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

87 lines
3.2 KiB
C#

#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using UnityEngine;
using Unity.Jobs;
using Unity.Collections;
using Unity.Mathematics;
using Unity.Burst;
using System;
using System.Collections;
namespace Obi
{
[BurstCompile]
struct CalculateSimplexBoundsJob : IJobParallelFor
{
[ReadOnly] public NativeArray<float4> radii;
[ReadOnly] public NativeArray<float4> fluidMaterials;
[ReadOnly] public NativeArray<float4> positions;
[ReadOnly] public NativeArray<float4> velocities;
// simplex arrays:
[ReadOnly] public NativeArray<int> simplices;
[ReadOnly] public SimplexCounts simplexCounts;
[ReadOnly] public NativeArray<int> particleMaterialIndices;
[ReadOnly] public NativeArray<BurstCollisionMaterial> collisionMaterials;
public NativeArray<BurstAabb> simplexBounds;
public NativeArray<BurstAabb> reducedBounds;
[ReadOnly] public Oni.SolverParameters parameters;
[ReadOnly] public float dt;
public void Execute(int i)
{
int simplexStart = simplexCounts.GetSimplexStartAndSize(i, out int simplexSize);
var sxBounds = new BurstAabb(float.MaxValue, float.MinValue);
var soBounds = new BurstAabb(float.MaxValue, float.MinValue);
for (int j = 0; j < simplexSize; ++j)
{
int p = simplices[simplexStart + j];
int m = particleMaterialIndices[p];
float solidRadius = radii[p].x + (m >= 0 ? collisionMaterials[m].stickDistance : 0);
// Expand simplex bounds, using both the particle's original position and its velocity.
// Add collision margin for both fluid neighborhood too (prevents explosions at high pressures due to neighborhood deficiency)
sxBounds.EncapsulateParticle(positions[p],
BurstIntegration.IntegrateLinear(positions[p], velocities[p], dt * parameters.particleCCD),
math.max(solidRadius, fluidMaterials[p].x * 0.5f) + parameters.collisionMargin);
soBounds.EncapsulateParticle(positions[p],
BurstIntegration.IntegrateLinear(positions[p], velocities[p], dt),
solidRadius);
}
simplexBounds[i] = sxBounds;
reducedBounds[i] = soBounds;
}
}
[BurstCompile]
struct BoundsReductionJob : IJobParallelFor
{
[NativeDisableParallelForRestriction] public NativeArray<BurstAabb> bounds; // the length of bounds must be a multiple of size.
[ReadOnly] public int stride;
[ReadOnly] public int size;
public void Execute(int first)
{
int baseIndex = first * size;
for (int i = 1; i < size; ++i)
{
int dest = baseIndex * stride;
int source = (baseIndex + i) * stride;
if (source < bounds.Length)
{
var v = bounds[dest];
v.EncapsulateBounds(bounds[source]);
bounds[dest] = v;
}
}
}
}
}
#endif