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

107 lines
4.4 KiB
C#

#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using Unity.Collections;
using Unity.Mathematics;
namespace Obi
{
public struct BurstDistanceField : BurstLocalOptimization.IDistanceFunction, IBurstCollider
{
public BurstColliderShape shape;
public BurstAffineTransform colliderToSolver;
public BurstAffineTransform solverToWorld;
public float dt;
public float collisionMargin;
public NativeArray<DistanceFieldHeader> distanceFieldHeaders;
public NativeArray<BurstDFNode> dfNodes;
public void Evaluate(float4 point, float4 radii, quaternion orientation, ref BurstLocalOptimization.SurfacePoint projectedPoint)
{
point = colliderToSolver.InverseTransformPoint(point);
if (shape.is2D != 0)
point[2] = 0;
var header = distanceFieldHeaders[shape.dataIndex];
float4 sample = DFTraverse(point, 0, in header, in dfNodes);
float4 normal = new float4(math.normalize(sample.xyz), 0);
projectedPoint.point = colliderToSolver.TransformPoint(point - normal * (sample[3] - 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)
{
if (shape.dataIndex < 0) return;
var co = new BurstContact() { bodyA = simplexIndex, bodyB = colliderIndex };
float4 simplexBary = BurstMath.BarycenterForSimplexOfSize(simplexSize);
var colliderPoint = BurstLocalOptimization.Optimize<BurstDistanceField>(ref this, positions, orientations, radii, simplices, simplexStart, simplexSize,
ref simplexBary, out float4 simplexPoint, optimizationIterations, optimizationTolerance);
co.pointB = colliderPoint.point;
co.normal = colliderPoint.normal;
co.pointA = simplexBary;
float4 velocity = float4.zero;
float simplexRadius = 0;
for (int j = 0; j < simplexSize; ++j)
{
int particleIndex = simplices[simplexStart + j];
simplexRadius += radii[particleIndex].x * simplexBary[j];
velocity += velocities[particleIndex] * simplexBary[j];
}
float4 rbVelocity = float4.zero;
if (rigidbodyIndex >= 0)
rbVelocity = BurstMath.GetRigidbodyVelocityAtPoint(rigidbodyIndex, colliderPoint.point, rigidbodies, solverToWorld);
float dAB = math.dot(simplexPoint - colliderPoint.point, colliderPoint.normal);
float vel = math.dot(velocity - rbVelocity, colliderPoint.normal);
if (vel * dt + dAB <= simplexRadius + shape.contactOffset + collisionMargin)
contacts.Enqueue(co);
}
private static float4 DFTraverse(float4 particlePosition,
int nodeIndex,
in DistanceFieldHeader header,
in NativeArray<BurstDFNode> dfNodes)
{
var node = dfNodes[header.firstNode + nodeIndex];
// if the child node exists, recurse down the df octree:
if (node.firstChild >= 0)
{
int octant = node.GetOctant(particlePosition);
return DFTraverse(particlePosition, node.firstChild + octant, in header, in dfNodes);
}
else
{
return node.SampleWithGradient(particlePosition);
}
}
}
}
#endif