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

73 lines
3.2 KiB
C#

#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using Unity.Collections;
using Unity.Mathematics;
namespace Obi
{
public struct BurstCapsule : 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;
point = colliderToSolver.InverseTransformPointUnscaled(point) - center;
if (shape.is2D != 0)
point[2] = 0;
int direction = (int)shape.size.z;
float radius = shape.size.x * math.max(colliderToSolver.scale[(direction + 1) % 3],
colliderToSolver.scale[(direction + 2) % 3]);
float height = math.max(radius, shape.size.y * 0.5f * colliderToSolver.scale[direction]);
float4 halfVector = float4.zero;
halfVector[direction] = height - radius;
float4 centerLine = BurstMath.NearestPointOnEdge(-halfVector, halfVector, point, out float mu);
float4 centerToPoint = point - centerLine;
float distanceToCenter = math.length(centerToPoint);
float4 normal = centerToPoint / (distanceToCenter + BurstMath.epsilon);
projectedPoint.point = colliderToSolver.TransformPointUnscaled(center + centerLine + normal * (radius + shape.contactOffset));
projectedPoint.normal = colliderToSolver.TransformDirection(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<BurstCapsule>(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