예제 #1
0
        public void Execute(int workItemIndex)
        {
            int start, end;

            batchData.GetConstraintRange(workItemIndex, out start, out end);

            for (int i = start; i < end; ++i)
            {
                int simplexStartA = simplexCounts.GetSimplexStartAndSize(contacts[i].bodyA, out int simplexSizeA);
                int simplexStartB = simplexCounts.GetSimplexStartAndSize(contacts[i].bodyB, out int simplexSizeB);

                for (int j = 0; j < simplexSizeA; ++j)
                {
                    int particleIndex = simplices[simplexStartA + j];
                    BurstConstraintsBatchImpl.ApplyPositionDelta(particleIndex, constraintParameters.SORFactor, ref positions, ref deltas, ref counts);
                    BurstConstraintsBatchImpl.ApplyOrientationDelta(particleIndex, constraintParameters.SORFactor, ref orientations, ref orientationDeltas, ref orientationCounts);
                }

                for (int j = 0; j < simplexSizeB; ++j)
                {
                    int particleIndex = simplices[simplexStartB + j];
                    BurstConstraintsBatchImpl.ApplyPositionDelta(particleIndex, constraintParameters.SORFactor, ref positions, ref deltas, ref counts);
                    BurstConstraintsBatchImpl.ApplyOrientationDelta(particleIndex, constraintParameters.SORFactor, ref orientations, ref orientationDeltas, ref orientationCounts);
                }
            }
        }
            public void Execute(int i)
            {
                var contact = contacts[i];

                int simplexStart = simplexCounts.GetSimplexStartAndSize(contact.bodyA, out int simplexSize);

                // get the material from the first particle in the simplex:
                int  aMaterialIndex  = particleMaterialIndices[simplices[simplexStart]];
                bool rollingContacts = aMaterialIndex >= 0 ? collisionMaterials[aMaterialIndex].rollingContacts > 0 : false;

                float4     relativeVelocity       = float4.zero;
                float4     simplexPrevPosition    = float4.zero;
                quaternion simplexPrevOrientation = new quaternion(0, 0, 0, 0);
                float      simplexInvMass         = 0;
                float4     simplexInvInertia      = float4.zero;
                float      simplexRadius          = 0;

                for (int j = 0; j < simplexSize; ++j)
                {
                    int particleIndex = simplices[simplexStart + j];
                    relativeVelocity             += velocities[particleIndex] * contact.pointA[j];
                    simplexPrevPosition          += prevPositions[particleIndex] * contact.pointA[j];
                    simplexPrevOrientation.value += prevOrientations[particleIndex].value * contact.pointA[j];
                    simplexInvMass    += invMasses[particleIndex] * contact.pointA[j];
                    simplexInvInertia += invInertiaTensors[particleIndex] * contact.pointA[j];
                    simplexRadius     += BurstMath.EllipsoidRadius(contact.normal, prevOrientations[particleIndex], radii[particleIndex].xyz) * contact.pointA[j];
                }

                // if there's a rigidbody present, subtract its velocity from the relative velocity:
                int rigidbodyIndex = shapes[contact.bodyB].rigidbodyIndex;

                if (rigidbodyIndex >= 0)
                {
                    relativeVelocity -= BurstMath.GetRigidbodyVelocityAtPoint(rigidbodyIndex, contact.pointB, rigidbodies, rigidbodyLinearDeltas, rigidbodyAngularDeltas, inertialFrame.frame);

                    int bMaterialIndex = shapes[contact.bodyB].materialIndex;
                    rollingContacts |= bMaterialIndex >= 0 ? collisionMaterials[bMaterialIndex].rollingContacts > 0 : false;
                }

                // update contact distance
                contact.distance = math.dot(simplexPrevPosition - contact.pointB, contact.normal) - simplexRadius;

                // calculate contact point in A's surface:
                float4 contactPoint = contact.pointB + contact.normal * contact.distance;

                // update contact orthonormal basis:
                contact.CalculateBasis(relativeVelocity);

                // calculate A's contact mass.
                contact.CalculateContactMassesA(simplexInvMass, simplexInvInertia, simplexPrevPosition, simplexPrevOrientation, contactPoint, rollingContacts);

                // calculate B's contact mass.
                if (rigidbodyIndex >= 0)
                {
                    contact.CalculateContactMassesB(rigidbodies[rigidbodyIndex], inertialFrame.frame);
                }

                contacts[i] = contact;
            }
예제 #3
0
        public void Execute()
        {
            for (int i = 0; i < contacts.Length; ++i)
            {
                int simplexStart = simplexCounts.GetSimplexStartAndSize(contacts[i].bodyA, out int simplexSize);

                for (int j = 0; j < simplexSize; ++j)
                {
                    int particleIndex = simplices[simplexStart + j];
                    BurstConstraintsBatchImpl.ApplyPositionDelta(particleIndex, constraintParameters.SORFactor, ref positions, ref deltas, ref counts);
                    BurstConstraintsBatchImpl.ApplyOrientationDelta(particleIndex, constraintParameters.SORFactor, ref orientations, ref orientationDeltas, ref orientationCounts);
                }
            }
        }
예제 #4
0
        public void Execute(int i)
        {
            int simplexStart = simplexCounts.GetSimplexStartAndSize(i, out int simplexSize);

            var bounds = new BurstAabb(float.MaxValue, float.MinValue);

            for (int j = 0; j < simplexSize; ++j)
            {
                int p = simplices[simplexStart + j];

                // Find this particle's stick distance:
                int   m             = particleMaterialIndices[p];
                float stickDistance = m >= 0 ? collisionMaterials[m].stickDistance : 0;

                // Expand simplex bounds, using both the particle's original position and its velocity:
                bounds.EncapsulateParticle(positions[p], positions[p] + velocities[p] * continuousCollisionDetection * dt,
                                           math.max(radii[p].x + stickDistance, fluidRadii[p] * 0.5f) + collisionMargin);
            }

            simplexBounds[i] = bounds;
        }
            public void Execute(int workItemIndex)
            {
                int start, end;

                batchData.GetConstraintRange(workItemIndex, out start, out end);

                for (int i = start; i < end; ++i)
                {
                    var contact = contacts[i];

                    int simplexStartA = simplexCounts.GetSimplexStartAndSize(contact.bodyA, out int simplexSizeA);
                    int simplexStartB = simplexCounts.GetSimplexStartAndSize(contact.bodyB, out int simplexSizeB);


                    // Combine collision materials:
                    BurstCollisionMaterial material = CombineCollisionMaterials(simplices[simplexStartA], simplices[simplexStartB]);

                    float4 simplexPositionA = float4.zero, simplexPositionB = float4.zero;
                    float  simplexRadiusA = 0, simplexRadiusB = 0;

                    for (int j = 0; j < simplexSizeA; ++j)
                    {
                        int particleIndex = simplices[simplexStartA + j];
                        simplexPositionA += positions[particleIndex] * contact.pointA[j];
                        simplexRadiusA   += BurstMath.EllipsoidRadius(contact.normal, orientations[particleIndex], radii[particleIndex].xyz) * contact.pointA[j];
                    }
                    for (int j = 0; j < simplexSizeB; ++j)
                    {
                        int particleIndex = simplices[simplexStartB + j];
                        simplexPositionB += positions[particleIndex] * contact.pointB[j];
                        simplexRadiusB   += BurstMath.EllipsoidRadius(contact.normal, orientations[particleIndex], radii[particleIndex].xyz) * contact.pointA[j];
                    }

                    float4 posA = simplexPositionA - contact.normal * simplexRadiusA;
                    float4 posB = simplexPositionB + contact.normal * simplexRadiusB;

                    // adhesion:
                    float lambda = contact.SolveAdhesion(posA, posB, material.stickDistance, material.stickiness, substepTime);

                    // depenetration:
                    lambda += contact.SolvePenetration(posA, posB, solverParameters.maxDepenetration * substepTime);

                    // Apply normal impulse to both particles (w/ shock propagation):
                    if (math.abs(lambda) > BurstMath.epsilon)
                    {
                        float  shock = solverParameters.shockPropagation * math.dot(contact.normal, math.normalizesafe(gravity));
                        float4 delta = lambda * contact.normal;

                        float baryScale = BurstMath.BaryScale(contact.pointA);
                        for (int j = 0; j < simplexSizeA; ++j)
                        {
                            int particleIndex = simplices[simplexStartA + j];
                            deltas[particleIndex] += delta * invMasses[particleIndex] * contact.pointA[j] * baryScale * (1 - shock);
                            counts[particleIndex]++;
                        }

                        baryScale = BurstMath.BaryScale(contact.pointB);
                        for (int j = 0; j < simplexSizeB; ++j)
                        {
                            int particleIndex = simplices[simplexStartB + j];
                            deltas[particleIndex] -= delta * invMasses[particleIndex] * contact.pointB[j] * baryScale * (1 + shock);
                            counts[particleIndex]++;
                        }
                    }

                    // Apply position deltas immediately, if using sequential evaluation:
                    if (constraintParameters.evaluationOrder == Oni.ConstraintParameters.EvaluationOrder.Sequential)
                    {
                        for (int j = 0; j < simplexSizeA; ++j)
                        {
                            int particleIndex = simplices[simplexStartA + j];
                            BurstConstraintsBatchImpl.ApplyPositionDelta(particleIndex, constraintParameters.SORFactor, ref positions, ref deltas, ref counts);
                        }

                        for (int j = 0; j < simplexSizeB; ++j)
                        {
                            int particleIndex = simplices[simplexStartB + j];
                            BurstConstraintsBatchImpl.ApplyPositionDelta(particleIndex, constraintParameters.SORFactor, ref positions, ref deltas, ref counts);
                        }
                    }

                    contacts[i] = contact;
                }
            }
            public void Execute(int workItemIndex)
            {
                int start, end;

                batchData.GetConstraintRange(workItemIndex, out start, out end);

                for (int i = start; i < end; ++i)
                {
                    var contact = contacts[i];

                    int simplexStartA = simplexCounts.GetSimplexStartAndSize(contact.bodyA, out int simplexSizeA);
                    int simplexStartB = simplexCounts.GetSimplexStartAndSize(contact.bodyB, out int simplexSizeB);

                    float4     simplexVelocityA        = float4.zero;
                    float4     simplexPrevPositionA    = float4.zero;
                    quaternion simplexPrevOrientationA = new quaternion(0, 0, 0, 0);
                    float      simplexRadiusA          = 0;
                    float      simplexInvMassA         = 0;
                    float4     simplexInvInertiaA      = float4.zero;

                    float4     simplexVelocityB        = float4.zero;
                    float4     simplexPrevPositionB    = float4.zero;
                    quaternion simplexPrevOrientationB = new quaternion(0, 0, 0, 0);
                    float      simplexRadiusB          = 0;
                    float      simplexInvMassB         = 0;
                    float4     simplexInvInertiaB      = float4.zero;

                    for (int j = 0; j < simplexSizeA; ++j)
                    {
                        int particleIndex = simplices[simplexStartA + j];
                        simplexVelocityA              += velocities[particleIndex] * contact.pointA[j];
                        simplexPrevPositionA          += prevPositions[particleIndex] * contact.pointA[j];
                        simplexPrevOrientationA.value += prevOrientations[particleIndex].value * contact.pointA[j];
                        simplexInvMassA    += invMasses[particleIndex] * contact.pointA[j];
                        simplexInvInertiaA += invInertiaTensors[particleIndex] * contact.pointA[j];
                        simplexRadiusA     += BurstMath.EllipsoidRadius(contact.normal, prevOrientations[particleIndex], radii[particleIndex].xyz) * contact.pointA[j];
                    }

                    for (int j = 0; j < simplexSizeB; ++j)
                    {
                        int particleIndex = simplices[simplexStartB + j];
                        simplexVelocityB              += velocities[particleIndex] * contact.pointB[j];
                        simplexPrevPositionB          += prevPositions[particleIndex] * contact.pointB[j];
                        simplexPrevOrientationB.value += prevOrientations[particleIndex].value * contact.pointB[j];
                        simplexInvMassB    += invMasses[particleIndex] * contact.pointB[j];
                        simplexInvInertiaB += invInertiaTensors[particleIndex] * contact.pointB[j];
                        simplexRadiusB     += BurstMath.EllipsoidRadius(contact.normal, prevOrientations[particleIndex], radii[particleIndex].xyz) * contact.pointB[j];
                    }

                    // update contact distance
                    float dAB = math.dot(simplexPrevPositionA - simplexPrevPositionB, contact.normal);
                    contact.distance = dAB - (simplexRadiusA + simplexRadiusB);

                    // calculate contact points:
                    float4 contactPointA = simplexPrevPositionB + contact.normal * (contact.distance + simplexRadiusB);
                    float4 contactPointB = simplexPrevPositionA - contact.normal * (contact.distance + simplexRadiusA);

                    // update contact basis:
                    contact.CalculateBasis(simplexVelocityA - simplexVelocityB);

                    // update contact masses:
                    int  aMaterialIndex  = particleMaterialIndices[simplices[simplexStartA]];
                    int  bMaterialIndex  = particleMaterialIndices[simplices[simplexStartB]];
                    bool rollingContacts = (aMaterialIndex >= 0 ? collisionMaterials[aMaterialIndex].rollingContacts > 0 : false) |
                                           (bMaterialIndex >= 0 ? collisionMaterials[bMaterialIndex].rollingContacts > 0 : false);

                    contact.CalculateContactMassesA(simplexInvMassA, simplexInvInertiaA, simplexPrevPositionA, simplexPrevOrientationA, contactPointA, rollingContacts);
                    contact.CalculateContactMassesB(simplexInvMassB, simplexInvInertiaB, simplexPrevPositionB, simplexPrevOrientationB, contactPointB, rollingContacts);

                    contacts[i] = contact;
                }
            }
예제 #7
0
            private void InteractionTest(int A, int B, ref BurstSimplex simplexShape)
            {
                // skip the pair if their bounds don't intersect:
                if (!simplexBounds[A].IntersectsAabb(simplexBounds[B]))
                {
                    return;
                }

                // get the start index and size of each simplex:
                int simplexStartA = simplexCounts.GetSimplexStartAndSize(A, out int simplexSizeA);
                int simplexStartB = simplexCounts.GetSimplexStartAndSize(B, out int simplexSizeB);

                // immediately reject simplex pairs that share particles:
                for (int a = 0; a < simplexSizeA; ++a)
                {
                    for (int b = 0; b < simplexSizeB; ++b)
                    {
                        if (simplices[simplexStartA + a] == simplices[simplexStartB + b])
                        {
                            return;
                        }
                    }
                }

                // get phases for each simplex:
                bool restPositionsEnabled = false;
                int  groupA = GetSimplexPhase(simplexStartA, simplexSizeA, out Oni.ParticleFlags flagsA, ref restPositionsEnabled);
                int  groupB = GetSimplexPhase(simplexStartB, simplexSizeB, out Oni.ParticleFlags flagsB, ref restPositionsEnabled);

                // if all particles have the same group and none have self-collision, reject the pair.
                if (groupA == groupB && (flagsA & flagsB & Oni.ParticleFlags.SelfCollide) == 0)
                {
                    return;
                }

                // if all simplices are fluid, check their smoothing radii:
                if ((flagsA & Oni.ParticleFlags.Fluid) != 0 && (flagsB & Oni.ParticleFlags.Fluid) != 0)
                {
                    int particleA = simplices[simplexStartA];
                    int particleB = simplices[simplexStartB];

                    // for fluid we only consider the first particle in each simplex.
                    float4 predictedPositionA = positions[particleA] + velocities[particleA] * dt;
                    float4 predictedPositionB = positions[particleB] + velocities[particleB] * dt;

                    // Calculate particle center distance:
                    float d2 = math.lengthsq(predictedPositionA - predictedPositionB);

                    float fluidDistance = math.max(fluidRadii[particleA], fluidRadii[particleB]);
                    if (d2 <= fluidDistance * fluidDistance)
                    {
                        fluidInteractionsQueue.Enqueue(new FluidInteraction {
                            particleA = particleA, particleB = particleB
                        });
                    }
                }
                else // at least one solid particle is present:
                {
                    // swap simplices so that B is always the one-sided one.
                    if ((flagsA & Oni.ParticleFlags.OneSided) != 0 && groupA < groupB)
                    {
                        ObiUtils.Swap(ref A, ref B);
                        ObiUtils.Swap(ref simplexStartA, ref simplexStartB);
                        ObiUtils.Swap(ref simplexSizeA, ref simplexSizeB);
                        ObiUtils.Swap(ref flagsA, ref flagsB);
                        ObiUtils.Swap(ref groupA, ref groupB);
                    }

                    float4 simplexBary = BurstMath.BarycenterForSimplexOfSize(simplexSizeA);
                    float4 simplexPoint;

                    simplexShape.simplexStart = simplexStartB;
                    simplexShape.simplexSize  = simplexSizeB;
                    simplexShape.positions    = restPositions;
                    simplexShape.CacheData();

                    float simplexRadiusA = 0, simplexRadiusB = 0;

                    // skip the contact if there's self-intersection at rest:
                    if (groupA == groupB && restPositionsEnabled)
                    {
                        var restPoint = BurstLocalOptimization.Optimize <BurstSimplex>(ref simplexShape, restPositions, radii,
                                                                                       simplices, simplexStartA, simplexSizeA, ref simplexBary, out simplexPoint, 4, 0);

                        for (int j = 0; j < simplexSizeA; ++j)
                        {
                            simplexRadiusA += radii[simplices[simplexStartA + j]].x * simplexBary[j];
                        }

                        for (int j = 0; j < simplexSizeB; ++j)
                        {
                            simplexRadiusB += radii[simplices[simplexStartB + j]].x * restPoint.bary[j];
                        }

                        // compare distance along contact normal with radius.
                        if (math.dot(simplexPoint - restPoint.point, restPoint.normal) < simplexRadiusA + simplexRadiusB)
                        {
                            return;
                        }
                    }

                    simplexBary            = BurstMath.BarycenterForSimplexOfSize(simplexSizeA);
                    simplexShape.positions = positions;
                    simplexShape.CacheData();

                    var surfacePoint = BurstLocalOptimization.Optimize <BurstSimplex>(ref simplexShape, positions, radii,
                                                                                      simplices, simplexStartA, simplexSizeA, ref simplexBary, out simplexPoint, optimizationIterations, optimizationTolerance);

                    simplexRadiusA = 0; simplexRadiusB = 0;
                    float4 velocityA = float4.zero, velocityB = float4.zero, normalB = float4.zero;

                    for (int j = 0; j < simplexSizeA; ++j)
                    {
                        int particleIndex = simplices[simplexStartA + j];
                        simplexRadiusA += radii[particleIndex].x * simplexBary[j];
                        velocityA      += velocities[particleIndex] * simplexBary[j];
                    }

                    for (int j = 0; j < simplexSizeB; ++j)
                    {
                        int particleIndex = simplices[simplexStartB + j];
                        simplexRadiusB += radii[particleIndex].x * surfacePoint.bary[j];
                        velocityB      += velocities[particleIndex] * surfacePoint.bary[j];
                        normalB        += normals[particleIndex] * surfacePoint.bary[j];
                    }

                    float dAB = math.dot(simplexPoint - surfacePoint.point, surfacePoint.normal);
                    float vel = math.dot(velocityA - velocityB, surfacePoint.normal);

                    // check if the projected velocity along the contact normal will get us within collision distance.
                    if (vel * dt + dAB <= simplexRadiusA + simplexRadiusB + collisionMargin)
                    {
                        // adapt collision normal for one-sided simplices:
                        if ((flagsB & Oni.ParticleFlags.OneSided) != 0 && groupB < groupA)
                        {
                            BurstMath.OneSidedNormal(normalB, ref surfacePoint.normal);
                        }

                        contactsQueue.Enqueue(new BurstContact()
                        {
                            bodyA  = A,
                            bodyB  = B,
                            pointA = simplexBary,
                            pointB = surfacePoint.bary,
                            normal = surfacePoint.normal
                        });
                    }
                }
            }
예제 #8
0
            public void Execute(int i)
            {
                int       simplexStart    = simplexCounts.GetSimplexStartAndSize(i, out int simplexSize);
                BurstAabb simplexBoundsSS = simplexBounds[i];

                // get all colliders overlapped by the cell bounds, in all grid levels:
                BurstAabb        simplexBoundsWS = simplexBoundsSS.Transformed(solverToWorld);
                NativeList <int> candidates      = new NativeList <int>(Allocator.Temp);

                // max size of the particle bounds in cells:
                int3 maxSize = new int3(10);
                bool is2D    = parameters.mode == Oni.SolverParameters.Mode.Mode2D;

                for (int l = 0; l < gridLevels.Length; ++l)
                {
                    float cellSize = NativeMultilevelGrid <int> .CellSizeOfLevel(gridLevels[l]);

                    int3 minCell = GridHash.Quantize(simplexBoundsWS.min.xyz, cellSize);
                    int3 maxCell = GridHash.Quantize(simplexBoundsWS.max.xyz, cellSize);
                    maxCell = minCell + math.min(maxCell - minCell, maxSize);

                    for (int x = minCell[0]; x <= maxCell[0]; ++x)
                    {
                        for (int y = minCell[1]; y <= maxCell[1]; ++y)
                        {
                            // for 2D mode, project each cell at z == 0 and check them too. This way we ensure 2D colliders
                            // (which are inserted in cells with z == 0) are accounted for in the broadphase.
                            if (is2D)
                            {
                                if (colliderGrid.TryGetCellIndex(new int4(x, y, 0, gridLevels[l]), out int cellIndex))
                                {
                                    var colliderCell = colliderGrid.usedCells[cellIndex];
                                    candidates.AddRange(colliderCell.ContentsPointer, colliderCell.Length);
                                }
                            }

                            for (int z = minCell[2]; z <= maxCell[2]; ++z)
                            {
                                if (colliderGrid.TryGetCellIndex(new int4(x, y, z, gridLevels[l]), out int cellIndex))
                                {
                                    var colliderCell = colliderGrid.usedCells[cellIndex];
                                    candidates.AddRange(colliderCell.ContentsPointer, colliderCell.Length);
                                }
                            }
                        }
                    }
                }

                if (candidates.Length > 0)
                {
                    // make sure each candidate collider only shows up once in the array:
                    NativeArray <int> uniqueCandidates = candidates.AsArray();
                    uniqueCandidates.Sort();
                    int uniqueCount = uniqueCandidates.Unique();

                    // iterate over candidate colliders, generating contacts for each one
                    for (int k = 0; k < uniqueCount; ++k)
                    {
                        int c = uniqueCandidates[k];
                        BurstColliderShape shape            = shapes[c];
                        BurstAabb          colliderBoundsWS = bounds[c];

                        // Expand bounds by rigidbody's linear velocity:
                        if (shape.rigidbodyIndex >= 0)
                        {
                            colliderBoundsWS.Sweep(rigidbodies[shape.rigidbodyIndex].velocity * deltaTime);
                        }

                        // Expand bounds by collision material's stick distance:
                        if (shape.materialIndex >= 0)
                        {
                            colliderBoundsWS.Expand(collisionMaterials[shape.materialIndex].stickDistance);
                        }

                        // check if any simplex particle and the collider have the same phase:
                        bool samePhase = false;
                        for (int j = 0; j < simplexSize; ++j)
                        {
                            samePhase |= shape.phase == (phases[simplices[simplexStart + j]] & (int)Oni.ParticleFlags.GroupMask);
                        }

                        if (!samePhase && simplexBoundsWS.IntersectsAabb(in colliderBoundsWS, is2D))
                        {
                            // generate contacts for the collider:
                            BurstAffineTransform colliderToSolver = worldToSolver * transforms[c];
                            GenerateContacts(in shape, in colliderToSolver, c, i, simplexStart, simplexSize, simplexBoundsSS);
                        }
                    }
                }
            }
예제 #9
0
            public void Execute(int workItemIndex)
            {
                int start, end;

                batchData.GetConstraintRange(workItemIndex, out start, out end);

                for (int i = start; i < end; ++i)
                {
                    var contact = contacts[i];

                    int simplexStartA = simplexCounts.GetSimplexStartAndSize(contact.bodyA, out int simplexSizeA);
                    int simplexStartB = simplexCounts.GetSimplexStartAndSize(contact.bodyB, out int simplexSizeB);

                    // Combine collision materials:
                    BurstCollisionMaterial material = CombineCollisionMaterials(simplices[simplexStartA], simplices[simplexStartB]);

                    float4     prevPositionA     = float4.zero;
                    float4     linearVelocityA   = float4.zero;
                    float4     angularVelocityA  = float4.zero;
                    float4     invInertiaTensorA = float4.zero;
                    quaternion orientationA      = new quaternion(0, 0, 0, 0);
                    float      simplexRadiusA    = 0;

                    float4     prevPositionB     = float4.zero;
                    float4     linearVelocityB   = float4.zero;
                    float4     angularVelocityB  = float4.zero;
                    float4     invInertiaTensorB = float4.zero;
                    quaternion orientationB      = new quaternion(0, 0, 0, 0);
                    float      simplexRadiusB    = 0;

                    for (int j = 0; j < simplexSizeA; ++j)
                    {
                        int particleIndex = simplices[simplexStartA + j];
                        prevPositionA      += prevPositions[particleIndex] * contact.pointA[j];
                        linearVelocityA    += BurstIntegration.DifferentiateLinear(positions[particleIndex], prevPositions[particleIndex], substepTime) * contact.pointA[j];
                        angularVelocityA   += BurstIntegration.DifferentiateAngular(orientations[particleIndex], prevOrientations[particleIndex], substepTime) * contact.pointA[j];
                        invInertiaTensorA  += invInertiaTensors[particleIndex] * contact.pointA[j];
                        orientationA.value += orientations[particleIndex].value * contact.pointA[j];
                        simplexRadiusA     += BurstMath.EllipsoidRadius(contact.normal, prevOrientations[particleIndex], radii[particleIndex].xyz) * contact.pointA[j];
                    }
                    for (int j = 0; j < simplexSizeB; ++j)
                    {
                        int particleIndex = simplices[simplexStartB + j];
                        prevPositionB      += prevPositions[particleIndex] * contact.pointB[j];
                        linearVelocityB    += BurstIntegration.DifferentiateLinear(positions[particleIndex], prevPositions[particleIndex], substepTime) * contact.pointB[j];
                        angularVelocityB   += BurstIntegration.DifferentiateAngular(orientations[particleIndex], prevOrientations[particleIndex], substepTime) * contact.pointB[j];
                        invInertiaTensorB  += invInertiaTensors[particleIndex] * contact.pointB[j];
                        orientationB.value += orientations[particleIndex].value * contact.pointB[j];
                        simplexRadiusB     += BurstMath.EllipsoidRadius(contact.normal, prevOrientations[particleIndex], radii[particleIndex].xyz) * contact.pointB[j];
                    }

                    float4 rA = float4.zero, rB = float4.zero;

                    // Consider angular velocities if rolling contacts are enabled:
                    if (material.rollingContacts > 0)
                    {
                        rA = -contact.normal * simplexRadiusA;
                        rB = contact.normal * simplexRadiusB;

                        linearVelocityA += new float4(math.cross(angularVelocityA.xyz, rA.xyz), 0);
                        linearVelocityB += new float4(math.cross(angularVelocityB.xyz, rB.xyz), 0);
                    }

                    // Calculate relative velocity:
                    float4 relativeVelocity = linearVelocityA - linearVelocityB;

                    // Calculate friction impulses (in the tangent and bitangent ddirections):
                    float2 impulses         = contact.SolveFriction(relativeVelocity, material.staticFriction, material.dynamicFriction, substepTime);

                    // Apply friction impulses to both particles:
                    if (math.abs(impulses.x) > BurstMath.epsilon || math.abs(impulses.y) > BurstMath.epsilon)
                    {
                        float4 tangentImpulse   = impulses.x * contact.tangent;
                        float4 bitangentImpulse = impulses.y * contact.bitangent;
                        float4 totalImpulse     = tangentImpulse + bitangentImpulse;

                        float baryScale = BurstMath.BaryScale(contact.pointA);
                        for (int j = 0; j < simplexSizeA; ++j)
                        {
                            int particleIndex = simplices[simplexStartA + j];
                            deltas[particleIndex] += (tangentImpulse * contact.tangentInvMassA + bitangentImpulse * contact.bitangentInvMassA) * substepTime * contact.pointA[j] * baryScale;
                            counts[particleIndex]++;
                        }

                        baryScale = BurstMath.BaryScale(contact.pointB);
                        for (int j = 0; j < simplexSizeB; ++j)
                        {
                            int particleIndex = simplices[simplexStartB + j];
                            deltas[particleIndex] -= (tangentImpulse * contact.tangentInvMassB + bitangentImpulse * contact.bitangentInvMassB) * substepTime * contact.pointB[j] * baryScale;
                            counts[particleIndex]++;
                        }

                        // Rolling contacts:
                        if (material.rollingContacts > 0)
                        {
                            // Calculate angular velocity deltas due to friction impulse:
                            float4x4 solverInertiaA = BurstMath.TransformInertiaTensor(invInertiaTensorA, orientationA);
                            float4x4 solverInertiaB = BurstMath.TransformInertiaTensor(invInertiaTensorB, orientationB);

                            float4 angVelDeltaA = math.mul(solverInertiaA, new float4(math.cross(rA.xyz, totalImpulse.xyz), 0));
                            float4 angVelDeltaB = -math.mul(solverInertiaB, new float4(math.cross(rB.xyz, totalImpulse.xyz), 0));

                            // Final angular velocities, after adding the deltas:
                            angularVelocityA += angVelDeltaA;
                            angularVelocityB += angVelDeltaB;

                            // Calculate weights (inverse masses):
                            float invMassA = math.length(math.mul(solverInertiaA, math.normalizesafe(angularVelocityA)));
                            float invMassB = math.length(math.mul(solverInertiaB, math.normalizesafe(angularVelocityB)));

                            // Calculate rolling axis and angular velocity deltas:
                            float4 rollAxis       = float4.zero;
                            float  rollingImpulse = contact.SolveRollingFriction(angularVelocityA, angularVelocityB, material.rollingFriction, invMassA, invMassB, ref rollAxis);
                            angVelDeltaA += rollAxis * rollingImpulse * invMassA;
                            angVelDeltaB -= rollAxis * rollingImpulse * invMassB;

                            // Apply orientation deltas to particles:
                            quaternion orientationDeltaA = BurstIntegration.AngularVelocityToSpinQuaternion(orientationA, angVelDeltaA, substepTime);
                            quaternion orientationDeltaB = BurstIntegration.AngularVelocityToSpinQuaternion(orientationB, angVelDeltaB, substepTime);

                            for (int j = 0; j < simplexSizeA; ++j)
                            {
                                int        particleIndex = simplices[simplexStartA + j];
                                quaternion qA            = orientationDeltas[particleIndex];
                                qA.value += orientationDeltaA.value;
                                orientationDeltas[particleIndex] = qA;
                                orientationCounts[particleIndex]++;
                            }

                            for (int j = 0; j < simplexSizeB; ++j)
                            {
                                int        particleIndex = simplices[simplexStartB + j];
                                quaternion qB            = orientationDeltas[particleIndex];
                                qB.value += orientationDeltaB.value;
                                orientationDeltas[particleIndex] = qB;
                                orientationCounts[particleIndex]++;
                            }
                        }
                    }

                    contacts[i] = contact;
                }
            }
예제 #10
0
 public int GetParticleCount(int constraintIndex)
 {
     simplexCounts.GetSimplexStartAndSize(contacts[constraintIndex].bodyA, out int simplexSizeA);
     simplexCounts.GetSimplexStartAndSize(contacts[constraintIndex].bodyB, out int simplexSizeB);
     return(simplexSizeA + simplexSizeB);
 }
예제 #11
0
            public void Execute()
            {
                for (int i = 0; i < contacts.Length; ++i)
                {
                    var contact = contacts[i];

                    // Get the indices of the particle and collider involved in this contact:
                    int simplexStart  = simplexCounts.GetSimplexStartAndSize(contact.bodyA, out int simplexSize);
                    int colliderIndex = contact.bodyB;

                    // Skip contacts involving triggers:
                    if (shapes[colliderIndex].flags > 0)
                    {
                        continue;
                    }

                    // Get the rigidbody index (might be < 0, in that case there's no rigidbody present)
                    int rigidbodyIndex = shapes[colliderIndex].rigidbodyIndex;

                    // Combine collision materials (use material from first particle in simplex)
                    BurstCollisionMaterial material = CombineCollisionMaterials(simplices[simplexStart], colliderIndex);

                    // Calculate relative velocity:
                    float4 rA = float4.zero, rB = float4.zero;

                    float4     prevPositionA     = float4.zero;
                    float4     linearVelocityA   = float4.zero;
                    float4     angularVelocityA  = float4.zero;
                    float4     invInertiaTensorA = float4.zero;
                    quaternion orientationA      = new quaternion(0, 0, 0, 0);
                    float      simplexRadiusA    = 0;

                    for (int j = 0; j < simplexSize; ++j)
                    {
                        int particleIndex = simplices[simplexStart + j];
                        prevPositionA      += prevPositions[particleIndex] * contact.pointA[j];
                        linearVelocityA    += BurstIntegration.DifferentiateLinear(positions[particleIndex], prevPositions[particleIndex], substepTime) * contact.pointA[j];
                        angularVelocityA   += BurstIntegration.DifferentiateAngular(orientations[particleIndex], prevOrientations[particleIndex], substepTime) * contact.pointA[j];
                        invInertiaTensorA  += invInertiaTensors[particleIndex] * contact.pointA[j];
                        orientationA.value += orientations[particleIndex].value * contact.pointA[j];
                        simplexRadiusA     += BurstMath.EllipsoidRadius(contact.normal, prevOrientations[particleIndex], radii[particleIndex].xyz) * contact.pointA[j];
                    }

                    float4 relativeVelocity      = linearVelocityA;

                    // Add particle angular velocity if rolling contacts are enabled:
                    if (material.rollingContacts > 0)
                    {
                        rA = -contact.normal * simplexRadiusA;
                        relativeVelocity += new float4(math.cross(angularVelocityA.xyz, rA.xyz), 0);
                    }

                    // Subtract rigidbody velocity:
                    if (rigidbodyIndex >= 0)
                    {
                        // Note: unlike rA, that is expressed in solver space, rB is expressed in world space.
                        rB = inertialFrame.frame.TransformPoint(contact.pointB) - rigidbodies[rigidbodyIndex].com;
                        relativeVelocity -= BurstMath.GetRigidbodyVelocityAtPoint(rigidbodyIndex, contact.pointB, rigidbodies, rigidbodyLinearDeltas, rigidbodyAngularDeltas, inertialFrame.frame);
                    }

                    // Determine impulse magnitude:
                    float2 impulses              = contact.SolveFriction(relativeVelocity, material.staticFriction, material.dynamicFriction, stepTime);

                    if (math.abs(impulses.x) > BurstMath.epsilon || math.abs(impulses.y) > BurstMath.epsilon)
                    {
                        float4 tangentImpulse   = impulses.x * contact.tangent;
                        float4 bitangentImpulse = impulses.y * contact.bitangent;
                        float4 totalImpulse     = tangentImpulse + bitangentImpulse;

                        float baryScale = BurstMath.BaryScale(contact.pointA);
                        for (int j = 0; j < simplexSize; ++j)
                        {
                            int particleIndex = simplices[simplexStart + j];
                            //(tangentImpulse * contact.tangentInvMassA + bitangentImpulse * contact.bitangentInvMassA) * dt;
                            deltas[particleIndex] += (tangentImpulse * contact.tangentInvMassA + bitangentImpulse * contact.bitangentInvMassA) * substepTime * contact.pointA[j] * baryScale;
                            counts[particleIndex]++;
                        }

                        if (rigidbodyIndex >= 0)
                        {
                            BurstMath.ApplyImpulse(rigidbodyIndex, -totalImpulse, contact.pointB, rigidbodies, rigidbodyLinearDeltas, rigidbodyAngularDeltas, inertialFrame.frame);
                        }

                        // Rolling contacts:
                        if (material.rollingContacts > 0)
                        {
                            // Calculate angular velocity deltas due to friction impulse:
                            float4x4 solverInertiaA = BurstMath.TransformInertiaTensor(invInertiaTensorA, orientationA);

                            float4 angVelDeltaA = math.mul(solverInertiaA, new float4(math.cross(rA.xyz, totalImpulse.xyz), 0));
                            float4 angVelDeltaB = float4.zero;

                            // Final angular velocities, after adding the deltas:
                            angularVelocityA += angVelDeltaA;
                            float4 angularVelocityB = float4.zero;

                            // Calculate weights (inverse masses):
                            float invMassA = math.length(math.mul(solverInertiaA, math.normalizesafe(angularVelocityA)));
                            float invMassB = 0;

                            if (rigidbodyIndex >= 0)
                            {
                                angVelDeltaB     = math.mul(-rigidbodies[rigidbodyIndex].inverseInertiaTensor, new float4(math.cross(rB.xyz, totalImpulse.xyz), 0));
                                angularVelocityB = rigidbodies[rigidbodyIndex].angularVelocity + angVelDeltaB;
                                invMassB         = math.length(math.mul(rigidbodies[rigidbodyIndex].inverseInertiaTensor, math.normalizesafe(angularVelocityB)));
                            }

                            // Calculate rolling axis and angular velocity deltas:
                            float4 rollAxis       = float4.zero;
                            float  rollingImpulse = contact.SolveRollingFriction(angularVelocityA, angularVelocityB, material.rollingFriction, invMassA, invMassB, ref rollAxis);
                            angVelDeltaA += rollAxis * rollingImpulse * invMassA;
                            angVelDeltaB -= rollAxis * rollingImpulse * invMassB;

                            // Apply orientation delta to particles:
                            quaternion orientationDelta = BurstIntegration.AngularVelocityToSpinQuaternion(orientationA, angVelDeltaA, substepTime);

                            for (int j = 0; j < simplexSize; ++j)
                            {
                                int        particleIndex = simplices[simplexStart + j];
                                quaternion qA            = orientationDeltas[particleIndex];
                                qA.value += orientationDelta.value;
                                orientationDeltas[particleIndex] = qA;
                                orientationCounts[particleIndex]++;
                            }

                            // Apply angular velocity delta to rigidbody:
                            if (rigidbodyIndex >= 0)
                            {
                                float4 angularDelta = rigidbodyAngularDeltas[rigidbodyIndex];
                                angularDelta += angVelDeltaB;
                                rigidbodyAngularDeltas[rigidbodyIndex] = angularDelta;
                            }
                        }
                    }

                    contacts[i] = contact;
                }
            }
            public void Execute()
            {
                for (int i = 0; i < contacts.Length; ++i)
                {
                    var contact = contacts[i];

                    int simplexStart  = simplexCounts.GetSimplexStartAndSize(contact.bodyA, out int simplexSize);
                    int colliderIndex = contact.bodyB;

                    // Skip contacts involving triggers:
                    if (shapes[colliderIndex].flags > 0)
                    {
                        continue;
                    }

                    // Get the rigidbody index (might be < 0, in that case there's no rigidbody present)
                    int rigidbodyIndex = shapes[colliderIndex].rigidbodyIndex;

                    // Combine collision materials (use material from first particle in simplex)
                    BurstCollisionMaterial material = CombineCollisionMaterials(simplices[simplexStart], colliderIndex);

                    // Get relative velocity at contact point.
                    // As we do not consider true ellipses for collision detection, particle contact points are never off-axis.
                    // So particle angular velocity does not contribute to normal impulses, and we can skip it.
                    float4 simplexPosition     = float4.zero;
                    float4 simplexPrevPosition = float4.zero;
                    float  simplexRadius       = 0;

                    for (int j = 0; j < simplexSize; ++j)
                    {
                        int particleIndex = simplices[simplexStart + j];
                        simplexPosition     += positions[particleIndex] * contact.pointA[j];
                        simplexPrevPosition += prevPositions[particleIndex] * contact.pointA[j];
                        simplexRadius       += BurstMath.EllipsoidRadius(contact.normal, orientations[particleIndex], radii[particleIndex].xyz) * contact.pointA[j];
                    }

                    // project position to the end of the full step:
                    float4 posA = math.lerp(simplexPrevPosition, simplexPosition, substeps);
                    posA += -contact.normal * simplexRadius;

                    float4 posB = contact.pointB;

                    if (rigidbodyIndex >= 0)
                    {
                        posB += BurstMath.GetRigidbodyVelocityAtPoint(rigidbodyIndex, contact.pointB, rigidbodies, rigidbodyLinearDeltas, rigidbodyAngularDeltas, inertialFrame.frame) * stepTime;
                    }

                    // adhesion:
                    float lambda = contact.SolveAdhesion(posA, posB, material.stickDistance, material.stickiness, stepTime);

                    // depenetration:
                    lambda += contact.SolvePenetration(posA, posB, solverParameters.maxDepenetration * stepTime);

                    // Apply normal impulse to both simplex and rigidbody:
                    if (math.abs(lambda) > BurstMath.epsilon)
                    {
                        float4 delta = lambda * contact.normal * BurstMath.BaryScale(contact.pointA) / substeps;
                        for (int j = 0; j < simplexSize; ++j)
                        {
                            int particleIndex = simplices[simplexStart + j];
                            deltas[particleIndex] += delta * invMasses[particleIndex] * contact.pointA[j];
                            counts[particleIndex]++;
                        }

                        // Apply position deltas immediately, if using sequential evaluation:
                        if (constraintParameters.evaluationOrder == Oni.ConstraintParameters.EvaluationOrder.Sequential)
                        {
                            for (int j = 0; j < simplexSize; ++j)
                            {
                                int particleIndex = simplices[simplexStart + j];
                                BurstConstraintsBatchImpl.ApplyPositionDelta(particleIndex, constraintParameters.SORFactor, ref positions, ref deltas, ref counts);
                            }
                        }

                        if (rigidbodyIndex >= 0)
                        {
                            BurstMath.ApplyImpulse(rigidbodyIndex, -lambda / stepTime * contact.normal, contact.pointB, rigidbodies, rigidbodyLinearDeltas, rigidbodyAngularDeltas, inertialFrame.frame);
                        }
                    }

                    contacts[i] = contact;
                }
            }