Files
Fishing2/Assets/Obi/Scripts/Common/Backends/Burst/Constraints/Pinhole/BurstPinholeConstraintsBatch.cs
2025-11-10 00:08:26 +08:00

490 lines
24 KiB
C#

#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using UnityEngine;
using Unity.Jobs;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Mathematics;
using Unity.Burst;
using System.Collections.Generic;
using System.Threading;
namespace Obi
{
public class BurstPinholeConstraintsBatch : BurstConstraintsBatchImpl, IPinholeConstraintsBatchImpl
{
private NativeArray<int> colliderIndices;
private NativeArray<float4> offsets;
private NativeArray<float> edgeMus;
private NativeArray<int2> edgeRanges;
private NativeArray<float2> edgeRangeMus;
private NativeArray<float> parameters;
private NativeArray<float> relativeVelocities;
public BurstPinholeConstraintsBatch(BurstPinholeConstraints constraints)
{
m_Constraints = constraints;
m_ConstraintType = Oni.ConstraintType.Pinhole;
}
public void SetPinholeConstraints(ObiNativeIntList particleIndices, ObiNativeIntList colliderIndices, ObiNativeVector4List offsets, ObiNativeFloatList edgeMus, ObiNativeIntList edgeRanges, ObiNativeFloatList edgeRangeMus, ObiNativeFloatList parameters, ObiNativeFloatList relativeVelocities, ObiNativeFloatList lambdas, int count)
{
this.particleIndices = particleIndices.AsNativeArray<int>();
this.colliderIndices = colliderIndices.AsNativeArray<int>();
this.offsets = offsets.AsNativeArray<float4>();
this.edgeMus = edgeMus.AsNativeArray<float>();
this.edgeRanges = edgeRanges.AsNativeArray<int2>();
this.edgeRangeMus = edgeRangeMus.AsNativeArray<float2>();
this.parameters = parameters.AsNativeArray<float>();
this.relativeVelocities = relativeVelocities.AsNativeArray<float>();
this.lambdas = lambdas.AsNativeArray<float>();
m_ConstraintCount = count;
}
public override JobHandle Initialize(JobHandle inputDeps, float stepTime, float substepTime, int steps, float timeLeft)
{
var clearPins = new ClearPinsJob
{
colliderIndices = colliderIndices,
shapes = ObiColliderWorld.GetInstance().colliderShapes.AsNativeArray<BurstColliderShape>(),
rigidbodies = ObiColliderWorld.GetInstance().rigidbodies.AsNativeArray<BurstRigidbody>(),
};
inputDeps = clearPins.Schedule(m_ConstraintCount, 128, inputDeps);
var updatePins = new UpdatePinsJob
{
particleIndices = particleIndices,
colliderIndices = colliderIndices,
offsets = offsets,
edgeMus = edgeMus,
edgeRangeMus = edgeRangeMus,
relativeVelocities = relativeVelocities,
parameters = parameters,
edgeRanges = edgeRanges,
positions = solverImplementation.positions,
prevPositions = solverImplementation.prevPositions,
invMasses = solverImplementation.invMasses,
deformableEdges = solverImplementation.abstraction.deformableEdges.AsNativeArray<int>(),
shapes = ObiColliderWorld.GetInstance().colliderShapes.AsNativeArray<BurstColliderShape>(),
transforms = ObiColliderWorld.GetInstance().colliderTransforms.AsNativeArray<BurstAffineTransform>(),
rigidbodies = ObiColliderWorld.GetInstance().rigidbodies.AsNativeArray<BurstRigidbody>(),
rigidbodyLinearDeltas = solverImplementation.abstraction.rigidbodyLinearDeltas.AsNativeArray<float4>(),
rigidbodyAngularDeltas = solverImplementation.abstraction.rigidbodyAngularDeltas.AsNativeArray<float4>(),
inertialFrame = ((BurstSolverImpl)constraints.solver).inertialFrame,
stepTime = stepTime,
steps = steps,
substepTime = substepTime,
timeLeft = timeLeft,
activeConstraintCount = m_ConstraintCount
};
inputDeps = updatePins.Schedule(m_ConstraintCount, 128, inputDeps);
// clear lambdas:
return base.Initialize(inputDeps, stepTime, substepTime, steps, timeLeft);
}
public override JobHandle Evaluate(JobHandle inputDeps, float stepTime, float substepTime, int steps, float timeLeft)
{
var projectConstraints = new PinholeConstraintsBatchJob()
{
particleIndices = particleIndices,
colliderIndices = colliderIndices,
offsets = offsets,
edgeMus = edgeMus,
parameters = parameters,
lambdas = lambdas,
positions = solverImplementation.positions,
prevPositions = solverImplementation.prevPositions,
invMasses = solverImplementation.invMasses,
deformableEdges = solverImplementation.abstraction.deformableEdges.AsNativeArray<int>(),
shapes = ObiColliderWorld.GetInstance().colliderShapes.AsNativeArray<BurstColliderShape>(),
transforms = ObiColliderWorld.GetInstance().colliderTransforms.AsNativeArray<BurstAffineTransform>(),
rigidbodies = ObiColliderWorld.GetInstance().rigidbodies.AsNativeArray<BurstRigidbody>(),
rigidbodyLinearDeltas = solverImplementation.abstraction.rigidbodyLinearDeltas.AsNativeArray<float4>(),
rigidbodyAngularDeltas = solverImplementation.abstraction.rigidbodyAngularDeltas.AsNativeArray<float4>(),
deltas = solverImplementation.positionDeltas,
counts = solverImplementation.positionConstraintCounts,
inertialFrame = ((BurstSolverImpl)constraints.solver).inertialFrame,
stepTime = stepTime,
steps = steps,
substepTime = substepTime,
timeLeft = timeLeft,
activeConstraintCount = m_ConstraintCount
};
return projectConstraints.Schedule(m_ConstraintCount, 16, inputDeps);
}
public override JobHandle Apply(JobHandle inputDeps, float substepTime)
{
var cparameters = solverAbstraction.GetConstraintParameters(m_ConstraintType);
var applyConstraints = new ApplyPinholeConstraintsBatchJob()
{
particleIndices = particleIndices,
deformableEdges = solverImplementation.abstraction.deformableEdges.AsNativeArray<int>(),
positions = solverImplementation.positions,
deltas = solverImplementation.positionDeltas,
counts = solverImplementation.positionConstraintCounts,
sorFactor = cparameters.SORFactor,
activeConstraintCount = m_ConstraintCount,
};
return applyConstraints.Schedule(inputDeps);
}
[BurstCompile]
public unsafe struct ClearPinsJob : IJobParallelFor
{
[ReadOnly] public NativeArray<int> colliderIndices;
[ReadOnly] public NativeArray<BurstColliderShape> shapes;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<BurstRigidbody> rigidbodies;
public void Execute(int i)
{
int colliderIndex = colliderIndices[i];
// no collider to pin to, so ignore the constraint.
if (colliderIndex < 0)
return;
int rigidbodyIndex = shapes[colliderIndex].rigidbodyIndex;
if (rigidbodyIndex >= 0)
{
BurstRigidbody* arr = (BurstRigidbody*)rigidbodies.GetUnsafePtr();
Interlocked.Exchange(ref arr[rigidbodyIndex].constraintCount, 0);
}
}
}
[BurstCompile]
public unsafe struct UpdatePinsJob : IJobParallelFor
{
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<int> particleIndices;
[ReadOnly] public NativeArray<int2> edgeRanges;
[ReadOnly] public NativeArray<float2> edgeRangeMus;
[ReadOnly] public NativeArray<float4> offsets;
[ReadOnly] public NativeArray<float> parameters; // compliance, friction, motor speed, motor force, clamp behavior.
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float> edgeMus;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float> relativeVelocities;
[ReadOnly] public NativeArray<float4> positions;
[ReadOnly] public NativeArray<float4> prevPositions;
[ReadOnly] public NativeArray<float> invMasses;
[ReadOnly] public NativeArray<int> deformableEdges;
[ReadOnly] public NativeArray<int> colliderIndices;
[ReadOnly] public NativeArray<BurstColliderShape> shapes;
[ReadOnly] public NativeArray<BurstAffineTransform> transforms;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<BurstRigidbody> rigidbodies;
[ReadOnly] public NativeArray<float4> rigidbodyLinearDeltas;
[ReadOnly] public NativeArray<float4> rigidbodyAngularDeltas;
[ReadOnly] public BurstInertialFrame inertialFrame;
[ReadOnly] public float stepTime;
[ReadOnly] public float substepTime;
[ReadOnly] public float timeLeft;
[ReadOnly] public int steps;
[ReadOnly] public int activeConstraintCount;
private bool IsEdgeValid(int edgeIndex, int nextEdgeIndex, float mix)
{
return mix < 0 ? deformableEdges[nextEdgeIndex * 2 + 1] == deformableEdges[edgeIndex * 2] :
deformableEdges[nextEdgeIndex * 2] == deformableEdges[edgeIndex * 2 + 1];
}
private bool ClampToRange(int i, int edgeIndex, ref float mix)
{
bool clamped = false;
if (edgeIndex == edgeRanges[i].x && mix < edgeRangeMus[i].x)
{
mix = edgeRangeMus[i].x;
clamped = true;
}
if (edgeIndex == edgeRanges[i].y && mix > edgeRangeMus[i].y)
{
mix = edgeRangeMus[i].y;
clamped = true;
}
return clamped;
}
public void Execute(int i)
{
int edgeIndex = particleIndices[i];
int colliderIndex = colliderIndices[i];
// if no collider or edge, ignore the constraint.
if (colliderIndex < 0 || edgeIndex < 0)
return;
// Increment the amount of constraints affecting this rigidbody for mass splitting:
int rigidbodyIndex = shapes[colliderIndex].rigidbodyIndex;
if (rigidbodyIndex >= 0)
{
BurstRigidbody* arr = (BurstRigidbody*)rigidbodies.GetUnsafePtr();
Interlocked.Increment(ref arr[rigidbodyIndex].constraintCount);
}
float frameEnd = stepTime * steps;
float substepsToEnd = timeLeft / substepTime;
int p1 = deformableEdges[edgeIndex * 2];
int p2 = deformableEdges[edgeIndex * 2 + 1];
int edgeCount = math.max(0, edgeRanges[i].y - edgeRanges[i].x + 1);
// express pin offset in world space:
float4 worldPinOffset = transforms[colliderIndex].TransformPoint(offsets[i]);
float4 predictedPinOffset = worldPinOffset;
if (rigidbodyIndex >= 0)
{
// predict offset point position using rb velocity at that point (can't integrate transform since position != center of mass)
float4 pointVelocity = BurstMath.GetRigidbodyVelocityAtPoint(rigidbodyIndex, inertialFrame.frame.InverseTransformPoint(worldPinOffset), rigidbodies, rigidbodyLinearDeltas, rigidbodyAngularDeltas, inertialFrame);
predictedPinOffset = BurstIntegration.IntegrateLinear(predictedPinOffset, inertialFrame.frame.TransformVector(pointVelocity), frameEnd);
}
// transform pinhole position to solver space for constraint solving:
float4 solverPredictedOffset = inertialFrame.frame.InverseTransformPoint(predictedPinOffset);
// get current edge data:
float4 particlePosition1 = math.lerp(prevPositions[p1], positions[p1], substepsToEnd);
float4 particlePosition2 = math.lerp(prevPositions[p2], positions[p2], substepsToEnd);
float edgeLength = math.length(particlePosition1 - particlePosition2) + BurstMath.epsilon;
BurstMath.NearestPointOnEdge(particlePosition1, particlePosition2, solverPredictedOffset, out float mix, false);
// calculate current relative velocity between rope and pinhole:
float velocity = (mix - edgeMus[i]) / substepTime * edgeLength; // vel = pos / time.
relativeVelocities[i] = velocity;
//apply motor force:
float targetAccel = (parameters[i * 5 + 2] - velocity) / substepTime; // accel = vel / time.
float maxAccel = parameters[i * 5 + 3] * math.max(math.lerp(invMasses[p1], invMasses[p2], mix), BurstMath.epsilon); // accel = force / mass. Guard against inf*0
velocity += math.clamp(targetAccel, -maxAccel, maxAccel) * substepTime;
// calculate new position by adding motor acceleration:
float corrMix = edgeMus[i] + velocity * substepTime / edgeLength;
// apply artificial friction by interpolating predicted position and corrected position.
mix = math.lerp(mix, corrMix, parameters[i * 5 + 1]);
// move to an adjacent edge if needed:
if (!ClampToRange(i, edgeIndex, ref mix) && (mix < 0 || mix > 1))
{
bool clampOnEnd = parameters[i * 5 + 4] > 0.5f;
// calculate distance we need to travel along edge chain:
float distToTravel = math.length(particlePosition1 - particlePosition2) * (mix < 0 ? -mix : mix - 1);
int nextEdgeIndex;
for (int k = 0; k < 10; ++k) // look up to 10 edges away.
{
// calculate index of next edge:
nextEdgeIndex = mix < 0 ? edgeIndex - 1 : edgeIndex + 1;
nextEdgeIndex = edgeRanges[i].x + (int)BurstMath.nfmod(nextEdgeIndex - edgeRanges[i].x, edgeCount);
// see if it's valid
if (!IsEdgeValid(edgeIndex, nextEdgeIndex, mix))
{
// disable constraint if needed
if (!clampOnEnd) { particleIndices[i] = -1; return; }
// otherwise clamp:
mix = math.saturate(mix);
break;
}
// advance to next edge:
edgeIndex = nextEdgeIndex;
p1 = deformableEdges[edgeIndex * 2];
p2 = deformableEdges[edgeIndex * 2 + 1];
particlePosition1 = math.lerp(prevPositions[p1], positions[p1], substepsToEnd);
particlePosition2 = math.lerp(prevPositions[p2], positions[p2], substepsToEnd);
edgeLength = math.length(particlePosition1 - particlePosition2) + BurstMath.epsilon;
// stop if we reached target edge:
if (distToTravel <= edgeLength)
{
mix = mix < 0 ? 1 - math.saturate(distToTravel / edgeLength) : math.saturate(distToTravel / edgeLength);
ClampToRange(i, edgeIndex, ref mix);
break;
}
// stop if we reached end of range:
if (ClampToRange(i, edgeIndex, ref mix))
break;
distToTravel -= edgeLength;
}
}
edgeMus[i] = mix;
particleIndices[i] = edgeIndex;
}
}
[BurstCompile]
public unsafe struct PinholeConstraintsBatchJob : IJobParallelFor
{
[ReadOnly] public NativeArray<int> particleIndices;
[ReadOnly] public NativeArray<int> colliderIndices;
[ReadOnly] public NativeArray<float4> offsets;
[ReadOnly] public NativeArray<float> parameters; // compliance, friction, motor speed, motor force, clamp behavior.
[ReadOnly] public NativeArray<float> edgeMus;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float> lambdas;
[ReadOnly] public NativeArray<float4> positions;
[ReadOnly] public NativeArray<float4> prevPositions;
[ReadOnly] public NativeArray<float> invMasses;
[ReadOnly] public NativeArray<int> deformableEdges;
[ReadOnly] public NativeArray<BurstColliderShape> shapes;
[ReadOnly] public NativeArray<BurstAffineTransform> transforms;
[ReadOnly] public NativeArray<BurstRigidbody> rigidbodies;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> rigidbodyLinearDeltas;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> rigidbodyAngularDeltas;
[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<float4> deltas;
[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<int> counts;
[ReadOnly] public BurstInertialFrame inertialFrame;
[ReadOnly] public float stepTime;
[ReadOnly] public float substepTime;
[ReadOnly] public float timeLeft;
[ReadOnly] public int steps;
[ReadOnly] public int activeConstraintCount;
public void Execute(int i)
{
int edgeIndex = particleIndices[i];
int colliderIndex = colliderIndices[i];
// if no collider or edge, ignore the constraint.
if (edgeIndex < 0 || colliderIndex < 0)
return;
float frameEnd = stepTime * steps;
float substepsToEnd = timeLeft / substepTime;
// calculate time adjusted compliance
float compliance = parameters[i * 5] / (substepTime * substepTime);
int p1 = deformableEdges[edgeIndex * 2];
int p2 = deformableEdges[edgeIndex * 2 + 1];
// calculate projection on current edge:
float mix = edgeMus[i];
float4 particlePosition1 = math.lerp(prevPositions[p1], positions[p1], substepsToEnd);
float4 particlePosition2 = math.lerp(prevPositions[p2], positions[p2], substepsToEnd);
float4 projection = math.lerp(particlePosition1, particlePosition2, mix);
// express pin offset in world space:
float4 worldPinOffset = transforms[colliderIndex].TransformPoint(offsets[i]);
float4 predictedPinOffset = worldPinOffset;
float rigidbodyLinearW = 0;
float rigidbodyAngularW = 0;
int rigidbodyIndex = shapes[colliderIndex].rigidbodyIndex;
if (rigidbodyIndex >= 0)
{
var rigidbody = rigidbodies[rigidbodyIndex];
// predict offset point position using rb velocity at that point (can't integrate transform since position != center of mass)
float4 pointVelocity = BurstMath.GetRigidbodyVelocityAtPoint(rigidbodyIndex, inertialFrame.frame.InverseTransformPoint(worldPinOffset), rigidbodies, rigidbodyLinearDeltas, rigidbodyAngularDeltas, inertialFrame);
predictedPinOffset = BurstIntegration.IntegrateLinear(predictedPinOffset, inertialFrame.frame.TransformVector(pointVelocity), frameEnd);
// calculate linear and angular rigidbody effective masses (mass splitting: multiply by constraint count)
rigidbodyLinearW = rigidbody.inverseMass * rigidbody.constraintCount;
rigidbodyAngularW = BurstMath.RotationalInvMass(rigidbody.inverseInertiaTensor,
worldPinOffset - rigidbody.com,
math.normalizesafe(inertialFrame.frame.TransformPoint(projection) - predictedPinOffset)) * rigidbody.constraintCount;
}
// Transform pinhole position to solver space for constraint solving:
predictedPinOffset = inertialFrame.frame.InverseTransformPoint(predictedPinOffset);
float4 gradient = projection - predictedPinOffset;
float constraint = math.length(gradient);
float4 gradientDir = gradient / (constraint + BurstMath.epsilon);
float lambda = (-constraint - compliance * lambdas[i]) / (math.lerp(invMasses[p1], invMasses[p2], mix) + rigidbodyLinearW + rigidbodyAngularW + compliance + BurstMath.epsilon);
lambdas[i] += lambda;
float4 correction = lambda * gradientDir;
float baryScale = BurstMath.BaryScale(new float4(1 - mix, mix, 0, 0));
deltas[p1] += correction * baryScale * invMasses[p1] * (1 - mix) / substepsToEnd;
counts[p1]++;
deltas[p2] += correction * baryScale * invMasses[p2] * mix / substepsToEnd;
counts[p2]++;
if (rigidbodyIndex >= 0)
{
BurstMath.ApplyImpulse(rigidbodyIndex,
-correction / frameEnd,
inertialFrame.frame.InverseTransformPoint(worldPinOffset),
rigidbodies, rigidbodyLinearDeltas, rigidbodyAngularDeltas, inertialFrame.frame);
}
}
}
[BurstCompile]
public struct ApplyPinholeConstraintsBatchJob : IJob
{
[ReadOnly] public NativeArray<int> particleIndices;
[ReadOnly] public float sorFactor;
[ReadOnly] public NativeArray<int> deformableEdges;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> positions;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> deltas;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<int> counts;
[ReadOnly] public int activeConstraintCount;
public void Execute()
{
for (int i = 0; i < activeConstraintCount; ++i)
{
int edgeIndex = particleIndices[i];
if (edgeIndex < 0) continue;
int p1 = deformableEdges[edgeIndex * 2];
int p2 = deformableEdges[edgeIndex * 2 + 1];
if (counts[p1] > 0)
{
positions[p1] += deltas[p1] * sorFactor / counts[p1];
deltas[p1] = float4.zero;
counts[p1] = 0;
}
if (counts[p2] > 0)
{
positions[p2] += deltas[p2] * sorFactor / counts[p2];
deltas[p2] = float4.zero;
counts[p2] = 0;
}
}
}
}
}
}
#endif