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

472 lines
21 KiB
C#

#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using UnityEngine;
using Unity.Jobs;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Mathematics;
using Unity.Burst;
using System.Collections;
namespace Obi
{
public class BurstShapeMatchingConstraintsBatch : BurstConstraintsBatchImpl, IShapeMatchingConstraintsBatchImpl
{
private NativeArray<int> firstIndex;
private NativeArray<int> numIndices;
private NativeArray<int> explicitGroup;
private NativeArray<float> shapeMaterialParameters;
private NativeArray<float4> restComs;
private NativeArray<float4> coms;
private NativeArray<quaternion> constraintOrientations;
private NativeArray<float4x4> Aqq;
private NativeArray<float4x4> linearTransforms;
private NativeArray<float4x4> plasticDeformations;
private bool m_RecalculateRestShape = false;
public BurstShapeMatchingConstraintsBatch(BurstShapeMatchingConstraints constraints)
{
m_Constraints = constraints;
m_ConstraintType = Oni.ConstraintType.ShapeMatching;
}
public void SetShapeMatchingConstraints(ObiNativeIntList particleIndices,
ObiNativeIntList firstIndex,
ObiNativeIntList numIndices,
ObiNativeIntList explicitGroup,
ObiNativeFloatList shapeMaterialParameters,
ObiNativeVector4List restComs,
ObiNativeVector4List coms,
ObiNativeQuaternionList constraintOrientations,
ObiNativeMatrix4x4List linearTransforms,
ObiNativeMatrix4x4List plasticDeformations,
ObiNativeFloatList lambdas,
int count)
{
this.particleIndices = particleIndices.AsNativeArray<int>();
this.firstIndex = firstIndex.AsNativeArray<int>();
this.numIndices = numIndices.AsNativeArray<int>();
this.explicitGroup = explicitGroup.AsNativeArray<int>();
this.shapeMaterialParameters = shapeMaterialParameters.AsNativeArray<float>();
this.restComs = restComs.AsNativeArray<float4>();
this.coms = coms.AsNativeArray<float4>();
this.constraintOrientations = constraintOrientations.AsNativeArray<quaternion>();
this.linearTransforms = linearTransforms.AsNativeArray<float4x4>();
this.plasticDeformations = plasticDeformations.AsNativeArray<float4x4>();
if (Aqq.IsCreated)
Aqq.Dispose();
Aqq = new NativeArray<float4x4>(count,Allocator.Persistent);
m_ConstraintCount = count;
}
public override void Destroy()
{
if (Aqq.IsCreated)
Aqq.Dispose();
}
public override JobHandle Initialize(JobHandle inputDeps, float stepTime, float substepTime, int steps, float timeLeft)
{
return inputDeps;
}
public override JobHandle Evaluate(JobHandle inputDeps, float stepTime, float substepTime, int steps, float timeLeft)
{
if (m_RecalculateRestShape)
{
m_RecalculateRestShape = false;
var calculateRest = new ShapeMatchingCalculateRestJob()
{
particleIndices = particleIndices,
firstIndex = firstIndex,
numIndices = numIndices,
restComs = restComs,
coms = coms,
Aqq = Aqq,
deformation = plasticDeformations,
restPositions = solverAbstraction.restPositions.AsNativeArray<float4>(),
restOrientations = solverAbstraction.restOrientations.AsNativeArray<quaternion>(),
principalRadii = solverAbstraction.principalRadii.AsNativeArray<float4>(),
invMasses = solverAbstraction.invMasses.AsNativeArray<float>(),
invRotationalMasses = solverAbstraction.invRotationalMasses.AsNativeArray<float>(),
};
inputDeps = calculateRest.Schedule(numIndices.Length, 64, inputDeps);
}
var projectConstraints = new ShapeMatchingConstraintsBatchJob()
{
particleIndices = particleIndices,
firstIndex = firstIndex,
numIndices = numIndices,
explicitGroup = explicitGroup,
shapeMaterialParameters = shapeMaterialParameters,
restComs = restComs,
coms = coms,
constraintOrientations = constraintOrientations,
Aqq = Aqq,
linearTransforms = linearTransforms,
deformation = plasticDeformations,
positions = solverImplementation.positions,
restPositions = solverImplementation.restPositions,
orientations = solverImplementation.orientations,
restOrientations = solverImplementation.restOrientations,
invMasses = solverImplementation.invMasses,
invRotationalMasses = solverImplementation.invRotationalMasses,
principalRadii = solverImplementation.principalRadii,
deltas = solverImplementation.positionDeltas,
counts = solverImplementation.positionConstraintCounts,
deltaTime = substepTime
};
return projectConstraints.Schedule(m_ConstraintCount, 4, inputDeps);
}
public override JobHandle Apply(JobHandle inputDeps, float substepTime)
{
var parameters = solverAbstraction.GetConstraintParameters(m_ConstraintType);
var applyConstraints = new ApplyShapeMatchingConstraintsBatchJob()
{
particleIndices = particleIndices,
firstIndex = firstIndex,
numIndices = numIndices,
positions = solverImplementation.positions,
deltas = solverImplementation.positionDeltas,
counts = solverImplementation.positionConstraintCounts,
sorFactor = parameters.SORFactor
};
return applyConstraints.Schedule(m_ConstraintCount, 8, inputDeps);
}
public void CalculateRestShapeMatching()
{
m_RecalculateRestShape = true;
}
protected static void RecalculateRestData(int i,
ref NativeArray<int> particleIndices,
ref NativeArray<int> firstIndex,
ref NativeArray<float4> restComs,
ref NativeArray<float4x4> Aqq,
ref NativeArray<float4x4> deformation,
ref NativeArray<int> numIndices,
ref NativeArray<float> invMasses,
ref NativeArray<float> invRotationalMasses,
ref NativeArray<float4> restPositions,
ref NativeArray<quaternion> restOrientations,
ref NativeArray<float4> principalRadii)
{
int k = 0;
float maximumMass = 10000;
// initialize rest center of mass and shape matrix:
restComs[i] = float4.zero;
Aqq[i] = float4x4.zero;
float4 restCom = float4.zero;
float4x4 _Aqq = float4x4.zero, _Rqq = float4x4.zero;
// calculate rest center of mass, shape mass and Aqq matrix.
for (int j = 0; j < numIndices[i]; ++j)
{
k = particleIndices[firstIndex[i] + j];
float mass = maximumMass;
if (invMasses[k] > 1.0f / maximumMass)
mass = 1.0f / invMasses[k];
restCom += restPositions[k] * mass;
float4x4 particleR = restOrientations[k].toMatrix();
particleR[3][3] = 0;
_Rqq += math.mul(particleR,
math.mul(BurstMath.GetParticleInertiaTensor(principalRadii[k], invRotationalMasses[k]).asDiagonal(),
math.transpose(particleR))
);
float4 restPosition = restPositions[k];
restPosition[3] = 0;
_Aqq += mass * BurstMath.multrnsp4(restPosition, restPosition);
}
if (restCom[3] < BurstMath.epsilon)
return;
restCom.xyz /= restCom[3];
restComs[i] = restCom;
restCom[3] = 0;
_Aqq -= restComs[i][3] * BurstMath.multrnsp4(restCom, restCom);
_Aqq[3][3] = 1; // so that the determinant is never 0 due to all-zeros row/column.
Aqq[i] = math.inverse(_Rqq + math.mul(deformation[i], math.mul(_Aqq, math.transpose(deformation[i]))));
}
[BurstCompile]
public struct ShapeMatchingCalculateRestJob : IJobParallelFor
{
[ReadOnly] public NativeArray<int> particleIndices;
[ReadOnly] public NativeArray<int> firstIndex;
[ReadOnly] public NativeArray<int> numIndices;
public NativeArray<float4> restComs;
[ReadOnly] public NativeArray<float4> coms;
public NativeArray<float4x4> Aqq;
[ReadOnly] public NativeArray<float4x4> deformation;
[ReadOnly] public NativeArray<float4> restPositions;
[ReadOnly] public NativeArray<quaternion> restOrientations;
[ReadOnly] public NativeArray<float> invMasses;
[ReadOnly] public NativeArray<float> invRotationalMasses;
[ReadOnly] public NativeArray<float4> principalRadii;
public void Execute(int i)
{
RecalculateRestData(i,
ref particleIndices,
ref firstIndex,
ref restComs,
ref Aqq,
ref deformation,
ref numIndices,
ref invMasses,
ref invRotationalMasses,
ref restPositions,
ref restOrientations,
ref principalRadii);
}
}
[BurstCompile]
public struct ShapeMatchingConstraintsBatchJob : IJobParallelFor
{
[ReadOnly] public NativeArray<int> particleIndices;
[ReadOnly] public NativeArray<int> firstIndex;
[ReadOnly] public NativeArray<int> numIndices;
[ReadOnly] public NativeArray<int> explicitGroup;
[ReadOnly] public NativeArray<float> shapeMaterialParameters;
public NativeArray<float4> restComs;
public NativeArray<float4> coms;
public NativeArray<quaternion> constraintOrientations;
public NativeArray<float4x4> Aqq;
public NativeArray<float4x4> linearTransforms;
public NativeArray<float4x4> deformation;
[ReadOnly] public NativeArray<float4> positions;
[ReadOnly] public NativeArray<float4> restPositions;
[ReadOnly] public NativeArray<quaternion> restOrientations;
[ReadOnly] public NativeArray<float> invMasses;
[ReadOnly] public NativeArray<float> invRotationalMasses;
[ReadOnly] public NativeArray<float4> principalRadii;
[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<quaternion> orientations;
[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<float4> deltas;
[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<int> counts;
[ReadOnly] public float deltaTime;
public void Execute(int i)
{
int k;
float maximumMass = 10000;
coms[i] = float4.zero;
float4x4 Apq = float4x4.zero, Rpq = float4x4.zero;
// calculate shape mass, center of mass, and moment matrix:
for (int j = 0; j < numIndices[i]; ++j)
{
k = particleIndices[firstIndex[i] + j];
float mass = maximumMass;
if (invMasses[k] > 1.0f / maximumMass)
mass = 1.0f / invMasses[k];
coms[i] += positions[k] * mass;
float4x4 particleR = orientations[k].toMatrix();
float4x4 particleRT = restOrientations[k].toMatrix();
particleR[3][3] = 0;
particleRT[3][3] = 0;
Rpq += math.mul(particleR,
math.mul(BurstMath.GetParticleInertiaTensor(principalRadii[k], invRotationalMasses[k]).asDiagonal(),
math.transpose(particleRT))
);
float4 restPosition = restPositions[k];
restPosition[3] = 0;
Apq += mass * BurstMath.multrnsp4(positions[k], restPosition);
}
if (restComs[i][3] < BurstMath.epsilon)
return;
coms[i] /= restComs[i][3];
// subtract global shape moment:
float4 restCom = restComs[i];
restCom[3] = 0;
Apq -= restComs[i][3] * BurstMath.multrnsp4(coms[i], restCom);
// calculate optimal transform including plastic deformation:
float4x4 Apq_def = Rpq + math.mul(Apq , math.transpose(deformation[i]));
Apq_def[3][3] = 1;
// reconstruct full best-matching linear transform:
linearTransforms[i] = math.mul(Apq_def, Aqq[i]);
// extract rotation from transform matrix, using warmstarting and few iterations:
constraintOrientations[i] = BurstMath.ExtractRotation(Apq_def, constraintOrientations[i], 5);
// finally, obtain rotation matrix:
float4x4 R = constraintOrientations[i].toMatrix();
R[3][3] = 0;
// calculate particle orientations:
if (explicitGroup[i] > 0)
{
// if the group is explicit, set the orientation for all particles:
for (int j = 0; j < numIndices[i]; ++j)
{
k = particleIndices[firstIndex[i] + j];
orientations[k] = math.mul(constraintOrientations[i], restOrientations[k]);
}
}
else
{
// set orientation of center particle only:
int centerIndex = particleIndices[firstIndex[i]];
orientations[centerIndex] = math.mul(constraintOrientations[i], restOrientations[centerIndex]);
}
// calculate and accumulate particle goal positions:
float4 goal;
float4x4 transform = math.mul(R,deformation[i]);
for (int j = 0; j < numIndices[i]; ++j)
{
k = particleIndices[firstIndex[i] + j];
goal = coms[i] + math.mul(transform, restPositions[k] - restComs[i]);
deltas[k] += (goal - positions[k]) * shapeMaterialParameters[i * 5];
counts[k]++;
}
// update plastic deformation:
float plastic_yield = shapeMaterialParameters[i * 5 + 1];
float plastic_creep = shapeMaterialParameters[i * 5 + 2];
float plastic_recovery = shapeMaterialParameters[i * 5 + 3];
float max_deform = shapeMaterialParameters[i * 5 + 4];
// if we are allowed to absorb deformation:
if (plastic_creep > 0)
{
R[3][3] = 1;
// get scale matrix (A = RS so S = Rt * A) and its deviation from the identity matrix:
float4x4 deform_matrix = math.mul(math.transpose(R), linearTransforms[i]) - float4x4.identity;
// if the amount of deformation exceeds the yield threshold:
float norm = deform_matrix.frobeniusNorm();
if (norm > plastic_yield)
{
// deform the shape permanently:
deformation[i] = math.mul(float4x4.identity + plastic_creep * deform_matrix, deformation[i]);
// clamp deformation so that it does not exceed a percentage;
deform_matrix = deformation[i] - float4x4.identity;
norm = deform_matrix.frobeniusNorm();
if (norm > max_deform)
{
deformation[i] = float4x4.identity + max_deform * deform_matrix / norm;
}
// if we cannot recover from plastic deformation, recalculate rest shape now:
if (plastic_recovery == 0)
RecalculateRestData(i,
ref particleIndices,
ref firstIndex,
ref restComs,
ref Aqq,
ref deformation,
ref numIndices,
ref invMasses,
ref invRotationalMasses,
ref restPositions,
ref restOrientations,
ref principalRadii);
}
}
// if we can recover from plastic deformation, lerp towards non-deformed shape and recalculate rest shape:
if (plastic_recovery > 0)
{
deformation[i] += (float4x4.identity - deformation[i]) * math.min(plastic_recovery * deltaTime, 1.0f);
RecalculateRestData(i,
ref particleIndices,
ref firstIndex,
ref restComs,
ref Aqq,
ref deformation,
ref numIndices,
ref invMasses,
ref invRotationalMasses,
ref restPositions,
ref restOrientations,
ref principalRadii);
}
}
}
[BurstCompile]
public struct ApplyShapeMatchingConstraintsBatchJob : IJobParallelFor
{
[ReadOnly] public NativeArray<int> particleIndices;
[ReadOnly] public NativeArray<int> firstIndex;
[ReadOnly] public NativeArray<int> numIndices;
[ReadOnly] public float sorFactor;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> positions;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> deltas;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<int> counts;
public void Execute(int i)
{
int first = firstIndex[i];
int last = first + numIndices[i];
for (int k = first; k < last; ++k)
{
int p = particleIndices[k];
if (counts[p] > 0)
{
positions[p] += deltas[p] * sorFactor / counts[p];
deltas[p] = float4.zero;
counts[p] = 0;
}
}
}
}
}
}
#endif