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

93 lines
3.6 KiB
C#

#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using Unity.Collections;
using Unity.Mathematics;
namespace Obi
{
public struct BurstBox : BurstLocalOptimization.IDistanceFunction, IBurstCollider
{
public BurstColliderShape shape;
public BurstAffineTransform colliderToSolver;
public float dt;
public void Evaluate(float4 point, float4 radii, quaternion orientation, ref BurstLocalOptimization.SurfacePoint projectedPoint)
{
float4 center = shape.center * colliderToSolver.scale;
float4 size = shape.size * colliderToSolver.scale * 0.5f;
// clamp the point to the surface of the box:
point = colliderToSolver.InverseTransformPointUnscaled(point) - center;
if (shape.is2D != 0)
point[2] = 0;
// get minimum distance for each axis:
float4 distances = size - math.abs(point);
if (distances.x >= 0 && distances.y >= 0 && distances.z >= 0)
{
// find minimum distance in all three axes and the axis index:
float min = float.MaxValue;
int axis = 0;
for (int i = 0; i < 3; ++i)
{
if (distances[i] < min)
{
min = distances[i];
axis = i;
}
}
projectedPoint.normal = float4.zero;
projectedPoint.point = point;
projectedPoint.normal[axis] = point[axis] > 0 ? 1 : -1;
projectedPoint.point[axis] = size[axis] * projectedPoint.normal[axis];
}
else
{
projectedPoint.point = math.clamp(point, -size, size);
projectedPoint.normal = math.normalizesafe(point - projectedPoint.point);
}
projectedPoint.point = colliderToSolver.TransformPointUnscaled(projectedPoint.point + center + projectedPoint.normal * shape.contactOffset);
projectedPoint.normal = colliderToSolver.TransformDirection(projectedPoint.normal);
}
public void Contacts(int colliderIndex,
int rigidbodyIndex,
NativeArray<BurstRigidbody> rigidbodies,
NativeArray<float4> positions,
NativeArray<quaternion> orientations,
NativeArray<float4> velocities,
NativeArray<float4> radii,
NativeArray<int> simplices,
in BurstAabb simplexBounds,
int simplexIndex,
int simplexStart,
int simplexSize,
NativeQueue<BurstContact>.ParallelWriter contacts,
int optimizationIterations,
float optimizationTolerance)
{
var co = new BurstContact() { bodyA = simplexIndex, bodyB = colliderIndex };
float4 simplexBary = BurstMath.BarycenterForSimplexOfSize(simplexSize);
var colliderPoint = BurstLocalOptimization.Optimize<BurstBox>(ref this, positions, orientations, radii, simplices, simplexStart, simplexSize,
ref simplexBary, out float4 convexPoint, optimizationIterations, optimizationTolerance);
co.pointB = colliderPoint.point;
co.normal = colliderPoint.normal;
co.pointA = simplexBary;
contacts.Enqueue(co);
}
}
}
#endif