Files
Fishing2/Assets/Obi/Scripts/Common/Backends/Compute/Constraints/Chain/ComputeChainConstraintsBatch.cs
2026-01-22 22:08:21 +08:00

97 lines
4.2 KiB
C#

using UnityEngine;
namespace Obi
{
public class ComputeChainConstraintsBatch : ComputeConstraintsBatchImpl, IChainConstraintsBatchImpl
{
GraphicsBuffer firstIndex;
GraphicsBuffer numIndices;
GraphicsBuffer restLengths;
GraphicsBuffer ni;
GraphicsBuffer diagonals;
public ComputeChainConstraintsBatch(ComputeChainConstraints constraints)
{
m_Constraints = constraints;
m_ConstraintType = Oni.ConstraintType.Chain;
}
public void SetChainConstraints(ObiNativeIntList particleIndices, ObiNativeVector2List restLengths, ObiNativeIntList firstIndex, ObiNativeIntList numIndex, int count)
{
this.particleIndices = particleIndices.AsComputeBuffer<int>();
this.firstIndex = firstIndex.AsComputeBuffer<int>();
this.numIndices = numIndex.AsComputeBuffer<int>();
this.restLengths = restLengths.AsComputeBuffer<Vector2>();
int numEdges = 0;
for (int i = 0; i < numIndex.count; ++i)
numEdges += numIndex[i] - 1;
ni = new GraphicsBuffer(GraphicsBuffer.Target.Structured, numEdges, 16);
diagonals = new GraphicsBuffer(GraphicsBuffer.Target.Structured, numEdges, 12);
m_ConstraintCount = count;
}
public override void Destroy()
{
ni.Dispose();
diagonals.Dispose();
}
public override void Evaluate(float stepTime, float substepTime, int steps, float timeLeft)
{
if (m_ConstraintCount > 0)
{
var shader = ((ComputeChainConstraints)m_Constraints).constraintsShader;
int projectKernel = ((ComputeChainConstraints)m_Constraints).projectKernel;
shader.SetBuffer(projectKernel, "particleIndices", particleIndices);
shader.SetBuffer(projectKernel, "firstIndex", firstIndex);
shader.SetBuffer(projectKernel, "numIndices", numIndices);
shader.SetBuffer(projectKernel, "restLengths", restLengths);
shader.SetBuffer(projectKernel, "ni", ni);
shader.SetBuffer(projectKernel, "diagonals", diagonals);
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 = ((ComputeChainConstraints)m_Constraints).constraintsShader;
int applyKernel = ((ComputeChainConstraints)m_Constraints).applyKernel;
shader.SetBuffer(applyKernel, "particleIndices", particleIndices);
shader.SetBuffer(applyKernel, "firstIndex", firstIndex);
shader.SetBuffer(applyKernel, "numIndices", numIndices);
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);
}
}
}
}