Beispiel #1
0
            public void Execute(int p)
            {
                int i = fluidParticles[p];

                if (smoothPositions[i].w > 0)
                {
                    float3   singularValues;
                    float3x3 u;
                    BurstMath.EigenSolve(anisotropies[i] / smoothPositions[i].w, out singularValues, out u); //TODO: smoothPositions.w is always 1? we divided it all by w in AverageSmoothPositionsJob...

                    float  max = singularValues[0];
                    float3 s   = math.max(singularValues, new float3(max / maxAnisotropy)) / max * principalRadii[i].x;

                    principalAxes[i * 3]     = new float4(u.c0, s.x);
                    principalAxes[i * 3 + 1] = new float4(u.c1, s.y);
                    principalAxes[i * 3 + 2] = new float4(u.c2, s.z);
                }
                else
                {
                    float radius = principalRadii[i].x / maxAnisotropy;
                    principalAxes[i * 3]     = new float4(1, 0, 0, radius);
                    principalAxes[i * 3 + 1] = new float4(0, 1, 0, radius);
                    principalAxes[i * 3 + 2] = new float4(0, 0, 1, radius);
                }

                renderablePositions[i] = smoothPositions[i];
            }