82 lines
3.1 KiB
C#
82 lines
3.1 KiB
C#
#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
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using UnityEngine;
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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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using System;
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using System.Collections;
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namespace Obi
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{
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[BurstCompile]
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struct PredictPositionsJob : IJobParallelFor
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{
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[ReadOnly] public NativeArray<int> activeParticles;
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[ReadOnly] public NativeArray<int> phases;
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[ReadOnly] public NativeArray<float> buoyancies;
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// linear/position properties:
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[ReadOnly] public NativeArray<float4> externalForces;
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[ReadOnly] public NativeArray<float> inverseMasses;
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[NativeDisableParallelForRestriction] public NativeArray<float4> previousPositions;
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[NativeDisableParallelForRestriction] public NativeArray<float4> positions;
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[NativeDisableParallelForRestriction] public NativeArray<float4> velocities;
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// angular/orientation properties:
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[ReadOnly] public NativeArray<float4> externalTorques;
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[ReadOnly] public NativeArray<float> inverseRotationalMasses;
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[NativeDisableParallelForRestriction] public NativeArray<quaternion> previousOrientations;
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[NativeDisableParallelForRestriction] public NativeArray<quaternion> orientations;
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[NativeDisableParallelForRestriction] public NativeArray<float4> angularVelocities;
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[ReadOnly] public float4 gravity;
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[ReadOnly] public float deltaTime;
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[ReadOnly] public bool is2D;
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public void Execute(int index)
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{
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int i = activeParticles[index];
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// the previous position/orientation is the current position/orientation at the start of the step.
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previousPositions[i] = positions[i];
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previousOrientations[i] = orientations[i];
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if (inverseMasses[i] > 0)
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{
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float4 effectiveGravity = gravity;
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// Adjust gravity for buoyant fluid particles:
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if ((phases[i] & (int)ObiUtils.ParticleFlags.Fluid) != 0)
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effectiveGravity *= -buoyancies[i];
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// apply external forces and gravity:
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float4 vel = velocities[i] + (inverseMasses[i] * externalForces[i] + effectiveGravity) * deltaTime;
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// project velocity to 2D plane if needed:
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if (is2D)
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vel[3] = 0;
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velocities[i] = vel;
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}
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if (inverseRotationalMasses[i] > 0)
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{
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// apply external torques (simplification: we don't use full inertia tensor here)
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float4 angularVel = angularVelocities[i] + inverseRotationalMasses[i] * externalTorques[i] * deltaTime;
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// project angular velocity to 2D plane normal if needed:
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if (is2D)
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angularVel = angularVel.project(new float4(0, 0, 1, 0));
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angularVelocities[i] = angularVel;
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}
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// integrate velocities:
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positions[i] = BurstIntegration.IntegrateLinear(positions[i], velocities[i], deltaTime);
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orientations[i] = BurstIntegration.IntegrateAngular(orientations[i], angularVelocities[i], deltaTime);
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}
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}
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}
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#endif |