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

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#pragma kernel Project
#pragma kernel Apply
#include "ContactHandling.cginc"
#include "Integration.cginc"
#include "CollisionMaterial.cginc"
#include "Simplex.cginc"
#include "AtomicDeltas.cginc"
StructuredBuffer<int> particleIndices;
StructuredBuffer<int> simplices;
StructuredBuffer<float4> prevPositions;
StructuredBuffer<quaternion> prevOrientations;
StructuredBuffer<float> invMasses;
StructuredBuffer<float> invRotationalMasses;
StructuredBuffer<float4> principalRadii;
RWStructuredBuffer<float4> positions;
RWStructuredBuffer<quaternion> orientations;
RWStructuredBuffer<float4> deltas;
RWStructuredBuffer<contact> particleContacts;
RWStructuredBuffer<contactMasses> effectiveMasses;
StructuredBuffer<uint> dispatchBuffer;
// Variables set from the CPU
uint particleCount;
float substepTime;
float stepTime;
float sorFactor;
[numthreads(128, 1, 1)]
void Project (uint3 id : SV_DispatchThreadID)
{
unsigned int i = id.x;
if (i >= dispatchBuffer[3]) return;
int simplexSizeA;
int simplexSizeB;
int simplexStartA = GetSimplexStartAndSize(particleContacts[i].bodyA, simplexSizeA);
int simplexStartB = GetSimplexStartAndSize(particleContacts[i].bodyB, simplexSizeB);
// Combine collision materials (use material from first particle in simplex)
collisionMaterial material = CombineCollisionMaterials(collisionMaterialIndices[simplices[simplexStartA]],
collisionMaterialIndices[simplices[simplexStartB]]);
float4 prevPositionA = float4(0,0,0,0);
float4 linearVelocityA = float4(0,0,0,0);
float4 angularVelocityA = float4(0,0,0,0);
float invRotationalMassA = 0;
quaternion orientationA = quaternion(0, 0, 0, 0);
float simplexRadiusA = 0;
float4 prevPositionB = float4(0,0,0,0);
float4 linearVelocityB = float4(0,0,0,0);
float4 angularVelocityB = float4(0,0,0,0);
float invRotationalMassB = 0;
quaternion orientationB = quaternion(0, 0, 0, 0);
float simplexRadiusB = 0;
int j = 0;
for (j = 0; j < simplexSizeA; ++j)
{
int particleIndex = simplices[simplexStartA + j];
prevPositionA += prevPositions[particleIndex] * particleContacts[i].pointA[j];
linearVelocityA += DifferentiateLinear(positions[particleIndex], prevPositions[particleIndex], substepTime) * particleContacts[i].pointA[j];
angularVelocityA += DifferentiateAngular(orientations[particleIndex], prevOrientations[particleIndex], substepTime) * particleContacts[i].pointA[j];
invRotationalMassA += invRotationalMasses[particleIndex] * particleContacts[i].pointA[j];
orientationA += orientations[particleIndex] * particleContacts[i].pointA[j];
simplexRadiusA += EllipsoidRadius(particleContacts[i].normal, prevOrientations[particleIndex], principalRadii[particleIndex].xyz) * particleContacts[i].pointA[j];
}
for (j = 0; j < simplexSizeB; ++j)
{
int particleIndex = simplices[simplexStartB + j];
prevPositionB += prevPositions[particleIndex] * particleContacts[i].pointB[j];
linearVelocityB += DifferentiateLinear(positions[particleIndex], prevPositions[particleIndex], substepTime) * particleContacts[i].pointB[j];
angularVelocityB += DifferentiateAngular(orientations[particleIndex], prevOrientations[particleIndex], substepTime) * particleContacts[i].pointB[j];
invRotationalMassB += invRotationalMasses[particleIndex] * particleContacts[i].pointB[j];
orientationB += orientations[particleIndex] * particleContacts[i].pointB[j];
simplexRadiusB += EllipsoidRadius(particleContacts[i].normal, prevOrientations[particleIndex], principalRadii[particleIndex].xyz) * particleContacts[i].pointB[j];
}
float4 rA = FLOAT4_ZERO;
float4 rB = FLOAT4_ZERO;
// Consider angular velocities if rolling contacts are enabled:
if (material.rollingContacts > 0)
{
rA = -particleContacts[i].normal * simplexRadiusA;
rB = particleContacts[i].normal * simplexRadiusB;
linearVelocityA += float4(cross(angularVelocityA.xyz, rA.xyz), 0);
linearVelocityB += float4(cross(angularVelocityB.xyz, rB.xyz), 0);
}
// Calculate relative velocity:
float4 relativeVelocity = linearVelocityA - linearVelocityB;
// Determine impulse magnitude:
float tangentMass = effectiveMasses[i].tangentInvMassA + effectiveMasses[i].tangentInvMassB;
float bitangentMass = effectiveMasses[i].bitangentInvMassA + effectiveMasses[i].bitangentInvMassB;
float2 impulses = SolveFriction(particleContacts[i],tangentMass,bitangentMass,relativeVelocity, material.staticFriction, material.dynamicFriction, stepTime);
if (abs(impulses.x) > EPSILON || abs(impulses.y) > EPSILON)
{
float4 tangentImpulse = impulses.x * particleContacts[i].tangent;
float4 bitangentImpulse = impulses.y * GetBitangent(particleContacts[i]);
float4 totalImpulse = tangentImpulse + bitangentImpulse;
float baryScale = BaryScale(particleContacts[i].pointA);
for (j = 0; j < simplexSizeA; ++j)
{
int particleIndex = simplices[simplexStartA + j];
float4 delta1 = (tangentImpulse * effectiveMasses[i].tangentInvMassA + bitangentImpulse * effectiveMasses[i].bitangentInvMassA) * substepTime * particleContacts[i].pointA[j] * baryScale;
AtomicAddPositionDelta(particleIndex, delta1);
}
baryScale = BaryScale(particleContacts[i].pointB);
for (j = 0; j < simplexSizeB; ++j)
{
int particleIndex = simplices[simplexStartB + j];
float4 delta2 = -(tangentImpulse * effectiveMasses[i].tangentInvMassB + bitangentImpulse * effectiveMasses[i].bitangentInvMassB) * substepTime * particleContacts[i].pointB[j] * baryScale;
AtomicAddPositionDelta(particleIndex, delta2);
}
// Rolling contacts:
if (material.rollingContacts > 0)
{
float4 invInertiaTensorA = 1.0/(GetParticleInertiaTensor(simplexRadiusA, invRotationalMassA) + FLOAT4_EPSILON);
float4 invInertiaTensorB = 1.0/(GetParticleInertiaTensor(simplexRadiusB, invRotationalMassB) + FLOAT4_EPSILON);
// Calculate angular velocity deltas due to friction impulse:
float4x4 solverInertiaA = TransformInertiaTensor(invInertiaTensorA, orientationA);
float4x4 solverInertiaB = TransformInertiaTensor(invInertiaTensorB, orientationB);
float4 angVelDeltaA = mul(solverInertiaA, float4(cross(rA.xyz, totalImpulse.xyz), 0));
float4 angVelDeltaB = -mul(solverInertiaB, float4(cross(rB.xyz, totalImpulse.xyz), 0));
// Final angular velocities, after adding the deltas:
angularVelocityA += angVelDeltaA;
angularVelocityB += angVelDeltaB;
// Calculate weights (inverse masses):
float invMassA = length(mul(solverInertiaA, normalizesafe(angularVelocityA)));
float invMassB = length(mul(solverInertiaB, normalizesafe(angularVelocityB)));
// Calculate rolling axis and angular velocity deltas:
float4 rollAxis = FLOAT4_ZERO;
float rollingImpulse = SolveRollingFriction(particleContacts[i],angularVelocityA, angularVelocityB, material.rollingFriction, invMassA, invMassB, rollAxis);
angVelDeltaA += rollAxis * rollingImpulse * invMassA;
angVelDeltaB -= rollAxis * rollingImpulse * invMassB;
// Apply orientation deltas to particles:
quaternion orientationDeltaA = AngularVelocityToSpinQuaternion(orientationA, angVelDeltaA, substepTime);
quaternion orientationDeltaB = AngularVelocityToSpinQuaternion(orientationB, angVelDeltaB, substepTime);
for (j = 0; j < simplexSizeA; ++j)
{
int particleIndex = simplices[simplexStartA + j];
AtomicAddOrientationDelta(particleIndex, orientationDeltaA);
}
for (j = 0; j < simplexSizeB; ++j)
{
int particleIndex = simplices[simplexStartB + j];
AtomicAddOrientationDelta(particleIndex, orientationDeltaB);
}
}
}
}
[numthreads(128, 1, 1)]
void Apply (uint3 id : SV_DispatchThreadID)
{
unsigned int threadIndex = id.x;
if (threadIndex >= particleCount) return;
int p = particleIndices[threadIndex];
ApplyPositionDelta(positions, p, sorFactor);
ApplyOrientationDelta(orientations, p, sorFactor);
}