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

165 lines
9.0 KiB
C#

using UnityEngine;
namespace Obi
{
public class ComputePinholeConstraintsBatch : ComputeConstraintsBatchImpl, IPinholeConstraintsBatchImpl
{
GraphicsBuffer colliderIndices;
GraphicsBuffer offsets;
GraphicsBuffer edgeMus;
GraphicsBuffer edgeRanges;
GraphicsBuffer edgeRangeMus;
GraphicsBuffer relativeVelocities;
GraphicsBuffer parameters;
public ComputePinholeConstraintsBatch(ComputePinholeConstraints constraints)
{
m_Constraints = constraints;
m_ConstraintType = Oni.ConstraintType.Pinhole;
}
public void SetPinholeConstraints(ObiNativeIntList particleIndices, ObiNativeIntList colliderIndices, ObiNativeVector4List offsets, ObiNativeFloatList edgeMus, ObiNativeIntList edgeRanges, ObiNativeFloatList edgeRangeMus, ObiNativeFloatList parameters, ObiNativeFloatList relativeVelocities, ObiNativeFloatList lambdas, int count)
{
this.particleIndices = particleIndices.AsComputeBuffer<int>();
this.colliderIndices = colliderIndices.AsComputeBuffer<int>();
this.offsets = offsets.AsComputeBuffer<Vector4>();
this.edgeMus = edgeMus.AsComputeBuffer<float>();
this.edgeRanges = edgeRanges.AsComputeBuffer<Vector2Int>();
this.edgeRangeMus = edgeRangeMus.AsComputeBuffer<Vector2>();
this.parameters = parameters.AsComputeBuffer<float>();
this.lambdas = lambdas.AsComputeBuffer<float>();
this.relativeVelocities = relativeVelocities.AsComputeBuffer<float>();
this.lambdasList = lambdas;
m_ConstraintCount = count;
}
public override void Initialize(float stepTime, float substepTime, int steps, float timeLeft)
{
if (m_ConstraintCount > 0)
{
var shader = ((ComputePinholeConstraints)m_Constraints).constraintsShader;
int clearKernel = ((ComputePinholeConstraints)m_Constraints).clearKernel;
int initializeKernel = ((ComputePinholeConstraints)m_Constraints).initializeKernel;
shader.SetBuffer(clearKernel, "colliderIndices", colliderIndices);
shader.SetBuffer(clearKernel, "shapes", this.solverImplementation.colliderGrid.shapesBuffer);
shader.SetBuffer(clearKernel, "RW_rigidbodies", this.solverImplementation.colliderGrid.rigidbodiesBuffer);
shader.SetBuffer(initializeKernel, "particleIndices", particleIndices);
shader.SetBuffer(initializeKernel, "colliderIndices", colliderIndices);
shader.SetBuffer(initializeKernel, "offsets", offsets);
shader.SetBuffer(initializeKernel, "edgeMus", edgeMus);
shader.SetBuffer(initializeKernel, "edgeRanges", edgeRanges);
shader.SetBuffer(initializeKernel, "edgeRangeMus", edgeRangeMus);
shader.SetBuffer(initializeKernel, "relativeVelocities", relativeVelocities);
shader.SetBuffer(initializeKernel, "parameters", parameters);
shader.SetBuffer(initializeKernel, "deformableEdges", solverImplementation.deformableEdgesBuffer);
shader.SetBuffer(initializeKernel, "positions", solverImplementation.positionsBuffer);
shader.SetBuffer(initializeKernel, "prevPositions", solverImplementation.prevPositionsBuffer);
shader.SetBuffer(initializeKernel, "invMasses", solverImplementation.invMassesBuffer);
shader.SetBuffer(initializeKernel, "colliderIndices", colliderIndices);
shader.SetBuffer(initializeKernel, "transforms", this.solverImplementation.colliderGrid.transformsBuffer);
shader.SetBuffer(initializeKernel, "shapes", this.solverImplementation.colliderGrid.shapesBuffer);
shader.SetBuffer(initializeKernel, "rigidbodies", this.solverImplementation.colliderGrid.rigidbodiesBuffer);
shader.SetBuffer(initializeKernel, "RW_rigidbodies", this.solverImplementation.colliderGrid.rigidbodiesBuffer);
shader.SetBuffer(initializeKernel, "linearDeltasAsInt", solverImplementation.rigidbodyLinearDeltasIntBuffer);
shader.SetBuffer(initializeKernel, "angularDeltasAsInt", solverImplementation.rigidbodyAngularDeltasIntBuffer);
shader.SetBuffer(initializeKernel, "inertialSolverFrame", solverImplementation.inertialFrameBuffer);
shader.SetInt("activeConstraintCount", m_ConstraintCount);
shader.SetFloat("stepTime", stepTime);
shader.SetFloat("substepTime", substepTime);
shader.SetInt("steps", steps);
shader.SetFloat("timeLeft", timeLeft);
int threadGroups = ComputeMath.ThreadGroupCount(m_ConstraintCount, 128);
shader.Dispatch(clearKernel, threadGroups, 1, 1);
shader.Dispatch(initializeKernel, threadGroups, 1, 1);
}
// clear lambdas:
base.Initialize(stepTime, substepTime, steps, timeLeft);
}
public override void Evaluate(float stepTime, float substepTime, int steps, float timeLeft)
{
if (m_ConstraintCount > 0)
{
var shader = ((ComputePinholeConstraints)m_Constraints).constraintsShader;
int projectKernel = ((ComputePinholeConstraints)m_Constraints).projectKernel;
shader.SetBuffer(projectKernel, "particleIndices", particleIndices);
shader.SetBuffer(projectKernel, "colliderIndices", colliderIndices);
shader.SetBuffer(projectKernel, "offsets", offsets);
shader.SetBuffer(projectKernel, "edgeMus", edgeMus);
shader.SetBuffer(projectKernel, "parameters", parameters);
shader.SetBuffer(projectKernel, "lambdas", lambdas);
shader.SetBuffer(projectKernel, "transforms", this.solverImplementation.colliderGrid.transformsBuffer);
shader.SetBuffer(projectKernel, "shapes", this.solverImplementation.colliderGrid.shapesBuffer);
shader.SetBuffer(projectKernel, "rigidbodies", this.solverImplementation.colliderGrid.rigidbodiesBuffer);
shader.SetBuffer(projectKernel, "deformableEdges", solverImplementation.deformableEdgesBuffer);
shader.SetBuffer(projectKernel, "positions", solverImplementation.positionsBuffer);
shader.SetBuffer(projectKernel, "prevPositions", solverImplementation.prevPositionsBuffer);
shader.SetBuffer(projectKernel, "invMasses", solverImplementation.invMassesBuffer);
shader.SetBuffer(projectKernel, "deltasAsInt", solverImplementation.positionDeltasIntBuffer);
shader.SetBuffer(projectKernel, "positionConstraintCounts", solverImplementation.positionConstraintCountBuffer);
shader.SetBuffer(projectKernel, "linearDeltasAsInt", solverImplementation.rigidbodyLinearDeltasIntBuffer);
shader.SetBuffer(projectKernel, "angularDeltasAsInt", solverImplementation.rigidbodyAngularDeltasIntBuffer);
shader.SetBuffer(projectKernel, "inertialSolverFrame", solverImplementation.inertialFrameBuffer);
shader.SetInt("activeConstraintCount", m_ConstraintCount);
shader.SetFloat("stepTime", stepTime);
shader.SetFloat("substepTime", substepTime);
shader.SetInt("steps", steps);
shader.SetFloat("timeLeft", timeLeft);
int threadGroups = ComputeMath.ThreadGroupCount(m_ConstraintCount, 128);
shader.Dispatch(projectKernel, threadGroups, 1, 1);
}
}
public override void Apply(float substepTime)
{
if (m_ConstraintCount > 0)
{
var param = solverAbstraction.GetConstraintParameters(m_ConstraintType);
var shader = ((ComputePinholeConstraints)m_Constraints).constraintsShader;
int applyKernel = ((ComputePinholeConstraints)m_Constraints).applyKernel;
shader.SetBuffer(applyKernel, "particleIndices", particleIndices);
shader.SetBuffer(applyKernel, "deformableEdges", solverImplementation.deformableEdgesBuffer);
shader.SetBuffer(applyKernel, "RW_positions", solverImplementation.positionsBuffer);
shader.SetBuffer(applyKernel, "deltasAsInt", solverImplementation.positionDeltasIntBuffer);
shader.SetBuffer(applyKernel, "positionConstraintCounts", solverImplementation.positionConstraintCountBuffer);
shader.SetInt("activeConstraintCount", m_ConstraintCount);
shader.SetFloat("sorFactor", param.SORFactor);
int threadGroups = ComputeMath.ThreadGroupCount(m_ConstraintCount, 128);
shader.Dispatch(applyKernel, threadGroups, 1, 1);
}
}
public void RequestDataReadback()
{
lambdasList.Readback();
}
public void WaitForReadback()
{
lambdasList.WaitForReadback();
}
}
}