applyKernel, threadGroups, 1, 1); } } } }