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94 行
3.5 KiB
94 行
3.5 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.BuoyantObject2;
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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)), UpdateBefore(typeof(BuildPhysicsWorld))]
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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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//Debug.Log(string.Format("DeltaTime: {0}, Time.time {1}, Calc Delta: {2}", Time.deltaTime, Time.time, Time.time - lastTime));
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//lastTime = Time.time;
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var job = new ForceJob()
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{
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dt = 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 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, ref Translation pos, ref Rotation rot, ref PhysicsVelocity vel, ref PhysicsMass mass, ref PhysicsDamping damping, 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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float submergedAmount = 0f;
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//Debug.Log("new pass: " + entity.ToString());
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var entityTransform = new RigidTransform(rot.Value, pos.Value);
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//Apply buoyant force
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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 depth = waterLevel - wp.y + (data.voxelResolution * 2f);
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float subFactor = Mathf.Clamp01((waterLevel - (wp.y - data.voxelResolution)) / (data.voxelResolution * 2f));//depth / data.voxelResolution);
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submergedAmount += subFactor / offsets.Length;//(math.clamp(waterLevel - (wp.y - voxelResolution), 0f, voxelResolution * 2f) / (voxelResolution * 2f)) / voxels.Count;
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//var force2 = data.localArchimedesForce * subFactor;
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var velocity = ComponentExtensions.GetLinearVelocity(vel, 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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ComponentExtensions.ApplyImpulse(ref vel, mass, pos, rot, force * dt, wp);
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//entity.ApplyImpulse(force, wp);//RB.AddForceAtPosition(force, wp);
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//Debug.Log(string.Format("ECS: Position: {0:f1} -- Force: {1:f2} -- Height: {2:f2}\nVelocty: {3:f2} -- Damp: {4:f2} -- Mass: {5:f1} -- K: {6:f2}", wp, force, waterLevel, velocity, localDampingForce, math.rcp(mass.InverseMass), dt));
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}
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}
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//Update drag
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//submergedAmount /= offsets.Length;
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//damping.Linear = Mathf.Lerp(data.baseDrag, 1f, submergedAmount);
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//damping.Angular = Mathf.Lerp(data.baseAngularDrag, 1f, submergedAmount);
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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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}
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