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

81 lines
4.0 KiB
C#

using UnityEngine;
namespace Obi
{
public class ComputeSkinConstraintsBatch : ComputeConstraintsBatchImpl, ISkinConstraintsBatchImpl
{
GraphicsBuffer skinPoints;
GraphicsBuffer skinNormalsBuffer;
GraphicsBuffer skinRadiiBackstopBuffer;
GraphicsBuffer skinComplianceBuffer;
public ComputeSkinConstraintsBatch(ComputeSkinConstraints constraints)
{
m_Constraints = constraints;
m_ConstraintType = Oni.ConstraintType.Skin;
}
public void SetSkinConstraints(ObiNativeIntList particleIndices, ObiNativeVector4List skinPoints, ObiNativeVector4List skinNormals, ObiNativeFloatList skinRadiiBackstop, ObiNativeFloatList skinCompliance, ObiNativeFloatList lambdas, int count)
{
this.particleIndices = particleIndices.AsComputeBuffer<int>();
this.skinPoints = skinPoints.AsComputeBuffer<Vector4>();
this.skinNormalsBuffer = skinNormals.AsComputeBuffer<Vector4>();
this.skinRadiiBackstopBuffer = skinRadiiBackstop.AsComputeBuffer<float>();
this.skinComplianceBuffer = skinCompliance.AsComputeBuffer<float>();
this.lambdas = lambdas.AsComputeBuffer<float>();
this.lambdasList = lambdas;
m_ConstraintCount = count;
}
public override void Evaluate(float stepTime, float substepTime, int steps, float timeLeft)
{
if (m_ConstraintCount > 0)
{
var shader = ((ComputeSkinConstraints)m_Constraints).constraintsShader;
int projectKernel = ((ComputeSkinConstraints)m_Constraints).projectKernel;
shader.SetBuffer(projectKernel, "particleIndices", particleIndices);
shader.SetBuffer(projectKernel, "skinPoints", skinPoints);
shader.SetBuffer(projectKernel, "skinNormals", skinNormalsBuffer);
shader.SetBuffer(projectKernel, "skinRadiiBackstop", skinRadiiBackstopBuffer);
shader.SetBuffer(projectKernel, "skinCompliance", skinComplianceBuffer);
shader.SetBuffer(projectKernel, "lambdas", lambdas);
shader.SetBuffer(projectKernel, "positions", solverImplementation.positionsBuffer);
shader.SetBuffer(projectKernel, "invMasses", solverImplementation.invMassesBuffer);
shader.SetBuffer(projectKernel, "deltasAsInt", solverImplementation.positionDeltasIntBuffer);
shader.SetBuffer(projectKernel, "positionConstraintCounts", solverImplementation.positionConstraintCountBuffer);
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)
{
if (m_ConstraintCount > 0)
{
var parameters = solverAbstraction.GetConstraintParameters(m_ConstraintType);
var shader = ((ComputeSkinConstraints)m_Constraints).constraintsShader;
int applyKernel = ((ComputeSkinConstraints)m_Constraints).applyKernel;
shader.SetBuffer(applyKernel, "particleIndices", particleIndices);
shader.SetBuffer(applyKernel, "positions", solverImplementation.positionsBuffer);
shader.SetBuffer(applyKernel, "deltasAsInt", solverImplementation.positionDeltasIntBuffer);
shader.SetBuffer(applyKernel, "positionConstraintCounts", solverImplementation.positionConstraintCountBuffer);
shader.SetInt("activeConstraintCount", m_ConstraintCount);
shader.SetFloat("sorFactor", parameters.SORFactor);
int threadGroups = ComputeMath.ThreadGroupCount(m_ConstraintCount, 128);
shader.Dispatch(applyKernel, threadGroups, 1, 1);
}
}
}
}