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