85 lines
3.7 KiB
C#
85 lines
3.7 KiB
C#
using UnityEngine;
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namespace Obi
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{
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public class ComputeDistanceConstraintsBatch : ComputeConstraintsBatchImpl, IDistanceConstraintsBatchImpl
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{
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GraphicsBuffer restLengthsBuffer;
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GraphicsBuffer stiffnessesBuffer;
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public ComputeDistanceConstraintsBatch(ComputeDistanceConstraints constraints)
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{
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m_Constraints = constraints;
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m_ConstraintType = Oni.ConstraintType.Distance;
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}
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public void SetDistanceConstraints(ObiNativeIntList particleIndices, ObiNativeFloatList restLengths, ObiNativeVector2List stiffnesses, ObiNativeFloatList lambdas, int count)
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{
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this.particleIndices = particleIndices.AsComputeBuffer<int>();
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this.restLengthsBuffer = restLengths.AsComputeBuffer<float>();
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this.stiffnessesBuffer = stiffnesses.AsComputeBuffer<Vector2>();
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this.lambdas = lambdas.AsComputeBuffer<float>();
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this.lambdasList = lambdas;
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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 = ((ComputeDistanceConstraints)m_Constraints).constraintsShader;
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int projectKernel = ((ComputeDistanceConstraints)m_Constraints).projectKernel;
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shader.SetBuffer(projectKernel, "particleIndices", particleIndices);
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shader.SetBuffer(projectKernel, "restLengths", restLengthsBuffer);
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shader.SetBuffer(projectKernel, "stiffnesses", stiffnessesBuffer);
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shader.SetBuffer(projectKernel, "lambdas", lambdas);
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shader.SetBuffer(projectKernel, "positions", solverImplementation.positionsBuffer);
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shader.SetBuffer(projectKernel, "invMasses", solverImplementation.invMassesBuffer);
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shader.SetBuffer(projectKernel, "deltasAsInt", solverImplementation.positionDeltasIntBuffer);
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shader.SetBuffer(projectKernel, "positionConstraintCounts", solverImplementation.positionConstraintCountBuffer);
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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 deltaTime)
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{
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if (m_ConstraintCount > 0)
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{
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var parameters = solverAbstraction.GetConstraintParameters(m_ConstraintType);
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var shader = ((ComputeDistanceConstraints)m_Constraints).constraintsShader;
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int applyKernel = ((ComputeDistanceConstraints)m_Constraints).applyKernel;
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shader.SetBuffer(applyKernel, "particleIndices", particleIndices);
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shader.SetBuffer(applyKernel, "positions", solverImplementation.positionsBuffer);
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shader.SetBuffer(applyKernel, "deltasAsInt", solverImplementation.positionDeltasIntBuffer);
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shader.SetBuffer(applyKernel, "positionConstraintCounts", solverImplementation.positionConstraintCountBuffer);
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shader.SetInt("activeConstraintCount", m_ConstraintCount);
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shader.SetFloat("sorFactor", parameters.SORFactor);
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int threadGroups = ComputeMath.ThreadGroupCount(m_ConstraintCount, 128);
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shader.Dispatch(applyKernel, threadGroups, 1, 1);
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}
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}
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public void RequestDataReadback()
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{
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lambdasList.Readback();
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}
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public void WaitForReadback()
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{
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lambdasList.WaitForReadback();
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}
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}
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} |