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

57 lines
2.4 KiB
C#

#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using Unity.Collections;
using Unity.Mathematics;
namespace Obi
{
public struct BurstSphereQuery : BurstLocalOptimization.IDistanceFunction
{
public BurstQueryShape shape;
public BurstAffineTransform colliderToSolver;
public void Evaluate(float4 point, float4 radii, quaternion orientation, ref BurstLocalOptimization.SurfacePoint projectedPoint)
{
float4 center = shape.center * colliderToSolver.scale;
point = colliderToSolver.InverseTransformPointUnscaled(point) - center;
/*if (shape.is2D != 0)
point[2] = 0;*/
float radius = shape.size.x * math.cmax(colliderToSolver.scale.xyz);
float distanceToCenter = math.length(point);
float4 normal = point / (distanceToCenter + BurstMath.epsilon);
projectedPoint.point = colliderToSolver.TransformPointUnscaled(center + normal * (radius + shape.contactOffset));
projectedPoint.normal = colliderToSolver.TransformDirection(normal);
}
public void Query(int shapeIndex,
NativeArray<float4> positions,
NativeArray<quaternion> orientations,
NativeArray<float4> radii,
NativeArray<int> simplices,
int simplexIndex,
int simplexStart,
int simplexSize,
NativeQueue<BurstQueryResult>.ParallelWriter results,
int optimizationIterations,
float optimizationTolerance)
{
var co = new BurstQueryResult() { simplexIndex = simplexIndex, queryIndex = shapeIndex };
float4 simplexBary = BurstMath.BarycenterForSimplexOfSize(simplexSize);
var colliderPoint = BurstLocalOptimization.Optimize<BurstSphereQuery>(ref this, positions, orientations, radii, simplices, simplexStart, simplexSize,
ref simplexBary, out float4 convexPoint, optimizationIterations, optimizationTolerance);
co.queryPoint = colliderPoint.point;
co.normal = colliderPoint.normal;
co.simplexBary = simplexBary;
results.Enqueue(co);
}
}
}
#endif