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

125 lines
5.8 KiB
C#

#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using Unity.Collections;
using Unity.Mathematics;
namespace Obi
{
public struct BurstEdgeMesh : BurstLocalOptimization.IDistanceFunction, IBurstCollider
{
public BurstColliderShape shape;
public BurstAffineTransform colliderToSolver;
public int dataOffset;
public float dt;
public EdgeMeshHeader header;
public NativeArray<BIHNode> edgeBihNodes;
public NativeArray<Edge> edges;
public NativeArray<float2> vertices;
public void Evaluate(float4 point, float4 radii, quaternion orientation, ref BurstLocalOptimization.SurfacePoint projectedPoint)
{
point = colliderToSolver.InverseTransformPointUnscaled(point);
if (shape.is2D != 0)
point[2] = 0;
Edge t = edges[header.firstEdge + dataOffset];
float4 v1 = (new float4(vertices[header.firstVertex + t.i1], 0) + shape.center) * colliderToSolver.scale;
float4 v2 = (new float4(vertices[header.firstVertex + t.i2], 0) + shape.center) * colliderToSolver.scale;
float4 nearestPoint = BurstMath.NearestPointOnEdge(v1, v2, point, out float mu);
float4 normal = math.normalizesafe(point - nearestPoint);
projectedPoint.normal = colliderToSolver.TransformDirection(normal);
projectedPoint.point = colliderToSolver.TransformPointUnscaled(nearestPoint + normal * shape.contactOffset);
}
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;
BIHTraverse(colliderIndex, simplexIndex, simplexStart, simplexSize,
positions, orientations, radii, simplices, in simplexBounds, 0, contacts, optimizationIterations, optimizationTolerance);
}
private void BIHTraverse(int colliderIndex,
int simplexIndex,
int simplexStart,
int simplexSize,
NativeArray<float4> positions,
NativeArray<quaternion> orientations,
NativeArray<float4> radii,
NativeArray<int> simplices,
in BurstAabb simplexBounds,
int nodeIndex,
NativeQueue<BurstContact>.ParallelWriter contacts,
int optimizationIterations,
float optimizationTolerance)
{
var node = edgeBihNodes[header.firstNode + nodeIndex];
if (node.firstChild >= 0)
{
// visit min node:
if (simplexBounds.min[node.axis] <= node.min + shape.center[node.axis])
BIHTraverse(colliderIndex, simplexIndex, simplexStart, simplexSize,
positions, orientations, radii, simplices, in simplexBounds,
node.firstChild, contacts, optimizationIterations, optimizationTolerance);
// visit max node:
if (simplexBounds.max[node.axis] >= node.max + shape.center[node.axis])
BIHTraverse(colliderIndex, simplexIndex, simplexStart, simplexSize,
positions, orientations, radii, simplices, in simplexBounds,
node.firstChild + 1, contacts, optimizationIterations, optimizationTolerance);
}
else
{
// check for contact against all triangles:
for (dataOffset = node.start; dataOffset < node.start + node.count; ++dataOffset)
{
Edge t = edges[header.firstEdge + dataOffset];
float4 v1 = new float4(vertices[header.firstVertex + t.i1], 0) + shape.center;
float4 v2 = new float4(vertices[header.firstVertex + t.i2], 0) + shape.center;
BurstAabb edgeBounds = new BurstAabb(v1, v2, shape.contactOffset + 0.01f);
if (edgeBounds.IntersectsAabb(simplexBounds, shape.is2D != 0))
{
var co = new BurstContact() { bodyA = simplexIndex, bodyB = colliderIndex };
float4 simplexBary = BurstMath.BarycenterForSimplexOfSize(simplexSize);
var colliderPoint = BurstLocalOptimization.Optimize<BurstEdgeMesh>(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