Files
Fishing2/Assets/Obi/Scripts/Common/Blueprints/Constraints/Batches/ObiPinholeConstraintsBatch.cs
2026-01-22 22:08:21 +08:00

221 lines
9.1 KiB
C#

using UnityEngine;
using System;
using System.Collections.Generic;
namespace Obi
{
[Serializable]
public class ObiPinholeConstraintsBatch : ObiConstraintsBatch
{
[Serializable]
public struct PinholeEdge
{
public int edgeIndex;
public float coordinate;
public PinholeEdge(int edgeIndex, float coordinate)
{
this.edgeIndex = edgeIndex;
this.coordinate = coordinate;
}
public float GetRopeCoordinate(ObiActor actor)
{
int edgeCount = actor.GetDeformableEdgeCount();
return edgeCount > 0 ? Mathf.Clamp01((edgeIndex + coordinate) / edgeCount) : 0;
}
}
protected IPinholeConstraintsBatchImpl m_BatchImpl;
/// <summary>
/// for each constraint, handle of the pinned collider.
/// </summary>
[HideInInspector] public List<ObiColliderHandle> pinBodies = new List<ObiColliderHandle>();
/// <summary>
/// for each constraint, reference to the actor pinned.
/// </summary>
[HideInInspector] public List<ObiActor> pinActors = new List<ObiActor>();
/// <summary>
/// index of the pinned collider in the collider world.
/// </summary>
[HideInInspector] public ObiNativeIntList colliderIndices = new ObiNativeIntList();
/// <summary>
/// Pinhole position expressed in the attachment's local space.
/// </summary>
[HideInInspector] public ObiNativeVector4List offsets = new ObiNativeVector4List();
/// <summary>
// Normalized coordinate along current edge.
/// </summary>
[HideInInspector] public ObiNativeFloatList edgeMus = new ObiNativeFloatList();
/// <summary>
/// Edge range as 2 ints (first edge, last edge) for each constraint.
/// </summary>
[HideInInspector] public ObiNativeIntList edgeRanges = new ObiNativeIntList();
/// <summary>
/// Min/max cooridnate in each of the first and last edges as 2 floats for each constraint.
/// </summary>
[HideInInspector] public ObiNativeFloatList edgeRangeMus = new ObiNativeFloatList();
/// <summary>
/// Parameters of pinhole constraints. 5 floats per constraint (compliance, friction, motor speed, motor force and normalized coordinate along edge).
/// </summary>
[HideInInspector] public ObiNativeFloatList parameters = new ObiNativeFloatList();
/// <summary>
/// Relative velocities between rope and pinhole.
/// </summary>
[HideInInspector] public ObiNativeFloatList relativeVelocities = new ObiNativeFloatList();
public override Oni.ConstraintType constraintType
{
get { return Oni.ConstraintType.Pinhole; }
}
public override IConstraintsBatchImpl implementation
{
get { return m_BatchImpl; }
}
public ObiPinholeConstraintsBatch(ObiPinholeConstraintsData constraints = null) : base()
{
}
public void AddConstraint(PinholeEdge edge, PinholeEdge firstEdge, PinholeEdge lastEdge, ObiActor actor, ObiColliderBase body, Vector3 offset, float compliance, float friction, float motorSpeed, float motorForce, bool clampAtEnds)
{
RegisterConstraint();
particleIndices.Add(edge.edgeIndex);
edgeMus.Add(edge.coordinate);
edgeRanges.Add(firstEdge.edgeIndex);
edgeRanges.Add(lastEdge.edgeIndex);
edgeRangeMus.Add(firstEdge.coordinate);
edgeRangeMus.Add(lastEdge.coordinate);
pinBodies.Add(body != null ? body.Handle : new ObiColliderHandle());
pinActors.Add(actor);
colliderIndices.Add(body != null ? body.Handle.index : -1);
offsets.Add(offset);
parameters.Add(compliance);
parameters.Add(friction);
parameters.Add(motorSpeed);
parameters.Add(motorForce);
parameters.Add(clampAtEnds ? 1 : 0);
relativeVelocities.Add(0);
}
public override void Clear()
{
base.Clear();
particleIndices.Clear();
pinBodies.Clear();
colliderIndices.Clear();
offsets.Clear();
edgeMus.Clear();
edgeRanges.Clear();
edgeRangeMus.Clear();
parameters.Clear();
relativeVelocities.Clear();
}
public override void GetParticlesInvolved(int index, List<int> particles)
{
particles.Add(particleIndices[index]);
}
protected override void SwapConstraints(int sourceIndex, int destIndex)
{
particleIndices.Swap(sourceIndex, destIndex);
pinBodies.Swap(sourceIndex, destIndex);
colliderIndices.Swap(sourceIndex, destIndex);
offsets.Swap(sourceIndex, destIndex);
edgeMus.Swap(sourceIndex, destIndex);
edgeRanges.Swap(sourceIndex * 2, destIndex * 2);
edgeRanges.Swap(sourceIndex * 2 + 1, destIndex * 2 + 1);
edgeRangeMus.Swap(sourceIndex * 2, destIndex * 2);
edgeRangeMus.Swap(sourceIndex * 2 + 1, destIndex * 2 + 1);
for (int i = 0; i < 5; ++i)
parameters.Swap(sourceIndex * 5 + i, destIndex * 5 + i);
relativeVelocities.Swap(sourceIndex, destIndex);
}
public override void Merge(ObiActor actor, IObiConstraintsBatch other)
{
var batch = other as ObiPinholeConstraintsBatch;
if (batch != null)
{
particleIndices.ResizeUninitialized(m_ActiveConstraintCount + batch.activeConstraintCount);
colliderIndices.ResizeUninitialized(m_ActiveConstraintCount + batch.activeConstraintCount);
offsets.ResizeUninitialized(m_ActiveConstraintCount + batch.activeConstraintCount);
edgeRanges.ResizeUninitialized((m_ActiveConstraintCount + batch.activeConstraintCount) * 2);
edgeRangeMus.ResizeUninitialized((m_ActiveConstraintCount + batch.activeConstraintCount) * 2);
edgeMus.ResizeUninitialized(m_ActiveConstraintCount + batch.activeConstraintCount);
parameters.ResizeUninitialized((m_ActiveConstraintCount + batch.activeConstraintCount) * 5);
relativeVelocities.ResizeInitialized(m_ActiveConstraintCount + batch.activeConstraintCount);
lambdas.ResizeInitialized(m_ActiveConstraintCount + batch.activeConstraintCount);
edgeMus.CopyFrom(batch.edgeMus, 0, m_ActiveConstraintCount, batch.activeConstraintCount);
edgeRangeMus.CopyFrom(batch.edgeRangeMus, 0, m_ActiveConstraintCount * 2, batch.activeConstraintCount * 2);
offsets.CopyFrom(batch.offsets, 0, m_ActiveConstraintCount, batch.activeConstraintCount);
relativeVelocities.CopyFrom(batch.relativeVelocities, 0, m_ActiveConstraintCount, batch.activeConstraintCount);
parameters.CopyFrom(batch.parameters, 0, m_ActiveConstraintCount * 5, batch.activeConstraintCount * 5);
for (int i = 0; i < batch.activeConstraintCount; ++i)
{
int currentEdge = -1, firstEdge = -1, lastEdge = -1;
if (batch.pinActors[i] != null)
{
currentEdge = batch.pinActors[i].deformableEdgesOffset + batch.particleIndices[i];
firstEdge = batch.pinActors[i].deformableEdgesOffset + batch.edgeRanges[i * 2];
lastEdge = batch.pinActors[i].deformableEdgesOffset + batch.edgeRanges[i * 2 + 1];
}
edgeRanges[(m_ActiveConstraintCount + i) * 2] = firstEdge;
edgeRanges[(m_ActiveConstraintCount + i) * 2 + 1] = lastEdge;
particleIndices[m_ActiveConstraintCount + i] = Mathf.Clamp(currentEdge, firstEdge, lastEdge);
colliderIndices[m_ActiveConstraintCount + i] = batch.pinBodies[i] != null ? batch.pinBodies[i].index : -1;
}
base.Merge(actor, other);
}
}
public override void AddToSolver(ObiSolver solver)
{
if (solver != null && solver.implementation != null)
{
m_BatchImpl = solver.implementation.CreateConstraintsBatch(constraintType) as IPinholeConstraintsBatchImpl;
if (m_BatchImpl != null)
m_BatchImpl.SetPinholeConstraints(particleIndices, colliderIndices, offsets, edgeMus, edgeRanges, edgeRangeMus, parameters, relativeVelocities, lambdas, m_ActiveConstraintCount);
}
}
public override void RemoveFromSolver(ObiSolver solver)
{
base.RemoveFromSolver(solver);
edgeRanges.Dispose();
colliderIndices.Dispose();
offsets.Dispose();
parameters.Dispose();
if (solver != null && solver.implementation != null)
solver.implementation.DestroyConstraintsBatch(m_BatchImpl as IConstraintsBatchImpl);
}
}
}