该项目的目的是同时测试和演示来自 Unity DOTS 技术堆栈的多个新包。
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204 行
5.5 KiB

using System.Collections.Generic;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
#if UNITY_EDITOR
[InitializeOnLoad]
class RopeLineRunner
{
static RopeLineRunner()
{
// Always unregister to prevent double registring
EditorApplication.update -= RopeLineRunnerUpdate;
EditorApplication.update += RopeLineRunnerUpdate;
s_Ropes.Clear();
}
public static void RopeLineRunnerUpdate()
{
for (var i = s_Ropes.Count - 1; i >= 0; --i)
{
var r = s_Ropes[i];
if (r != null)
{
if (r.simulate)
r.Tick();
}
else
s_Ropes.EraseSwap(i);
}
}
public static List<RopeLine> s_Ropes = new List<RopeLine>();
}
#endif
[RequireComponent(typeof(LineRenderer))]
[ExecuteInEditMode]
public class RopeLine : MonoBehaviour
{
const float Dt = 0.02f;
LineRenderer lineRenderer;
#if UNITY_EDITOR
public bool simulate;
public List<RopeAnchor> anchors = new List<RopeAnchor>();
void Start()
{
simulate = false;
lineRenderer = GetComponent<LineRenderer>();
lineRenderer.useWorldSpace = false;
CheckRebuildPositionBuffers();
}
private void OnEnable()
{
RopeLineRunner.s_Ropes.Add(this);
}
private void OnDisable()
{
RopeLineRunner.s_Ropes.Remove(this);
}
Vector3[] currPositions = new Vector3[0];
Vector3[] prevPositions = new Vector3[0];
public void RebuildPositionBuffer(Vector3 startPos, Vector3 endPos, int firstPos, int numSegments)
{
var dir = endPos - startPos;
var length = dir.magnitude;
for (var i = 0; i < numSegments + 1; i++)
{
currPositions[i + firstPos] = startPos + dir * (float)i / numSegments;
prevPositions[i + firstPos] = currPositions[i + firstPos];
}
}
void CheckRebuildPositionBuffers()
{
var children = GetComponentsInChildren<RopeAnchor>();
// Add new anchors from below this object
foreach (var a in children)
{
if (!anchors.Contains(a))
{
// When a new anchor is found, pick closest existing anchor point and insert next to it
float dist = float.MaxValue;
int best = 0;
for (int i = 0; i < anchors.Count; i++)
{
var d = Vector3.Distance(anchors[i].transform.localPosition, a.transform.localPosition);
if (d < dist)
{
dist = d;
best = i;
}
}
anchors.Insert(best, a);
}
}
// Remove anchors that were deleted
anchors.RemoveAll(x => x == null);
if (anchors.Count < 2)
return;
// Segments and length on first anchor is unused
anchors[0].numSegments = 0;
anchors[0].length = 0;
var totalSegments = 0;
foreach (var a in anchors)
{
if (a != anchors[0])
{
if (a.numSegments < 3) a.numSegments = 3;
if (a.length < 0.1f) a.length = 0.1f;
}
totalSegments += a.numSegments;
}
if (currPositions.Length == totalSegments + 1)
return;
currPositions = new Vector3[totalSegments + 1];
prevPositions = new Vector3[totalSegments + 1];
lineRenderer.positionCount = totalSegments + 1;
int idx = 0;
for (var i = 1; i < anchors.Count; i++)
{
RebuildPositionBuffer(anchors[i - 1].transform.localPosition, anchors[i].transform.localPosition, idx, anchors[i].numSegments);
idx += anchors[i].numSegments;
}
}
public void Simulate(float length, int firstPos, int numSegments)
{
var segmentLength = length / numSegments;
for (var i = firstPos; i < firstPos + numSegments; i++)
{
Vector3 d = currPositions[i + 1] - currPositions[i];
float dl = d.magnitude;
if (dl < segmentLength)
continue;
float dif = (dl - segmentLength) / dl;
float b = (i == firstPos) ? 0.0f : (i == firstPos + numSegments - 1) ? 1.0f : 0.5f;
currPositions[i] += d * b * dif;
currPositions[i + 1] -= d * (1.0f - b) * dif;
}
}
public void Tick()
{
if (this == null || lineRenderer == null)
{
EditorApplication.update -= Tick;
return;
}
CheckRebuildPositionBuffers();
if (anchors.Count < 2)
return;
// Fix constraints
int idx = 0;
foreach (var a in anchors)
{
idx += a.numSegments;
currPositions[idx] = a.transform.localPosition;
}
// Simulate
idx = 0;
foreach (var a in anchors)
{
if (a.numSegments > 0)
Simulate(a.length, idx, a.numSegments);
idx += a.numSegments;
}
// Apply gravity and copy to old pos
var down = transform.InverseTransformDirection(Vector3.down);
for (var i = 0; i < currPositions.Length; i++)
{
var old = currPositions[i];
currPositions[i] = currPositions[i] + (currPositions[i] - prevPositions[i]) * 0.98f + 10.0f * down * Dt * Dt;
prevPositions[i] = old;
}
lineRenderer.SetPositions(currPositions);
}
#endif
}