217 lines
8.5 KiB
C#
217 lines
8.5 KiB
C#
#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
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using UnityEngine;
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using Unity.Jobs;
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using Unity.Collections;
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using Unity.Collections.LowLevel.Unsafe;
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using Unity.Mathematics;
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using Unity.Burst;
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using System.Collections;
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namespace Obi
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{
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public class BurstChainConstraintsBatch : BurstConstraintsBatchImpl, IChainConstraintsBatchImpl
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{
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private NativeArray<int> firstIndex;
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private NativeArray<int> numIndices;
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private NativeArray<float2> restLengths;
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public BurstChainConstraintsBatch(BurstChainConstraints constraints)
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{
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m_Constraints = constraints;
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m_ConstraintType = Oni.ConstraintType.Chain;
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}
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public void SetChainConstraints(ObiNativeIntList particleIndices, ObiNativeVector2List restLengths, ObiNativeIntList firstIndex, ObiNativeIntList numIndices, int count)
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{
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this.particleIndices = particleIndices.AsNativeArray<int>();
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this.firstIndex = firstIndex.AsNativeArray<int>();
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this.numIndices = numIndices.AsNativeArray<int>();
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this.restLengths = restLengths.AsNativeArray<float2>();
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m_ConstraintCount = count;
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}
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public override JobHandle Evaluate(JobHandle inputDeps, float stepTime, float substepTime, int substeps)
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{
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var projectConstraints = new ChainConstraintsBatchJob()
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{
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particleIndices = particleIndices,
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firstIndex = firstIndex,
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numIndices = numIndices,
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restLengths = restLengths,
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positions = solverImplementation.positions,
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invMasses = solverImplementation.invMasses,
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deltas = solverImplementation.positionDeltas,
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counts = solverImplementation.positionConstraintCounts
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};
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return projectConstraints.Schedule(m_ConstraintCount, 4, inputDeps);
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}
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public override JobHandle Apply(JobHandle inputDeps, float substepTime)
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{
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var parameters = solverAbstraction.GetConstraintParameters(m_ConstraintType);
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var applyConstraints = new ApplyChainConstraintsBatchJob()
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{
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particleIndices = particleIndices,
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firstIndex = firstIndex,
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numIndices = numIndices,
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positions = solverImplementation.positions,
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deltas = solverImplementation.positionDeltas,
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counts = solverImplementation.positionConstraintCounts,
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sorFactor = parameters.SORFactor
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};
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return applyConstraints.Schedule(m_ConstraintCount, 8, inputDeps);
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}
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[BurstCompile]
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public struct ChainConstraintsBatchJob : IJobParallelFor
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{
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[ReadOnly] public NativeArray<int> particleIndices;
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[ReadOnly] public NativeArray<int> firstIndex;
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[ReadOnly] public NativeArray<int> numIndices;
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[ReadOnly] public NativeArray<float2> restLengths;
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[ReadOnly] public NativeArray<float4> positions;
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[ReadOnly] public NativeArray<float> invMasses;
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[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<float4> deltas;
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[NativeDisableContainerSafetyRestriction][NativeDisableParallelForRestriction] public NativeArray<int> counts;
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public void Execute(int c)
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{
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int numEdges = numIndices[c] - 1;
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int first = firstIndex[c];
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float minLength = restLengths[c].y;
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float maxLength = restLengths[c].y;
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// (ni:constraint gradient, di:desired lenght)
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NativeArray<float4> ni = new NativeArray<float4>(numEdges, Allocator.Temp);
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NativeArray<float> di = new NativeArray<float>(numEdges, Allocator.Temp);
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for (int i = 0; i < numEdges; ++i)
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{
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int edge = first + i;
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float4 p1 = positions[particleIndices[edge]];
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float4 p2 = positions[particleIndices[edge+1]];
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float4 diff = p1 - p2;
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float distance = math.length(diff);
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float correction = 0;
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if (distance >= maxLength)
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correction = distance - maxLength;
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else if (distance <= minLength)
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correction = distance - minLength;
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di[i] = correction;
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ni[i] = new float4(diff/(distance + BurstMath.epsilon));
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}
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// calculate ai (subdiagonals), bi (diagonals) and ci (superdiagonals):
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NativeArray<float3> diagonals = new NativeArray<float3>(numEdges, Allocator.Temp);
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for (int i = 0; i < numEdges; ++i)
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{
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int edge = first + i;
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float w_i_ = invMasses[particleIndices[edge]];
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float w__i = invMasses[particleIndices[edge+1]];
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float4 ni__ = (i > 0) ? ni[i - 1] : float4.zero;
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float4 n_i_ = ni[i];
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float4 n__i = (i < numEdges - 1) ? ni[i + 1] : float4.zero;
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diagonals[i] = new float3(
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-w_i_ * math.dot(n_i_, ni__), // ai
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w_i_ + w__i, // bi
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-w__i * math.dot(n_i_, n__i));// ci
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}
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NativeArray<float2> sweep = new NativeArray<float2>(numEdges, Allocator.Temp);
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// solve step #1, forward sweep:
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for (int i = 0; i < numEdges; ++i)
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{
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int edge = first + i;
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float cip_ = (i > 0) ? sweep[i - 1].x : 0;
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float dip_ = (i > 0) ? sweep[i - 1].y : 0;
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float den = diagonals[i].y - cip_ * diagonals[i].x;
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if (den != 0)
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{
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sweep[i] = new float2((diagonals[i].z / den),
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(di[i] - dip_ * diagonals[i].x) / den);
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}
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else
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sweep[i] = float2.zero;
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}
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// solve step #2, backward sweep:
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NativeArray<float> xi = new NativeArray<float>(numEdges, Allocator.Temp);
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for (int i = numEdges - 1; i >= 0; --i)
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{
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int edge = first + i;
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float xi_ = (i < numEdges - 1) ? xi[i + 1] : 0;
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xi[i] = sweep[i].y - sweep[i].x * xi_;
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}
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// calculate deltas:
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for (int i = 0; i < numIndices[c]; ++i)
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{
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int index = first + i;
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float4 ni__ = (i > 0) ? ni[i - 1] : float4.zero;
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float4 n_i_ = (i < numIndices[c] - 1) ? ni[i] : float4.zero;
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float xi_ = (i > 0) ? xi[i - 1] : 0;
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float nxi = (i < numIndices[c] - 1) ? xi[i] : 0;
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int p = particleIndices[index];
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deltas[p] -= invMasses[p] * (-ni__ * xi_ + n_i_ * nxi);
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counts[p]++;
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}
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}
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}
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[BurstCompile]
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public struct ApplyChainConstraintsBatchJob : IJobParallelFor
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{
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[ReadOnly] public NativeArray<int> particleIndices;
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[ReadOnly] public NativeArray<int> firstIndex;
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[ReadOnly] public NativeArray<int> numIndices;
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[ReadOnly] public float sorFactor;
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[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> positions;
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[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> deltas;
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[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<int> counts;
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public void Execute(int i)
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{
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int first = firstIndex[i];
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int last = first + numIndices[i];
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for (int k = first; k < last; ++k)
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{
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int p = particleIndices[k];
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if (counts[p] > 0)
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{
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positions[p] += deltas[p] * sorFactor / counts[p];
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deltas[p] = float4.zero;
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counts[p] = 0;
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}
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}
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}
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}
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}
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}
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#endif |