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

55 lines
1.9 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 BuildSimplexAabbs : IJobParallelFor
{
[ReadOnly] public NativeArray<float4> radii;
[ReadOnly] public NativeArray<float> fluidRadii;
[ReadOnly] public NativeArray<float4> positions;
[ReadOnly] public NativeArray<float4> velocities;
// simplex arrays:
[ReadOnly] public NativeArray<int> simplices;
[ReadOnly] public SimplexCounts simplexCounts;
[ReadOnly] public NativeArray<int> particleMaterialIndices;
[ReadOnly] public NativeArray<BurstCollisionMaterial> collisionMaterials;
[ReadOnly] public float collisionMargin;
[ReadOnly] public float continuousCollisionDetection;
[ReadOnly] public float dt;
public NativeArray<BurstAabb> simplexBounds;
public void Execute(int i)
{
int simplexStart = simplexCounts.GetSimplexStartAndSize(i, out int simplexSize);
var bounds = new BurstAabb(float.MaxValue, float.MinValue);
for (int j = 0; j < simplexSize; ++j)
{
int p = simplices[simplexStart + j];
// Find this particle's stick distance:
int m = particleMaterialIndices[p];
float stickDistance = m >= 0 ? collisionMaterials[m].stickDistance : 0;
// Expand simplex bounds, using both the particle's original position and its velocity:
bounds.EncapsulateParticle(positions[p], positions[p] + velocities[p] * continuousCollisionDetection * dt,
math.max(radii[p].x + stickDistance, fluidRadii[p] * 0.5f) + collisionMargin);
}
simplexBounds[i] = bounds;
}
}
}
#endif