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

284 lines
15 KiB
C#

#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using Unity.Jobs;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Mathematics;
using Unity.Burst;
namespace Obi
{
public class BurstColliderFrictionConstraintsBatch : BurstConstraintsBatchImpl, IColliderFrictionConstraintsBatchImpl
{
public BurstColliderFrictionConstraintsBatch(BurstColliderFrictionConstraints constraints)
{
m_Constraints = constraints;
m_ConstraintType = Oni.ConstraintType.Friction;
}
public override JobHandle Initialize(JobHandle inputDeps, float substepTime)
{
return inputDeps;
}
public override JobHandle Evaluate(JobHandle inputDeps, float stepTime, float substepTime, int substeps)
{
if (!((BurstSolverImpl)constraints.solver).colliderContacts.IsCreated)
return inputDeps;
var projectConstraints = new FrictionConstraintsBatchJob()
{
positions = solverImplementation.positions,
prevPositions = solverImplementation.prevPositions,
orientations = solverImplementation.orientations,
prevOrientations = solverImplementation.prevOrientations,
invMasses = solverImplementation.invMasses,
invInertiaTensors = solverImplementation.invInertiaTensors,
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 = solverImplementation.positionDeltas,
counts = solverImplementation.positionConstraintCounts,
orientationDeltas = solverImplementation.orientationDeltas,
orientationCounts = solverImplementation.orientationConstraintCounts,
contacts = ((BurstSolverImpl)constraints.solver).colliderContacts,
inertialFrame = ((BurstSolverImpl)constraints.solver).inertialFrame,
substeps = substeps,
stepTime = stepTime,
substepTime = substepTime
};
return projectConstraints.Schedule(inputDeps);
}
public override JobHandle Apply(JobHandle inputDeps, float substepTime)
{
if (!((BurstSolverImpl)constraints.solver).colliderContacts.IsCreated)
return inputDeps;
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);
}
[BurstCompile]
public struct FrictionConstraintsBatchJob : IJob
{
[ReadOnly] public NativeArray<float4> positions;
[ReadOnly] public NativeArray<float4> prevPositions;
[ReadOnly] public NativeArray<quaternion> orientations;
[ReadOnly] public NativeArray<quaternion> prevOrientations;
[ReadOnly] public NativeArray<float> invMasses;
[ReadOnly] public NativeArray<float4> invInertiaTensors;
[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> deltas;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<int> counts;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<quaternion> orientationDeltas;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<int> orientationCounts;
public NativeArray<BurstContact> contacts;
[ReadOnly] public BurstInertialFrame inertialFrame;
[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];
// Get the indices of the particle and collider involved in this contact:
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);
// Calculate relative velocity:
float4 rA = float4.zero, rB = float4.zero;
float4 prevPositionA = float4.zero;
float4 linearVelocityA = float4.zero;
float4 angularVelocityA = float4.zero;
float4 invInertiaTensorA = float4.zero;
quaternion orientationA = new quaternion(0, 0, 0, 0);
float simplexRadiusA = 0;
for (int j = 0; j < simplexSize; ++j)
{
int particleIndex = simplices[simplexStart + j];
prevPositionA += prevPositions[particleIndex] * contact.pointA[j];
linearVelocityA += BurstIntegration.DifferentiateLinear(positions[particleIndex],prevPositions[particleIndex], substepTime) * contact.pointA[j];
angularVelocityA += BurstIntegration.DifferentiateAngular(orientations[particleIndex], prevOrientations[particleIndex], substepTime) * contact.pointA[j];
invInertiaTensorA += invInertiaTensors[particleIndex] * contact.pointA[j];
orientationA.value += orientations[particleIndex].value * contact.pointA[j];
simplexRadiusA += BurstMath.EllipsoidRadius(contact.normal, prevOrientations[particleIndex], radii[particleIndex].xyz) * contact.pointA[j];
}
float4 relativeVelocity = linearVelocityA;
// Add particle angular velocity if rolling contacts are enabled:
if (material.rollingContacts > 0)
{
rA = -contact.normal * simplexRadiusA;
relativeVelocity += new float4(math.cross(angularVelocityA.xyz, rA.xyz), 0);
}
// Subtract rigidbody velocity:
if (rigidbodyIndex >= 0)
{
// Note: unlike rA, that is expressed in solver space, rB is expressed in world space.
rB = inertialFrame.frame.TransformPoint(contact.pointB) - rigidbodies[rigidbodyIndex].com;
relativeVelocity -= BurstMath.GetRigidbodyVelocityAtPoint(rigidbodyIndex, contact.pointB, rigidbodies, rigidbodyLinearDeltas, rigidbodyAngularDeltas, inertialFrame.frame);
}
// Determine impulse magnitude:
float2 impulses = contact.SolveFriction(relativeVelocity, material.staticFriction, material.dynamicFriction, stepTime);
if (math.abs(impulses.x) > BurstMath.epsilon || math.abs(impulses.y) > BurstMath.epsilon)
{
float4 tangentImpulse = impulses.x * contact.tangent;
float4 bitangentImpulse = impulses.y * contact.bitangent;
float4 totalImpulse = tangentImpulse + bitangentImpulse;
float baryScale = BurstMath.BaryScale(contact.pointA);
for (int j = 0; j < simplexSize; ++j)
{
int particleIndex = simplices[simplexStart + j];
//(tangentImpulse * contact.tangentInvMassA + bitangentImpulse * contact.bitangentInvMassA) * dt;
deltas[particleIndex] += (tangentImpulse * contact.tangentInvMassA + bitangentImpulse * contact.bitangentInvMassA) * substepTime * contact.pointA[j] * baryScale;
counts[particleIndex]++;
}
if (rigidbodyIndex >= 0)
{
BurstMath.ApplyImpulse(rigidbodyIndex, -totalImpulse, contact.pointB, rigidbodies, rigidbodyLinearDeltas, rigidbodyAngularDeltas, inertialFrame.frame);
}
// Rolling contacts:
if (material.rollingContacts > 0)
{
// Calculate angular velocity deltas due to friction impulse:
float4x4 solverInertiaA = BurstMath.TransformInertiaTensor(invInertiaTensorA, orientationA);
float4 angVelDeltaA = math.mul(solverInertiaA, new float4(math.cross(rA.xyz, totalImpulse.xyz), 0));
float4 angVelDeltaB = float4.zero;
// Final angular velocities, after adding the deltas:
angularVelocityA += angVelDeltaA;
float4 angularVelocityB = float4.zero;
// Calculate weights (inverse masses):
float invMassA = math.length(math.mul(solverInertiaA, math.normalizesafe(angularVelocityA)));
float invMassB = 0;
if (rigidbodyIndex >= 0)
{
angVelDeltaB = math.mul(-rigidbodies[rigidbodyIndex].inverseInertiaTensor, new float4(math.cross(rB.xyz, totalImpulse.xyz), 0));
angularVelocityB = rigidbodies[rigidbodyIndex].angularVelocity + angVelDeltaB;
invMassB = math.length(math.mul(rigidbodies[rigidbodyIndex].inverseInertiaTensor, math.normalizesafe(angularVelocityB)));
}
// Calculate rolling axis and angular velocity deltas:
float4 rollAxis = float4.zero;
float rollingImpulse = contact.SolveRollingFriction(angularVelocityA, angularVelocityB, material.rollingFriction, invMassA, invMassB, ref rollAxis);
angVelDeltaA += rollAxis * rollingImpulse * invMassA;
angVelDeltaB -= rollAxis * rollingImpulse * invMassB;
// Apply orientation delta to particles:
quaternion orientationDelta = BurstIntegration.AngularVelocityToSpinQuaternion(orientationA, angVelDeltaA, substepTime);
for (int j = 0; j < simplexSize; ++j)
{
int particleIndex = simplices[simplexStart + j];
quaternion qA = orientationDeltas[particleIndex];
qA.value += orientationDelta.value;
orientationDeltas[particleIndex] = qA;
orientationCounts[particleIndex]++;
}
// Apply angular velocity delta to rigidbody:
if (rigidbodyIndex >= 0)
{
float4 angularDelta = rigidbodyAngularDeltas[rigidbodyIndex];
angularDelta += angVelDeltaB;
rigidbodyAngularDeltas[rigidbodyIndex] = angularDelta;
}
}
}
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