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97 行
3.1 KiB
97 行
3.1 KiB
using System;
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using Unity.UIWidgets.foundation;
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using Unity.UIWidgets.ui;
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using UnityEngine;
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namespace Unity.UIWidgets.physics {
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public class FrictionSimulation : Simulation {
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public FrictionSimulation(
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float drag, float position, float velocity,
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Tolerance tolerance = null
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) : base(tolerance: tolerance) {
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_drag = drag;
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_dragLog = Mathf.Log(drag);
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_x = position;
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_v = velocity;
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}
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public static FrictionSimulation through(float startPosition, float endPosition, float startVelocity,
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float endVelocity) {
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D.assert(startVelocity == 0.0 || endVelocity == 0.0 || startVelocity.sign() == endVelocity.sign());
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D.assert(startVelocity.abs() >= endVelocity.abs());
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D.assert((endPosition - startPosition).sign() == startVelocity.sign());
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return new FrictionSimulation(
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_dragFor(startPosition, endPosition, startVelocity, endVelocity),
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startPosition,
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startVelocity,
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tolerance: new Tolerance(velocity: endVelocity.abs())
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);
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}
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readonly float _drag;
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readonly float _dragLog;
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readonly float _x;
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readonly float _v;
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static float _dragFor(float startPosition, float endPosition, float startVelocity, float endVelocity) {
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return Mathf.Pow((float) Math.E, (startVelocity - endVelocity) / (startPosition - endPosition));
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}
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public override float x(float time) {
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return _x + _v * Mathf.Pow(_drag, time) / _dragLog - _v / _dragLog;
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}
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public override float dx(float time) {
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return _v * Mathf.Pow(_drag, time);
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}
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public float finalX {
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get { return _x - _v / _dragLog; }
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}
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public float timeAtX(float x) {
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if (x == _x) {
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return 0.0f;
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}
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if (_v == 0.0 || (_v > 0 ? (x < _x || x > finalX) : (x > _x || x < finalX))) {
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return float.PositiveInfinity;
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}
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return Mathf.Log(_dragLog * (x - _x) / _v + 1.0f) / _dragLog;
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}
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public override bool isDone(float time) {
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return dx(time).abs() < tolerance.velocity;
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}
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}
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public class BoundedFrictionSimulation : FrictionSimulation {
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BoundedFrictionSimulation(
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float drag,
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float position,
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float velocity,
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float _minX,
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float _maxX
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) : base(drag, position, velocity) {
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D.assert(position.clamp(_minX, _maxX) == position);
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this._minX = _minX;
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this._maxX = _maxX;
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}
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readonly float _minX;
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readonly float _maxX;
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public override float x(float time) {
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return base.x(time).clamp(_minX, _maxX);
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}
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public override bool isDone(float time) {
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return base.isDone(time) ||
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(x(time) - _minX).abs() < tolerance.distance ||
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(x(time) - _maxX).abs() < tolerance.distance;
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}
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}
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}
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