_xiaofang/xiaofang/Assets/Obi/Resources/Compute/ShapeMatchingConstraints.compute
杨号敬 bcc74f0465 add
2024-12-18 02:18:45 +08:00

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#pragma kernel CalculateRestShapeMatching
#pragma kernel PlasticDeformation
#pragma kernel Project
#pragma kernel Apply
#include "MathUtils.cginc"
#include "AtomicDeltas.cginc"
StructuredBuffer<int> particleIndices;
StructuredBuffer<int> firstIndex;
StructuredBuffer<int> numIndices;
StructuredBuffer<int> explicitGroup;
StructuredBuffer<float> shapeMaterialParameters;
RWStructuredBuffer<float4> RW_restComs;
RWStructuredBuffer<float4> coms;
RWStructuredBuffer<quaternion> constraintOrientations;
RWStructuredBuffer<float4x4> RW_Aqq;
RWStructuredBuffer<float4x4> RW_linearTransforms;
RWStructuredBuffer<float4x4> RW_deformation;
RWStructuredBuffer<float4> RW_positions;
RWStructuredBuffer<quaternion> orientations;
StructuredBuffer<float4> restComs;
StructuredBuffer<float4x4> Aqq;
StructuredBuffer<float4x4> linearTransforms;
StructuredBuffer<float4x4> deformation;
StructuredBuffer<float4> positions;
StructuredBuffer<float4> restPositions;
StructuredBuffer<quaternion> restOrientations;
StructuredBuffer<float> invMasses;
StructuredBuffer<float> invRotationalMasses;
StructuredBuffer<float4> principalRadii;
// Variables set from the CPU
uint activeConstraintCount;
float deltaTime;
float sorFactor;
void RecalculateRestData(uint i)
{
int k = 0;
float maximumMass = 10000;
// initialize rest center of mass and shape matrix:
RW_restComs[i] = FLOAT4_ZERO;
RW_Aqq[i] = FLOAT4X4_ZERO;
float4 restCom = FLOAT4_ZERO;
float4x4 _Aqq = FLOAT4X4_ZERO, _Rqq = FLOAT4X4_ZERO;
// calculate rest center of mass, shape mass and RW_Aqq 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];
restCom += restPositions[k] * mass;
float4x4 particleR = q_toMatrix(restOrientations[k]);
particleR[3][3] = 0;
_Rqq += mul(particleR,
mul(AsDiagonal(GetParticleInertiaTensor(principalRadii[k],invRotationalMasses[k])),
transpose(particleR))
);
float4 restPosition = restPositions[k];
restPosition[3] = 0;
_Aqq += mass * multrnsp4(restPosition, restPosition);
}
if (restCom[3] < EPSILON)
return;
restCom.xyz /= restCom[3];
RW_restComs[i] = restCom;
restCom[3] = 0;
_Aqq -= RW_restComs[i][3] * multrnsp4(restCom, restCom);
_Aqq[3][3] = 1; // so that the determinant is never 0 due to all-zeros row/column.
RW_Aqq[i] = Inverse(_Rqq + mul(RW_deformation[i], mul(_Aqq, transpose(RW_deformation[i]))));
}
[numthreads(128, 1, 1)]
void CalculateRestShapeMatching (uint3 id : SV_DispatchThreadID)
{
unsigned int i = id.x;
if (i >= activeConstraintCount) return;
RecalculateRestData(i);
}
[numthreads(128, 1, 1)]
void Project (uint3 id : SV_DispatchThreadID)
{
unsigned int i = id.x;
if (i >= activeConstraintCount) return;
int k;
float maximumMass = 10000;
coms[i] = FLOAT4_ZERO;
float4x4 Apq = FLOAT4X4_ZERO, Rpq = FLOAT4X4_ZERO;
// calculate shape mass, center of mass, and moment matrix:
int j;
for (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 = q_toMatrix(orientations[k]);
float4x4 particleRT = q_toMatrix(restOrientations[k]);
particleR[3][3] = 0;
particleRT[3][3] = 0;
Rpq += mul(particleR,
mul(AsDiagonal(GetParticleInertiaTensor(principalRadii[k],invRotationalMasses[k])),
transpose(particleRT))
);
float4 restPosition = restPositions[k];
restPosition[3] = 0;
Apq += mass * multrnsp4(positions[k], restPosition);
}
if (restComs[i][3] < EPSILON)
return;
coms[i] /= restComs[i][3];
// subtract global shape moment:
float4 restCom = restComs[i];
restCom[3] = 0;
Apq -= restComs[i][3] * multrnsp4(coms[i], restCom);
// calculate optimal transform including plastic deformation:
float4x4 Apq_def = Rpq + mul(Apq, transpose(deformation[i]));
Apq_def[3][3] = 1;
// reconstruct full best-matching linear transform:
RW_linearTransforms[i] = mul(Apq_def, Aqq[i]);
// extract rotation from transform matrix, using warmstarting and few iterations:
constraintOrientations[i] = ExtractRotation(Apq_def, constraintOrientations[i], 5);
// 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] = qmul(constraintOrientations[i], restOrientations[k]);
}
}
else
{
// set orientation of center particle only:
int centerIndex = particleIndices[firstIndex[i]];
orientations[centerIndex] = qmul(constraintOrientations[i], restOrientations[centerIndex]);
}
// finally, obtain rotation matrix:
float4x4 R = q_toMatrix(constraintOrientations[i]);
R[3][3] = 0;
float4x4 transform = mul(R,deformation[i]);
// calculate and accumulate particle goal positions:
float4 goal, delta;
for (j = 0; j < numIndices[i]; ++j)
{
k = particleIndices[firstIndex[i] + j];
goal = coms[i] + mul(transform, restPositions[k] - restComs[i]);
delta = (goal - positions[k]) * shapeMaterialParameters[i * 5];
AddPositionDelta(k, delta);
}
}
[numthreads(128, 1, 1)]
void PlasticDeformation (uint3 id : SV_DispatchThreadID)
{
unsigned int i = id.x;
if (i >= activeConstraintCount) return;
// get plastic deformation parameters:
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)
{
//obtain rotation matrix:
float4x4 R = q_toMatrix(constraintOrientations[i]);
R[3][3] = 1;
// get scale matrix (A = RS so S = Rt * A) and its deviation from the identity matrix:
float4x4 deform_matrix = mul(transpose(R), linearTransforms[i]) - FLOAT4X4_IDENTITY;
// if the amount of deformation exceeds the yield threshold:
float norm = FrobeniusNorm(deform_matrix);
if (norm > plastic_yield)
{
// deform the shape permanently:
RW_deformation[i] = mul(FLOAT4X4_IDENTITY + plastic_creep * deform_matrix, RW_deformation[i]);
// clamp deformation so that it does not exceed a percentage;
deform_matrix = RW_deformation[i] - FLOAT4X4_IDENTITY;
norm = FrobeniusNorm(deform_matrix);
if (norm > max_deform)
{
RW_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);
}
}
// if we can recover from plastic deformation, lerp towards non-deformed shape and recalculate rest shape:
if (plastic_recovery > 0)
{
RW_deformation[i] += (FLOAT4X4_IDENTITY - RW_deformation[i]) * min(plastic_recovery * deltaTime, 1.0f);
RecalculateRestData(i);
}
}
[numthreads(128, 1, 1)]
void Apply (uint3 id : SV_DispatchThreadID)
{
unsigned int i = id.x;
if (i >= activeConstraintCount) return;
int first = firstIndex[i];
int last = first + numIndices[i];
for (int k = first; k < last; ++k)
{
int p = particleIndices[k];
ApplyPositionDelta(RW_positions, p, sorFactor);
}
}