コード例 #1
0
            public void Execute(int i)
            {
                int   k           = 0;
                float maximumMass = 10000;

                coms[i] = float4.zero;
                float4x4 Apq = float4x4.zero, Rpq = float4x4.zero;

                // calculate shape mass, center of mass, and moment matrix:
                for (int j = 0; j < numIndices[i]; ++j)
                {
                    k = particleIndices[firstIndex[i] + j];

                    float mass = maximumMass;
                    if (invMasses[k] > 1.0f / maximumMass)
                    {
                        mass = 1.0f / invMasses[k];
                    }

                    coms[i] += positions[k] * mass;

                    float4x4 particleR  = orientations[k].toMatrix();
                    float4x4 particleRT = restOrientations[k].toMatrix();
                    particleR[3][3]  = 0;
                    particleRT[3][3] = 0;

                    Rpq += math.mul(particleR,
                                    math.mul(math.rcp(invInertiaTensors[k] + new float4(BurstMath.epsilon)).asDiagonal(),
                                             math.transpose(particleRT))
                                    );

                    float4 restPosition = restPositions[k];
                    restPosition[3] = 0;

                    Apq += mass * BurstMath.multrnsp4(positions[k], restPosition);
                }

                if (restComs[i][3] < BurstMath.epsilon)
                {
                    return;
                }

                coms[i] /= restComs[i][3];

                // subtract global shape moment:
                float4 restCom = restComs[i];

                restCom[3] = 0;

                Apq -= restComs[i][3] * BurstMath.multrnsp4(coms[i], restCom);

                // calculate optimal transform including plastic deformation:
                float4x4 Apq_def = Rpq + math.mul(Apq, math.transpose(deformation[i]));

                // extract rotation from transform matrix, using warmstarting and few iterations:
                constraintOrientations[i] = BurstMath.ExtractRotation(Apq_def, constraintOrientations[i], 2);

                // finally, obtain rotation matrix:
                float4x4 R = constraintOrientations[i].toMatrix();

                R[3][3] = 0;

                // calculate particle orientations:
                if (explicitGroup[i] > 0)
                {
                    // if the group is explicit, set the orientation for all particles:
                    for (int j = 0; j < numIndices[i]; ++j)
                    {
                        k = particleIndices[firstIndex[i] + j];
                        orientations[k] = math.mul(constraintOrientations[i], restOrientations[k]);
                    }
                }
                else
                {
                    // set orientation of center particle only:
                    int centerIndex = particleIndices[firstIndex[i]];
                    orientations[centerIndex] = math.mul(constraintOrientations[i], restOrientations[centerIndex]);
                }

                // calculate and accumulate particle goal positions:
                float4   goal;
                float4x4 transform = math.mul(R, deformation[i]);

                for (int j = 0; j < numIndices[i]; ++j)
                {
                    k          = particleIndices[firstIndex[i] + j];
                    goal       = coms[i] + math.mul(transform, restPositions[k] - restComs[i]);
                    deltas[k] += (goal - positions[k]) * shapeMaterialParameters[i * 5];
                    counts[k]++;
                }

                // update plastic deformation:
                float plastic_yield    = shapeMaterialParameters[i * 5 + 1];
                float plastic_creep    = shapeMaterialParameters[i * 5 + 2];
                float plastic_recovery = shapeMaterialParameters[i * 5 + 3];
                float max_deform       = shapeMaterialParameters[i * 5 + 4];

                // if we are allowed to absorb deformation:
                if (plastic_creep > 0)
                {
                    R[3][3]       = 1;
                    Apq_def[3][3] = 1;

                    // get scale matrix (A = RS so S = Rt * A) and its deviation from the identity matrix:
                    float4x4 deform_matrix = math.mul(math.transpose(R), math.mul(Apq_def, Aqq[i])) - float4x4.identity;

                    // if the amount of deformation exceeds the yield threshold:
                    float norm = deform_matrix.frobeniusNorm();
                    if (norm > plastic_yield)
                    {
                        // deform the shape permanently:
                        deformation[i] = math.mul(float4x4.identity + plastic_creep * deform_matrix, deformation[i]);

                        // clamp deformation so that it does not exceed a percentage;
                        deform_matrix = deformation[i] - float4x4.identity;
                        norm          = deform_matrix.frobeniusNorm();
                        if (norm > max_deform)
                        {
                            deformation[i] = float4x4.identity + max_deform * deform_matrix / norm;
                        }

                        // if we cannot recover from plastic deformation, recalculate rest shape now:
                        if (plastic_recovery == 0)
                        {
                            RecalculateRestData(i,
                                                ref particleIndices,
                                                ref firstIndex,
                                                ref restComs,
                                                ref Aqq,
                                                ref deformation,
                                                ref numIndices,
                                                ref invMasses,
                                                ref restPositions,
                                                ref restOrientations,
                                                ref invInertiaTensors);
                        }
                    }
                }

                // if we can recover from plastic deformation, lerp towards non-deformed shape and recalculate rest shape:
                if (plastic_recovery > 0)
                {
                    deformation[i] += (float4x4.identity - deformation[i]) * math.min(plastic_recovery * deltaTime, 1.0f);
                    RecalculateRestData(i,
                                        ref particleIndices,
                                        ref firstIndex,
                                        ref restComs,
                                        ref Aqq,
                                        ref deformation,
                                        ref numIndices,
                                        ref invMasses,
                                        ref restPositions,
                                        ref restOrientations,
                                        ref invInertiaTensors);
                }
            }