Files
2025-05-29 22:31:40 +03:00

141 lines
5.4 KiB
C#

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;
namespace Obi
{
[Serializable]
public class ObiVolumeConstraintsBatch : ObiConstraintsBatch
{
protected IVolumeConstraintsBatchImpl m_BatchImpl;
/// <summary>
/// index of the first triangle for each constraint (exclusive prefix sum).
/// </summary>
[HideInInspector] public ObiNativeIntList firstTriangle = new ObiNativeIntList();
/// <summary>
/// number of triangles for each constraint.
/// </summary>
[HideInInspector] public ObiNativeIntList numTriangles = new ObiNativeIntList();
/// <summary>
/// rest volume for each constraint.
/// </summary>
[HideInInspector] public ObiNativeFloatList restVolumes = new ObiNativeFloatList();
/// <summary>
/// 2 floats per constraint: pressure and stiffness.
/// </summary>
[HideInInspector] public ObiNativeVector2List pressureStiffness = new ObiNativeVector2List();
public override Oni.ConstraintType constraintType
{
get { return Oni.ConstraintType.Volume; }
}
public override IConstraintsBatchImpl implementation
{
get { return m_BatchImpl; }
}
public ObiVolumeConstraintsBatch(ObiVolumeConstraintsData constraints = null) : base()
{
}
public void AddConstraint(int[] triangles, float restVolume)
{
RegisterConstraint();
firstTriangle.Add((int)particleIndices.count / 3);
numTriangles.Add((int)triangles.Length / 3);
restVolumes.Add(restVolume);
pressureStiffness.Add(new Vector2(1,0));
particleIndices.AddRange(triangles);
}
public override void Clear()
{
base.Clear();
particleIndices.Clear();
firstTriangle.Clear();
numTriangles.Clear();
restVolumes.Clear();
pressureStiffness.Clear();
}
public override void GetParticlesInvolved(int index, List<int> particles)
{
//TODO.
}
protected override void SwapConstraints(int sourceIndex, int destIndex)
{
firstTriangle.Swap(sourceIndex, destIndex);
numTriangles.Swap(sourceIndex, destIndex);
restVolumes.Swap(sourceIndex, destIndex);
pressureStiffness.Swap(sourceIndex, destIndex);
}
public override void Merge(ObiActor actor, IObiConstraintsBatch other)
{
var batch = other as ObiVolumeConstraintsBatch;
var user = actor as IVolumeConstraintsUser;
if (batch != null && user != null)
{
if (!user.volumeConstraintsEnabled)
return;
int initialIndexCount = particleIndices.count;
int numActiveTriangles = 0;
for (int i = 0; i < batch.constraintCount; ++i)
numActiveTriangles += batch.numTriangles[i];
particleIndices.ResizeUninitialized(initialIndexCount + numActiveTriangles * 3);
firstTriangle.ResizeUninitialized(firstTriangle.count + batch.activeConstraintCount);
numTriangles.ResizeUninitialized(numTriangles.count + batch.activeConstraintCount);
restVolumes.ResizeUninitialized(m_ActiveConstraintCount + batch.activeConstraintCount);
pressureStiffness.ResizeUninitialized(m_ActiveConstraintCount + batch.activeConstraintCount);
lambdas.ResizeInitialized(m_ActiveConstraintCount + batch.activeConstraintCount);
numTriangles.CopyFrom(batch.numTriangles, 0, m_ActiveConstraintCount, batch.activeConstraintCount);
restVolumes.CopyFrom(batch.restVolumes, 0, m_ActiveConstraintCount, batch.activeConstraintCount);
pressureStiffness.CopyReplicate(new Vector2(user.pressure, user.compressionCompliance), m_ActiveConstraintCount, batch.activeConstraintCount);
for (int i = 0; i < numActiveTriangles * 3; ++i)
particleIndices[initialIndexCount + i] = actor.solverIndices[batch.particleIndices[i]];
for (int i = 0; i < batch.activeConstraintCount + 1; ++i)
firstTriangle[m_ActiveConstraintCount + i] = initialIndexCount/3 + batch.firstTriangle[i];
base.Merge(actor, other);
}
}
public override void AddToSolver(ObiSolver solver)
{
// Create distance constraints batch directly.
m_BatchImpl = solver.implementation.CreateConstraintsBatch(constraintType) as IVolumeConstraintsBatchImpl;
if (m_BatchImpl != null)
m_BatchImpl.SetVolumeConstraints(particleIndices, firstTriangle, numTriangles, restVolumes, pressureStiffness, lambdas, m_ActiveConstraintCount);
}
public override void RemoveFromSolver(ObiSolver solver)
{
//Remove batch:
solver.implementation.DestroyConstraintsBatch(m_BatchImpl as IConstraintsBatchImpl);
}
public void SetParameters(float compliance, float pressure)
{
Vector2 p = new Vector2(pressure, compliance);
for (int i = 0; i < pressureStiffness.count; i++)
pressureStiffness[i] = p;
}
}
}