mirror of
https://github.com/vrm-c/UniVRM.git
synced 2026-05-14 14:29:52 -05:00
242 lines
9.2 KiB
C#
242 lines
9.2 KiB
C#
using System;
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using SphereTriangle;
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using UniGLTF.SpringBoneJobs.Blittables;
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using Unity.Collections;
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using Unity.Jobs;
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using UnityEngine;
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namespace UniVRM10.ClothWarp.Jobs
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{
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public struct RectCollisionJob : IJobParallelFor
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{
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// cloth
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[ReadOnly] public NativeArray<(int, SpringConstraint, ClothRect)> ClothRects;
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[WriteOnly] public NativeArray<(Vector3, Vector3, Vector3, Vector3)> ClothRectResults;
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// collider
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[ReadOnly] public NativeArray<BlittableCollider> Colliders;
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[ReadOnly] public NativeArray<Matrix4x4> CurrentColliders;
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// particle
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[ReadOnly] public NativeArray<TransformInfo> Info;
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[ReadOnly] public NativeArray<Vector3> NextPositions;
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// collider group
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[ReadOnly] public NativeArray<ClothInfo> Cloths;
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[ReadOnly] public NativeArray<int> ColliderGroupRef;
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[ReadOnly] public NativeArray<ArrayRange> ColliderGroup;
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[ReadOnly] public NativeArray<int> ColliderRef;
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public void Execute(int rectIndex)
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{
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var (clothGridIndex, spring, rect) = ClothRects[rectIndex];
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var a = NextPositions[rect._a];
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var b = NextPositions[rect._b];
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var c = NextPositions[rect._c];
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var d = NextPositions[rect._d];
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var aabb = GetBoundsFrom4(a, b, c, d);
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// d x-x c
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// |/
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// a x
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var _triangle1 = new Triangle(c, d, a);
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// x c
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// /|
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// a x-x b
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var _triangle0 = new Triangle(a, b, c);
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var cloth = Cloths[clothGridIndex];
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for (int groupRefIndex = cloth.ColliderGroupRefRange.Start; groupRefIndex < cloth.ColliderGroupRefRange.End; ++groupRefIndex)
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{
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var groupIndex = ColliderGroupRef[groupRefIndex];
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var group = ColliderGroup[groupIndex];
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for (int colliderRefIndex = group.Start; colliderRefIndex < group.End; ++colliderRefIndex)
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{
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var colliderIndex = ColliderRef[colliderRefIndex];
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var collider = Colliders[colliderIndex];
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var collider_matrix = CurrentColliders[collider.transformIndex];
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if (!aabb.Intersects(GetBounds(collider, collider_matrix)))
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{
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continue;
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}
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// 面の片側だけにヒットさせる
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// 行き過ぎて戻るときに素通りする
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// var p = _triangle0.Plane.ClosestPointOnPlane(col_pos);
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// var dot = Vector3.Dot(_triangle0.Plane.normal, col_pos - p);
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// if (_initialColliderNormalSide[collider] * dot < 0)
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// {
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// // 片側
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// continue;
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// }
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var abc = TryCollide(collider, collider_matrix, _triangle0, out var l0);
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var cda = TryCollide(collider, collider_matrix, _triangle1, out var l1);
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if (!Info[rect._c].TransformType.Movable())
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{
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// cloth の上端。cd が固定
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if (abc)
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{
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a += l0.GetDelta(collider.radius);
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b += l0.GetDelta(collider.radius);
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}
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else if (cda)
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{
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a += l1.GetDelta(collider.radius);
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b += l1.GetDelta(collider.radius);
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}
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}
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else
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{
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if (abc && cda)
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{
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a += l0.GetDelta(collider.radius);
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b += l0.GetDelta(collider.radius);
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c += l1.GetDelta(collider.radius);
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d += l1.GetDelta(collider.radius);
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}
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else if (abc)
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{
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a += l0.GetDelta(collider.radius);
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b += l0.GetDelta(collider.radius);
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c += l0.GetDelta(collider.radius);
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}
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else if (cda)
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{
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c += l1.GetDelta(collider.radius);
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d += l1.GetDelta(collider.radius);
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a += l1.GetDelta(collider.radius);
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}
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}
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}
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}
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ClothRectResults[rectIndex] = (a, b, c, d);
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}
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static bool TryCollide(BlittableCollider collider, in Matrix4x4 colliderMatrix, in Triangle t, out LineSegment l)
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{
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var col_pos = colliderMatrix.MultiplyPoint(collider.offset);
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if (collider.colliderType == BlittableColliderType.Capsule)
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{
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// capsule
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var tail_pos = colliderMatrix.MultiplyPoint(collider.tailOrNormal);
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var result = TriangleCapsuleCollisionSolver.Collide(t, new LineSegment(col_pos, tail_pos), collider.radius);
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var type = result.TryGetClosest(out l);
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return type.HasValue;
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}
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else
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{
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// sphere
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return TryCollideSphere(t, col_pos, collider.radius, out l);
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}
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="triangle"></param>
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/// <param name="collider"></param>
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/// <param name="radius"></param>
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/// <returns>collider => 衝突点 への線分を返す</returns>
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static bool TryCollideSphere(in Triangle triangle, in Vector3 collider, float radius, out LineSegment l)
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{
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var p = triangle.Plane.ClosestPointOnPlane(collider);
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var distance = Vector3.Distance(p, collider);
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if (distance > radius)
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{
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l = default;
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return false;
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}
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if (triangle.IsSameSide(p))
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{
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l = new LineSegment(collider, p);
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return true;
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}
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var (closestPoint, d) = triangle.GetClosest(collider);
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if (d > radius)
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{
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l = default;
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return false;
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}
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l = new LineSegment(collider, closestPoint);
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return true;
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}
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public static Bounds GetBoundsFrom4(in Vector3 a, in Vector3 b, in Vector3 c, in Vector3 d)
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{
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var aabb = new Bounds(a, Vector3.zero);
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aabb.Encapsulate(b);
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aabb.Encapsulate(c);
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aabb.Encapsulate(d);
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return aabb;
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}
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public static Bounds GetBounds(BlittableCollider collider, Matrix4x4 m)
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{
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switch (collider.colliderType)
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{
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case BlittableColliderType.Capsule:
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{
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var h = m.MultiplyPoint(collider.offset);
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var t = m.MultiplyPoint(collider.tailOrNormal);
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var d = h - t;
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var aabb = new Bounds((h + t) * 0.5f, new Vector3(Mathf.Abs(d.x), Mathf.Abs(d.y), Mathf.Abs(d.z)));
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aabb.Expand(collider.radius * 2);
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return aabb;
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}
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case BlittableColliderType.Sphere:
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return new Bounds(m.MultiplyPoint(collider.offset), new Vector3(collider.radius, collider.radius, collider.radius));
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default:
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throw new NotImplementedException();
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}
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}
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}
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public struct RectCollisionReduceJob : IJob
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{
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[ReadOnly] public NativeArray<(int, SpringConstraint, ClothRect)> ClothRects;
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[ReadOnly] public NativeArray<(Vector3, Vector3, Vector3, Vector3)> ClothRectResults;
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[ReadOnly] public NativeArray<Vector3> NextPositions;
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public NativeArray<int> RectCollisionCount;
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public NativeArray<Vector3> RectCollisionDelta;
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public void Execute()
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{
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for (int rectIndex = 0; rectIndex < ClothRects.Length; ++rectIndex)
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{
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var (clothGridIndex, spring, rect) = ClothRects[rectIndex];
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var (a, b, c, d) = ClothRectResults[rectIndex];
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if (a != NextPositions[rect._a])
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{
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RectCollisionDelta[rect._a] += a - NextPositions[rect._a];
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RectCollisionCount[rect._a] += 1;
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}
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if (b != NextPositions[rect._b])
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{
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RectCollisionDelta[rect._b] += b - NextPositions[rect._b];
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RectCollisionCount[rect._b] += 1;
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}
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if (c != NextPositions[rect._c])
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{
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RectCollisionDelta[rect._c] += c - NextPositions[rect._c];
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RectCollisionCount[rect._c] += 1;
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}
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if (d != NextPositions[rect._d])
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{
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RectCollisionDelta[rect._d] += d - NextPositions[rect._d];
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RectCollisionCount[rect._d] += 1;
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}
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}
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}
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}
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} |