58 lines
2.0 KiB
C#
58 lines
2.0 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 UpdateVelocitiesJob : IJobParallelFor
|
|
{
|
|
[ReadOnly] public NativeArray<int> activeParticles;
|
|
|
|
// linear/position properties:
|
|
[ReadOnly] public NativeArray<float> inverseMasses;
|
|
[ReadOnly] public NativeArray<float4> previousPositions;
|
|
[NativeDisableParallelForRestriction] public NativeArray<float4> positions;
|
|
[NativeDisableParallelForRestriction] [WriteOnly] public NativeArray<float4> velocities;
|
|
|
|
// angular/orientation properties:
|
|
[ReadOnly] public NativeArray<float> inverseRotationalMasses;
|
|
[ReadOnly] public NativeArray<quaternion> previousOrientations;
|
|
[NativeDisableParallelForRestriction] public NativeArray<quaternion> orientations;
|
|
[NativeDisableParallelForRestriction] [WriteOnly] public NativeArray<float4> angularVelocities;
|
|
|
|
[ReadOnly] public float deltaTime;
|
|
[ReadOnly] public bool is2D;
|
|
|
|
// The code actually running on the job
|
|
public void Execute(int index)
|
|
{
|
|
int i = activeParticles[index];
|
|
|
|
// Project particles on the XY plane if we are in 2D mode:
|
|
if (is2D)
|
|
{
|
|
// restrict position to the 2D plane
|
|
float4 pos = positions[i];
|
|
pos[2] = previousPositions[i][2];
|
|
positions[i] = pos;
|
|
}
|
|
|
|
if (inverseMasses[i] > 0)
|
|
velocities[i] = BurstIntegration.DifferentiateLinear(positions[i], previousPositions[i], deltaTime);
|
|
else
|
|
velocities[i] = float4.zero;
|
|
|
|
if (inverseRotationalMasses[i] > 0)
|
|
angularVelocities[i] = BurstIntegration.DifferentiateAngular(orientations[i], previousOrientations[i], deltaTime);
|
|
else
|
|
angularVelocities[i] = float4.zero;
|
|
}
|
|
}
|
|
}
|
|
#endif |