211 lines
9.1 KiB
C#
211 lines
9.1 KiB
C#
#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
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using Unity.Burst;
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using Unity.Collections;
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using Unity.Jobs;
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using Unity.Mathematics;
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namespace Obi
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{
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public struct BurstEdgeMesh : BurstLocalOptimization.IDistanceFunction
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{
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public BurstColliderShape shape;
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public BurstAffineTransform colliderToSolver;
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public int dataOffset;
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public EdgeMeshHeader header;
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public NativeArray<BIHNode> edgeBihNodes;
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public NativeArray<Edge> edges;
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public NativeArray<float2> vertices;
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public void Evaluate(float4 point, float4 radii, quaternion orientation, ref BurstLocalOptimization.SurfacePoint projectedPoint)
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{
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point = colliderToSolver.InverseTransformPointUnscaled(point);
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if (shape.is2D)
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point[2] = 0;
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Edge t = edges[header.firstEdge + dataOffset];
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float4 v1 = (new float4(vertices[header.firstVertex + t.i1], 0, 0) + shape.center) * colliderToSolver.scale;
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float4 v2 = (new float4(vertices[header.firstVertex + t.i2], 0, 0) + shape.center) * colliderToSolver.scale;
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float4 nearestPoint = BurstMath.NearestPointOnEdge(v1, v2, point, out float mu);
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float4 normal = math.normalizesafe(point - nearestPoint);
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projectedPoint.normal = colliderToSolver.TransformDirection(normal);
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projectedPoint.point = colliderToSolver.TransformPointUnscaled(nearestPoint + normal * shape.contactOffset);
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}
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public static JobHandle GenerateContacts(ObiColliderWorld world,
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BurstSolverImpl solver,
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NativeList<Oni.ContactPair> contactPairs,
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NativeQueue<BurstContact> contactQueue,
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NativeArray<int> contactOffsetsPerType,
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float deltaTime,
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JobHandle inputDeps)
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{
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int pairCount = contactOffsetsPerType[(int)Oni.ShapeType.EdgeMesh + 1] - contactOffsetsPerType[(int)Oni.ShapeType.EdgeMesh];
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if (pairCount == 0) return inputDeps;
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var job = new GenerateEdgeMeshContactsJob
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{
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contactPairs = contactPairs,
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positions = solver.positions,
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orientations = solver.orientations,
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velocities = solver.velocities,
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invMasses = solver.invMasses,
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radii = solver.principalRadii,
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simplices = solver.simplices,
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simplexCounts = solver.simplexCounts,
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simplexBounds = solver.simplexBounds,
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transforms = world.colliderTransforms.AsNativeArray<BurstAffineTransform>(),
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shapes = world.colliderShapes.AsNativeArray<BurstColliderShape>(),
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rigidbodies = world.rigidbodies.AsNativeArray<BurstRigidbody>(),
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edgeMeshHeaders = world.edgeMeshContainer.headers.AsNativeArray<EdgeMeshHeader>(),
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edgeBihNodes = world.edgeMeshContainer.bihNodes.AsNativeArray<BIHNode>(),
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edges = world.edgeMeshContainer.edges.AsNativeArray<Edge>(),
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edgeVertices = world.edgeMeshContainer.vertices.AsNativeArray<float2>(),
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contactsQueue = contactQueue.AsParallelWriter(),
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solverToWorld = solver.solverToWorld,
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worldToSolver = solver.worldToSolver,
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deltaTime = deltaTime,
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parameters = solver.abstraction.parameters,
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firstPair = contactOffsetsPerType[(int)Oni.ShapeType.TriangleMesh]
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};
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inputDeps = job.Schedule(pairCount, 1, inputDeps);
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return inputDeps;
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}
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}
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[BurstCompile]
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struct GenerateEdgeMeshContactsJob : IJobParallelFor
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{
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[ReadOnly] public NativeList<Oni.ContactPair> contactPairs;
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// particle arrays:
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[ReadOnly] public NativeArray<float4> velocities;
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[ReadOnly] public NativeArray<float4> positions;
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[ReadOnly] public NativeArray<quaternion> orientations;
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[ReadOnly] public NativeArray<float> invMasses;
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[ReadOnly] public NativeArray<float4> radii;
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// simplex arrays:
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[ReadOnly] public NativeArray<int> simplices;
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[ReadOnly] public SimplexCounts simplexCounts;
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[ReadOnly] public NativeArray<BurstAabb> simplexBounds;
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// collider arrays:
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[ReadOnly] public NativeArray<BurstAffineTransform> transforms;
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[ReadOnly] public NativeArray<BurstColliderShape> shapes;
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[ReadOnly] public NativeArray<BurstRigidbody> rigidbodies;
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// edge mesh data:
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[ReadOnly] public NativeArray<EdgeMeshHeader> edgeMeshHeaders;
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[ReadOnly] public NativeArray<BIHNode> edgeBihNodes;
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[ReadOnly] public NativeArray<Edge> edges;
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[ReadOnly] public NativeArray<float2> edgeVertices;
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[WriteOnly]
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[NativeDisableParallelForRestriction]
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public NativeQueue<BurstContact>.ParallelWriter contactsQueue;
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// auxiliar data:
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[ReadOnly] public int firstPair;
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[ReadOnly] public BurstAffineTransform solverToWorld;
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[ReadOnly] public BurstAffineTransform worldToSolver;
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[ReadOnly] public float deltaTime;
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[ReadOnly] public Oni.SolverParameters parameters;
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public void Execute(int i)
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{
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int simplexIndex = contactPairs[firstPair + i].bodyA;
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int colliderIndex = contactPairs[firstPair + i].bodyB;
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var shape = shapes[colliderIndex];
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if (shape.dataIndex < 0)
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return;
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var header = edgeMeshHeaders[shape.dataIndex];
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int simplexStart = simplexCounts.GetSimplexStartAndSize(simplexIndex, out int simplexSize);
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var simplexBound = simplexBounds[simplexIndex];
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BurstAffineTransform colliderToSolver = worldToSolver * transforms[colliderIndex];
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// invert a full matrix here to accurately represent collider bounds scale.
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var solverToCollider = math.inverse(float4x4.TRS(colliderToSolver.translation.xyz, colliderToSolver.rotation, colliderToSolver.scale.xyz));
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var simplexBoundsCS = simplexBound.Transformed(solverToCollider);
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float4 marginCS = new float4((shape.contactOffset + parameters.collisionMargin) / colliderToSolver.scale.xyz, 0);
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BurstEdgeMesh edgeMeshShape = new BurstEdgeMesh()
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{
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colliderToSolver = colliderToSolver,
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shape = shape,
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header = header,
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edgeBihNodes = edgeBihNodes,
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edges = edges,
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vertices = edgeVertices
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};
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NativeQueue<int> queue = new NativeQueue<int>(Allocator.Temp);
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queue.Enqueue(0);
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while (!queue.IsEmpty())
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{
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int nodeIndex = queue.Dequeue();
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var node = edgeBihNodes[header.firstNode + nodeIndex];
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// leaf node:
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if (node.firstChild < 0)
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{
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// check for contact against all triangles:
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for (int dataOffset = node.start; dataOffset < node.start + node.count; ++dataOffset)
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{
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Edge t = edges[header.firstEdge + dataOffset];
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float4 v1 = new float4(edgeVertices[header.firstVertex + t.i1], 0, 0) + shape.center;
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float4 v2 = new float4(edgeVertices[header.firstVertex + t.i2], 0, 0) + shape.center;
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BurstAabb edgeBounds = new BurstAabb(v1, v2, marginCS);
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if (edgeBounds.IntersectsAabb(simplexBoundsCS, shape.is2D))
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{
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float4 simplexBary = BurstMath.BarycenterForSimplexOfSize(simplexSize);
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edgeMeshShape.dataOffset = dataOffset;
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var colliderPoint = BurstLocalOptimization.Optimize(ref edgeMeshShape, positions, orientations, radii, simplices, simplexStart, simplexSize,
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ref simplexBary, out float4 convexPoint, parameters.surfaceCollisionIterations, parameters.surfaceCollisionTolerance);
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contactsQueue.Enqueue(new BurstContact(){
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bodyA = simplexIndex,
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bodyB = colliderIndex,
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pointA = simplexBary,
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pointB = colliderPoint.point,
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normal = colliderPoint.normal * edgeMeshShape.shape.sign
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});
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}
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}
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}
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else // check min and/or max children:
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{
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// visit min node:
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if (simplexBoundsCS.min[node.axis] <= node.min)
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queue.Enqueue(node.firstChild);
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// visit max node:
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if (simplexBoundsCS.max[node.axis] >= node.max)
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queue.Enqueue(node.firstChild + 1);
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}
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}
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}
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}
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}
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#endif |