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117 行
3.6 KiB
117 行
3.6 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.Transforms;
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using UnityEngine;
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using static WaterSystem.BuoyantObject_DOTS;
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using Unity.Physics.Extensions;
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using Unity.Physics.Systems;
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using Unity.Physics;
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[UpdateAfter(typeof(GertsnerSystem)), UpdateAfter(typeof(ExportPhysicsWorld))]
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public class ApplyBuoyancyForceSystem : JobComponentSystem
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{
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float lastTime = 0;
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protected override JobHandle OnUpdate(JobHandle inputDeps)
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{
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var offsets = GetBufferFromEntity<VoxelOffset>(false);
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var heights = GetBufferFromEntity<VoxelHeight>(false);
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var forceJob = new ForceJob()
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{
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dt = Time.fixedDeltaTime,
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offsetBuffer = offsets,
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heightBuffer = heights
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};
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var forceJobHandle = forceJob.Schedule(this, inputDeps);
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var simpleJob = new SimpleForceJob()
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{
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dt = Time.fixedDeltaTime,
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heightBuffer = heights
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};
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return simpleJob.Schedule(this, forceJobHandle);
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}
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//[BurstCompile]
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public struct ForceJob : IJobForEachWithEntity<Translation, Rotation, PhysicsVelocity, PhysicsMass, PhysicsDamping, BuoyantData>
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{
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public float dt;
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[ReadOnly]
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public BufferFromEntity<VoxelOffset> offsetBuffer;
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[ReadOnly]
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public BufferFromEntity<VoxelHeight> heightBuffer;
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public void Execute(Entity entity, int index, [ReadOnly] ref Translation pos, [ReadOnly] ref Rotation rot, ref PhysicsVelocity vel, ref PhysicsMass mass, ref PhysicsDamping damping, [ReadOnly] 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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var entityTransform = new RigidTransform(rot.Value, pos.Value);
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//Apply buoyant force
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float submergedAmount = 0f;
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for (var i = 0; i < offsets.Length; i++)
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{
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var wp = math.transform(entityTransform, offsets[i].Value);
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float waterLevel = heights[i].Value.y;
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if (wp.y - data.voxelResolution < waterLevel)
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{
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float subFactor = Mathf.Clamp01((waterLevel - (wp.y - data.voxelResolution)) / (data.voxelResolution * 2f));
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submergedAmount += subFactor / offsets.Length;
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var velocity = vel.GetLinearVelocity(mass, pos, rot, wp);
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velocity.y *= 2f;
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var localDampingForce = .005f * math.rcp(mass.InverseMass) * -velocity;
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var force = localDampingForce + math.sqrt(subFactor) * data.localArchimedesForce;
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vel.ApplyImpulse(mass, pos, rot, force * dt, wp);
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}
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}
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//Apply drag
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//data.percentSubmerged = Mathf.Lerp(data.percentSubmerged, submergedAmount, 0.25f);
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//damping.Linear = data.baseDrag + (data.baseDrag * (data.percentSubmerged * 10f));
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//damping.Angular = data.baseAngularDrag + (data.percentSubmerged * 0.5f);
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}
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}
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[BurstCompile]
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[RequireComponentTag(typeof(SimpleBuoyantTag))]
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public struct SimpleForceJob : IJobForEachWithEntity<Translation, Rotation, BuoyancyNormal>
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{
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public float dt;
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[ReadOnly]
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public BufferFromEntity<VoxelHeight> heightBuffer;
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public void Execute(Entity entity, int index, [ReadOnly] ref Translation pos, [ReadOnly] ref Rotation rot, [ReadOnly] ref BuoyancyNormal normal)
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{
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DynamicBuffer<VoxelHeight> heights = heightBuffer[entity];
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var entityTransform = new RigidTransform(rot.Value, pos.Value);
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pos.Value.y = heights[0].Value.y;
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//var position = pos.Value;
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//position.y = heights[0].Value.y;
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//pos.Value = position;
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rot.Value = quaternion.LookRotation(math.forward(rot.Value), normal.Value);
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//transform.up = Vector3.Slerp(transform.up, normals[0], Time.deltaTime);
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}
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}
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}
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