38 lines
1.2 KiB
C#
38 lines
1.2 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 UpdateInertiaTensorsJob : IJobParallelFor
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{
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[ReadOnly] public NativeArray<int> activeParticles;
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[ReadOnly] public NativeArray<float> inverseMasses;
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[ReadOnly] public NativeArray<float> inverseRotationalMasses;
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[ReadOnly] public NativeArray<float4> principalRadii;
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[NativeDisableParallelForRestriction]
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public NativeArray<float4> inverseInertiaTensors;
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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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float4 sqrRadii = principalRadii[i] * principalRadii[i];
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inverseInertiaTensors[i] = 5 * inverseRotationalMasses[i] * new float4(
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1 / math.max(sqrRadii[1] + sqrRadii[2], BurstMath.epsilon),
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1 / math.max(sqrRadii[0] + sqrRadii[2], BurstMath.epsilon),
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1 / math.max(sqrRadii[0] + sqrRadii[1], BurstMath.epsilon),
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0);
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}
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}
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}
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#endif |