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- // Magica Cloth.
- // Copyright (c) MagicaSoft, 2020-2022.
- // https://magicasoft.jp
- using Unity.Burst;
- using Unity.Collections;
- using Unity.Jobs;
- using Unity.Mathematics;
- namespace MagicaCloth
- {
- /// <summary>
- /// 最大最小距離拘束
- /// ルートではなく自身の親から正確に計算する
- /// ※実験の結果一長一短のため今は不採用とする(1.8.0)
- /// </summary>
- public class ClampDistance2Constraint : PhysicsManagerConstraint
- {
- /// <summary>
- /// 拘束データ
- /// </summary>
- [System.Serializable]
- public struct ClampDistance2Data
- {
- /// <summary>
- /// 計算頂点インデックス
- /// </summary>
- public int vertexIndex;
- /// <summary>
- /// 親頂点インデックス
- /// </summary>
- public int parentVertexIndex;
- /// <summary>
- /// オリジナル距離
- /// </summary>
- public float length;
- }
- FixedChunkNativeArray<ClampDistance2Data> dataList;
- [System.Serializable]
- public struct ClampDistance2RootInfo
- {
- public ushort startIndex;
- public ushort dataLength;
- }
- FixedChunkNativeArray<ClampDistance2RootInfo> rootInfoList;
- /// <summary>
- /// グループごとの拘束データ
- /// </summary>
- public struct GroupData
- {
- public int teamId;
- public int active;
- /// <summary>
- /// 最小距離割合
- /// </summary>
- public float minRatio;
- /// <summary>
- /// 最大距離割合
- /// </summary>
- public float maxRatio;
- /// <summary>
- /// 速度影響
- /// </summary>
- public float velocityInfluence;
- public ChunkData dataChunk;
- public ChunkData rootInfoChunk;
- }
- public FixedNativeList<GroupData> groupList;
- /// <summary>
- /// ルートごとのチームインデックス
- /// </summary>
- FixedChunkNativeArray<int> rootTeamList;
- /// <summary>
- /// 拘束データごとの作業バッファ
- /// </summary>
- //FixedChunkNativeArray<float> lengthBuffer;
- //=========================================================================================
- public override void Create()
- {
- dataList = new FixedChunkNativeArray<ClampDistance2Data>();
- rootInfoList = new FixedChunkNativeArray<ClampDistance2RootInfo>();
- groupList = new FixedNativeList<GroupData>();
- rootTeamList = new FixedChunkNativeArray<int>();
- }
- public override void Release()
- {
- dataList.Dispose();
- rootInfoList.Dispose();
- groupList.Dispose();
- rootTeamList.Dispose();
- }
- //=========================================================================================
- public int AddGroup(
- int teamId,
- bool active,
- float minRatio,
- float maxRatio,
- float velocityInfluence,
- ClampDistance2Data[] dataArray,
- ClampDistance2RootInfo[] rootInfoArray
- )
- {
- if (dataArray == null || dataArray.Length == 0 || rootInfoArray == null || rootInfoArray.Length == 0)
- return -1;
- var teamData = MagicaPhysicsManager.Instance.Team.teamDataList[teamId];
- var gdata = new GroupData();
- gdata.teamId = teamId;
- gdata.active = active ? 1 : 0;
- gdata.minRatio = minRatio;
- gdata.maxRatio = maxRatio;
- gdata.velocityInfluence = velocityInfluence;
- gdata.dataChunk = dataList.AddChunk(dataArray.Length);
- gdata.rootInfoChunk = rootInfoList.AddChunk(rootInfoArray.Length);
- // チャンクデータコピー
- dataList.ToJobArray().CopyFromFast(gdata.dataChunk.startIndex, dataArray);
- rootInfoList.ToJobArray().CopyFromFast(gdata.rootInfoChunk.startIndex, rootInfoArray);
- int group = groupList.Add(gdata);
- // ルートごとのチームインデックス
- var c = rootTeamList.AddChunk(rootInfoArray.Length);
- rootTeamList.Fill(c, teamId);
- return group;
- }
- public override void RemoveTeam(int teamId)
- {
- var teamData = MagicaPhysicsManager.Instance.Team.teamDataList[teamId];
- int group = teamData.clampDistance2GroupIndex;
- if (group < 0)
- return;
- var cdata = groupList[group];
- // チャンクデータ削除
- dataList.RemoveChunk(cdata.dataChunk);
- rootInfoList.RemoveChunk(cdata.rootInfoChunk);
- rootTeamList.RemoveChunk(cdata.rootInfoChunk);
- // データ削除
- groupList.Remove(group);
- }
- public void ChangeParam(
- int teamId,
- bool active,
- float minRatio,
- float maxRatio,
- float velocityInfluence
- )
- {
- var teamData = MagicaPhysicsManager.Instance.Team.teamDataList[teamId];
- int group = teamData.clampDistance2GroupIndex;
- if (group < 0)
- return;
- var gdata = groupList[group];
- gdata.active = active ? 1 : 0;
- gdata.minRatio = minRatio;
- gdata.maxRatio = maxRatio;
- gdata.velocityInfluence = velocityInfluence;
- groupList[group] = gdata;
- }
- //=========================================================================================
- /// <summary>
- /// 拘束の解決
- /// </summary>
- /// <param name="dtime"></param>
- /// <param name="jobHandle"></param>
- /// <returns></returns>
- public override JobHandle SolverConstraint(int runCount, float dtime, float updatePower, int iteration, JobHandle jobHandle)
- {
- if (groupList.Count == 0)
- return jobHandle;
- // 最大距離拘束(ルートラインごと)
- var job1 = new ClampDistance2Job()
- {
- runCount = runCount,
- dataList = dataList.ToJobArray(),
- rootInfoList = rootInfoList.ToJobArray(),
- rootTeamList = rootTeamList.ToJobArray(),
- groupList = groupList.ToJobArray(),
- teamDataList = Manager.Team.teamDataList.ToJobArray(),
- flagList = Manager.Particle.flagList.ToJobArray(),
- frictionList = Manager.Particle.frictionList.ToJobArray(),
- nextPosList = Manager.Particle.InNextPosList.ToJobArray(),
- posList = Manager.Particle.posList.ToJobArray(),
- };
- jobHandle = job1.Schedule(rootTeamList.Length, 8, jobHandle);
- return jobHandle;
- }
- /// <summary>
- /// 最大距離拘束ジョブ
- /// </summary>
- [BurstCompile]
- struct ClampDistance2Job : IJobParallelFor
- {
- public int runCount;
- [Unity.Collections.ReadOnly]
- public NativeArray<ClampDistance2Data> dataList;
- [Unity.Collections.ReadOnly]
- public NativeArray<ClampDistance2RootInfo> rootInfoList;
- [Unity.Collections.ReadOnly]
- public NativeArray<int> rootTeamList;
- [Unity.Collections.ReadOnly]
- public NativeArray<GroupData> groupList;
- // チーム
- [Unity.Collections.ReadOnly]
- public NativeArray<PhysicsManagerTeamData.TeamData> teamDataList;
- [Unity.Collections.ReadOnly]
- public NativeArray<PhysicsManagerParticleData.ParticleFlag> flagList;
- [Unity.Collections.ReadOnly]
- public NativeArray<float> frictionList;
- [NativeDisableParallelForRestriction]
- public NativeArray<float3> nextPosList;
- [NativeDisableParallelForRestriction]
- public NativeArray<float3> posList;
- // ルートラインごと
- public void Execute(int rootIndex)
- {
- // チーム
- int teamIndex = rootTeamList[rootIndex];
- if (teamIndex == 0)
- return;
- var team = teamDataList[teamIndex];
- if (team.IsActive() == false || team.clampDistance2GroupIndex < 0)
- return;
- // 更新確認
- if (team.IsUpdate(runCount) == false)
- return;
- // グループデータ
- var gdata = groupList[team.clampDistance2GroupIndex];
- if (gdata.active == 0)
- return;
- // データ
- var rootInfo = rootInfoList[rootIndex];
- int dataIndex = rootInfo.startIndex + gdata.dataChunk.startIndex;
- int dataCount = rootInfo.dataLength;
- int pstart = team.particleChunk.startIndex;
- for (int i = 0; i < dataCount; i++)
- {
- var data = dataList[dataIndex + i];
- int pindex = data.parentVertexIndex;
- if (pindex < 0)
- continue;
- var index = data.vertexIndex;
- index += pstart;
- pindex += pstart;
- var flag = flagList[index];
- if (flag.IsValid() == false || flag.IsFixed())
- continue;
- var npos = nextPosList[index];
- var opos = npos;
- var ppos = nextPosList[pindex];
- // 現在のベクトル
- var v = npos - ppos;
- // 長さクランプ
- var len = data.length * team.scaleRatio;
- v = MathUtility.ClampVector(v, len * gdata.minRatio, len * gdata.maxRatio);
- npos = ppos + v;
- // 格納
- nextPosList[index] = npos;
- // 速度影響
- var av = (npos - opos) * (1.0f - gdata.velocityInfluence);
- posList[index] = posList[index] + av;
- }
- }
- }
- }
- }
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