Files
Fishing2/Assets/Obi/Scripts/Common/Backends/Burst/Solver/InterpolationJob.cs
2026-01-22 22:08:21 +08:00

53 lines
2.1 KiB
C#

#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using Unity.Jobs;
using Unity.Collections;
using Unity.Mathematics;
using Unity.Burst;
using UnityEngine;
namespace Obi
{
[BurstCompile]
struct InterpolationJob : IJobParallelFor
{
[ReadOnly] public NativeArray<float4> positions;
[ReadOnly] public NativeArray<float4> startPositions;
[ReadOnly] public NativeArray<float4> endPositions;
[WriteOnly] public NativeArray<float4> renderablePositions;
[ReadOnly] public NativeArray<quaternion> orientations;
[ReadOnly] public NativeArray<quaternion> startOrientations;
[ReadOnly] public NativeArray<quaternion> endOrientations;
[WriteOnly] public NativeArray<quaternion> renderableOrientations;
[ReadOnly] public NativeArray<float4> principalRadii;
[WriteOnly] public NativeArray<float4> renderableRadii;
[ReadOnly] public float blendFactor;
[ReadOnly] public Oni.SolverParameters.Interpolation interpolationMode;
// The code actually running on the job
public void Execute(int i)
{
if (interpolationMode == Oni.SolverParameters.Interpolation.Interpolate)
{
renderablePositions[i] = math.lerp(startPositions[i], endPositions[i], blendFactor);
renderableOrientations[i] = math.normalize(math.slerp(startOrientations[i], endOrientations[i], blendFactor));
renderableRadii[i] = principalRadii[i];
}
else if (interpolationMode == Oni.SolverParameters.Interpolation.Extrapolate)
{
renderablePositions[i] = math.lerp(endPositions[i], positions[i], blendFactor);
renderableOrientations[i] = math.normalize(math.slerp(endOrientations[i], orientations[i], blendFactor));
renderableRadii[i] = principalRadii[i];
}
else
{
renderablePositions[i] = endPositions[i];
renderableOrientations[i] = math.normalize(endOrientations[i]);
renderableRadii[i] = principalRadii[i];
}
}
}
}
#endif