52 lines
2.1 KiB
C#
52 lines
2.1 KiB
C#
using UnityEngine;
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namespace Obi
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{
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public class ComputeAerodynamicConstraintsBatch : ComputeConstraintsBatchImpl, IAerodynamicConstraintsBatchImpl
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{
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GraphicsBuffer aerodynamicCoeffs;
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public ComputeAerodynamicConstraintsBatch(ComputeAerodynamicConstraints constraints)
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{
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m_Constraints = constraints;
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m_ConstraintType = Oni.ConstraintType.Aerodynamics;
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}
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public void SetAerodynamicConstraints(ObiNativeIntList particleIndices, ObiNativeFloatList aerodynamicCoeffs, int count)
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{
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this.particleIndices = particleIndices.AsComputeBuffer<int>();
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this.aerodynamicCoeffs = aerodynamicCoeffs.AsComputeBuffer<float>();
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m_ConstraintCount = count;
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}
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public override void Evaluate(float stepTime, float substepTime, int steps, float timeLeft)
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{
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if (m_ConstraintCount > 0)
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{
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var shader = ((ComputeAerodynamicConstraints)m_Constraints).constraintsShader;
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int projectKernel = ((ComputeAerodynamicConstraints)m_Constraints).projectKernel;
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shader.SetBuffer(projectKernel, "particleIndices", particleIndices);
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shader.SetBuffer(projectKernel, "aerodynamicCoeffs", aerodynamicCoeffs);
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shader.SetBuffer(projectKernel, "positions", solverImplementation.positionsBuffer);
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shader.SetBuffer(projectKernel, "normals", solverImplementation.normalsBuffer);
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shader.SetBuffer(projectKernel, "wind", solverImplementation.windBuffer);
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shader.SetBuffer(projectKernel, "invMasses", solverImplementation.invMassesBuffer);
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shader.SetBuffer(projectKernel, "velocities", solverImplementation.velocitiesBuffer);
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shader.SetInt("activeConstraintCount", m_ConstraintCount);
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shader.SetFloat("deltaTime", substepTime);
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int threadGroups = ComputeMath.ThreadGroupCount(m_ConstraintCount, 128);
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shader.Dispatch(projectKernel, threadGroups, 1, 1);
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}
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}
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public override void Apply(float substepTime)
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{
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}
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}
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} |