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