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

164 lines
7.1 KiB
C#

#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using Unity.Jobs;
using Unity.Collections;
using Unity.Mathematics;
using Unity.Burst;
namespace Obi
{
[BurstCompile]
unsafe struct SpatialQueryJob : IJobParallelFor
{
//collider grid:
[ReadOnly] public NativeMultilevelGrid<int> grid;
// particle arrays:
[ReadOnly] public NativeArray<float4> positions;
[ReadOnly] public NativeArray<quaternion> orientations;
[ReadOnly] public NativeArray<float4> radii;
[ReadOnly] public NativeArray<int> filters;
// simplex arrays:
[ReadOnly] public NativeArray<int> simplices;
[ReadOnly] public SimplexCounts simplexCounts;
// query arrays:
[ReadOnly] public NativeArray<BurstQueryShape> shapes;
[ReadOnly] public NativeArray<BurstAffineTransform> transforms;
// output contacts queue:
[WriteOnly]
[NativeDisableParallelForRestriction]
public NativeQueue<BurstQueryResult>.ParallelWriter results;
// auxiliar data:
[ReadOnly] public BurstAffineTransform worldToSolver;
[ReadOnly] public Oni.SolverParameters parameters;
// execute for each query shape:
public void Execute(int i)
{
var shapeToSolver = worldToSolver * transforms[i];
// calculate solver-space aabb of query shape:
BurstAabb queryBoundsSS = CalculateShapeAABB(shapes[i]).Transformed(shapeToSolver);
var shapeCategory = shapes[i].filter & ObiUtils.FilterCategoryBitmask;
var shapeMask = (shapes[i].filter & ObiUtils.FilterMaskBitmask) >> 16;
bool is2D = parameters.mode == Oni.SolverParameters.Mode.Mode2D;
// iterate over all occupied cells:
for (int c = 0; c < grid.usedCells.Length; ++c)
{
var cell = grid.usedCells[c];
// calculate thickedned grid bounds:
float size = NativeMultilevelGrid<int>.CellSizeOfLevel(cell.Coords.w);
float4 cellPos = (float4)cell.Coords * size;
BurstAabb cellBounds = new BurstAabb(cellPos - new float4(size), cellPos + new float4(2 * size));
// if cell and query bounds intersect:
if (cellBounds.IntersectsAabb(in queryBoundsSS, is2D))
{
// iterate over cell contents:
for (int k = 0; k < cell.Length; ++k)
{
int simplexStart = simplexCounts.GetSimplexStartAndSize(cell[k], out int simplexSize);
// check if any simplex particle and the query shape should collide:
bool shouldCollide = false;
for (int j = 0; j < simplexSize; ++j)
{
var simplexCategory = filters[simplices[simplexStart + j]] & ObiUtils.FilterCategoryBitmask;
var simplexMask = (filters[simplices[simplexStart + j]] & ObiUtils.FilterMaskBitmask) >> 16;
shouldCollide |= (simplexCategory & shapeMask) != 0 && (simplexMask & shapeCategory) != 0;
}
if (shouldCollide)
Query(shapes[i], shapeToSolver, i, cell[k], simplexStart, simplexSize);
}
}
}
}
private BurstAabb CalculateShapeAABB(in BurstQueryShape shape)
{
float offset = shape.contactOffset + shape.distance;
switch (shape.type)
{
case QueryShape.QueryType.Sphere:
return new BurstAabb(shape.center, shape.center, shape.size.x + offset);
case QueryShape.QueryType.Box:
return new BurstAabb(shape.center - shape.size*0.5f - offset, shape.center + shape.size * 0.5f + offset);
case QueryShape.QueryType.Ray:
return new BurstAabb(shape.center, shape.size, offset);
}
return new BurstAabb();
}
private void Query(in BurstQueryShape shape,
in BurstAffineTransform shapeToSolver,
int shapeIndex,
int simplexIndex,
int simplexStart,
int simplexSize)
{
switch (shape.type)
{
case QueryShape.QueryType.Sphere:
BurstSphereQuery sphereShape = new BurstSphereQuery() { colliderToSolver = shapeToSolver, shape = shape};
sphereShape.Query(shapeIndex, positions, orientations, radii, simplices,
simplexIndex, simplexStart, simplexSize, results, parameters.surfaceCollisionIterations, parameters.surfaceCollisionTolerance);
break;
case QueryShape.QueryType.Box:
BurstBoxQuery boxShape = new BurstBoxQuery() { colliderToSolver = shapeToSolver, shape = shape};
boxShape.Query(shapeIndex, positions, orientations, radii, simplices,
simplexIndex, simplexStart, simplexSize, results, parameters.surfaceCollisionIterations, parameters.surfaceCollisionTolerance);
break;
case QueryShape.QueryType.Ray:
BurstRay rayShape = new BurstRay() { colliderToSolver = shapeToSolver, shape = shape };
rayShape.Query(shapeIndex, positions, orientations, radii, simplices,
simplexIndex, simplexStart, simplexSize, results, parameters.surfaceCollisionIterations, parameters.surfaceCollisionTolerance);
break;
}
}
}
[BurstCompile]
public struct CalculateQueryDistances : IJobParallelFor
{
[ReadOnly] public NativeArray<float4> prevPositions;
[ReadOnly] public NativeArray<quaternion> prevOrientations;
[ReadOnly] public NativeArray<float4> radii;
// simplex arrays:
[ReadOnly] public NativeArray<int> simplices;
[ReadOnly] public SimplexCounts simplexCounts;
public NativeArray<BurstQueryResult> queryResults;
public void Execute(int i)
{
var result = queryResults[i];
int simplexStart = simplexCounts.GetSimplexStartAndSize(result.simplexIndex, out int simplexSize);
float4 simplexPrevPosition = float4.zero;
float simplexRadius = 0;
for (int j = 0; j < simplexSize; ++j)
{
int particleIndex = simplices[simplexStart + j];
simplexPrevPosition += prevPositions[particleIndex] * result.simplexBary[j];
simplexRadius += BurstMath.EllipsoidRadius(result.normal, prevOrientations[particleIndex], radii[particleIndex].xyz) * result.simplexBary[j];
}
// update contact distance
result.distance = math.dot(simplexPrevPosition - result.queryPoint, result.normal) - simplexRadius;
queryResults[i] = result;
}
}
}
#endif