Esempio n. 1
0
        //
        void Spawn(float deltaTime, ref DirectedGraph <SplineGraphPayload, SplineGraphPayloadSerializable> splineGraph)
        {
            if (count >= requestedCount)
            {
                return;
            }

            for (; count < requestedCount; ++count)
            {
                float t          = UnityEngine.Random.value;
                Int16 edgeIndex  = (Int16)Mathf.FloorToInt((splineGraph.edgePoolChildren.data.Length - 1) * UnityEngine.Random.value + 0.5f);
                int   isComplete = 0;
                int   isReverse  = isTwoWayPathEnabled ? ((UnityEngine.Random.value >= 0.5f) ? 1 : 0) : 0;
                followStates[count] = new SplineMath.SplineGraphFollowState(t, edgeIndex, isComplete, isReverse);

                float velocityRandom = UnityEngine.Random.value;
                randoms[count]    = new Unity.Mathematics.Random((uint)count + 1);
                velocities[count] = Mathf.Lerp(velocityMin, velocityMax, velocityRandom);
                scales[count]     = Mathf.Lerp(1.0f, 1.0f, UnityEngine.Random.value);

                float leashPolarRadiusNormalized = math.lerp(leashNormalizedMin, leashNormalizedMax, math.pow(1.0f - velocityRandom, 2.0f));

                float leashPolarThetaMin = isTwoWayPathEnabled ? (-0.5f * math.PI) : 0.0f;
                float leashPolarThetaMax = isTwoWayPathEnabled ? (0.5f * math.PI) : math.PI * 2.0f;
                float leashPolarTheta    = math.lerp(leashPolarThetaMin, leashPolarThetaMax, UnityEngine.Random.value);

                float2 leashCartesianNormalized = new float2(
                    math.cos(leashPolarTheta),
                    math.sin(leashPolarTheta)
                    ) * leashPolarRadiusNormalized;

                leashes[count] = leashCartesianNormalized;

                // Seed position and rotation with their initial values, so that dampening does not lerp between the previous garbage position of a newly spawned vehicle.
                // If this probes to make Spawn() significantly more expensive, we can store a flag that says whether or not we should apply dampening instead.
                {
                    SplineMath.Spline spline = (isReverse == 0)
                        ? splineGraph.payload.edgeParentToChildSplines.data[edgeIndex]
                        : splineGraph.payload.edgeChildToParentSplines.data[edgeIndex];

                    Int16 vertexIndexChild  = splineGraph.edgePoolChildren.data[edgeIndex].vertexIndex;
                    Int16 vertexIndexParent = splineGraph.edgePoolParents.data[edgeIndex].vertexIndex;
                    if (isReverse == 1)
                    {
                        Int16 vertexIndexTemp = vertexIndexChild;
                        vertexIndexChild  = vertexIndexParent;
                        vertexIndexParent = vertexIndexTemp;
                    }

                    quaternion rotationParent = splineGraph.payload.rotations.data[vertexIndexParent];
                    quaternion rotationChild  = splineGraph.payload.rotations.data[vertexIndexChild];

                    float3 positionOnSpline = SplineMath.EvaluatePositionFromT(spline, t);
                    positions[count] = positionOnSpline;
                    rotations[count] = SplineMath.EvaluateRotationWithRollFromT(spline, rotationParent, rotationChild, t);
                }

                followPool.EnableInstanceNext();
            }
        }
Esempio n. 2
0
        private void Swap(int a, int b)
        {
            int capacity = positions.Length;

            Debug.Assert(a >= 0 && a < capacity);
            Debug.Assert(b >= 0 && b < capacity);

            float3 positionTemp = positions[b];

            positions[b] = positions[a];
            positions[a] = positionTemp;

            quaternion rotationTemp = rotations[b];

            rotations[b] = rotations[a];
            rotations[a] = rotationTemp;

            float scaleTemp = scales[b];

            scales[b] = scales[a];
            scales[a] = scaleTemp;

            float2 leashTemp = leashes[b];

            leashes[b] = leashes[a];
            leashes[a] = leashTemp;

            SplineMath.SplineGraphFollowState followStateTemp = followStates[b];
            followStates[b] = followStates[a];
            followStates[a] = followStateTemp;

            Unity.Mathematics.Random randomTemp = randoms[b];
            randoms[b] = randoms[a];
            randoms[a] = randomTemp;

            float velocityTemp = velocities[b];

            velocities[b] = velocities[a];
            velocities[a] = velocityTemp;

            float ageTemp = ages[b];

            ages[b] = ages[a];
            ages[a] = ageTemp;

            float lifetimeTemp = lifetimes[b];

            lifetimes[b] = lifetimes[a];
            lifetimes[a] = lifetimeTemp;

            bool facingReverseIsEnabledTemp = facingReverseIsEnabled[b];

            facingReverseIsEnabled[b] = facingReverseIsEnabled[a];
            facingReverseIsEnabled[a] = facingReverseIsEnabledTemp;
        }
        // TODO: Debug only:
        private void OnSceneGUI()
        {
            // If we are currently tumbling the camera, do not attempt to do anything else.
            if (Event.current.alt)
            {
                return;
            }

            serializedObject.Update();

            var sgm = target as SplineGraphManager;

            sgm.Verify();

            if (!sgm.isEditingEnabled)
            {
                return;
            }

            // return; // TODO: Remove?

            if (Tools.current == Tool.Move)
            {
                sgm.debugPosition = Handles.PositionHandle(sgm.debugPosition, quaternion.identity);

                for (int i = 0, iCount = sgm.debugFollowStates.Count; i < iCount; ++i)
                {
                    SplineMath.SplineGraphFollowState state = sgm.debugFollowStates[i];

                    int               isReverse = state.DecodeIsReverse();
                    Int16             edgeIndex = state.DecodeEdgeIndex();
                    float             t         = state.t;
                    SplineMath.Spline spline    = (state.DecodeIsReverse() == 0)
                        ? sgm.splineGraph.payload.edgeParentToChildSplines.data[edgeIndex]
                        : sgm.splineGraph.payload.edgeChildToParentSplines.data[edgeIndex];

                    float3     position = SplineMath.EvaluatePositionFromT(spline, t);
                    quaternion rotation = SplineMath.EvaluateRotationFromT(spline, t);

                    Handles.PositionHandle(position, rotation);
                }
            }

            if (sgm.isAutoUpdateEnabled)
            {
                sgm.BuildGraphFromInstances();
            }
        }
Esempio n. 4
0
            public void Execute(int i)
            {
                float positionDelta = math.length(velocities[i]) * deltaTime;

                SplineMath.SplineGraphFollowState followState = followStates[i];
                Unity.Mathematics.Random          random      = randoms[i];

                SplineMath.AdvanceTFromDelta(
                    ref followState,
                    ref random,
                    positionDelta,
                    splineGraph.vertices.data,
                    splineGraph.vertices.count,
                    splineGraph.edgePoolChildren.data,
                    splineGraph.edgePoolParents.data,
                    splineGraph.payload.edgeParentToChildSplines.data,
                    splineGraph.payload.edgeChildToParentSplines.data
                    );

                followStates[i] = followState;
                randoms[i]      = random;

                Int16 edgeIndex = followState.DecodeEdgeIndex();

                SplineMath.Spline spline = (followState.DecodeIsReverse() == 0)
                    ? splineGraph.payload.edgeParentToChildSplines.data[edgeIndex]
                    : splineGraph.payload.edgeChildToParentSplines.data[edgeIndex];

                Int16 vertexIndexChild  = splineGraph.edgePoolChildren.data[edgeIndex].vertexIndex;
                Int16 vertexIndexParent = splineGraph.edgePoolParents.data[edgeIndex].vertexIndex;

                if (followState.DecodeIsReverse() == 1)
                {
                    Int16 vertexIndexTemp = vertexIndexChild;
                    vertexIndexChild  = vertexIndexParent;
                    vertexIndexParent = vertexIndexTemp;
                }

                quaternion rotationParent = splineGraph.payload.rotations.data[vertexIndexParent];
                quaternion rotationChild  = splineGraph.payload.rotations.data[vertexIndexChild];

                float3     positionPrevious = positions[i];
                quaternion rotationPrevious = rotations[i];

                float3 positionOnSpline = SplineMath.EvaluatePositionFromT(spline, followState.t);

                positions[i] = positionOnSpline;
                // rotations[i] = SplineMath.EvaluateRotationFromT(spline, followState.t);
                // rotations[i] = math.slerp(rotationParent, rotationChild, followState.t);
                rotations[i] = SplineMath.EvaluateRotationWithRollFromT(spline, rotationParent, rotationChild, followState.t);

                // For now, simply evaluate the current leash value by lerping between the parent and child leash values, rather than using spline interpolation.
                // This seems good enough for now (there is a bug in the spline interpolation code commented out below.)
                float2 leashParent = splineGraph.payload.leashes.data[vertexIndexParent];
                float2 leashChild  = splineGraph.payload.leashes.data[vertexIndexChild];
                float2 leashMaxOS  = math.lerp(leashParent, leashChild, followState.t);

                // SplineMath.Spline splineLeash = (followState.DecodeIsReverse() == 0)
                //     ? splineGraph.payload.edgeParentToChildSplinesLeashes.data[edgeIndex]
                //     : splineGraph.payload.edgeChildToParentSplinesLeashes.data[edgeIndex];
                // float2 leashMaxOS = SplineMath.EvaluatePositionFromT(splineLeash, followState.t).xy;

                float2 leashOS = leashMaxOS * leashes[i];
                float3 leashWS = math.mul(rotations[i], new float3(leashOS, 0.0f));

                positions[i] += leashWS;

                if (avoidanceSoftBodySphereRadius > 1e-5f)
                {
                    float3 avoidanceDirection = positions[i] - avoidanceSoftBodySphereOrigin;
                    float  avoidanceLength    = math.length(avoidanceDirection);
                    avoidanceDirection *= (avoidanceLength > 1e-5f) ? (1.0f / avoidanceLength) : 0.0f;
                    float avoidanceOffset = math.saturate((avoidanceLength / avoidanceSoftBodySphereRadius) * -0.5f + 1.0f) * avoidanceSoftBodySphereRadius;
                    if (avoidanceOffset > 0.0f)
                    {
                        float3 leashPlaneNormal = math.mul(rotations[i], new float3(0.0f, 0.0f, 1.0f));
                        float3 avoidanceDirectionLeashPlaneT = avoidanceDirection - leashPlaneNormal * math.dot(leashPlaneNormal, avoidanceDirection);
                        avoidanceDirectionLeashPlaneT = (math.lengthsq(avoidanceDirectionLeashPlaneT) > 1e-3f)
                            ? avoidanceDirectionLeashPlaneT
                            : leashWS;
                        avoidanceDirectionLeashPlaneT = (math.lengthsq(avoidanceDirectionLeashPlaneT) > 1e-3f)
                            ? avoidanceDirectionLeashPlaneT
                            : new float3(0.0f, 1.0f, 0.0f);
                        avoidanceDirectionLeashPlaneT = math.normalize(avoidanceDirectionLeashPlaneT);
                        positions[i] += avoidanceDirectionLeashPlaneT * avoidanceOffset;
                    }
                }

                positions[i] = math.lerp(positions[i], positionPrevious, dampeningPosition);
                rotations[i] = math.slerp(rotations[i], rotationPrevious, dampeningRotation);


                // {
                //     float3 acceleration = SplineMath.EvaluateAccelerationFromT(spline, followState.t);

                //     float3 directionRightWS = math.mul(rotations[i], new float3(1.0f, 0.0f, 0.0f));
                //     float accelerationRight = math.dot(directionRightWS, acceleration);

                //     float rollAngle = math.lerp(-0.25f * math.PI, 0.25f * math.PI, math.saturate((accelerationRight * rollFromAccelerationScale) * -0.5f + 0.5f));
                //     rotations[i] = math.mul(rotations[i], quaternion.AxisAngle(new float3(0.0f, 0.0f, 1.0f), rollAngle));
                // }
            }
        // Debug only:
        void Update()
        {
            Verify();

            if (!isEditingEnabled)
            {
                return;
            }

            // Debug.Log("debugSpawnDeltaTime = " + debugSpawnDeltaTime);
            debugSpawnDeltaTime += Time.deltaTime;
            if (debugIsSpawnEnabled && (debugSpawnDeltaTime > 1.0f))
            {
                debugSpawnDeltaTime = 0;

                int isReverse = debugIsReverse ? 1 : 0;

                SplineMath.FindTFromClosestPointOnSplineGraph(
                    out float t,
                    out float d,
                    out Int16 edgeIndex,
                    isReverse,
                    debugPosition,
                    splineGraph.vertices.data,
                    splineGraph.vertices.count,
                    splineGraph.edgePoolChildren.data,
                    splineGraph.edgePoolParents.data,
                    splineGraph.payload.edgeParentToChildSplines.data,
                    splineGraph.payload.edgeChildToParentSplines.data
                    );

                SplineMath.SplineGraphFollowState state = new SplineMath.SplineGraphFollowState(t, edgeIndex, 0, isReverse);
                // Debug.Log("Spawning at:" + state.DebugString());

                debugFollowStates.Add(state);

                UInt32 seed = randomSeedGenerator.NextUInt();
                while (seed == 0)
                {
                    seed = randomSeedGenerator.NextUInt();
                }
                debugFollowRandoms.Add(new Unity.Mathematics.Random(seed));
            }

            for (int i = 0; i < debugFollowStates.Count;)
            {
                SplineMath.SplineGraphFollowState state  = debugFollowStates[i];
                Unity.Mathematics.Random          random = debugFollowRandoms[i];

                float delta = Time.deltaTime * debugVelocity;

                SplineMath.AdvanceTFromDelta(
                    ref state,
                    ref random,
                    delta,
                    splineGraph.vertices.data,
                    splineGraph.vertices.count,
                    splineGraph.edgePoolChildren.data,
                    splineGraph.edgePoolParents.data,
                    splineGraph.payload.edgeParentToChildSplines.data,
                    splineGraph.payload.edgeChildToParentSplines.data
                    );

                // Debug.Log("Updating at: " + state.DebugString());

                if (state.DecodeIsComplete() == 1)
                {
                    debugFollowStates.RemoveAt(i);
                    debugFollowRandoms.RemoveAt(i);
                }
                else
                {
                    debugFollowStates[i]  = state;
                    debugFollowRandoms[i] = random;
                    ++i;
                }
            }
        }