using UnityEngine; namespace Obi { public class ComputeChainConstraintsBatch : ComputeConstraintsBatchImpl, IChainConstraintsBatchImpl { GraphicsBuffer firstIndex; GraphicsBuffer numIndices; GraphicsBuffer restLengths; GraphicsBuffer ni; GraphicsBuffer diagonals; public ComputeChainConstraintsBatch(ComputeChainConstraints constraints) { m_Constraints = constraints; m_ConstraintType = Oni.ConstraintType.Chain; } public void SetChainConstraints(ObiNativeIntList particleIndices, ObiNativeVector2List restLengths, ObiNativeIntList firstIndex, ObiNativeIntList numIndex, int count) { this.particleIndices = particleIndices.AsComputeBuffer(); this.firstIndex = firstIndex.AsComputeBuffer(); this.numIndices = numIndex.AsComputeBuffer(); this.restLengths = restLengths.AsComputeBuffer(); int numEdges = 0; for (int i = 0; i < numIndex.count; ++i) numEdges += numIndex[i] - 1; ni = new GraphicsBuffer(GraphicsBuffer.Target.Structured, numEdges, 16); diagonals = new GraphicsBuffer(GraphicsBuffer.Target.Structured, numEdges, 12); m_ConstraintCount = count; } public override void Destroy() { ni.Dispose(); diagonals.Dispose(); } public override void Evaluate(float stepTime, float substepTime, int steps, float timeLeft) { if (m_ConstraintCount > 0) { var shader = ((ComputeChainConstraints)m_Constraints).constraintsShader; int projectKernel = ((ComputeChainConstraints)m_Constraints).projectKernel; shader.SetBuffer(projectKernel, "particleIndices", particleIndices); shader.SetBuffer(projectKernel, "firstIndex", firstIndex); shader.SetBuffer(projectKernel, "numIndices", numIndices); shader.SetBuffer(projectKernel, "restLengths", restLengths); shader.SetBuffer(projectKernel, "ni", ni); shader.SetBuffer(projectKernel, "diagonals", diagonals); 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 substepTime) { if (m_ConstraintCount > 0) { var parameters = solverAbstraction.GetConstraintParameters(m_ConstraintType); var shader = ((ComputeChainConstraints)m_Constraints).constraintsShader; int applyKernel = ((ComputeChainConstraints)m_Constraints).applyKernel; shader.SetBuffer(applyKernel, "particleIndices", particleIndices); shader.SetBuffer(applyKernel, "firstIndex", firstIndex); shader.SetBuffer(applyKernel, "numIndices", numIndices); 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); } } } }