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Fishing2/Assets/Obi/Resources/Compute/DistanceFieldShape.compute
2025-11-10 00:08:26 +08:00

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#include "ColliderDefinitions.cginc"
#include "ContactHandling.cginc"
#include "DistanceFunctions.cginc"
#include "Simplex.cginc"
#include "Bounds.cginc"
#include "SolverParameters.cginc"
#include "Optimization.cginc"
#pragma kernel GenerateContacts
StructuredBuffer<float4> positions;
StructuredBuffer<quaternion> orientations;
StructuredBuffer<float4> principalRadii;
StructuredBuffer<float4> velocities;
StructuredBuffer<int> simplices;
StructuredBuffer<transform> transforms;
StructuredBuffer<shape> shapes;
// distance field data:
StructuredBuffer<DistanceFieldHeader> distanceFieldHeaders;
StructuredBuffer<DFNode> dfNodes;
StructuredBuffer<uint2> contactPairs;
StructuredBuffer<int> contactOffsetsPerType;
RWStructuredBuffer<contact> contacts;
RWStructuredBuffer<uint> dispatchBuffer;
StructuredBuffer<transform> worldToSolver;
uint maxContacts;
float deltaTime;
[numthreads(128, 1, 1)]
void GenerateContacts (uint3 id : SV_DispatchThreadID)
{
uint i = id.x;
// entry #11 in the dispatch buffer is the amount of pairs for the first shape type.
if (i >= dispatchBuffer[11 + 4 * SDF_SHAPE]) return;
int firstPair = contactOffsetsPerType[SDF_SHAPE];
int simplexIndex = contactPairs[firstPair + i].x;
int colliderIndex = contactPairs[firstPair + i].y;
shape s = shapes[colliderIndex];
if (s.dataIndex < 0) return;
DistanceField dfShape;
dfShape.colliderToSolver = worldToSolver[0].Multiply(transforms[colliderIndex]);
dfShape.s = s;
dfShape.distanceFieldHeaders = distanceFieldHeaders;
dfShape.dfNodes = dfNodes;
int simplexSize;
int simplexStart = GetSimplexStartAndSize(simplexIndex, simplexSize);
float4 simplexBary = BarycenterForSimplexOfSize(simplexSize);
float4 simplexPoint;
SurfacePoint colliderPoint = Optimize(dfShape, positions, orientations, principalRadii,
simplices, simplexStart, simplexSize, simplexBary, simplexPoint, surfaceCollisionIterations, surfaceCollisionTolerance);
float4 velocity = FLOAT4_ZERO;
float simplexRadius = 0;
for (int j = 0; j < simplexSize; ++j)
{
int particleIndex = simplices[simplexStart + j];
simplexRadius += principalRadii[particleIndex].x * simplexBary[j];
velocity += velocities[particleIndex] * simplexBary[j];
}
/*float4 rbVelocity = float4.zero;
if (rigidbodyIndex >= 0)
rbVelocity = BurstMath.GetRigidbodyVelocityAtPoint(rigidbodyIndex, colliderPoint.point, rigidbodies, solverToWorld);*/
//float dAB = dot(simplexPoint - colliderPoint.pos, colliderPoint.normal);
//float vel = dot(velocity /*- rbVelocity*/, colliderPoint.normal);
//if (vel * deltaTime + dAB <= simplexRadius + s.contactOffset + collisionMargin)
{
uint count = contacts.IncrementCounter();
if (count < maxContacts)
{
contact c = (contact)0;
c.pointB = colliderPoint.pos;
c.normal = colliderPoint.normal * dfShape.s.isInverted();
c.pointA = simplexBary;
c.bodyA = simplexIndex;
c.bodyB = colliderIndex;
contacts[count] = c;
InterlockedMax(dispatchBuffer[0],(count + 1) / 128 + 1);
InterlockedMax(dispatchBuffer[3], count + 1);
}
}
}