using UnityEngine; namespace Obi { public class ComputeSkinConstraintsBatch : ComputeConstraintsBatchImpl, ISkinConstraintsBatchImpl { GraphicsBuffer skinPoints; GraphicsBuffer skinNormalsBuffer; GraphicsBuffer skinRadiiBackstopBuffer; GraphicsBuffer skinComplianceBuffer; public ComputeSkinConstraintsBatch(ComputeSkinConstraints constraints) { m_Constraints = constraints; m_ConstraintType = Oni.ConstraintType.Skin; } public void SetSkinConstraints(ObiNativeIntList particleIndices, ObiNativeVector4List skinPoints, ObiNativeVector4List skinNormals, ObiNativeFloatList skinRadiiBackstop, ObiNativeFloatList skinCompliance, ObiNativeFloatList lambdas, int count) { this.particleIndices = particleIndices.AsComputeBuffer(); this.skinPoints = skinPoints.AsComputeBuffer(); this.skinNormalsBuffer = skinNormals.AsComputeBuffer(); this.skinRadiiBackstopBuffer = skinRadiiBackstop.AsComputeBuffer(); this.skinComplianceBuffer = skinCompliance.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 = ((ComputeSkinConstraints)m_Constraints).constraintsShader; int projectKernel = ((ComputeSkinConstraints)m_Constraints).projectKernel; shader.SetBuffer(projectKernel, "particleIndices", particleIndices); shader.SetBuffer(projectKernel, "skinPoints", skinPoints); shader.SetBuffer(projectKernel, "skinNormals", skinNormalsBuffer); shader.SetBuffer(projectKernel, "skinRadiiBackstop", skinRadiiBackstopBuffer); shader.SetBuffer(projectKernel, "skinCompliance", skinComplianceBuffer); 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 substepTime) { if (m_ConstraintCount > 0) { var parameters = solverAbstraction.GetConstraintParameters(m_ConstraintType); var shader = ((ComputeSkinConstraints)m_Constraints).constraintsShader; int applyKernel = ((ComputeSkinConstraints)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); } } } }