Esempio n. 1
0
    private void FixedUpdate()
    {
        updateParticles.dt     = Time.fixedDeltaTime;
        applyRelaxation.dt     = Time.fixedDeltaTime;
        colliderInteraction.dt = Time.fixedDeltaTime;

        var updateHandle = updateParticles.Schedule(waterState.x.Length, 256);

        for (var i = 0; i < gridInfo.xCells * gridInfo.yCells; i += 1)
        {
            grid[i * gridInfo.cellSpace] = 0;
        }


        var colliderMovement = new NativeArray <float2>(colliders.Length, Allocator.TempJob);
        var accumulated      = 0;

        for (var i = 0; i < colliders.Length; i++)
        {
            var collider = colliders[i];
            var pos      = ((float3)collider.transform.position).xy;
            colliderMovement[i]     = pos - oldColliderPositions[i];
            oldColliderPositions[i] = pos;
            for (var j = 0; j < collidersPointsNum[i]; j++)
            {
                var point = collider.transform.TransformPoint(collider.points[j]);
                collidersPoints[accumulated + j] = new float2(point.x, point.y);
            }

            accumulated += collidersPointsNum[i];
        }

        colliderInteraction.colliderTranslation = colliderMovement;

        updateHandle.Complete(); // Need update to complete first
        gridSort.Schedule(waterState.x.Length, 256).Complete();
        updatePressures.Schedule(waterState.x.Length, 256).Complete();
        applyRelaxation.Schedule(waterState.x.Length, 256).Complete();
        colliderInteraction.Schedule(waterState.x.Length, 256).Complete();

        colliderMovement.Dispose();
        waterDisplay.UpdateDisplay(waterState.x, waterState.y);
    }