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

91 lines
4.9 KiB
C#

using UnityEngine;
namespace Obi
{
public class ComputeStretchShearConstraintsBatch : ComputeConstraintsBatchImpl, IStretchShearConstraintsBatchImpl
{
GraphicsBuffer orientationIndices;
GraphicsBuffer restLengths;
GraphicsBuffer restOrientations;
GraphicsBuffer stiffnesses;
public ComputeStretchShearConstraintsBatch(ComputeStretchShearConstraints constraints)
{
m_Constraints = constraints;
m_ConstraintType = Oni.ConstraintType.StretchShear;
}
public void SetStretchShearConstraints(ObiNativeIntList particleIndices, ObiNativeIntList orientationIndices, ObiNativeFloatList restLengths, ObiNativeQuaternionList restOrientations, ObiNativeVector3List stiffnesses, ObiNativeFloatList lambdas, int count)
{
this.particleIndices = particleIndices.AsComputeBuffer<int>();
this.orientationIndices = orientationIndices.AsComputeBuffer<int>();
this.restLengths = restLengths.AsComputeBuffer<float>();
this.restOrientations = restOrientations.AsComputeBuffer<Quaternion>();
this.stiffnesses = stiffnesses.AsComputeBuffer<Vector3>();
this.lambdas = lambdas.AsComputeBuffer<float>();
this.lambdasList = lambdas;
m_ConstraintCount = count;
}
public override void Evaluate(float stepTime, float substepTime, int steps, float timeLeft)
{
if (m_ConstraintCount > 0)
{
var shader = ((ComputeStretchShearConstraints)m_Constraints).constraintsShader;
int projectKernel = ((ComputeStretchShearConstraints)m_Constraints).projectKernel;
shader.SetBuffer(projectKernel, "particleIndices", particleIndices);
shader.SetBuffer(projectKernel, "orientationIndices", orientationIndices);
shader.SetBuffer(projectKernel, "restLengths", restLengths);
shader.SetBuffer(projectKernel, "restOrientations", restOrientations);
shader.SetBuffer(projectKernel, "stiffnesses", stiffnesses);
shader.SetBuffer(projectKernel, "lambdas", lambdas);
shader.SetBuffer(projectKernel, "positions", solverImplementation.positionsBuffer);
shader.SetBuffer(projectKernel, "orientations", solverImplementation.orientationsBuffer);
shader.SetBuffer(projectKernel, "invMasses", solverImplementation.invMassesBuffer);
shader.SetBuffer(projectKernel, "invRotationalMasses", solverImplementation.invRotationalMassesBuffer);
shader.SetBuffer(projectKernel, "deltasAsInt", solverImplementation.positionDeltasIntBuffer);
shader.SetBuffer(projectKernel, "orientationDeltasAsInt", solverImplementation.orientationDeltasIntBuffer);
shader.SetBuffer(projectKernel, "positionConstraintCounts", solverImplementation.positionConstraintCountBuffer);
shader.SetBuffer(projectKernel, "orientationConstraintCounts", solverImplementation.orientationConstraintCountBuffer);
shader.SetInt("activeConstraintCount", m_ConstraintCount);
shader.SetFloat("deltaTime", substepTime);
int threadGroups = ComputeMath.ThreadGroupCount(m_ConstraintCount, 128);
shader.Dispatch(projectKernel, threadGroups, 1, 1);
}
}
public override void Apply(float substepTime)
{
if (m_ConstraintCount > 0)
{
var parameters = solverAbstraction.GetConstraintParameters(m_ConstraintType);
var shader = ((ComputeStretchShearConstraints)m_Constraints).constraintsShader;
int applyKernel = ((ComputeStretchShearConstraints)m_Constraints).applyKernel;
shader.SetBuffer(applyKernel, "particleIndices", particleIndices);
shader.SetBuffer(applyKernel, "orientationIndices", orientationIndices);
shader.SetBuffer(applyKernel, "positions", solverImplementation.positionsBuffer);
shader.SetBuffer(applyKernel, "orientations", solverImplementation.orientationsBuffer);
shader.SetBuffer(applyKernel, "deltasAsInt", solverImplementation.positionDeltasIntBuffer);
shader.SetBuffer(applyKernel, "orientationDeltasAsInt", solverImplementation.orientationDeltasIntBuffer);
shader.SetBuffer(applyKernel, "positionConstraintCounts", solverImplementation.positionConstraintCountBuffer);
shader.SetBuffer(applyKernel, "orientationConstraintCounts", solverImplementation.orientationConstraintCountBuffer);
shader.SetInt("activeConstraintCount", m_ConstraintCount);
shader.SetFloat("sorFactor", parameters.SORFactor);
int threadGroups = ComputeMath.ThreadGroupCount(m_ConstraintCount, 128);
shader.Dispatch(applyKernel, threadGroups, 1, 1);
}
}
}
}