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

52 lines
2.1 KiB
C#

using UnityEngine;
namespace Obi
{
public class ComputeAerodynamicConstraintsBatch : ComputeConstraintsBatchImpl, IAerodynamicConstraintsBatchImpl
{
GraphicsBuffer aerodynamicCoeffs;
public ComputeAerodynamicConstraintsBatch(ComputeAerodynamicConstraints constraints)
{
m_Constraints = constraints;
m_ConstraintType = Oni.ConstraintType.Aerodynamics;
}
public void SetAerodynamicConstraints(ObiNativeIntList particleIndices, ObiNativeFloatList aerodynamicCoeffs, int count)
{
this.particleIndices = particleIndices.AsComputeBuffer<int>();
this.aerodynamicCoeffs = aerodynamicCoeffs.AsComputeBuffer<float>();
m_ConstraintCount = count;
}
public override void Evaluate(float stepTime, float substepTime, int steps, float timeLeft)
{
if (m_ConstraintCount > 0)
{
var shader = ((ComputeAerodynamicConstraints)m_Constraints).constraintsShader;
int projectKernel = ((ComputeAerodynamicConstraints)m_Constraints).projectKernel;
shader.SetBuffer(projectKernel, "particleIndices", particleIndices);
shader.SetBuffer(projectKernel, "aerodynamicCoeffs", aerodynamicCoeffs);
shader.SetBuffer(projectKernel, "positions", solverImplementation.positionsBuffer);
shader.SetBuffer(projectKernel, "normals", solverImplementation.normalsBuffer);
shader.SetBuffer(projectKernel, "wind", solverImplementation.windBuffer);
shader.SetBuffer(projectKernel, "invMasses", solverImplementation.invMassesBuffer);
shader.SetBuffer(projectKernel, "velocities", solverImplementation.velocitiesBuffer);
shader.SetInt("activeConstraintCount", m_ConstraintCount);
shader.SetFloat("deltaTime", substepTime);
int threadGroups = ComputeMath.ThreadGroupCount(m_ConstraintCount, 128);
shader.Dispatch(projectKernel, threadGroups, 1, 1);
}
}
public override void Apply(float substepTime)
{
}
}
}