我们创建了 Fontainebleau 演示来说明摄影photogrammetry流程和 LayeredLit 着色器的使用。
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128 行
4.0 KiB

using NaughtyAttributes;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace GameplayIngredients.Rigs
{
[RequireComponent(typeof(Rigidbody))]
public class RigidBodyForceRig : MonoBehaviour
{
private Rigidbody m_RigidBody;
public enum EffectorType
{
Force,
ForceAtPosition,
RelativeForce,
Torque,
RelativeTorque,
Explosion
}
[BoxGroup("Configuration"), Tooltip("The kind of force to apply")]
public EffectorType type;
[BoxGroup("Configuration"), Tooltip("How to compute the force applied every frame")]
public ForceMode forceMode;
[BoxGroup("Force Properties"),Tooltip("The force or torque vector"), ShowIf("isNotExplosion")]
public Vector3 vector;
[BoxGroup("Force Properties"), Tooltip("The force or explosion position"), ShowIf("needPosition")]
public Vector3 position;
[BoxGroup("Force Properties"), Tooltip("The force scale over time")]
public AnimationCurve ForceOverTime = new AnimationCurve(new Keyframe(0, 1), new Keyframe(1, 1));
[BoxGroup("Force Properties"), ShowIf("isExplosion")]
public float explosionForce;
[BoxGroup("Force Properties"), ShowIf("isExplosion")]
public float explosionRadius;
[BoxGroup("Force Properties"), ShowIf("isExplosion")]
public float upwardsModifier;
[BoxGroup("Noise")]
public bool AddNoise = false;
[BoxGroup("Noise")]
public Vector3 NoiseScale = Vector3.one;
private float m_Time;
[SerializeField]
private float m_RandomSeed;
private void Start()
{
m_RandomSeed = Random.Range(-100, +100);
}
bool needPosition()
{
return type == EffectorType.ForceAtPosition || type == EffectorType.Explosion;
}
bool isExplosion()
{
return type == EffectorType.Explosion;
}
bool isNotExplosion()
{
return !isExplosion();
}
private void OnEnable()
{
m_RigidBody = GetComponent<Rigidbody>();
m_Time = 0.0f;
}
Vector3 GetNoise()
{
var noise = new Vector3(
Mathf.PerlinNoise(m_RandomSeed - 11.42f, m_Time + m_RandomSeed + 24.71f),
Mathf.PerlinNoise(m_RandomSeed + 17.3f, m_Time + m_RandomSeed - 1.08f),
Mathf.PerlinNoise(m_RandomSeed - 0.07f, m_Time + m_RandomSeed + 43.12f)
) * 2.0f-Vector3.one;
noise.Scale(NoiseScale);
return noise;
}
public void Update()
{
if (m_RigidBody == null)
return;
m_Time += Time.deltaTime;
Vector3 force = vector;
float attenuation = ForceOverTime.Evaluate(m_Time);
if(AddNoise)
{
force += GetNoise();
}
force *= attenuation;
switch (type)
{
default:
case EffectorType.Force:
m_RigidBody.AddForce(force, forceMode);
break;
case EffectorType.ForceAtPosition:
m_RigidBody.AddForceAtPosition(force, position, forceMode);
break;
case EffectorType.RelativeForce:
m_RigidBody.AddRelativeForce(force, forceMode);
break;
case EffectorType.Torque:
m_RigidBody.AddTorque(force, forceMode);
break;
case EffectorType.RelativeTorque:
m_RigidBody.AddRelativeTorque(force, forceMode);
break;
case EffectorType.Explosion:
m_RigidBody.AddExplosionForce(explosionForce * attenuation, position, explosionRadius, upwardsModifier, forceMode);
break;
}
}
}
}