ClampDistance2Constraint.cs 10 KB

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  1. // Magica Cloth.
  2. // Copyright (c) MagicaSoft, 2020-2022.
  3. // https://magicasoft.jp
  4. using Unity.Burst;
  5. using Unity.Collections;
  6. using Unity.Jobs;
  7. using Unity.Mathematics;
  8. namespace MagicaCloth
  9. {
  10. /// <summary>
  11. /// 最大最小距離拘束
  12. /// ルートではなく自身の親から正確に計算する
  13. /// ※実験の結果一長一短のため今は不採用とする(1.8.0)
  14. /// </summary>
  15. public class ClampDistance2Constraint : PhysicsManagerConstraint
  16. {
  17. /// <summary>
  18. /// 拘束データ
  19. /// </summary>
  20. [System.Serializable]
  21. public struct ClampDistance2Data
  22. {
  23. /// <summary>
  24. /// 計算頂点インデックス
  25. /// </summary>
  26. public int vertexIndex;
  27. /// <summary>
  28. /// 親頂点インデックス
  29. /// </summary>
  30. public int parentVertexIndex;
  31. /// <summary>
  32. /// オリジナル距離
  33. /// </summary>
  34. public float length;
  35. }
  36. FixedChunkNativeArray<ClampDistance2Data> dataList;
  37. [System.Serializable]
  38. public struct ClampDistance2RootInfo
  39. {
  40. public ushort startIndex;
  41. public ushort dataLength;
  42. }
  43. FixedChunkNativeArray<ClampDistance2RootInfo> rootInfoList;
  44. /// <summary>
  45. /// グループごとの拘束データ
  46. /// </summary>
  47. public struct GroupData
  48. {
  49. public int teamId;
  50. public int active;
  51. /// <summary>
  52. /// 最小距離割合
  53. /// </summary>
  54. public float minRatio;
  55. /// <summary>
  56. /// 最大距離割合
  57. /// </summary>
  58. public float maxRatio;
  59. /// <summary>
  60. /// 速度影響
  61. /// </summary>
  62. public float velocityInfluence;
  63. public ChunkData dataChunk;
  64. public ChunkData rootInfoChunk;
  65. }
  66. public FixedNativeList<GroupData> groupList;
  67. /// <summary>
  68. /// ルートごとのチームインデックス
  69. /// </summary>
  70. FixedChunkNativeArray<int> rootTeamList;
  71. /// <summary>
  72. /// 拘束データごとの作業バッファ
  73. /// </summary>
  74. //FixedChunkNativeArray<float> lengthBuffer;
  75. //=========================================================================================
  76. public override void Create()
  77. {
  78. dataList = new FixedChunkNativeArray<ClampDistance2Data>();
  79. rootInfoList = new FixedChunkNativeArray<ClampDistance2RootInfo>();
  80. groupList = new FixedNativeList<GroupData>();
  81. rootTeamList = new FixedChunkNativeArray<int>();
  82. }
  83. public override void Release()
  84. {
  85. dataList.Dispose();
  86. rootInfoList.Dispose();
  87. groupList.Dispose();
  88. rootTeamList.Dispose();
  89. }
  90. //=========================================================================================
  91. public int AddGroup(
  92. int teamId,
  93. bool active,
  94. float minRatio,
  95. float maxRatio,
  96. float velocityInfluence,
  97. ClampDistance2Data[] dataArray,
  98. ClampDistance2RootInfo[] rootInfoArray
  99. )
  100. {
  101. if (dataArray == null || dataArray.Length == 0 || rootInfoArray == null || rootInfoArray.Length == 0)
  102. return -1;
  103. var teamData = MagicaPhysicsManager.Instance.Team.teamDataList[teamId];
  104. var gdata = new GroupData();
  105. gdata.teamId = teamId;
  106. gdata.active = active ? 1 : 0;
  107. gdata.minRatio = minRatio;
  108. gdata.maxRatio = maxRatio;
  109. gdata.velocityInfluence = velocityInfluence;
  110. gdata.dataChunk = dataList.AddChunk(dataArray.Length);
  111. gdata.rootInfoChunk = rootInfoList.AddChunk(rootInfoArray.Length);
  112. // チャンクデータコピー
  113. dataList.ToJobArray().CopyFromFast(gdata.dataChunk.startIndex, dataArray);
  114. rootInfoList.ToJobArray().CopyFromFast(gdata.rootInfoChunk.startIndex, rootInfoArray);
  115. int group = groupList.Add(gdata);
  116. // ルートごとのチームインデックス
  117. var c = rootTeamList.AddChunk(rootInfoArray.Length);
  118. rootTeamList.Fill(c, teamId);
  119. return group;
  120. }
  121. public override void RemoveTeam(int teamId)
  122. {
  123. var teamData = MagicaPhysicsManager.Instance.Team.teamDataList[teamId];
  124. int group = teamData.clampDistance2GroupIndex;
  125. if (group < 0)
  126. return;
  127. var cdata = groupList[group];
  128. // チャンクデータ削除
  129. dataList.RemoveChunk(cdata.dataChunk);
  130. rootInfoList.RemoveChunk(cdata.rootInfoChunk);
  131. rootTeamList.RemoveChunk(cdata.rootInfoChunk);
  132. // データ削除
  133. groupList.Remove(group);
  134. }
  135. public void ChangeParam(
  136. int teamId,
  137. bool active,
  138. float minRatio,
  139. float maxRatio,
  140. float velocityInfluence
  141. )
  142. {
  143. var teamData = MagicaPhysicsManager.Instance.Team.teamDataList[teamId];
  144. int group = teamData.clampDistance2GroupIndex;
  145. if (group < 0)
  146. return;
  147. var gdata = groupList[group];
  148. gdata.active = active ? 1 : 0;
  149. gdata.minRatio = minRatio;
  150. gdata.maxRatio = maxRatio;
  151. gdata.velocityInfluence = velocityInfluence;
  152. groupList[group] = gdata;
  153. }
  154. //=========================================================================================
  155. /// <summary>
  156. /// 拘束の解決
  157. /// </summary>
  158. /// <param name="dtime"></param>
  159. /// <param name="jobHandle"></param>
  160. /// <returns></returns>
  161. public override JobHandle SolverConstraint(int runCount, float dtime, float updatePower, int iteration, JobHandle jobHandle)
  162. {
  163. if (groupList.Count == 0)
  164. return jobHandle;
  165. // 最大距離拘束(ルートラインごと)
  166. var job1 = new ClampDistance2Job()
  167. {
  168. runCount = runCount,
  169. dataList = dataList.ToJobArray(),
  170. rootInfoList = rootInfoList.ToJobArray(),
  171. rootTeamList = rootTeamList.ToJobArray(),
  172. groupList = groupList.ToJobArray(),
  173. teamDataList = Manager.Team.teamDataList.ToJobArray(),
  174. flagList = Manager.Particle.flagList.ToJobArray(),
  175. frictionList = Manager.Particle.frictionList.ToJobArray(),
  176. nextPosList = Manager.Particle.InNextPosList.ToJobArray(),
  177. posList = Manager.Particle.posList.ToJobArray(),
  178. };
  179. jobHandle = job1.Schedule(rootTeamList.Length, 8, jobHandle);
  180. return jobHandle;
  181. }
  182. /// <summary>
  183. /// 最大距離拘束ジョブ
  184. /// </summary>
  185. [BurstCompile]
  186. struct ClampDistance2Job : IJobParallelFor
  187. {
  188. public int runCount;
  189. [Unity.Collections.ReadOnly]
  190. public NativeArray<ClampDistance2Data> dataList;
  191. [Unity.Collections.ReadOnly]
  192. public NativeArray<ClampDistance2RootInfo> rootInfoList;
  193. [Unity.Collections.ReadOnly]
  194. public NativeArray<int> rootTeamList;
  195. [Unity.Collections.ReadOnly]
  196. public NativeArray<GroupData> groupList;
  197. // チーム
  198. [Unity.Collections.ReadOnly]
  199. public NativeArray<PhysicsManagerTeamData.TeamData> teamDataList;
  200. [Unity.Collections.ReadOnly]
  201. public NativeArray<PhysicsManagerParticleData.ParticleFlag> flagList;
  202. [Unity.Collections.ReadOnly]
  203. public NativeArray<float> frictionList;
  204. [NativeDisableParallelForRestriction]
  205. public NativeArray<float3> nextPosList;
  206. [NativeDisableParallelForRestriction]
  207. public NativeArray<float3> posList;
  208. // ルートラインごと
  209. public void Execute(int rootIndex)
  210. {
  211. // チーム
  212. int teamIndex = rootTeamList[rootIndex];
  213. if (teamIndex == 0)
  214. return;
  215. var team = teamDataList[teamIndex];
  216. if (team.IsActive() == false || team.clampDistance2GroupIndex < 0)
  217. return;
  218. // 更新確認
  219. if (team.IsUpdate(runCount) == false)
  220. return;
  221. // グループデータ
  222. var gdata = groupList[team.clampDistance2GroupIndex];
  223. if (gdata.active == 0)
  224. return;
  225. // データ
  226. var rootInfo = rootInfoList[rootIndex];
  227. int dataIndex = rootInfo.startIndex + gdata.dataChunk.startIndex;
  228. int dataCount = rootInfo.dataLength;
  229. int pstart = team.particleChunk.startIndex;
  230. for (int i = 0; i < dataCount; i++)
  231. {
  232. var data = dataList[dataIndex + i];
  233. int pindex = data.parentVertexIndex;
  234. if (pindex < 0)
  235. continue;
  236. var index = data.vertexIndex;
  237. index += pstart;
  238. pindex += pstart;
  239. var flag = flagList[index];
  240. if (flag.IsValid() == false || flag.IsFixed())
  241. continue;
  242. var npos = nextPosList[index];
  243. var opos = npos;
  244. var ppos = nextPosList[pindex];
  245. // 現在のベクトル
  246. var v = npos - ppos;
  247. // 長さクランプ
  248. var len = data.length * team.scaleRatio;
  249. v = MathUtility.ClampVector(v, len * gdata.minRatio, len * gdata.maxRatio);
  250. npos = ppos + v;
  251. // 格納
  252. nextPosList[index] = npos;
  253. // 速度影響
  254. var av = (npos - opos) * (1.0f - gdata.velocityInfluence);
  255. posList[index] = posList[index] + av;
  256. }
  257. }
  258. }
  259. }
  260. }