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

136 lines
5.3 KiB
C#

using UnityEngine;
using Unity.Profiling;
using System.Collections;
using System.Collections.Generic;
using System;
using Unity.Jobs;
using Unity.Collections;
namespace Obi
{
/// <summary>
/// Base class for updating multiple solvers in parallel.
/// Derive from this class to write your onw updater. This grants you precise control over execution order,
/// as you can choose to update solvers at any point during Unity's update cycle.
/// </summary>
[ExecuteInEditMode]
public abstract class ObiUpdater : MonoBehaviour
{
static ProfilerMarker m_BeginStepPerfMarker = new ProfilerMarker("BeginStep");
static ProfilerMarker m_SubstepPerfMarker = new ProfilerMarker("Substep");
static ProfilerMarker m_EndStepPerfMarker = new ProfilerMarker("EndStep");
static ProfilerMarker m_InterpolatePerfMarker = new ProfilerMarker("Interpolate");
/// <summary>
/// List of solvers updated by this updater.
/// </summary>
public List<ObiSolver> solvers = new List<ObiSolver>();
private List<IObiJobHandle> handles = new List<IObiJobHandle>();
/// <summary>
/// Prepares all solvers to begin simulating a new frame. This should be called as soon as possible in the frame,
/// and guaranteed to be called every frame that will step physics.
/// </summary>
protected void PrepareFrame()
{
foreach (ObiSolver solver in solvers)
if (solver != null)
solver.PrepareFrame();
}
/// <summary>
/// Prepares all solvers to begin simulating a new physics step. This involves
/// caching some particle data for interpolation, performing collision detection, among other things.
/// </summary>
/// <param name="stepDeltaTime"> Duration (in seconds) of the next step.</param>
protected void BeginStep(float stepDeltaTime)
{
using (m_BeginStepPerfMarker.Auto())
{
// Update colliders right before collision detection:
ObiColliderWorld.GetInstance().UpdateColliders();
ObiColliderWorld.GetInstance().UpdateRigidbodies(solvers,stepDeltaTime);
ObiColliderWorld.GetInstance().UpdateWorld(stepDeltaTime);
handles.Clear();
// Kick off all solver jobs:
foreach (ObiSolver solver in solvers)
if (solver != null)
handles.Add(solver.BeginStep(stepDeltaTime));
// wait for all solver jobs to complete:
foreach (IObiJobHandle handle in handles)
if (handle != null)
handle.Complete();
foreach (ObiSolver solver in solvers)
if (solver != null)
solver.ReleaseJobHandles();
}
}
/// <summary>
/// Advances the simulation a given amount of time. Note that once BeginStep has been called,
/// Substep can be called multiple times.
/// </summary>
/// <param name="substepDeltaTime"> Duration (in seconds) of the substep.</param>
protected void Substep(float stepDeltaTime, float substepDeltaTime, int index)
{
using (m_SubstepPerfMarker.Auto())
{
handles.Clear();
// Kick off all solver jobs:
foreach (ObiSolver solver in solvers)
if (solver != null)
handles.Add(solver.Substep(stepDeltaTime, substepDeltaTime, index));
// wait for all solver jobs to complete:
foreach (IObiJobHandle handle in handles)
if (handle != null)
handle.Complete();
foreach (ObiSolver solver in solvers)
if (solver != null)
solver.ReleaseJobHandles();
}
}
/// <summary>
/// Wraps up the current simulation step. This will trigger contact callbacks.
/// </summary>
protected void EndStep(float substepDeltaTime)
{
using (m_EndStepPerfMarker.Auto())
{
// End step: Invokes collision callbacks and notifies actors that the solver step has ended.
foreach (ObiSolver solver in solvers)
if (solver != null)
solver.EndStep(substepDeltaTime);
}
// Write back rigidbody velocity deltas:
ObiColliderWorld.GetInstance().UpdateRigidbodyVelocities(solvers);
}
/// <summary>
/// Interpolates the previous and current physics states. Should be called right before rendering the current frame.
/// </summary>
/// <param name="stepDeltaTime"> Duration (in seconds) of the last step taken.</param>
/// <param name="stepDeltaTime"> Amount of accumulated (not yet simulated) time.</param>
protected void Interpolate(float stepDeltaTime, float accumulatedTime)
{
using (m_InterpolatePerfMarker.Auto())
{
foreach (ObiSolver solver in solvers)
if (solver != null)
solver.Interpolate(stepDeltaTime, accumulatedTime);
}
}
}
}