Files
HauntedBloodlines/Assets/Obi/Scripts/Common/Backends/Burst/Constraints/ColliderCollision/BurstColliderCollisionConstraintsBatch.cs
2025-05-29 22:31:40 +03:00

331 lines
17 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 BurstColliderCollisionConstraintsBatch : BurstConstraintsBatchImpl, IColliderCollisionConstraintsBatchImpl
{
public BurstColliderCollisionConstraintsBatch(BurstColliderCollisionConstraints constraints)
{
m_Constraints = constraints;
m_ConstraintType = Oni.ConstraintType.Collision;
}
public override JobHandle Initialize(JobHandle inputDeps, float substepTime)
{
var updateContacts = new UpdateContactsJob()
{
prevPositions = solverImplementation.prevPositions,
prevOrientations = solverImplementation.prevOrientations,
velocities = solverImplementation.velocities,
radii = solverImplementation.principalRadii,
invMasses = solverImplementation.invMasses,
invInertiaTensors = solverImplementation.invInertiaTensors,
particleMaterialIndices = solverImplementation.collisionMaterials,
collisionMaterials = ObiColliderWorld.GetInstance().collisionMaterials.AsNativeArray<BurstCollisionMaterial>(),
simplices = solverImplementation.simplices,
simplexCounts = solverImplementation.simplexCounts,
shapes = ObiColliderWorld.GetInstance().colliderShapes.AsNativeArray<BurstColliderShape>(),
transforms = ObiColliderWorld.GetInstance().colliderTransforms.AsNativeArray<BurstAffineTransform>(),
rigidbodies = ObiColliderWorld.GetInstance().rigidbodies.AsNativeArray<BurstRigidbody>(),
rigidbodyLinearDeltas = solverImplementation.abstraction.rigidbodyLinearDeltas.AsNativeArray<float4>(),
rigidbodyAngularDeltas = solverImplementation.abstraction.rigidbodyAngularDeltas.AsNativeArray<float4>(),
contacts = ((BurstSolverImpl)constraints.solver).colliderContacts,
inertialFrame = ((BurstSolverImpl)constraints.solver).inertialFrame
};
return updateContacts.Schedule(((BurstSolverImpl)constraints.solver).colliderContacts.Length, 128, inputDeps);
}
public override JobHandle Evaluate(JobHandle inputDeps, float stepTime, float substepTime, int substeps)
{
var parameters = solverAbstraction.GetConstraintParameters(m_ConstraintType);
var projectConstraints = new CollisionConstraintsBatchJob()
{
positions = solverImplementation.positions,
prevPositions = solverImplementation.prevPositions,
orientations = solverImplementation.orientations,
prevOrientations = solverImplementation.prevOrientations,
invMasses = solverImplementation.invMasses,
radii = solverImplementation.principalRadii,
particleMaterialIndices = solverImplementation.collisionMaterials,
simplices = solverImplementation.simplices,
simplexCounts = solverImplementation.simplexCounts,
shapes = ObiColliderWorld.GetInstance().colliderShapes.AsNativeArray<BurstColliderShape>(),
transforms = ObiColliderWorld.GetInstance().colliderTransforms.AsNativeArray<BurstAffineTransform>(),
collisionMaterials = ObiColliderWorld.GetInstance().collisionMaterials.AsNativeArray<BurstCollisionMaterial>(),
rigidbodies = ObiColliderWorld.GetInstance().rigidbodies.AsNativeArray<BurstRigidbody>(),
rigidbodyLinearDeltas = solverImplementation.abstraction.rigidbodyLinearDeltas.AsNativeArray<float4>(),
rigidbodyAngularDeltas = solverImplementation.abstraction.rigidbodyAngularDeltas.AsNativeArray<float4>(),
deltas = solverAbstraction.positionDeltas.AsNativeArray<float4>(),
counts = solverAbstraction.positionConstraintCounts.AsNativeArray<int>(),
contacts = ((BurstSolverImpl)constraints.solver).colliderContacts,
inertialFrame = ((BurstSolverImpl)constraints.solver).inertialFrame,
constraintParameters = parameters,
solverParameters = solverAbstraction.parameters,
substeps = substeps,
stepTime = stepTime,
substepTime = substepTime
};
return projectConstraints.Schedule(inputDeps);
}
public override JobHandle Apply(JobHandle inputDeps, float substepTime)
{
var parameters = solverAbstraction.GetConstraintParameters(m_ConstraintType);
var applyConstraints = new ApplyCollisionConstraintsBatchJob()
{
contacts = ((BurstSolverImpl)constraints.solver).colliderContacts,
simplices = solverImplementation.simplices,
simplexCounts = solverImplementation.simplexCounts,
positions = solverImplementation.positions,
deltas = solverImplementation.positionDeltas,
counts = solverImplementation.positionConstraintCounts,
orientations = solverImplementation.orientations,
orientationDeltas = solverImplementation.orientationDeltas,
orientationCounts = solverImplementation.orientationConstraintCounts,
constraintParameters = parameters
};
return applyConstraints.Schedule(inputDeps);
}
/**
* Updates contact data (such as contact distance) at the beginning of each substep. This is
* necessary because contacts are generalted only once at the beginning of each step, not every substep.
*/
[BurstCompile]
public struct UpdateContactsJob : IJobParallelFor
{
[ReadOnly] public NativeArray<float4> prevPositions;
[ReadOnly] public NativeArray<quaternion> prevOrientations;
[ReadOnly] public NativeArray<float4> velocities;
[ReadOnly] public NativeArray<float4> radii;
[ReadOnly] public NativeArray<float> invMasses;
[ReadOnly] public NativeArray<float4> invInertiaTensors;
[ReadOnly] public NativeArray<int> particleMaterialIndices;
[ReadOnly] public NativeArray<BurstCollisionMaterial> collisionMaterials;
// simplex arrays:
[ReadOnly] public NativeArray<int> simplices;
[ReadOnly] public SimplexCounts simplexCounts;
[ReadOnly] public NativeArray<BurstColliderShape> shapes;
[ReadOnly] public NativeArray<BurstAffineTransform> transforms;
[ReadOnly] public NativeArray<BurstRigidbody> rigidbodies;
[ReadOnly] public NativeArray<float4> rigidbodyLinearDeltas;
[ReadOnly] public NativeArray<float4> rigidbodyAngularDeltas;
public NativeArray<BurstContact> contacts;
[ReadOnly] public BurstInertialFrame inertialFrame;
public void Execute(int i)
{
var contact = contacts[i];
int simplexStart = simplexCounts.GetSimplexStartAndSize(contact.bodyA, out int simplexSize);
// get the material from the first particle in the simplex:
int aMaterialIndex = particleMaterialIndices[simplices[simplexStart]];
bool rollingContacts = aMaterialIndex >= 0 ? collisionMaterials[aMaterialIndex].rollingContacts > 0 : false;
float4 relativeVelocity = float4.zero;
float4 simplexPrevPosition = float4.zero;
quaternion simplexPrevOrientation = new quaternion(0, 0, 0, 0);
float simplexInvMass = 0;
float4 simplexInvInertia = float4.zero;
float simplexRadius = 0;
for (int j = 0; j < simplexSize; ++j)
{
int particleIndex = simplices[simplexStart + j];
relativeVelocity += velocities[particleIndex] * contact.pointA[j];
simplexPrevPosition += prevPositions[particleIndex] * contact.pointA[j];
simplexPrevOrientation.value += prevOrientations[particleIndex].value * contact.pointA[j];
simplexInvMass += invMasses[particleIndex] * contact.pointA[j];
simplexInvInertia += invInertiaTensors[particleIndex] * contact.pointA[j];
simplexRadius += BurstMath.EllipsoidRadius(contact.normal, prevOrientations[particleIndex], radii[particleIndex].xyz) * contact.pointA[j];
}
// if there's a rigidbody present, subtract its velocity from the relative velocity:
int rigidbodyIndex = shapes[contact.bodyB].rigidbodyIndex;
if (rigidbodyIndex >= 0)
{
relativeVelocity -= BurstMath.GetRigidbodyVelocityAtPoint(rigidbodyIndex, contact.pointB, rigidbodies, rigidbodyLinearDeltas, rigidbodyAngularDeltas, inertialFrame.frame);
int bMaterialIndex = shapes[contact.bodyB].materialIndex;
rollingContacts |= bMaterialIndex >= 0 ? collisionMaterials[bMaterialIndex].rollingContacts > 0 : false;
}
// update contact distance
contact.distance = math.dot(simplexPrevPosition - contact.pointB, contact.normal) - simplexRadius;
// calculate contact point in A's surface:
float4 contactPoint = contact.pointB + contact.normal * contact.distance;
// update contact orthonormal basis:
contact.CalculateBasis(relativeVelocity);
// calculate A's contact mass.
contact.CalculateContactMassesA(simplexInvMass, simplexInvInertia, simplexPrevPosition, simplexPrevOrientation, contactPoint, rollingContacts);
// calculate B's contact mass.
if (rigidbodyIndex >= 0)
contact.CalculateContactMassesB(rigidbodies[rigidbodyIndex], inertialFrame.frame);
contacts[i] = contact;
}
}
[BurstCompile]
public struct CollisionConstraintsBatchJob : IJob
{
[ReadOnly] public NativeArray<float4> prevPositions;
[ReadOnly] public NativeArray<quaternion> orientations;
[ReadOnly] public NativeArray<quaternion> prevOrientations;
[ReadOnly] public NativeArray<float> invMasses;
[ReadOnly] public NativeArray<float4> radii;
[ReadOnly] public NativeArray<int> particleMaterialIndices;
// simplex arrays:
[ReadOnly] public NativeArray<int> simplices;
[ReadOnly] public SimplexCounts simplexCounts;
[ReadOnly] public NativeArray<BurstColliderShape> shapes;
[ReadOnly] public NativeArray<BurstAffineTransform> transforms;
[ReadOnly] public NativeArray<BurstCollisionMaterial> collisionMaterials;
[ReadOnly] public NativeArray<BurstRigidbody> rigidbodies;
public NativeArray<float4> rigidbodyLinearDeltas;
public NativeArray<float4> rigidbodyAngularDeltas;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> positions;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> deltas;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<int> counts;
public NativeArray<BurstContact> contacts;
[ReadOnly] public BurstInertialFrame inertialFrame;
[ReadOnly] public Oni.ConstraintParameters constraintParameters;
[ReadOnly] public Oni.SolverParameters solverParameters;
[ReadOnly] public float stepTime;
[ReadOnly] public float substepTime;
[ReadOnly] public int substeps;
public void Execute()
{
for (int i = 0; i < contacts.Length; ++i)
{
var contact = contacts[i];
int simplexStart = simplexCounts.GetSimplexStartAndSize(contact.bodyA, out int simplexSize);
int colliderIndex = contact.bodyB;
// Skip contacts involving triggers:
if (shapes[colliderIndex].flags > 0)
continue;
// Get the rigidbody index (might be < 0, in that case there's no rigidbody present)
int rigidbodyIndex = shapes[colliderIndex].rigidbodyIndex;
// Combine collision materials (use material from first particle in simplex)
BurstCollisionMaterial material = CombineCollisionMaterials(simplices[simplexStart], colliderIndex);
// Get relative velocity at contact point.
// As we do not consider true ellipses for collision detection, particle contact points are never off-axis.
// So particle angular velocity does not contribute to normal impulses, and we can skip it.
float4 simplexPosition = float4.zero;
float4 simplexPrevPosition = float4.zero;
float simplexRadius = 0;
for (int j = 0; j < simplexSize; ++j)
{
int particleIndex = simplices[simplexStart + j];
simplexPosition += positions[particleIndex] * contact.pointA[j];
simplexPrevPosition += prevPositions[particleIndex] * contact.pointA[j];
simplexRadius += BurstMath.EllipsoidRadius(contact.normal, orientations[particleIndex], radii[particleIndex].xyz) * contact.pointA[j];
}
// project position to the end of the full step:
float4 posA = math.lerp(simplexPrevPosition, simplexPosition, substeps);
posA += -contact.normal * simplexRadius;
float4 posB = contact.pointB;
if (rigidbodyIndex >= 0)
posB += BurstMath.GetRigidbodyVelocityAtPoint(rigidbodyIndex, contact.pointB, rigidbodies, rigidbodyLinearDeltas, rigidbodyAngularDeltas, inertialFrame.frame) * stepTime;
// adhesion:
float lambda = contact.SolveAdhesion(posA, posB, material.stickDistance, material.stickiness, stepTime);
// depenetration:
lambda += contact.SolvePenetration(posA, posB, solverParameters.maxDepenetration * stepTime);
// Apply normal impulse to both simplex and rigidbody:
if (math.abs(lambda) > BurstMath.epsilon)
{
float4 delta = lambda * contact.normal * BurstMath.BaryScale(contact.pointA) / substeps;
for (int j = 0; j < simplexSize; ++j)
{
int particleIndex = simplices[simplexStart + j];
deltas[particleIndex] += delta * invMasses[particleIndex] * contact.pointA[j];
counts[particleIndex]++;
}
// Apply position deltas immediately, if using sequential evaluation:
if (constraintParameters.evaluationOrder == Oni.ConstraintParameters.EvaluationOrder.Sequential)
{
for (int j = 0; j < simplexSize; ++j)
{
int particleIndex = simplices[simplexStart + j];
BurstConstraintsBatchImpl.ApplyPositionDelta(particleIndex, constraintParameters.SORFactor, ref positions, ref deltas, ref counts);
}
}
if (rigidbodyIndex >= 0)
{
BurstMath.ApplyImpulse(rigidbodyIndex, -lambda / stepTime * contact.normal, contact.pointB, rigidbodies, rigidbodyLinearDeltas, rigidbodyAngularDeltas, inertialFrame.frame);
}
}
contacts[i] = contact;
}
}
private BurstCollisionMaterial CombineCollisionMaterials(int entityA, int entityB)
{
// Combine collision materials:
int particleMaterialIndex = particleMaterialIndices[entityA];
int colliderMaterialIndex = shapes[entityB].materialIndex;
if (colliderMaterialIndex >= 0 && particleMaterialIndex >= 0)
return BurstCollisionMaterial.CombineWith(collisionMaterials[particleMaterialIndex], collisionMaterials[colliderMaterialIndex]);
else if (particleMaterialIndex >= 0)
return collisionMaterials[particleMaterialIndex];
else if (colliderMaterialIndex >= 0)
return collisionMaterials[colliderMaterialIndex];
return new BurstCollisionMaterial();
}
}
}
}
#endif