Files
Fishing2/Assets/Obi/Scripts/Common/Backends/Burst/Constraints/Density/BurstDensityConstraintsBatch.cs
2026-01-22 22:08:21 +08:00

478 lines
25 KiB
C#

#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using Unity.Jobs;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Mathematics;
using Unity.Burst;
namespace Obi
{
public class BurstDensityConstraintsBatch : BurstConstraintsBatchImpl, IDensityConstraintsBatchImpl
{
public BatchData batchData;
public BurstDensityConstraintsBatch(BurstDensityConstraints constraints)
{
m_Constraints = constraints;
m_ConstraintType = Oni.ConstraintType.Density;
}
public override JobHandle Initialize(JobHandle inputDeps, float stepTime, float substepTime, int steps, float timeLeft)
{
return inputDeps;
}
public override JobHandle Evaluate(JobHandle inputDeps, float stepTime, float substepTime, int steps, float timeLeft)
{
// update densities and gradients:
var updateDensities = new UpdateDensitiesJob()
{
pairs = ((BurstSolverImpl)constraints.solver).fluidInteractions,
positions = solverImplementation.positions,
prevPositions = solverImplementation.prevPositions,
principalRadii = solverImplementation.principalRadii,
fluidMaterials = solverImplementation.fluidMaterials,
fluidData = solverImplementation.fluidData,
moments = solverImplementation.anisotropies,
massCenters = solverImplementation.normals,
prevMassCenters = solverImplementation.renderablePositions,
densityKernel = new Poly6Kernel(solverAbstraction.parameters.mode == Oni.SolverParameters.Mode.Mode2D),
batchData = batchData,
solverParams = solverAbstraction.parameters
};
int batchCount = batchData.isLast ? batchData.workItemCount : 1;
return updateDensities.Schedule(batchData.workItemCount, batchCount, inputDeps);
}
public override JobHandle Apply(JobHandle inputDeps, float substepTime)
{
var parameters = solverAbstraction.GetConstraintParameters(m_ConstraintType);
// update densities and gradients:
var apply = new ApplyDensityConstraintsJob()
{
principalRadii = solverImplementation.principalRadii,
fluidMaterials = solverImplementation.fluidMaterials,
pairs = ((BurstSolverImpl)constraints.solver).fluidInteractions,
densityKernel = new Poly6Kernel(solverAbstraction.parameters.mode == Oni.SolverParameters.Mode.Mode2D),
positions = solverImplementation.positions,
fluidData = solverImplementation.fluidData,
batchData = batchData,
solverParams = solverAbstraction.parameters,
sorFactor = parameters.SORFactor
};
int batchCount = batchData.isLast ? batchData.workItemCount : 1;
return apply.Schedule(batchData.workItemCount, batchCount, inputDeps);
}
public JobHandle CalculateNormals(JobHandle inputDeps, float deltaTime)
{
int batchCount = batchData.isLast ? batchData.workItemCount : 1;
var vorticity = new NormalsJob()
{
invMasses = solverImplementation.invMasses,
positions = solverImplementation.positions,
principalRadii = solverImplementation.principalRadii,
fluidMaterials = solverImplementation.fluidMaterials,
fluidMaterials2 = solverImplementation.fluidMaterials2,
fluidData = solverImplementation.fluidData,
fluidInterface = solverImplementation.fluidInterface,
velocities = solverImplementation.velocities,
angularVelocities = solverImplementation.angularVelocities,
vorticityAccelerations = solverImplementation.orientationDeltas.Reinterpret<float4>(),
vorticity = solverImplementation.restOrientations.Reinterpret<float4>(),
linearAccelerations = solverImplementation.positionDeltas,
linearFromAngular = solverImplementation.restPositions,
angularDiffusion = solverImplementation.anisotropies,
userData = solverImplementation.userData,
pairs = ((BurstSolverImpl)constraints.solver).fluidInteractions,
normals = solverImplementation.normals,
densityKernel = new Poly6Kernel(solverAbstraction.parameters.mode == Oni.SolverParameters.Mode.Mode2D),
gradKernel = new SpikyKernel(solverAbstraction.parameters.mode == Oni.SolverParameters.Mode.Mode2D),
solverParams = solverAbstraction.parameters,
batchData = batchData,
dt = deltaTime,
};
return vorticity.Schedule(batchData.workItemCount, batchCount, inputDeps);
}
public JobHandle ViscosityAndVorticity(JobHandle inputDeps)
{
var eta = new ViscosityVorticityJob()
{
positions = solverImplementation.positions,
prevPositions = solverImplementation.prevPositions,
matchingRotations = solverImplementation.restPositions.Reinterpret<quaternion>(),
pairs = ((BurstSolverImpl)constraints.solver).fluidInteractions,
massCenters = solverImplementation.normals,
prevMassCenters = solverImplementation.renderablePositions,
fluidParams = solverImplementation.fluidMaterials,
deltas = solverImplementation.positionDeltas,
counts = solverImplementation.positionConstraintCounts,
batchData = batchData
};
int batchCount = batchData.isLast ? batchData.workItemCount : 1;
return eta.Schedule(batchData.workItemCount, batchCount, inputDeps);
}
public JobHandle AccumulateSmoothPositions(JobHandle inputDeps)
{
var accumulateSmooth = new AccumulateSmoothPositionsJob()
{
renderablePositions = solverImplementation.renderablePositions,
anisotropies = solverImplementation.anisotropies,
fluidMaterials = solverImplementation.fluidMaterials,
densityKernel = new Poly6Kernel(solverAbstraction.parameters.mode == Oni.SolverParameters.Mode.Mode2D),
pairs = ((BurstSolverImpl)constraints.solver).fluidInteractions,
batchData = batchData
};
int batchCount = batchData.isLast ? batchData.workItemCount : 1;
return accumulateSmooth.Schedule(batchData.workItemCount, batchCount, inputDeps);
}
public JobHandle AccumulateAnisotropy(JobHandle inputDeps)
{
var accumulateAnisotropy = new AccumulateAnisotropyJob()
{
renderablePositions = solverImplementation.renderablePositions,
anisotropies = solverImplementation.anisotropies,
pairs = ((BurstSolverImpl)constraints.solver).fluidInteractions,
batchData = batchData
};
int batchCount = batchData.isLast ? batchData.workItemCount : 1;
return accumulateAnisotropy.Schedule(batchData.workItemCount, batchCount, inputDeps);
}
[BurstCompile]
public struct UpdateDensitiesJob : IJobParallelFor
{
[ReadOnly] public NativeArray<float4> positions;
[ReadOnly] public NativeArray<float4> prevPositions;
[ReadOnly] public NativeArray<float4> fluidMaterials;
[ReadOnly] public NativeArray<float4> principalRadii;
[ReadOnly] public NativeArray<FluidInteraction> pairs;
[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<float4> fluidData;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4x4> moments;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> massCenters;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> prevMassCenters;
[ReadOnly] public Poly6Kernel densityKernel;
[ReadOnly] public BatchData batchData;
[ReadOnly] public Oni.SolverParameters solverParams;
public void Execute(int workItemIndex)
{
int start, end;
batchData.GetConstraintRange(workItemIndex, out start, out end);
for (int i = start; i < end; ++i)
{
var pair = pairs[i];
float restVolumeA = math.pow(principalRadii[pair.particleA].x * 2, 3 - (int)solverParams.mode);
float restVolumeB = math.pow(principalRadii[pair.particleB].x * 2, 3 - (int)solverParams.mode);
float gradA = restVolumeB * pair.avgGradient;
float gradB = restVolumeA * pair.avgGradient;
float vA = restVolumeB / restVolumeA;
float vB = restVolumeA / restVolumeB;
// accumulate pbf data (density, gradients):
fluidData[pair.particleA] += new float4(vA * pair.avgKernel, 0, gradA, gradA * gradA);
fluidData[pair.particleB] += new float4(vB * pair.avgKernel, 0, gradB, gradB * gradB);
// accumulate masses for COMs and moment matrices:
float wAvg = pair.avgKernel / ((densityKernel.W(0, fluidMaterials[pair.particleA].x) + densityKernel.W(0, fluidMaterials[pair.particleB].x)) * 0.5f);
massCenters[pair.particleA] += wAvg * new float4(positions[pair.particleB].xyz, 1) / positions[pair.particleB].w;
massCenters[pair.particleB] += wAvg * new float4(positions[pair.particleA].xyz, 1) / positions[pair.particleA].w;
prevMassCenters[pair.particleA] += wAvg * new float4(prevPositions[pair.particleB].xyz, 1) / positions[pair.particleB].w;
prevMassCenters[pair.particleB] += wAvg * new float4(prevPositions[pair.particleA].xyz, 1) / positions[pair.particleA].w;
moments[pair.particleA] += wAvg * (BurstMath.multrnsp4(positions[pair.particleB], prevPositions[pair.particleB]) + float4x4.identity * math.pow(principalRadii[pair.particleB].x, 2) * 0.001f) / positions[pair.particleB].w;
moments[pair.particleB] += wAvg * (BurstMath.multrnsp4(positions[pair.particleA], prevPositions[pair.particleA]) + float4x4.identity * math.pow(principalRadii[pair.particleA].x, 2) * 0.001f) / positions[pair.particleA].w;
}
}
}
[BurstCompile]
public struct ApplyDensityConstraintsJob : IJobParallelFor
{
[ReadOnly] public NativeArray<float4> principalRadii;
[ReadOnly] public NativeArray<float4> fluidMaterials;
[ReadOnly] public NativeArray<FluidInteraction> pairs;
[ReadOnly] public Poly6Kernel densityKernel;
[ReadOnly] public CohesionKernel cohesionKernel;
[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<float4> positions;
[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<float4> fluidData;
[ReadOnly] public BatchData batchData;
[ReadOnly] public float sorFactor;
[ReadOnly] public Oni.SolverParameters solverParams;
public void Execute(int workItemIndex)
{
int start, end;
batchData.GetConstraintRange(workItemIndex, out start, out end);
for (int i = start; i < end; ++i)
{
var pair = pairs[i];
float restVolumeA = math.pow(principalRadii[pair.particleA].x * 2, 3 - (int)solverParams.mode);
float restVolumeB = math.pow(principalRadii[pair.particleB].x * 2, 3 - (int)solverParams.mode);
float dist = math.length(positions[pair.particleA].xyz - positions[pair.particleB].xyz); // TODO: FIX! we cant read positions while we are writing to them.
// calculate tensile instability correction factor:
float cAvg = (cohesionKernel.W(dist, fluidMaterials[pair.particleA].x * 1.4f) + cohesionKernel.W(dist, fluidMaterials[pair.particleB].x * 1.4f)) * 0.5f;
float st = 0.2f * cAvg * (1 - math.saturate(math.abs(fluidMaterials[pair.particleA].y - fluidMaterials[pair.particleB].y))) * (fluidMaterials[pair.particleA].y + fluidMaterials[pair.particleB].y) * 0.5f;
float scorrA = -st / (positions[pair.particleA].w * fluidData[pair.particleA][3] + math.FLT_MIN_NORMAL);
float scorrB = -st / (positions[pair.particleB].w * fluidData[pair.particleB][3] + math.FLT_MIN_NORMAL);
// calculate position delta:
float4 delta = pair.gradient * pair.avgGradient * ((fluidData[pair.particleA][1] + scorrA) * restVolumeB + (fluidData[pair.particleB][1] + scorrB) * restVolumeA) * sorFactor;
delta.w = 0;
positions[pair.particleA] += delta * positions[pair.particleA].w;
positions[pair.particleB] -= delta * positions[pair.particleB].w;
}
}
}
[BurstCompile]
public struct ViscosityVorticityJob : IJobParallelFor
{
[ReadOnly] public NativeArray<float4> positions;
[ReadOnly] public NativeArray<float4> prevPositions;
[ReadOnly] public NativeArray<quaternion> matchingRotations;
[ReadOnly] public NativeArray<float4> fluidParams;
[ReadOnly] public NativeArray<FluidInteraction> pairs;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> massCenters;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> prevMassCenters;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> deltas;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<int> counts;
[ReadOnly] public BatchData batchData;
public void Execute(int workItemIndex)
{
int start, end;
batchData.GetConstraintRange(workItemIndex, out start, out end);
for (int i = start; i < end; ++i)
{
var pair = pairs[i];
float visc = math.min(fluidParams[pair.particleA].z, fluidParams[pair.particleB].z);
// viscosity:
float4 goalA = new float4(massCenters[pair.particleB].xyz + math.rotate(matchingRotations[pair.particleB], (prevPositions[pair.particleA] - prevMassCenters[pair.particleB]).xyz), 0);
float4 goalB = new float4(massCenters[pair.particleA].xyz + math.rotate(matchingRotations[pair.particleA], (prevPositions[pair.particleB] - prevMassCenters[pair.particleA]).xyz), 0);
deltas[pair.particleA] += (goalA - positions[pair.particleA]) * visc;
deltas[pair.particleB] += (goalB - positions[pair.particleB]) * visc;
counts[pair.particleA]++;
counts[pair.particleB]++;
}
}
}
[BurstCompile]
public struct NormalsJob : IJobParallelFor
{
[ReadOnly] public NativeArray<float> invMasses;
[ReadOnly] public NativeArray<float4> velocities;
[ReadOnly] public NativeArray<float4> angularVelocities;
[ReadOnly] public NativeArray<float4> positions;
[ReadOnly] public NativeArray<float4> vorticity;
[ReadOnly] public NativeArray<float4> principalRadii;
[ReadOnly] public NativeArray<float4> fluidMaterials;
[ReadOnly] public NativeArray<float4> fluidMaterials2;
[ReadOnly] public NativeArray<float4> fluidInterface;
[ReadOnly] public NativeArray<FluidInteraction> pairs;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> fluidData;
[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<float4> userData;
[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<float4> normals;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> linearAccelerations;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> vorticityAccelerations;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> linearFromAngular;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4x4> angularDiffusion;
[ReadOnly] public Poly6Kernel densityKernel;
[ReadOnly] public SpikyKernel gradKernel;
[ReadOnly] public BatchData batchData;
[ReadOnly] public Oni.SolverParameters solverParams;
[ReadOnly] public float dt;
public void Execute(int workItemIndex)
{
int start, end;
batchData.GetConstraintRange(workItemIndex, out start, out end);
for (int i = start; i < end; ++i)
{
var pair = pairs[i];
float restVolumeA = math.pow(principalRadii[pair.particleA].x * 2, 3 - (int)solverParams.mode);
float restVolumeB = math.pow(principalRadii[pair.particleB].x * 2, 3 - (int)solverParams.mode);
float invDensityA = invMasses[pair.particleA] / fluidData[pair.particleA].x;
float invDensityB = invMasses[pair.particleB] / fluidData[pair.particleB].x;
float3 relVel = velocities[pair.particleA].xyz - velocities[pair.particleB].xyz;
float3 relAng = angularVelocities[pair.particleA].xyz - angularVelocities[pair.particleB].xyz;
float3 relVort = vorticity[pair.particleA].xyz - vorticity[pair.particleB].xyz;
float4 d = new float4((positions[pair.particleA] - positions[pair.particleB]).xyz,0);
float dist = math.length(d);
float avgGrad = (gradKernel.W(dist, fluidMaterials[pair.particleA].x) +
gradKernel.W(dist, fluidMaterials[pair.particleB].x)) * 0.5f;
float avgKern = (densityKernel.W(dist, fluidMaterials[pair.particleA].x) +
densityKernel.W(dist, fluidMaterials[pair.particleB].x)) * 0.5f;
float avgNorm = (densityKernel.W(0, fluidMaterials[pair.particleA].x) +
densityKernel.W(0, fluidMaterials[pair.particleB].x)) * 0.5f;
// property diffusion:
float diffusionSpeed = (fluidInterface[pair.particleA].w + fluidInterface[pair.particleB].w) * avgKern * dt;
float4 userDelta = (userData[pair.particleB] - userData[pair.particleA]) * solverParams.diffusionMask * diffusionSpeed;
userData[pair.particleA] += restVolumeB / restVolumeA * userDelta;
userData[pair.particleB] -= restVolumeA / restVolumeB * userDelta;
// calculate color field normal:
float4 normGrad = d / (dist + BurstMath.epsilon);
float4 vgrad = normGrad * avgGrad;
float radius = (fluidMaterials[pair.particleA].x + fluidMaterials[pair.particleB].x) * 0.5f;
normals[pair.particleA] += vgrad * radius * restVolumeB;
normals[pair.particleB] -= vgrad * radius * restVolumeA;
// measure relative velocity for foam generation:
float4 dataA = fluidData[pair.particleA];
float4 dataB = fluidData[pair.particleB];
float relVelMag = math.length(relVel) + BurstMath.epsilon;
float avgVelDiffKernel = 1 - math.min(1, dist / (radius + BurstMath.epsilon));
float rv = relVelMag * (1 - math.dot(relVel / relVelMag, normGrad.xyz)) * avgVelDiffKernel;
dataA.z += rv;
dataB.z += rv;
fluidData[pair.particleA] = dataA;
fluidData[pair.particleB] = dataB;
// micropolar: curl of linear/angular velocity:
float3 velCross = math.cross(relVel, vgrad.xyz);
float3 vortCross = math.cross(relVort, vgrad.xyz);
linearAccelerations[pair.particleA] += new float4(vortCross / invMasses[pair.particleB] * invDensityA, 0);
linearAccelerations[pair.particleB] += new float4(vortCross / invMasses[pair.particleA] * invDensityB, 0);
vorticityAccelerations[pair.particleA] += new float4(velCross / invMasses[pair.particleB] * invDensityA, 0);
vorticityAccelerations[pair.particleB] += new float4(velCross / invMasses[pair.particleA] * invDensityB, 0);
// angular diffusion:
float4x4 diffA = angularDiffusion[pair.particleA];
float4x4 diffB = angularDiffusion[pair.particleB];
diffA.c0 += new float4(relAng * avgKern / invMasses[pair.particleB] * invDensityA, 0);
diffB.c0 -= new float4(relAng * avgKern / invMasses[pair.particleA] * invDensityB, 0);
diffA.c1 += new float4(relVort * avgKern / invMasses[pair.particleB] * invDensityA, 0);
diffB.c1 -= new float4(relVort * avgKern / invMasses[pair.particleA] * invDensityB, 0);
angularDiffusion[pair.particleA] = diffA;
angularDiffusion[pair.particleB] = diffB;
// linear velocity due to baroclinity:
linearFromAngular[pair.particleA] += new float4(math.cross(angularVelocities[pair.particleB].xyz, d.xyz) * avgKern / avgNorm, 0);
linearFromAngular[pair.particleB] -= new float4(math.cross(angularVelocities[pair.particleA].xyz, d.xyz) * avgKern / avgNorm, 0);
}
}
}
[BurstCompile]
public struct AccumulateSmoothPositionsJob : IJobParallelFor
{
[ReadOnly] public NativeArray<float4> renderablePositions;
[ReadOnly] public NativeArray<float4> fluidMaterials;
[ReadOnly] public Poly6Kernel densityKernel;
[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<float4x4> anisotropies;
[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<FluidInteraction> pairs;
[ReadOnly] public BatchData batchData;
public void Execute(int workItemIndex)
{
int start, end;
batchData.GetConstraintRange(workItemIndex, out start, out end);
for (int i = start; i < end; ++i)
{
var pair = pairs[i];
float distance = math.length((renderablePositions[pair.particleA] - renderablePositions[pair.particleB]).xyz);
pair.avgKernel = (densityKernel.W(distance, fluidMaterials[pair.particleA].x) +
densityKernel.W(distance, fluidMaterials[pair.particleB].x)) * 0.5f;
var A = anisotropies[pair.particleA];
var B = anisotropies[pair.particleB];
A.c3 += new float4(renderablePositions[pair.particleB].xyz,1) * pair.avgKernel;
B.c3 += new float4(renderablePositions[pair.particleA].xyz,1) * pair.avgKernel;
anisotropies[pair.particleA] = A;
anisotropies[pair.particleB] = B;
pairs[i] = pair;
}
}
}
[BurstCompile]
public struct AccumulateAnisotropyJob : IJobParallelFor
{
[ReadOnly] public NativeArray<float4> renderablePositions;
[ReadOnly] public NativeArray<FluidInteraction> pairs;
[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<float4x4> anisotropies;
[ReadOnly] public BatchData batchData;
public void Execute(int workItemIndex)
{
int start, end;
batchData.GetConstraintRange(workItemIndex, out start, out end);
for (int i = start; i < end; ++i)
{
var pair = pairs[i];
float4 distanceA = (renderablePositions[pair.particleB] - anisotropies[pair.particleA].c3) * pair.avgKernel;
float4 distanceB = (renderablePositions[pair.particleA] - anisotropies[pair.particleB].c3) * pair.avgKernel;
anisotropies[pair.particleA] += BurstMath.multrnsp4(distanceA,distanceA);
anisotropies[pair.particleB] += BurstMath.multrnsp4(distanceB,distanceB);
}
}
}
}
}
#endif