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.Transforms;
using UnityEngine;
using static WaterSystem.BuoyantObject_DOTS;
using Unity.Physics.Extensions;
using Unity.Physics.Systems;
using Unity.Physics;
using Unity.Collections.LowLevel.Unsafe;
[UpdateAfter(typeof(GertsnerSystem)), UpdateAfter(typeof(ExportPhysicsWorld))]
public class ApplyBuoyancyForceSystem : JobComponentSystem
{
protected override JobHandle OnUpdate(JobHandle inputDeps)
{
var offsets = GetBufferFromEntity<VoxelOffset>(false);
var heights = GetBufferFromEntity<VoxelHeight>(false);
var simpleQuery = GetEntityQuery(typeof(Translation), typeof(Rotation), typeof(BuoyancyNormal), typeof(SimpleBuoyantTag));
var simpleEntities = simpleQuery.ToEntityArray(Allocator.TempJob);
var simpleJob = new SimpleForceJob()
{
dt = Time.fixedDeltaTime,
entities = simpleEntities,
translations = GetComponentDataFromEntity<Translation>(false),
rotations = GetComponentDataFromEntity<Rotation>(false),
normals = GetComponentDataFromEntity<BuoyancyNormal>(true),
heightBuffer = heights
};
var simpleHandle = simpleJob.Schedule(simpleEntities.Length, 32, inputDeps);
var physicsQuery = GetEntityQuery(typeof(Translation), typeof(Rotation), typeof(PhysicsVelocity), typeof(PhysicsMass), typeof(PhysicsDamping), typeof(BuoyantData));
var physicalEntities = physicsQuery.ToEntityArray(Allocator.TempJob);
var forceJob = new ForceJob()
{
dt = Time.fixedDeltaTime,
entities = physicalEntities,
translations = GetComponentDataFromEntity<Translation>(true),
rotations = GetComponentDataFromEntity<Rotation>(true),
velocities = GetComponentDataFromEntity<PhysicsVelocity>(false),
masses = GetComponentDataFromEntity<PhysicsMass>(true),
dampings = GetComponentDataFromEntity<PhysicsDamping>(true),
datas = GetComponentDataFromEntity<BuoyantData>(true),
offsetBuffer = offsets,
heightBuffer = heights
};
var forceJobHandle = forceJob.Schedule(physicalEntities.Length, 1, simpleHandle);
return forceJobHandle;
//return JobHandle.CombineDependencies(forceJobHandle, simpleHandle);
}
[BurstCompile]
public struct ForceJob : IJobParallelFor
{
[ReadOnly] public float dt;
[DeallocateOnJobCompletion]
[ReadOnly] public NativeArray<Entity> entities;
[NativeDisableParallelForRestriction]
[ReadOnly] public ComponentDataFromEntity<Translation> translations;
[NativeDisableParallelForRestriction]
[ReadOnly] public ComponentDataFromEntity<Rotation> rotations;
[ReadOnly] public ComponentDataFromEntity<PhysicsMass> masses;
[ReadOnly] public ComponentDataFromEntity<PhysicsDamping> dampings;
[ReadOnly] public ComponentDataFromEntity<BuoyantData> datas;
[ReadOnly] public BufferFromEntity<VoxelOffset> offsetBuffer;
[ReadOnly] public BufferFromEntity<VoxelHeight> heightBuffer;
[NativeDisableParallelForRestriction]
public ComponentDataFromEntity<PhysicsVelocity> velocities;
public void Execute(int index)
{
var entity = entities[index];
var pos = translations[entity];
var rot = rotations[entity];
var vel = velocities[entity];
var mass = masses[entity];
var damping = dampings[entity];
var data = datas[entity];
DynamicBuffer<VoxelOffset> offsets = offsetBuffer[entity];
DynamicBuffer<VoxelHeight> heights = heightBuffer[entity];
var entityTransform = new RigidTransform(rot.Value, pos.Value);
//Apply buoyant force
float submergedAmount = 0f;
for (var i = 0; i < offsets.Length; i++)
{
var wp = math.transform(entityTransform, offsets[i].Value);
float waterLevel = heights[i].Value.y;
if (wp.y - data.voxelResolution < waterLevel)
{
float subFactor = Mathf.Clamp01((waterLevel - (wp.y - data.voxelResolution)) / (data.voxelResolution * 2f));
submergedAmount += subFactor / offsets.Length;
var velocity = vel.GetLinearVelocity(mass, pos, rot, wp);
velocity.y *= 2f;
var localDampingForce = .005f * math.rcp(mass.InverseMass) * -velocity;
var force = localDampingForce + math.sqrt(subFactor) * data.localArchimedesForce;
vel.ApplyImpulse(mass, pos, rot, force * dt, wp);
}
}
velocities[entity] = vel;
//Apply drag
//data.percentSubmerged = Mathf.Lerp(data.percentSubmerged, submergedAmount, 0.25f);
//damping.Linear = data.baseDrag + (data.baseDrag * (data.percentSubmerged * 10f));
//damping.Angular = data.baseAngularDrag + (data.percentSubmerged * 0.5f);
}
}
[BurstCompile]
public struct SimpleForceJob : IJobParallelFor
{
public float dt;
[DeallocateOnJobCompletion]
[ReadOnly] public NativeArray<Entity> entities;
[ReadOnly] public ComponentDataFromEntity<BuoyancyNormal> normals;
[ReadOnly] public BufferFromEntity<VoxelHeight> heightBuffer;
[NativeDisableParallelForRestriction]
public ComponentDataFromEntity<Translation> translations;
[NativeDisableParallelForRestriction]
public ComponentDataFromEntity<Rotation> rotations;
public void Execute(int index)
{
var entity = entities[index];
var pos = translations[entity];
var rot = rotations[entity];
var normal = normals[entity];
DynamicBuffer<VoxelHeight> heights = heightBuffer[entity];
var entityTransform = new RigidTransform(rot.Value, pos.Value);
pos.Value.y = heights[0].Value.y;
rot.Value = quaternion.LookRotation(math.forward(rot.Value), normal.Value);
translations[entity] = pos;
rotations[entity] = rot;
}
}
}