public void Execute(int index) { int i = activeParticles[index]; // the previous position/orientation is the current position/orientation at the start of the step. previousPositions[i] = positions[i]; previousOrientations[i] = orientations[i]; if (inverseMasses[i] > 0) { float4 effectiveGravity = gravity; // Adjust gravity for buoyant fluid particles: if ((phases[i] & (int)Oni.ParticleFlags.Fluid) != 0) { effectiveGravity *= -buoyancies[i]; } // apply external forces and gravity: float4 vel = velocities[i] + (inverseMasses[i] * externalForces[i] + effectiveGravity) * deltaTime; // project velocity to 2D plane if needed: if (is2D) { vel[3] = 0; } velocities[i] = vel; } if (inverseRotationalMasses[i] > 0) { // apply external torques (simplification: we don't use full inertia tensor here) float4 angularVel = angularVelocities[i] + inverseRotationalMasses[i] * externalTorques[i] * deltaTime; // project angular velocity to 2D plane normal if needed: if (is2D) { angularVel = angularVel.project(new float4(0, 0, 1, 0)); } angularVelocities[i] = angularVel; } // integrate velocities: positions[i] = BurstIntegration.IntegrateLinear(positions[i], velocities[i], deltaTime); orientations[i] = BurstIntegration.IntegrateAngular(orientations[i], angularVelocities[i], deltaTime); }
public void Execute() { for (int i = 0; i < activeConstraintCount; ++i) { int particleIndex = particleIndices[i]; int colliderIndex = colliderIndices[i]; // no collider to pin to, so ignore the constraint. if (colliderIndex < 0) { continue; } int rigidbodyIndex = shapes[colliderIndex].rigidbodyIndex; // calculate time adjusted compliances float2 compliances = stiffnesses[i].xy / (deltaTime * deltaTime); float4 particlePosition = positions[particleIndex]; // express pin offset in world space: float4 worldPinOffset = transforms[colliderIndex].TransformPoint(offsets[i]); float4 predictedPinOffset = worldPinOffset; quaternion predictedRotation = transforms[colliderIndex].rotation; float rigidbodyLinearW = 0; float rigidbodyAngularW = 0; float4 linearRbDelta = float4.zero; float4 angularRbDelta = float4.zero; if (rigidbodyIndex >= 0) { var rigidbody = rigidbodies[rigidbodyIndex]; linearRbDelta = rigidbodyLinearDeltas[rigidbodyIndex]; angularRbDelta = rigidbodyAngularDeltas[rigidbodyIndex]; // predict world-space position of offset point: predictedPinOffset = BurstIntegration.IntegrateLinear(predictedPinOffset, rigidbody.GetVelocityAtPoint(worldPinOffset, linearRbDelta, angularRbDelta), deltaTime); // predict rotation at the end of the step: predictedRotation = BurstIntegration.IntegrateAngular(predictedRotation, rigidbody.angularVelocity + angularRbDelta, deltaTime); // calculate linear and angular rigidbody weights: rigidbodyLinearW = rigidbody.inverseMass; rigidbodyAngularW = BurstMath.RotationalInvMass(rigidbody.inverseInertiaTensor, worldPinOffset - rigidbody.com, math.normalizesafe(inertialFrame.frame.TransformPoint(particlePosition) - predictedPinOffset)); } // Transform pin position to solver space for constraint solving: predictedPinOffset = inertialFrame.frame.InverseTransformPoint(predictedPinOffset); float4 gradient = particlePosition - predictedPinOffset; float constraint = math.length(gradient); float4 gradientDir = gradient / (constraint + BurstMath.epsilon); float4 lambda = lambdas[i]; float linearDLambda = (-constraint - compliances.x * lambda.w) / (invMasses[particleIndex] + rigidbodyLinearW + rigidbodyAngularW + compliances.x + BurstMath.epsilon); lambda.w += linearDLambda; float4 correction = linearDLambda * gradientDir; deltas[particleIndex] += correction * invMasses[particleIndex]; counts[particleIndex]++; if (rigidbodyAngularW > 0 || invRotationalMasses[particleIndex] > 0) { // bend/twist constraint: quaternion omega = math.mul(math.conjugate(orientations[particleIndex]), predictedRotation); //darboux vector quaternion omega_plus; omega_plus.value = omega.value + restDarboux[i].value; //delta Omega with - omega_0 omega.value -= restDarboux[i].value; //delta Omega with + omega_0 if (math.lengthsq(omega.value) > math.lengthsq(omega_plus.value)) { omega = omega_plus; } float3 dlambda = (omega.value.xyz - compliances.y * lambda.xyz) / new float3(compliances.y + invRotationalMasses[particleIndex] + rigidbodyAngularW + BurstMath.epsilon); lambda.xyz += dlambda; //discrete Darboux vector does not have vanishing scalar part quaternion dlambdaQ = new quaternion(dlambda[0], dlambda[1], dlambda[2], 0); quaternion orientDelta = orientationDeltas[particleIndex]; orientDelta.value += math.mul(predictedRotation, dlambdaQ).value *invRotationalMasses[particleIndex]; orientationDeltas[particleIndex] = orientDelta; orientationCounts[particleIndex]++; if (rigidbodyIndex >= 0) { rigidbodies[rigidbodyIndex].ApplyDeltaQuaternion(predictedRotation, math.mul(orientations[particleIndex], dlambdaQ).value * -rigidbodyAngularW, ref angularRbDelta, deltaTime); } } if (rigidbodyIndex >= 0) { float4 impulse = correction / deltaTime; rigidbodies[rigidbodyIndex].ApplyImpulse(-inertialFrame.frame.TransformVector(impulse) * 1, worldPinOffset, ref linearRbDelta, ref angularRbDelta); rigidbodyLinearDeltas[rigidbodyIndex] = linearRbDelta; rigidbodyAngularDeltas[rigidbodyIndex] = angularRbDelta; } lambdas[i] = lambda; } }