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