409 lines
20 KiB
C#
409 lines
20 KiB
C#
#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
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using UnityEngine;
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using Unity.Jobs;
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using Unity.Collections;
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using Unity.Collections.LowLevel.Unsafe;
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using Unity.Mathematics;
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using Unity.Burst;
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using System.Collections.Generic;
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using System.Threading;
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namespace Obi
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{
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public class BurstPinConstraintsBatch : BurstConstraintsBatchImpl, IPinConstraintsBatchImpl
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{
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private NativeArray<int> colliderIndices;
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private NativeArray<float4> offsets;
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private NativeArray<quaternion> restDarbouxVectors;
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private NativeArray<float2> stiffnesses;
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public BurstPinConstraintsBatch(BurstPinConstraints constraints)
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{
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m_Constraints = constraints;
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m_ConstraintType = Oni.ConstraintType.Pin;
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}
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public void SetPinConstraints(ObiNativeIntList particleIndices, ObiNativeIntList colliderIndices, ObiNativeVector4List offsets, ObiNativeQuaternionList restDarbouxVectors, ObiNativeFloatList stiffnesses, ObiNativeFloatList lambdas, int count)
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{
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this.particleIndices = particleIndices.AsNativeArray<int>();
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this.colliderIndices = colliderIndices.AsNativeArray<int>();
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this.offsets = offsets.AsNativeArray<float4>();
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this.restDarbouxVectors = restDarbouxVectors.AsNativeArray<quaternion>();
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this.stiffnesses = stiffnesses.AsNativeArray<float2>();
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this.lambdas = lambdas.AsNativeArray<float>();
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m_ConstraintCount = count;
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}
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public override JobHandle Initialize(JobHandle inputDeps, float stepTime, float substepTime, int steps, float timeLeft)
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{
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var clearPins = new ClearPinsJob
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{
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colliderIndices = colliderIndices,
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shapes = ObiColliderWorld.GetInstance().colliderShapes.AsNativeArray<BurstColliderShape>(),
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rigidbodies = ObiColliderWorld.GetInstance().rigidbodies.AsNativeArray<BurstRigidbody>(),
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};
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inputDeps = clearPins.Schedule(m_ConstraintCount, 128, inputDeps);
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var updatePins = new UpdatePinsJob
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{
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colliderIndices = colliderIndices,
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shapes = ObiColliderWorld.GetInstance().colliderShapes.AsNativeArray<BurstColliderShape>(),
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rigidbodies = ObiColliderWorld.GetInstance().rigidbodies.AsNativeArray<BurstRigidbody>(),
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};
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inputDeps = updatePins.Schedule(m_ConstraintCount, 128, inputDeps);
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// clear lambdas:
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return base.Initialize(inputDeps, stepTime, substepTime, steps, timeLeft);
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}
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public override JobHandle Evaluate(JobHandle inputDeps, float stepTime, float substepTime, int steps, float timeLeft)
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{
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var projectConstraints = new PinConstraintsBatchJob()
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{
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particleIndices = particleIndices,
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colliderIndices = colliderIndices,
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offsets = offsets,
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stiffnesses = stiffnesses,
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restDarboux = restDarbouxVectors,
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lambdas = lambdas.Reinterpret<float, float4>(),
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positions = solverImplementation.positions,
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prevPositions = solverImplementation.prevPositions,
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invMasses = solverImplementation.invMasses,
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orientations = solverImplementation.orientations,
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invRotationalMasses = solverImplementation.invRotationalMasses,
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shapes = ObiColliderWorld.GetInstance().colliderShapes.AsNativeArray<BurstColliderShape>(),
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transforms = ObiColliderWorld.GetInstance().colliderTransforms.AsNativeArray<BurstAffineTransform>(),
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rigidbodies = ObiColliderWorld.GetInstance().rigidbodies.AsNativeArray<BurstRigidbody>(),
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rigidbodyLinearDeltas = solverImplementation.abstraction.rigidbodyLinearDeltas.AsNativeArray<float4>(),
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rigidbodyAngularDeltas = solverImplementation.abstraction.rigidbodyAngularDeltas.AsNativeArray<float4>(),
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deltas = solverImplementation.positionDeltas,
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counts = solverImplementation.positionConstraintCounts,
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orientationDeltas = solverImplementation.orientationDeltas,
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orientationCounts = solverImplementation.orientationConstraintCounts,
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inertialFrame = ((BurstSolverImpl)constraints.solver).inertialFrame,
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stepTime = stepTime,
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steps = steps,
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substepTime = substepTime,
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timeLeft = timeLeft,
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activeConstraintCount = m_ConstraintCount
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};
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return projectConstraints.Schedule(m_ConstraintCount, 16, inputDeps);
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}
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public override JobHandle Apply(JobHandle inputDeps, float substepTime)
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{
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var parameters = solverAbstraction.GetConstraintParameters(m_ConstraintType);
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var applyConstraints = new ApplyPinConstraintsBatchJob()
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{
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particleIndices = particleIndices,
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positions = solverImplementation.positions,
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deltas = solverImplementation.positionDeltas,
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counts = solverImplementation.positionConstraintCounts,
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orientations = solverImplementation.orientations,
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orientationDeltas = solverImplementation.orientationDeltas,
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orientationCounts = solverImplementation.orientationConstraintCounts,
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sorFactor = parameters.SORFactor,
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activeConstraintCount = m_ConstraintCount,
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};
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return applyConstraints.Schedule(inputDeps);
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}
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public JobHandle ProjectRenderablePositions(JobHandle inputDeps)
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{
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var project = new ProjectRenderablePositionsJob()
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{
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particleIndices = particleIndices,
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colliderIndices = colliderIndices,
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offsets = offsets,
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stiffnesses = stiffnesses,
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restDarboux = restDarbouxVectors,
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transforms = ObiColliderWorld.GetInstance().colliderTransforms.AsNativeArray<BurstAffineTransform>(),
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renderablePositions = solverImplementation.renderablePositions,
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renderableOrientations = solverImplementation.renderableOrientations,
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inertialFrame = ((BurstSolverImpl)constraints.solver).inertialFrame,
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};
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return project.Schedule(m_ConstraintCount, 16, inputDeps);
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}
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[BurstCompile]
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public unsafe struct ClearPinsJob : IJobParallelFor
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{
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[ReadOnly] public NativeArray<int> colliderIndices;
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[ReadOnly] public NativeArray<BurstColliderShape> shapes;
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[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<BurstRigidbody> rigidbodies;
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public void Execute(int i)
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{
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int colliderIndex = colliderIndices[i];
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// no collider to pin to, so ignore the constraint.
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if (colliderIndex < 0)
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return;
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int rigidbodyIndex = shapes[colliderIndex].rigidbodyIndex;
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if (rigidbodyIndex >= 0)
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{
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BurstRigidbody* arr = (BurstRigidbody*)rigidbodies.GetUnsafePtr();
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Interlocked.Exchange(ref arr[rigidbodyIndex].constraintCount, 0);
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}
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}
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}
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[BurstCompile]
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public unsafe struct UpdatePinsJob : IJobParallelFor
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{
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[ReadOnly] public NativeArray<int> colliderIndices;
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[ReadOnly] public NativeArray<BurstColliderShape> shapes;
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[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<BurstRigidbody> rigidbodies;
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public void Execute(int i)
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{
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int colliderIndex = colliderIndices[i];
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// no collider to pin to, so ignore the constraint.
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if (colliderIndex < 0)
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return;
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// Increment the amount of constraints affecting this rigidbody for mass splitting:
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int rigidbodyIndex = shapes[colliderIndex].rigidbodyIndex;
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if (rigidbodyIndex >= 0)
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{
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BurstRigidbody* arr = (BurstRigidbody*)rigidbodies.GetUnsafePtr();
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Interlocked.Increment(ref arr[rigidbodyIndex].constraintCount);
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}
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}
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}
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[BurstCompile]
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public unsafe struct PinConstraintsBatchJob : IJobParallelFor
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{
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[ReadOnly] public NativeArray<int> particleIndices;
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[ReadOnly] public NativeArray<int> colliderIndices;
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[ReadOnly] public NativeArray<float4> offsets;
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[ReadOnly] public NativeArray<float2> stiffnesses;
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[ReadOnly] public NativeArray<quaternion> restDarboux;
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[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> lambdas;
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[ReadOnly] public NativeArray<float4> positions;
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[ReadOnly] public NativeArray<float4> prevPositions;
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[ReadOnly] public NativeArray<float> invMasses;
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[ReadOnly] public NativeArray<quaternion> orientations;
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[ReadOnly] public NativeArray<float> invRotationalMasses;
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[ReadOnly] public NativeArray<BurstColliderShape> shapes;
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[ReadOnly] public NativeArray<BurstAffineTransform> transforms;
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[ReadOnly] public NativeArray<BurstRigidbody> rigidbodies;
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[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> rigidbodyLinearDeltas;
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[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> rigidbodyAngularDeltas;
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[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<float4> deltas;
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[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<int> counts;
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[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<quaternion> orientationDeltas;
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[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<int> orientationCounts;
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[ReadOnly] public BurstInertialFrame inertialFrame;
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[ReadOnly] public float stepTime;
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[ReadOnly] public float substepTime;
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[ReadOnly] public float timeLeft;
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[ReadOnly] public int steps;
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[ReadOnly] public int activeConstraintCount;
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public void Execute(int i)
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{
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int particleIndex = particleIndices[i];
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int colliderIndex = colliderIndices[i];
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// no collider to pin to, so ignore the constraint.
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if (colliderIndex < 0)
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return;
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int rigidbodyIndex = shapes[colliderIndex].rigidbodyIndex;
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float frameEnd = stepTime * steps;
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float substepsToEnd = timeLeft / substepTime;
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// calculate time adjusted compliances
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float2 compliances = stiffnesses[i].xy / (substepTime * substepTime);
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// project particle position to the end of the full step:
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float4 particlePosition = math.lerp(prevPositions[particleIndex], positions[particleIndex], substepsToEnd);
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// express pin offset in world space:
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float4 worldPinOffset = transforms[colliderIndex].TransformPoint(offsets[i]);
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float4 predictedPinOffset = worldPinOffset;
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quaternion predictedRotation = transforms[colliderIndex].rotation;
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float rigidbodyLinearW = 0;
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float rigidbodyAngularW = 0;
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if (rigidbodyIndex >= 0)
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{
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var rigidbody = rigidbodies[rigidbodyIndex];
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// predict offset point position using rb velocity at that point (can't integrate transform since position != center of mass)
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float4 velocityAtPoint = BurstMath.GetRigidbodyVelocityAtPoint(rigidbodyIndex, inertialFrame.frame.InverseTransformPoint(worldPinOffset), rigidbodies, rigidbodyLinearDeltas, rigidbodyAngularDeltas, inertialFrame);
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predictedPinOffset = BurstIntegration.IntegrateLinear(predictedPinOffset, inertialFrame.frame.TransformVector(velocityAtPoint), frameEnd);
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// predict rotation at the end of the step:
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predictedRotation = BurstIntegration.IntegrateAngular(predictedRotation, rigidbody.angularVelocity + rigidbodyAngularDeltas[rigidbodyIndex], stepTime);
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// calculate linear and angular rigidbody effective masses (mass splitting: multiply by constraint count)
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rigidbodyLinearW = rigidbody.inverseMass * rigidbody.constraintCount;
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rigidbodyAngularW = BurstMath.RotationalInvMass(rigidbody.inverseInertiaTensor,
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worldPinOffset - rigidbody.com,
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math.normalizesafe(inertialFrame.frame.TransformPoint(particlePosition) - predictedPinOffset)) * rigidbody.constraintCount;
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}
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// Transform pin position to solver space for constraint solving:
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predictedPinOffset = inertialFrame.frame.InverseTransformPoint(predictedPinOffset);
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predictedRotation = math.mul(math.conjugate(inertialFrame.frame.rotation), predictedRotation);
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float4 gradient = particlePosition - predictedPinOffset;
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float constraint = math.length(gradient);
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float4 gradientDir = gradient / (constraint + BurstMath.epsilon);
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float4 lambda = lambdas[i];
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float linearDLambda = (-constraint - compliances.x * lambda.w) / (invMasses[particleIndex] + rigidbodyLinearW + rigidbodyAngularW + compliances.x + BurstMath.epsilon);
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lambda.w += linearDLambda;
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float4 correction = linearDLambda * gradientDir;
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deltas[particleIndex] += correction * invMasses[particleIndex] / substepsToEnd;
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counts[particleIndex]++;
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if (rigidbodyIndex >= 0)
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{
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BurstMath.ApplyImpulse(rigidbodyIndex,
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-correction / frameEnd,
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inertialFrame.frame.InverseTransformPoint(worldPinOffset),
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rigidbodies, rigidbodyLinearDeltas, rigidbodyAngularDeltas, inertialFrame.frame);
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}
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if (rigidbodyAngularW > 0 || invRotationalMasses[particleIndex] > 0)
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{
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// bend/twist constraint:
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quaternion omega = math.mul(math.conjugate(orientations[particleIndex]), predictedRotation); //darboux vector
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quaternion omega_plus;
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omega_plus.value = omega.value + restDarboux[i].value; //delta Omega with - omega_0
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omega.value -= restDarboux[i].value; //delta Omega with + omega_0
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if (math.lengthsq(omega.value) > math.lengthsq(omega_plus.value))
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omega = omega_plus;
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float3 dlambda = (omega.value.xyz - compliances.y * lambda.xyz) / (compliances.y + invRotationalMasses[particleIndex] + rigidbodyAngularW + BurstMath.epsilon);
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lambda.xyz += dlambda;
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//discrete Darboux vector does not have vanishing scalar part
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quaternion dlambdaQ = new quaternion(dlambda[0], dlambda[1], dlambda[2], 0);
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quaternion orientDelta = orientationDeltas[particleIndex];
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orientDelta.value += math.mul(predictedRotation, dlambdaQ).value * invRotationalMasses[particleIndex] / substepsToEnd;
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orientationDeltas[particleIndex] = orientDelta;
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orientationCounts[particleIndex]++;
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if (rigidbodyIndex >= 0)
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{
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BurstMath.ApplyDeltaQuaternion(rigidbodyIndex,
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predictedRotation,
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-math.mul(orientations[particleIndex], dlambdaQ).value * rigidbodyAngularW,
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rigidbodyAngularDeltas, inertialFrame.frame, frameEnd);
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}
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}
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lambdas[i] = lambda;
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}
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}
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[BurstCompile]
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public struct ApplyPinConstraintsBatchJob : IJob
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{
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[ReadOnly] public NativeArray<int> particleIndices;
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[ReadOnly] public float sorFactor;
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[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> positions;
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[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> deltas;
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[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<int> counts;
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[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<quaternion> orientations;
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[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<quaternion> orientationDeltas;
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[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<int> orientationCounts;
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[ReadOnly] public int activeConstraintCount;
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public void Execute()
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{
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for (int i = 0; i < activeConstraintCount; ++i)
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{
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int p1 = particleIndices[i];
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if (counts[p1] > 0)
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{
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positions[p1] += deltas[p1] * sorFactor / counts[p1];
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deltas[p1] = float4.zero;
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counts[p1] = 0;
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}
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if (orientationCounts[p1] > 0)
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{
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quaternion q = orientations[p1];
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q.value += orientationDeltas[p1].value * sorFactor / orientationCounts[p1];
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orientations[p1] = math.normalize(q);
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orientationDeltas[p1] = new quaternion(0, 0, 0, 0);
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orientationCounts[p1] = 0;
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}
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}
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}
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}
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[BurstCompile]
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public struct ProjectRenderablePositionsJob : IJobParallelFor
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{
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[ReadOnly] public NativeArray<int> particleIndices;
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[ReadOnly] public NativeArray<int> colliderIndices;
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[ReadOnly] public NativeArray<float4> offsets;
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[ReadOnly] public NativeArray<float2> stiffnesses;
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[ReadOnly] public NativeArray<quaternion> restDarboux;
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[ReadOnly] public NativeArray<BurstAffineTransform> transforms;
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[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> renderablePositions;
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[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<quaternion> renderableOrientations;
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[ReadOnly] public BurstInertialFrame inertialFrame;
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public void Execute(int i)
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{
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int particleIndex = particleIndices[i];
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int colliderIndex = colliderIndices[i];
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// no collider to pin to or projection deactivated, so ignore the constraint.
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if (colliderIndex < 0 || offsets[i].w < 0.5f)
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return;
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BurstAffineTransform attachmentMatrix = inertialFrame.frame.Inverse() * transforms[colliderIndex];
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renderablePositions[particleIndex] = attachmentMatrix.TransformPoint(offsets[i]);
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if (stiffnesses[i].y < 10000)
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renderableOrientations[particleIndex] = math.mul(attachmentMatrix.rotation, restDarboux[i]);
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}
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}
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}
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}
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#endif |