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

64 lines
2.1 KiB
C#

#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using System;
using System.Collections.Generic;
using UnityEngine;
using Unity.Collections;
using Unity.Jobs;
using Unity.Mathematics;
using Unity.Burst;
namespace Obi
{
public struct BurstSimplex : BurstLocalOptimization.IDistanceFunction
{
public NativeArray<float4> positions;
public NativeArray<float4> radii;
public NativeArray<int> simplices;
public int simplexStart;
public int simplexSize;
private BurstMath.CachedTri tri;
public void CacheData()
{
if (simplexSize == 3)
{
tri.Cache(positions[simplices[simplexStart]],
positions[simplices[simplexStart + 1]],
positions[simplices[simplexStart + 2]]);
}
}
public void Evaluate(float4 point, float4 radii, quaternion orientation, ref BurstLocalOptimization.SurfacePoint projectedPoint)
{
switch (simplexSize)
{
case 1:
{
float4 p1 = positions[simplices[simplexStart]];
projectedPoint.bary = new float4(1, 0, 0, 0);
projectedPoint.point = p1;
}
break;
case 2:
{
float4 p1 = positions[simplices[simplexStart]];
float4 p2 = positions[simplices[simplexStart + 1]];
BurstMath.NearestPointOnEdge(p1, p2, point, out float mu);
projectedPoint.bary = new float4(1 - mu, mu, 0, 0);
projectedPoint.point = p1 * projectedPoint.bary[0] + p2 * projectedPoint.bary[1];
}break;
case 3:
projectedPoint.point = BurstMath.NearestPointOnTri(tri, point, out projectedPoint.bary);
break;
}
projectedPoint.normal = math.normalizesafe(point - projectedPoint.point);
}
}
}
#endif