167 lines
8.8 KiB
C#
167 lines
8.8 KiB
C#
using UnityEngine;
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namespace Obi
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{
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public class ComputePinConstraintsBatch : ComputeConstraintsBatchImpl, IPinConstraintsBatchImpl
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{
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GraphicsBuffer colliderIndices;
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GraphicsBuffer offsets;
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GraphicsBuffer restDarboux;
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GraphicsBuffer stiffnesses;
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public ComputePinConstraintsBatch(ComputePinConstraints constraints)
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{
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m_Constraints = constraints;
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m_ConstraintType = Oni.ConstraintType.Pin;
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}
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public void SetPinConstraints(ObiNativeIntList particleIndices, ObiNativeIntList colliderIndices, ObiNativeVector4List offsets, ObiNativeQuaternionList restDarbouxVectors, ObiNativeFloatList stiffnesses, ObiNativeFloatList lambdas, int count)
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{
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this.particleIndices = particleIndices.AsComputeBuffer<int>();
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this.colliderIndices = colliderIndices.AsComputeBuffer<int>();
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this.offsets = offsets.AsComputeBuffer<Vector4>();
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this.restDarboux = restDarbouxVectors.AsComputeBuffer<Quaternion>();
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this.stiffnesses = stiffnesses.AsComputeBuffer<Vector2>();
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this.lambdas = lambdas.AsComputeBuffer<Vector4>();
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this.lambdasList = lambdas;
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m_ConstraintCount = count;
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}
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public override void Initialize(float stepTime, float substepTime, int steps, float timeLeft)
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{
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if (m_ConstraintCount > 0)
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{
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var shader = ((ComputePinConstraints)m_Constraints).constraintsShader;
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int clearKernel = ((ComputePinConstraints)m_Constraints).clearKernel;
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int initializeKernel = ((ComputePinConstraints)m_Constraints).initializeKernel;
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shader.SetBuffer(clearKernel, "colliderIndices", colliderIndices);
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shader.SetBuffer(clearKernel, "shapes", this.solverImplementation.colliderGrid.shapesBuffer);
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shader.SetBuffer(clearKernel, "RW_rigidbodies", this.solverImplementation.colliderGrid.rigidbodiesBuffer);
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shader.SetBuffer(initializeKernel, "colliderIndices", colliderIndices);
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shader.SetBuffer(initializeKernel, "shapes", this.solverImplementation.colliderGrid.shapesBuffer);
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shader.SetBuffer(initializeKernel, "RW_rigidbodies", this.solverImplementation.colliderGrid.rigidbodiesBuffer);
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shader.SetInt("activeConstraintCount", m_ConstraintCount);
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int threadGroups = ComputeMath.ThreadGroupCount(m_ConstraintCount, 128);
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shader.Dispatch(clearKernel, threadGroups, 1, 1);
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shader.Dispatch(initializeKernel, threadGroups, 1, 1);
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}
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// clear lambdas:
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base.Initialize(stepTime, substepTime, steps, timeLeft);
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}
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public override void Evaluate(float stepTime, float substepTime, int steps, float timeLeft)
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{
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if (m_ConstraintCount > 0)
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{
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var shader = ((ComputePinConstraints)m_Constraints).constraintsShader;
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int projectKernel = ((ComputePinConstraints)m_Constraints).projectKernel;
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shader.SetBuffer(projectKernel, "particleIndices", particleIndices);
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shader.SetBuffer(projectKernel, "colliderIndices", colliderIndices);
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shader.SetBuffer(projectKernel, "offsets", offsets);
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shader.SetBuffer(projectKernel, "restDarboux", restDarboux);
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shader.SetBuffer(projectKernel, "stiffnesses", stiffnesses);
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shader.SetBuffer(projectKernel, "lambdas", lambdas);
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shader.SetBuffer(projectKernel, "transforms", this.solverImplementation.colliderGrid.transformsBuffer);
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shader.SetBuffer(projectKernel, "shapes", this.solverImplementation.colliderGrid.shapesBuffer);
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shader.SetBuffer(projectKernel, "rigidbodies", this.solverImplementation.colliderGrid.rigidbodiesBuffer);
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shader.SetBuffer(projectKernel, "positions", solverImplementation.positionsBuffer);
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shader.SetBuffer(projectKernel, "prevPositions", solverImplementation.prevPositionsBuffer);
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shader.SetBuffer(projectKernel, "orientations", solverImplementation.orientationsBuffer);
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shader.SetBuffer(projectKernel, "invMasses", solverImplementation.invMassesBuffer);
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shader.SetBuffer(projectKernel, "invRotationalMasses", solverImplementation.invRotationalMassesBuffer);
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shader.SetBuffer(projectKernel, "deltasAsInt", solverImplementation.positionDeltasIntBuffer);
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shader.SetBuffer(projectKernel, "positionConstraintCounts", solverImplementation.positionConstraintCountBuffer);
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shader.SetBuffer(projectKernel, "orientationDeltasAsInt", solverImplementation.orientationDeltasIntBuffer);
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shader.SetBuffer(projectKernel, "orientationConstraintCounts", solverImplementation.orientationConstraintCountBuffer);
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shader.SetBuffer(projectKernel, "linearDeltasAsInt", solverImplementation.rigidbodyLinearDeltasIntBuffer);
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shader.SetBuffer(projectKernel, "angularDeltasAsInt", solverImplementation.rigidbodyAngularDeltasIntBuffer);
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shader.SetBuffer(projectKernel, "inertialSolverFrame", solverImplementation.inertialFrameBuffer);
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shader.SetInt("activeConstraintCount", m_ConstraintCount);
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shader.SetFloat("stepTime", stepTime);
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shader.SetFloat("substepTime", substepTime);
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shader.SetInt("steps", steps);
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shader.SetFloat("timeLeft", timeLeft);
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int threadGroups = ComputeMath.ThreadGroupCount(m_ConstraintCount, 128);
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shader.Dispatch(projectKernel, threadGroups, 1, 1);
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}
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}
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public override void Apply(float substepTime)
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{
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if (m_ConstraintCount > 0)
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{
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var parameters = solverAbstraction.GetConstraintParameters(m_ConstraintType);
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var shader = ((ComputePinConstraints)m_Constraints).constraintsShader;
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int applyKernel = ((ComputePinConstraints)m_Constraints).applyKernel;
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shader.SetBuffer(applyKernel, "particleIndices", particleIndices);
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shader.SetBuffer(applyKernel, "RW_positions", solverImplementation.positionsBuffer);
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shader.SetBuffer(applyKernel, "deltasAsInt", solverImplementation.positionDeltasIntBuffer);
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shader.SetBuffer(applyKernel, "positionConstraintCounts", solverImplementation.positionConstraintCountBuffer);
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shader.SetBuffer(applyKernel, "RW_orientations", solverImplementation.orientationsBuffer);
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shader.SetBuffer(applyKernel, "orientationDeltasAsInt", solverImplementation.orientationDeltasIntBuffer);
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shader.SetBuffer(applyKernel, "orientationConstraintCounts", solverImplementation.orientationConstraintCountBuffer);
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shader.SetInt("activeConstraintCount", m_ConstraintCount);
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shader.SetFloat("sorFactor", parameters.SORFactor);
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int threadGroups = ComputeMath.ThreadGroupCount(m_ConstraintCount, 128);
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shader.Dispatch(applyKernel, threadGroups, 1, 1);
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}
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}
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public void ProjectRenderablePositions()
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{
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if (m_ConstraintCount > 0)
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{
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var shader = ((ComputePinConstraints)m_Constraints).constraintsShader;
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int projectRenderableKernel = ((ComputePinConstraints)m_Constraints).projectRenderableKernel;
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shader.SetBuffer(projectRenderableKernel, "particleIndices", particleIndices);
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shader.SetBuffer(projectRenderableKernel, "colliderIndices", colliderIndices);
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shader.SetBuffer(projectRenderableKernel, "offsets", offsets);
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shader.SetBuffer(projectRenderableKernel, "restDarboux", restDarboux);
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shader.SetBuffer(projectRenderableKernel, "stiffnesses", stiffnesses);
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shader.SetBuffer(projectRenderableKernel, "transforms", this.solverImplementation.colliderGrid.transformsBuffer);
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shader.SetBuffer(projectRenderableKernel, "RW_positions", solverImplementation.renderablePositionsBuffer);
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shader.SetBuffer(projectRenderableKernel, "RW_orientations", solverImplementation.renderableOrientationsBuffer);
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shader.SetBuffer(projectRenderableKernel, "inertialSolverFrame", solverImplementation.inertialFrameBuffer);
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shader.SetInt("activeConstraintCount", m_ConstraintCount);
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int threadGroups = ComputeMath.ThreadGroupCount(m_ConstraintCount, 128);
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shader.Dispatch(projectRenderableKernel, threadGroups, 1, 1);
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}
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}
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public void RequestDataReadback()
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{
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lambdasList.Readback();
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}
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public void WaitForReadback()
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{
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lambdasList.WaitForReadback();
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}
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}
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} |