using System; using UnityEngine; namespace Obi { public class ComputeParticleFrictionConstraints : ComputeConstraintsImpl { public ComputeShader constraintsShader; public int projectKernel; public int applyKernel; public ComputeParticleFrictionConstraints(ComputeSolverImpl solver) : base(solver, Oni.ConstraintType.ParticleFriction) { constraintsShader = GameObject.Instantiate(Resources.Load("Compute/ParticleFrictionConstraints")); projectKernel = constraintsShader.FindKernel("Project"); applyKernel = constraintsShader.FindKernel("Apply"); } public override IConstraintsBatchImpl CreateConstraintsBatch() { var dataBatch = new ComputeParticleFrictionConstraintsBatch(this); batches.Add(dataBatch); return dataBatch; } public override void RemoveBatch(IConstraintsBatchImpl batch) { batches.Remove(batch as ComputeParticleFrictionConstraintsBatch); batch.Destroy(); } } }