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

46 lines
1.4 KiB
C#

#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using UnityEngine;
using Unity.Jobs;
using Unity.Collections;
using Unity.Mathematics;
using Unity.Burst;
using System;
using System.Collections;
namespace Obi
{
[BurstCompile]
struct ApplyInertialForcesJob : IJobParallelFor
{
[ReadOnly] public NativeArray<int> activeParticles;
[ReadOnly] public NativeArray<float4> positions;
[ReadOnly] public NativeArray<float> invMasses;
[ReadOnly] public float4 angularVel;
[ReadOnly] public float4 inertialAccel;
[ReadOnly] public float4 eulerAccel;
[ReadOnly] public float worldLinearInertiaScale;
[ReadOnly] public float worldAngularInertiaScale;
[NativeDisableParallelForRestriction] public NativeArray<float4> velocities;
[ReadOnly] public float deltaTime;
public void Execute(int index)
{
int i = activeParticles[index];
if (invMasses[i] > 0)
{
float4 euler = new float4(math.cross(eulerAccel.xyz, positions[i].xyz), 0);
float4 centrifugal = new float4(math.cross(angularVel.xyz, math.cross(angularVel.xyz, positions[i].xyz)), 0);
float4 coriolis = 2 * new float4(math.cross(angularVel.xyz, velocities[i].xyz), 0);
float4 angularAccel = euler + coriolis + centrifugal;
velocities[i] -= (inertialAccel * worldLinearInertiaScale + angularAccel * worldAngularInertiaScale) * deltaTime;
}
}
}
}
#endif