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126 行
4.2 KiB
126 行
4.2 KiB
using System.Collections;
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using System.Collections.Generic;
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using Unity.Burst;
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using Unity.Collections;
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using Unity.Entities;
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using Unity.Jobs;
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using Unity.Mathematics;
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using Unity.Physics.Authoring;
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using Unity.Transforms;
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using UnityEngine;
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using WaterSystem;
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using WaterSystem.Data;
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public class GertsnerSystem : JobComponentSystem
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{
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private int _waveCount;
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private NativeArray<Wave> waveData;
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protected override void OnCreate()
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{
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_waveCount = Water.Instance._waves.Length;
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waveData = new NativeArray<Wave>(_waveCount, Allocator.Persistent);
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for (var i = 0; i < waveData.Length; i++)
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{
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waveData[i] = Water.Instance._waves[i];
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}
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base.OnCreate();
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}
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protected override JobHandle OnUpdate(JobHandle inputDeps)
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{
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var job = new HeightJob {
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waveData = waveData,
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time = Time.deltaTime,
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offsetBuffer = GetBufferFromEntity<VoxelOffset>(false),
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heightBuffer = GetBufferFromEntity<VoxelHeight>(false)
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};
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return job.Schedule(this, inputDeps);
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}
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[BurstCompile]
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public struct HeightJob : IJobForEachWithEntity<Translation, BuoyantData>
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{
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[ReadOnly]
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public NativeArray<Wave> waveData; // wave data stroed in vec4's like the shader version but packed into one
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[ReadOnly]
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public float time;
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[ReadOnly]
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public BufferFromEntity<VoxelOffset> offsetBuffer;
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[NativeDisableParallelForRestriction]
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public BufferFromEntity<VoxelHeight> heightBuffer;
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// The code actually running on the job
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public void Execute(Entity entity, int i, [ReadOnly] ref Translation translation, ref BuoyantData data)
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{
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DynamicBuffer<VoxelOffset> offsets = offsetBuffer[entity];
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DynamicBuffer<VoxelHeight> heights = heightBuffer[entity];
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for (int vi = 0; vi < offsets.Length; vi++)
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{
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float3 voxelPos = translation.Value + offsets[vi].Value;
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var waveCountMulti = 1f / waveData.Length;
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float3 wavePos = new float3(0f, 0f, 0f);
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float3 waveNorm = new float3(0f, 0f, 0f);
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for (var wave = 0; wave < waveData.Length; wave++) // for each wave
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{
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// Wave data vars
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var pos = new float2(voxelPos.x, voxelPos.z);
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var amplitude = waveData[wave].amplitude;
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var direction = waveData[wave].direction;
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var wavelength = waveData[wave].wavelength;
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var omniPos = waveData[wave].origin;
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////////////////////////////////wave value calculations//////////////////////////
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var w = 6.28318f / wavelength; // 2pi over wavelength(hardcoded)
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var wSpeed = math.sqrt(9.8f * w); // frequency of the wave based off wavelength
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var peak = 0.8f; // peak value, 1 is the sharpest peaks
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var qi = peak / (amplitude * w * waveData.Length);
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var windDir = new float2(0f, 0f);
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var dir = 0f;
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direction = math.radians(direction); // convert the incoming degrees to radians
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var windDirInput = new float2(math.sin(direction), math.cos(direction)) * (1 - waveData[wave].onmiDir); // calculate wind direction - TODO - currently radians
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var windOmniInput = (pos - omniPos) * waveData[wave].onmiDir;
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windDir += windDirInput;
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windDir += windOmniInput;
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windDir = math.normalize(windDir);
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dir = math.dot(windDir, pos - (omniPos * waveData[wave].onmiDir)); // calculate a gradient along the wind direction
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////////////////////////////position output calculations/////////////////////////
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var calc = dir * w + -time * wSpeed; // the wave calculation
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var cosCalc = math.cos(calc); // cosine version(used for horizontal undulation)
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var sinCalc = math.sin(calc); // sin version(used for vertical undulation)
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// calculate the offsets for the current point
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wavePos.x += qi * amplitude * windDir.x * cosCalc;
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wavePos.z += qi * amplitude * windDir.y * cosCalc;
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wavePos.y += ((sinCalc * amplitude)) * waveCountMulti; // the height is divided by the number of waves
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if (offsets.Length == 1)
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{
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////////////////////////////normal output calculations/////////////////////////
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float wa = w * amplitude;
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// normal vector
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float3 norm = new float3(-(windDir.xy * wa * cosCalc),
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1 - (qi * wa * sinCalc));
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waveNorm += (norm * waveCountMulti) * amplitude;
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}
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}
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heights[vi] = new VoxelHeight{Value = wavePos};
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if (offsets.Length == 1)
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data.normal = math.normalize(waveNorm.xzy);
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}
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}
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}
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}
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