_xiaofang/xiaofang/Assets/Obi/Scripts/Common/Backends/Burst/BurstIntegration.cs

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2024-12-18 02:18:45 +08:00
#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
using Unity.Mathematics;
using System.Runtime.CompilerServices;
namespace Obi
{
public static class BurstIntegration
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float4 IntegrateLinear(float4 position, float4 velocity, float dt)
{
return position + velocity * dt;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float4 DifferentiateLinear(float4 position, float4 prevPosition, float dt)
{
return (position - prevPosition) / dt;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static quaternion AngularVelocityToSpinQuaternion(quaternion rotation, float4 angularVelocity, float dt)
{
var delta = new quaternion(angularVelocity.x,
angularVelocity.y,
angularVelocity.z, 0);
return new quaternion(0.5f * math.mul(delta,rotation).value * dt);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static quaternion IntegrateAngular(quaternion rotation, float4 angularVelocity, float dt)
{
rotation.value += AngularVelocityToSpinQuaternion(rotation,angularVelocity, dt).value;
return math.normalize(rotation);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float4 DifferentiateAngular(quaternion rotation, quaternion prevRotation, float dt)
{
quaternion deltaq = math.mul(rotation, math.inverse(prevRotation));
float sign = deltaq.value.w >= 0 ? 1 : -1;
return new float4(sign * deltaq.value.xyz * 2.0f / dt, 0);
}
}
}
#endif