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

68 lines
2.4 KiB
C#

#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using UnityEngine;
using Unity.Jobs;
using Unity.Collections;
using Unity.Mathematics;
using Unity.Burst;
using System;
using System.Collections;
namespace Obi
{
[BurstCompile]
struct UpdatePositionsJob : IJobParallelFor
{
[ReadOnly] public NativeArray<int> activeParticles;
// linear/position properties:
[NativeDisableParallelForRestriction] public NativeArray<float4> positions;
[ReadOnly] public NativeArray<float4> previousPositions;
[NativeDisableParallelForRestriction] public NativeArray<float4> velocities;
// angular/orientation properties:
[NativeDisableParallelForRestriction] public NativeArray<quaternion> orientations;
[ReadOnly] public NativeArray<quaternion> previousOrientations;
[NativeDisableParallelForRestriction] public NativeArray<float4> angularVelocities;
[ReadOnly] public float velocityScale;
[ReadOnly] public float sleepThreshold;
[ReadOnly] public float maxVelocity;
[ReadOnly] public float maxAngularVelocity;
// The code actually running on the job
public void Execute(int index)
{
int i = activeParticles[index];
float4 velocity = velocities[i];
float4 angVelocity = angularVelocities[i];
// damp velocities:
velocity *= velocityScale;
angVelocity.xyz *= velocityScale;
// clamp velocities:
float velMagnitude = math.length(velocity);
float angularVelMagnitude = math.length(angVelocity.xyz);
if (velMagnitude > BurstMath.epsilon)
velocity *= math.min(maxVelocity, velMagnitude) / velMagnitude;
if (angularVelMagnitude > BurstMath.epsilon)
angVelocity.xyz *= math.min(maxAngularVelocity, angularVelMagnitude) / angularVelMagnitude;
// if the kinetic energy is below the sleep threshold, keep the particle at its previous position.
if (velMagnitude * velMagnitude * 0.5f + angularVelMagnitude * angularVelMagnitude * 0.5f <= sleepThreshold)
{
positions[i] = previousPositions[i];
orientations[i] = previousOrientations[i];
velocity = float4.zero;
angVelocity.xyz = float3.zero;
}
velocities[i] = velocity;
angularVelocities[i] = angVelocity;
}
}
}
#endif