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

79 lines
4.9 KiB
C#

using UnityEngine;
namespace Obi
{
public class ComputeParticleFrictionConstraintsBatch : ComputeConstraintsBatchImpl, IParticleCollisionConstraintsBatchImpl
{
public ComputeParticleFrictionConstraintsBatch(ComputeParticleFrictionConstraints constraints)
{
m_Constraints = constraints;
m_ConstraintType = Oni.ConstraintType.ParticleFriction;
}
public override void Evaluate(float stepTime, float substepTime, int steps, float timeLeft)
{
//if (m_ConstraintCount > 0)
if (solverImplementation.simplexCounts.simplexCount > 0 && solverImplementation.activeParticleCount > 0)
{
var shader = ((ComputeParticleFrictionConstraints)m_Constraints).constraintsShader;
int projectKernel = ((ComputeParticleFrictionConstraints)m_Constraints).projectKernel;
shader.SetInt("pointCount", solverAbstraction.simplexCounts.pointCount);
shader.SetInt("edgeCount", solverAbstraction.simplexCounts.edgeCount);
shader.SetInt("triangleCount", solverAbstraction.simplexCounts.triangleCount);
shader.SetBuffer(projectKernel, "particleContacts", solverAbstraction.particleContacts.computeBuffer);
shader.SetBuffer(projectKernel, "effectiveMasses", solverAbstraction.particleContactEffectiveMasses.computeBuffer);
shader.SetBuffer(projectKernel, "dispatchBuffer", solverImplementation.particleGrid.dispatchBuffer);
shader.SetBuffer(projectKernel, "collisionMaterials", solverImplementation.colliderGrid.materialsBuffer);
shader.SetBuffer(projectKernel, "simplices", solverImplementation.simplices);
shader.SetBuffer(projectKernel, "collisionMaterialIndices", solverImplementation.collisionMaterialIndexBuffer);
shader.SetBuffer(projectKernel, "positions", solverImplementation.positionsBuffer);
shader.SetBuffer(projectKernel, "orientations", solverImplementation.orientationsBuffer);
shader.SetBuffer(projectKernel, "prevPositions", solverImplementation.prevPositionsBuffer);
shader.SetBuffer(projectKernel, "prevOrientations", solverImplementation.prevOrientationsBuffer);
shader.SetBuffer(projectKernel, "principalRadii", solverImplementation.principalRadiiBuffer);
shader.SetBuffer(projectKernel, "invMasses", solverImplementation.invMassesBuffer);
shader.SetBuffer(projectKernel, "invRotationalMasses", solverImplementation.invRotationalMassesBuffer);
shader.SetBuffer(projectKernel, "positionConstraintCounts", solverImplementation.positionConstraintCountBuffer);
shader.SetBuffer(projectKernel, "deltasAsInt", solverImplementation.positionDeltasIntBuffer);
shader.SetBuffer(projectKernel, "orientationConstraintCounts", solverImplementation.orientationConstraintCountBuffer);
shader.SetBuffer(projectKernel, "orientationDeltasAsInt", solverImplementation.orientationDeltasIntBuffer);
shader.SetFloat("stepTime", stepTime);
shader.SetFloat("substepTime", substepTime);
shader.DispatchIndirect(projectKernel, this.solverImplementation.particleGrid.dispatchBuffer);
}
}
public override void Apply(float substepTime)
{
var shader = ((ComputeParticleFrictionConstraints)m_Constraints).constraintsShader;
int applyKernel = ((ComputeParticleFrictionConstraints)m_Constraints).applyKernel;
if (solverImplementation.activeParticleCount > 0)
{
var parameters = solverAbstraction.GetConstraintParameters(m_ConstraintType);
shader.SetBuffer(applyKernel, "particleIndices", this.solverImplementation.activeParticlesBuffer);
shader.SetBuffer(applyKernel, "positions", solverImplementation.positionsBuffer);
shader.SetBuffer(applyKernel, "orientations", solverImplementation.orientationsBuffer);
shader.SetBuffer(applyKernel, "positionConstraintCounts", solverImplementation.positionConstraintCountBuffer);
shader.SetBuffer(applyKernel, "deltasAsInt", solverImplementation.positionDeltasIntBuffer);
shader.SetBuffer(applyKernel, "orientationConstraintCounts", solverImplementation.orientationConstraintCountBuffer);
shader.SetBuffer(applyKernel, "orientationDeltasAsInt", solverImplementation.orientationDeltasIntBuffer);
shader.SetInt("particleCount", this.solverAbstraction.activeParticleCount);
shader.SetFloat("sorFactor", parameters.SORFactor);
int threadGroups = ComputeMath.ThreadGroupCount(this.solverAbstraction.activeParticleCount, 128);
shader.Dispatch(applyKernel, threadGroups, 1, 1);
}
}
}
}