Esempio n. 1
0
        void IJobParallelFor.Execute(int index)
        {
            var pR = pRPoints + index;

            if (pR->Weight <= EPSILON)
            {
                return;
            }

            var pRW = pRWPoints + index;

            Vector3 Force = Vector3.zero;

            Force += pR->Gravity;
            Force += WindForce;
            Force *= StepTime_x2_Half;

            Vector3 Displacement;

            Displacement  = pRW->Position - pRW->OldPosition;
            Displacement += Force / pR->Mass;
            Displacement *= pR->Resistance;
            Displacement *= 1.0f - (pRW->Friction * pR->FrictionScale);

            pRW->OldPosition = pRW->Position;
            pRW->Position   += Displacement;
            pRW->Friction    = 0.0f;

            if (pR->Hardness > 0.0f)
            {
                var Target = RootMatrix.MultiplyPoint3x4(pR->InitialPosition);
                pRW->Position += (Target - pRW->Position) * pR->Hardness;
            }

            if (pRW->GrabberIndex != -1)
            {
                Grabber *  pGR  = pGrabbers + pRW->GrabberIndex;
                GrabberEx *pGRW = pGrabberExs + pRW->GrabberIndex;
                if (pGRW->IsEnabled == 0)
                {
                    pRW->GrabberIndex = -1;
                    return;
                }

                var Vec = pRW->Position - pGRW->Position;
                var Pos = pGRW->Position + Vec.normalized * pRW->GrabberDistance;
                pRW->Position += (Pos - pRW->Position) * pGR->Force;
            }
            else
            {
                int   NearIndex    = -1;
                float sqrNearRange = 1000.0f * 1000.0f;
                for (int i = 0; i < GrabberCount; ++i)
                {
                    Grabber *  pGR  = pGrabbers + i;
                    GrabberEx *pGRW = pGrabberExs + i;

                    if (pGRW->IsEnabled == 0)
                    {
                        continue;
                    }

                    var Vec          = pGRW->Position - pRW->Position;
                    var sqrVecLength = Vec.sqrMagnitude;
                    if (sqrVecLength < pGR->Radius * pGR->Radius)
                    {
                        if (sqrVecLength < sqrNearRange)
                        {
                            sqrNearRange = sqrVecLength;
                            NearIndex    = i;
                        }
                    }
                }
                if (NearIndex != -1)
                {
                    pRW->GrabberIndex    = NearIndex;
                    pRW->GrabberDistance = Mathf.Sqrt(sqrNearRange) / 2.0f;
                }
            }
        }
Esempio n. 2
0
        void IJobParallelFor.Execute(int index)
        {
            var pR = pRPoints + index;

            if (pR->Weight == 0.0f)
            {
                return;
            }

            var pRW = pRWPoints + index;

            var Force = pR->Gravity;

            Force += WindForce;
            Force *= StepTime_x2_Half;

            var Displacement = pRW->Position - pRW->OldPosition;

            Displacement += Force / pR->Mass;
            Displacement *= pR->Resistance;
            Displacement *= 1.0f - (pRW->Friction * pR->FrictionScale);

            pRW->OldPosition = pRW->Position;
            pRW->Position   += Displacement;
            pRW->Friction    = 0.0f;

            if (pRW->GrabberIndex != -1)
            {
                Grabber *  pGR  = pGrabbers + pRW->GrabberIndex;
                GrabberEx *pGRW = pGrabberExs + pRW->GrabberIndex;
                if (pGRW->IsEnabled == 0)
                {
                    pRW->GrabberIndex = -1;
                    return;
                }

                var Vec = pRW->Position - pGRW->Position;
                var Pos = pGRW->Position + Vec.normalized * pRW->GrabberDistance;
                pRW->Position += (Pos - pRW->Position) * pGR->Force;
            }
            else
            {
                var NearIndex    = -1;
                var sqrNearRange = float.PositiveInfinity;
                for (int i = 0; i < GrabberCount; ++i)
                {
                    Grabber *  pGR  = pGrabbers + i;
                    GrabberEx *pGRW = pGrabberExs + i;

                    if (pGRW->IsEnabled == 0)
                    {
                        continue;
                    }

                    var Vec          = pGRW->Position - pRW->Position;
                    var sqrVecLength = Vec.sqrMagnitude;
                    if (sqrVecLength < pGR->Radius * pGR->Radius && sqrVecLength < sqrNearRange)
                    {
                        sqrNearRange = sqrVecLength;
                        NearIndex    = i;
                    }
                }
                if (NearIndex != -1)
                {
                    pRW->GrabberIndex    = NearIndex;
                    pRW->GrabberDistance = Mathf.Sqrt(sqrNearRange) * 0.5f;
                }
            }
        }