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

335 lines
17 KiB
C#

#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using UnityEngine;
using Unity.Jobs;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Mathematics;
using Unity.Burst;
using System.Collections;
namespace Obi
{
public class BurstParticleCollisionConstraintsBatch : BurstConstraintsBatchImpl, IParticleCollisionConstraintsBatchImpl
{
public BatchData batchData;
public BurstParticleCollisionConstraintsBatch(BurstParticleCollisionConstraints constraints)
{
m_Constraints = constraints;
m_ConstraintType = Oni.ConstraintType.ParticleCollision;
}
public BurstParticleCollisionConstraintsBatch(BatchData batchData) : base()
{
this.batchData = batchData;
}
public override JobHandle Initialize(JobHandle inputDeps, float substepTime)
{
var updateContacts = new UpdateParticleContactsJob()
{
prevPositions = solverImplementation.prevPositions,
prevOrientations = solverImplementation.prevOrientations,
velocities = solverImplementation.velocities,
radii = solverImplementation.principalRadii,
invMasses = solverImplementation.invMasses,
invInertiaTensors = solverImplementation.invInertiaTensors,
simplices = solverImplementation.simplices,
simplexCounts = solverImplementation.simplexCounts,
particleMaterialIndices = solverImplementation.collisionMaterials,
collisionMaterials = ObiColliderWorld.GetInstance().collisionMaterials.AsNativeArray<BurstCollisionMaterial>(),
contacts = ((BurstSolverImpl)constraints.solver).particleContacts,
batchData = batchData
};
int batchCount = batchData.isLast ? batchData.workItemCount : 1;
return updateContacts.Schedule(batchData.workItemCount, batchCount, inputDeps);
}
public override JobHandle Evaluate(JobHandle inputDeps, float stepTime, float substepTime, int substeps)
{
var parameters = solverAbstraction.GetConstraintParameters(m_ConstraintType);
var projectConstraints = new ParticleCollisionConstraintsBatchJob()
{
positions = solverImplementation.positions,
orientations = solverImplementation.orientations,
invMasses = solverImplementation.invMasses,
radii = solverImplementation.principalRadii,
particleMaterialIndices = solverImplementation.collisionMaterials,
collisionMaterials = ObiColliderWorld.GetInstance().collisionMaterials.AsNativeArray<BurstCollisionMaterial>(),
simplices = solverImplementation.simplices,
simplexCounts = solverImplementation.simplexCounts,
deltas = solverImplementation.positionDeltas,
counts = solverImplementation.positionConstraintCounts,
contacts = ((BurstSolverImpl)constraints.solver).particleContacts,
batchData = batchData,
constraintParameters = parameters,
solverParameters = solverImplementation.abstraction.parameters,
gravity = new float4(solverImplementation.abstraction.parameters.gravity, 0),
substepTime = substepTime,
};
int batchCount = batchData.isLast ? batchData.workItemCount : 1;
return projectConstraints.Schedule(batchData.workItemCount, batchCount, inputDeps);
}
public override JobHandle Apply(JobHandle inputDeps, float substepTime)
{
var parameters = solverAbstraction.GetConstraintParameters(m_ConstraintType);
var applyConstraints = new ApplyBatchedCollisionConstraintsBatchJob()
{
contacts = ((BurstSolverImpl)constraints.solver).particleContacts,
simplices = solverImplementation.simplices,
simplexCounts = solverImplementation.simplexCounts,
positions = solverImplementation.positions,
deltas = solverImplementation.positionDeltas,
counts = solverImplementation.positionConstraintCounts,
orientations = solverImplementation.orientations,
orientationDeltas = solverImplementation.orientationDeltas,
orientationCounts = solverImplementation.orientationConstraintCounts,
batchData = batchData,
constraintParameters = parameters,
};
int batchCount = batchData.isLast ? batchData.workItemCount : 1;
return applyConstraints.Schedule(batchData.workItemCount, batchCount, inputDeps);
}
/**
* Updates contact data (contact distance and frame) at the beginning of each substep. This is
* necessary because contacts are generated only once at the beginning of each step, not every substep.
*/
[BurstCompile]
public struct UpdateParticleContactsJob : IJobParallelFor
{
[ReadOnly] public NativeArray<float4> prevPositions;
[ReadOnly] public NativeArray<quaternion> prevOrientations;
[ReadOnly] public NativeArray<float4> velocities;
[ReadOnly] public NativeArray<float4> radii;
[ReadOnly] public NativeArray<float> invMasses;
[ReadOnly] public NativeArray<float4> invInertiaTensors;
[ReadOnly] public NativeArray<int> particleMaterialIndices;
[ReadOnly] public NativeArray<BurstCollisionMaterial> collisionMaterials;
// simplex arrays:
[ReadOnly] public NativeArray<int> simplices;
[ReadOnly] public SimplexCounts simplexCounts;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<BurstContact> contacts;
[ReadOnly] public BatchData batchData;
public void Execute(int workItemIndex)
{
int start, end;
batchData.GetConstraintRange(workItemIndex, out start, out end);
for (int i = start; i < end; ++i)
{
var contact = contacts[i];
int simplexStartA = simplexCounts.GetSimplexStartAndSize(contact.bodyA, out int simplexSizeA);
int simplexStartB = simplexCounts.GetSimplexStartAndSize(contact.bodyB, out int simplexSizeB);
float4 simplexVelocityA = float4.zero;
float4 simplexPrevPositionA = float4.zero;
quaternion simplexPrevOrientationA = new quaternion(0, 0, 0, 0);
float simplexRadiusA = 0;
float simplexInvMassA = 0;
float4 simplexInvInertiaA = float4.zero;
float4 simplexVelocityB = float4.zero;
float4 simplexPrevPositionB = float4.zero;
quaternion simplexPrevOrientationB = new quaternion(0, 0, 0, 0);
float simplexRadiusB = 0;
float simplexInvMassB = 0;
float4 simplexInvInertiaB = float4.zero;
for (int j = 0; j < simplexSizeA; ++j)
{
int particleIndex = simplices[simplexStartA + j];
simplexVelocityA += velocities[particleIndex] * contact.pointA[j];
simplexPrevPositionA += prevPositions[particleIndex] * contact.pointA[j];
simplexPrevOrientationA.value += prevOrientations[particleIndex].value * contact.pointA[j];
simplexInvMassA += invMasses[particleIndex] * contact.pointA[j];
simplexInvInertiaA += invInertiaTensors[particleIndex] * contact.pointA[j];
simplexRadiusA += BurstMath.EllipsoidRadius(contact.normal, prevOrientations[particleIndex], radii[particleIndex].xyz) * contact.pointA[j];
}
for (int j = 0; j < simplexSizeB; ++j)
{
int particleIndex = simplices[simplexStartB + j];
simplexVelocityB += velocities[particleIndex] * contact.pointB[j];
simplexPrevPositionB += prevPositions[particleIndex] * contact.pointB[j];
simplexPrevOrientationB.value += prevOrientations[particleIndex].value * contact.pointB[j];
simplexInvMassB += invMasses[particleIndex] * contact.pointB[j];
simplexInvInertiaB += invInertiaTensors[particleIndex] * contact.pointB[j];
simplexRadiusB += BurstMath.EllipsoidRadius(contact.normal, prevOrientations[particleIndex], radii[particleIndex].xyz) * contact.pointB[j];
}
// update contact distance
float dAB = math.dot(simplexPrevPositionA - simplexPrevPositionB, contact.normal);
contact.distance = dAB - (simplexRadiusA + simplexRadiusB);
// calculate contact points:
float4 contactPointA = simplexPrevPositionB + contact.normal * (contact.distance + simplexRadiusB);
float4 contactPointB = simplexPrevPositionA - contact.normal * (contact.distance + simplexRadiusA);
// update contact basis:
contact.CalculateBasis(simplexVelocityA - simplexVelocityB);
// update contact masses:
int aMaterialIndex = particleMaterialIndices[simplices[simplexStartA]];
int bMaterialIndex = particleMaterialIndices[simplices[simplexStartB]];
bool rollingContacts = (aMaterialIndex >= 0 ? collisionMaterials[aMaterialIndex].rollingContacts > 0 : false) |
(bMaterialIndex >= 0 ? collisionMaterials[bMaterialIndex].rollingContacts > 0 : false);
contact.CalculateContactMassesA(simplexInvMassA, simplexInvInertiaA, simplexPrevPositionA, simplexPrevOrientationA, contactPointA, rollingContacts);
contact.CalculateContactMassesB(simplexInvMassB, simplexInvInertiaB, simplexPrevPositionB, simplexPrevOrientationB, contactPointB, rollingContacts);
contacts[i] = contact;
}
}
}
[BurstCompile]
public struct ParticleCollisionConstraintsBatchJob : IJobParallelFor
{
[ReadOnly] public NativeArray<quaternion> orientations;
[ReadOnly] public NativeArray<float> invMasses;
[ReadOnly] public NativeArray<float4> radii;
[ReadOnly] public NativeArray<int> particleMaterialIndices;
[ReadOnly] public NativeArray<BurstCollisionMaterial> collisionMaterials;
// simplex arrays:
[ReadOnly] public NativeArray<int> simplices;
[ReadOnly] public SimplexCounts simplexCounts;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> positions;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<float4> deltas;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<int> counts;
[NativeDisableContainerSafetyRestriction] [NativeDisableParallelForRestriction] public NativeArray<BurstContact> contacts;
[ReadOnly] public Oni.ConstraintParameters constraintParameters;
[ReadOnly] public Oni.SolverParameters solverParameters;
[ReadOnly] public float4 gravity;
[ReadOnly] public float substepTime;
[ReadOnly] public BatchData batchData;
public void Execute(int workItemIndex)
{
int start, end;
batchData.GetConstraintRange(workItemIndex, out start, out end);
for (int i = start; i < end; ++i)
{
var contact = contacts[i];
int simplexStartA = simplexCounts.GetSimplexStartAndSize(contact.bodyA, out int simplexSizeA);
int simplexStartB = simplexCounts.GetSimplexStartAndSize(contact.bodyB, out int simplexSizeB);
// Combine collision materials:
BurstCollisionMaterial material = CombineCollisionMaterials(simplices[simplexStartA], simplices[simplexStartB]);
float4 simplexPositionA = float4.zero, simplexPositionB = float4.zero;
float simplexRadiusA = 0, simplexRadiusB = 0;
for (int j = 0; j < simplexSizeA; ++j)
{
int particleIndex = simplices[simplexStartA + j];
simplexPositionA += positions[particleIndex] * contact.pointA[j];
simplexRadiusA += BurstMath.EllipsoidRadius(contact.normal, orientations[particleIndex], radii[particleIndex].xyz) * contact.pointA[j];
}
for (int j = 0; j < simplexSizeB; ++j)
{
int particleIndex = simplices[simplexStartB + j];
simplexPositionB += positions[particleIndex] * contact.pointB[j];
simplexRadiusB += BurstMath.EllipsoidRadius(contact.normal, orientations[particleIndex], radii[particleIndex].xyz) * contact.pointA[j];
}
float4 posA = simplexPositionA - contact.normal * simplexRadiusA;
float4 posB = simplexPositionB + contact.normal * simplexRadiusB;
// adhesion:
float lambda = contact.SolveAdhesion(posA, posB, material.stickDistance, material.stickiness, substepTime);
// depenetration:
lambda += contact.SolvePenetration(posA, posB, solverParameters.maxDepenetration * substepTime);
// Apply normal impulse to both particles (w/ shock propagation):
if (math.abs(lambda) > BurstMath.epsilon)
{
float shock = solverParameters.shockPropagation * math.dot(contact.normal, math.normalizesafe(gravity));
float4 delta = lambda * contact.normal;
float baryScale = BurstMath.BaryScale(contact.pointA);
for (int j = 0; j < simplexSizeA; ++j)
{
int particleIndex = simplices[simplexStartA + j];
deltas[particleIndex] += delta * invMasses[particleIndex] * contact.pointA[j] * baryScale * (1 - shock);
counts[particleIndex]++;
}
baryScale = BurstMath.BaryScale(contact.pointB);
for (int j = 0; j < simplexSizeB; ++j)
{
int particleIndex = simplices[simplexStartB + j];
deltas[particleIndex] -= delta * invMasses[particleIndex] * contact.pointB[j] * baryScale * (1 + shock);
counts[particleIndex]++;
}
}
// Apply position deltas immediately, if using sequential evaluation:
if (constraintParameters.evaluationOrder == Oni.ConstraintParameters.EvaluationOrder.Sequential)
{
for (int j = 0; j < simplexSizeA; ++j)
{
int particleIndex = simplices[simplexStartA + j];
BurstConstraintsBatchImpl.ApplyPositionDelta(particleIndex, constraintParameters.SORFactor, ref positions, ref deltas, ref counts);
}
for (int j = 0; j < simplexSizeB; ++j)
{
int particleIndex = simplices[simplexStartB + j];
BurstConstraintsBatchImpl.ApplyPositionDelta(particleIndex, constraintParameters.SORFactor, ref positions, ref deltas, ref counts);
}
}
contacts[i] = contact;
}
}
private BurstCollisionMaterial CombineCollisionMaterials(int entityA, int entityB)
{
// Combine collision materials:
int aMaterialIndex = particleMaterialIndices[entityA];
int bMaterialIndex = particleMaterialIndices[entityB];
if (aMaterialIndex >= 0 && bMaterialIndex >= 0)
return BurstCollisionMaterial.CombineWith(collisionMaterials[aMaterialIndex], collisionMaterials[bMaterialIndex]);
else if (aMaterialIndex >= 0)
return collisionMaterials[aMaterialIndex];
else if (bMaterialIndex >= 0)
return collisionMaterials[bMaterialIndex];
return new BurstCollisionMaterial();
}
}
}
}
#endif