Files
Fishing2/Assets/Obi/Scripts/Common/Backends/Compute/Collisions/ComputeTriangleMesh.cs
2025-11-10 00:08:26 +08:00

54 lines
2.7 KiB
C#

using UnityEngine;
namespace Obi
{
public class ComputeTriangleMesh
{
private ComputeShader shader;
private int kernel;
public ComputeTriangleMesh()
{
shader = GameObject.Instantiate(Resources.Load<ComputeShader>("Compute/TriangleMeshShape"));
kernel = shader.FindKernel("GenerateContacts");
}
public void GenerateContacts(ComputeSolverImpl solver, ComputeColliderWorld world, float deltaTime)
{
if (world.triangleMeshHeaders != null)
{
shader.SetInt("maxContacts", ComputeColliderWorld.maxContacts);
shader.SetInt("pointCount", solver.simplexCounts.pointCount);
shader.SetInt("edgeCount", solver.simplexCounts.edgeCount);
shader.SetInt("triangleCount", solver.simplexCounts.triangleCount);
shader.SetInt("surfaceCollisionIterations", solver.abstraction.parameters.surfaceCollisionIterations);
shader.SetFloat("surfaceCollisionTolerance", solver.abstraction.parameters.surfaceCollisionTolerance);
shader.SetFloat("collisionMargin", solver.abstraction.parameters.collisionMargin);
shader.SetFloat("deltaTime", deltaTime);
shader.SetBuffer(kernel, "worldToSolver", solver.worldToSolverBuffer);
shader.SetBuffer(kernel, "simplices", solver.simplices);
shader.SetBuffer(kernel, "simplexBounds", solver.simplexBounds);
shader.SetBuffer(kernel, "positions", solver.positionsBuffer);
shader.SetBuffer(kernel, "orientations", solver.orientationsBuffer);
shader.SetBuffer(kernel, "velocities", solver.velocitiesBuffer);
shader.SetBuffer(kernel, "principalRadii", solver.principalRadiiBuffer);
shader.SetBuffer(kernel, "transforms", world.transformsBuffer);
shader.SetBuffer(kernel, "shapes", world.shapesBuffer);
shader.SetBuffer(kernel, "contactPairs", world.contactPairs);
shader.SetBuffer(kernel, "contactOffsetsPerType", world.contactOffsetsPerType);
shader.SetBuffer(kernel, "contacts", solver.abstraction.colliderContacts.computeBuffer);
shader.SetBuffer(kernel, "dispatchBuffer", world.dispatchBuffer);
shader.SetBuffer(kernel, "triangleMeshHeaders", world.triangleMeshHeaders);
shader.SetBuffer(kernel, "bihNodes", world.bihNodes);
shader.SetBuffer(kernel, "triangles", world.triangles);
shader.SetBuffer(kernel, "vertices", world.vertices);
shader.DispatchIndirect(kernel, world.dispatchBuffer, 32 + 16 * (int)Oni.ShapeType.TriangleMesh);
}
}
}
}