private void RunQueries()
    {
        DistanceHits.Clear();
        pWorld = World.DefaultGameObjectInjectionWorld.GetExistingSystem <BuildPhysicsWorld>().PhysicsWorld;
        unsafe
        {
            float3 origin = transform.position;
            ColliderDistanceInput = new ColliderDistanceInput
            {
                Collider    = (Unity.Physics.Collider *)(col.GetUnsafePtr()),
                Transform   = new RigidTransform(transform.rotation, origin),
                MaxDistance = 10.0f
            };

            new ColliderDistanceJob
            {
                Transform      = ColliderDistanceInput.Transform,
                MaxDistance    = ColliderDistanceInput.MaxDistance,
                Collider       = ColliderDistanceInput.Collider,
                DistanceHits   = DistanceHits,
                CollectAllHits = false,
                World          = pWorld,
            }.Schedule().Complete();
        }
        Debug.Log("DistanceHits>> " + DistanceHits.Length);
    }
コード例 #2
0
        public void Execute(Entity e, int index, ref PhysicsCollider collider, ref Translation translation, ref Rotation rotation)
        {
            ColliderDistanceInput distanceInput = new ColliderDistanceInput
            {
                Collider    = collider.ColliderPtr,
                MaxDistance = .01f,
                Transform   = new RigidTransform(rotation.Value, translation.Value),
            };

            NativeList <DistanceHit> hits = new NativeList <DistanceHit>(Allocator.Temp);
            var collisionWorld            = physicsWorld.CollisionWorld;

            if (collisionWorld.CalculateDistance(distanceInput, ref hits))
            {
                foreach (var hit in hits)
                {
                    var entity = collisionWorld.Bodies[hit.RigidBodyIndex].Entity;
                    if (entity != e)
                    {
                        if (consumedObjectIndex.HasComponent(entity))
                        {
                            var consumedEntity = commandBuffer.CreateEntity(index);
                            var consumedObject = consumedObjectIndex[entity];
                            commandBuffer.AddComponent(index, consumedEntity, consumedObject);
                            commandBuffer.AddComponent(index, consumedEntity, new ConsumedTag());
                            commandBuffer.DestroyEntity(index, entity);
                        }
                    }
                }
            }

            hits.Dispose();
        }
コード例 #3
0
    private JobHandle UpdateWithCollider2ColliderQuery(JobHandle inputDeps)
    {
        var physicsWorldSystem = World.DefaultGameObjectInjectionWorld.GetExistingSystem <BuildPhysicsWorld>();
        var collisionWorld     = physicsWorldSystem.PhysicsWorld.CollisionWorld;

        // this is probably redundant but just for safety lets include all previous physics systems
        inputDeps = JobHandle.CombineDependencies(inputDeps, finalPhysicsSystem.FinalJobHandle);
        inputDeps = JobHandle.CombineDependencies(inputDeps, buildPhysicsSystem.FinalJobHandle);
        inputDeps = JobHandle.CombineDependencies(inputDeps, stepPhysicsSystem.FinalJobHandle);

        inputDeps = Entities.ForEach((Entity entity, ref EntitiesAroundCountCmp around, in Translation translation, in PhysicsCollider collider) =>
        {
            around.count = 0;

            float3 offset          = new float3(around.range, 1, around.range);
            OverlapAabbInput input = new OverlapAabbInput()
            {
                Aabb = new Aabb()
                {
                    Min = translation.Value - offset,
                    Max = translation.Value + offset,
                },
                Filter = CollisionFilter.Default
            };

            NativeList <int> bodyIndices = new NativeList <int>(Allocator.Temp);

            // OverlapAabb is really nice and fast, all expected colliders are returned
            if (collisionWorld.OverlapAabb(input, ref bodyIndices))
            {
                for (int i = 0; i < bodyIndices.Length; ++i)
                {
                    var body = collisionWorld.Bodies[bodyIndices[i]];

                    // why this returns true for colliders in AABB instead of actual distance?
                    var colliderDistanceInput = new ColliderDistanceInput()
                    {
                        Collider    = collider.ColliderPtr,
                        Transform   = RigidTransform.identity,
                        MaxDistance = around.range
                    };

                    // why this always returns false?
                    var pointDistanceInput = new PointDistanceInput()
                    {
                        Filter      = CollisionFilter.Default,
                        MaxDistance = around.range,
                        Position    = translation.Value
                    };

                    if (body.CalculateDistance(pointDistanceInput))
                    {
                        ++around.count;
                    }
                }
            }
            bodyIndices.Dispose();
        })
コード例 #4
0
    public unsafe static void ColliderRange(CollisionWorld world, float radius, Collider coll, RigidTransform trans, ref NativeList <DistanceHit> hits)
    {
        ColliderDistanceInput input = new ColliderDistanceInput()
        {
            MaxDistance = radius,
            Collider    = &coll,
            Transform   = trans
        };

        world.CalculateDistance(input, ref hits);
    }
コード例 #5
0
      protected override unsafe void OnUpdate()
      {
          var physicsWorld = m_BuildPhysicsWorldSystem.PhysicsWorld;

          Dependency = Entities.WithAll <ServerEntity>()
                       .ForEach((Entity entity,
                                 ref FlyingPredictedState flyingState,
                                 in TransformPredictedState transformState,
                                 in OwnerPredictedState ownerState,
                                 in PhysicsCollider collider) =>
            {
                if (!flyingState.IsFlying)
                {
                    return;
                }

                var selfRigidBodyIndex = physicsWorld.GetRigidBodyIndex(entity);
                // Query the world
                var distanceHits =
                    new NativeList <DistanceHit>(8, Allocator.Temp);
                var distanceHitsCollector =
                    new CharacterMoveUtilities.SelfFilteringAllHitsCollector <DistanceHit>(
                        selfRigidBodyIndex, 0.1f, ref distanceHits);
                var input = new ColliderDistanceInput
                {
                    MaxDistance = 0.1f,
                    Transform   = new RigidTransform()
                    {
                        pos = transformState.Position,
                        rot = transformState.Rotation
                    },
                    Collider = collider.ColliderPtr
                };
                physicsWorld.CalculateDistance(input, ref distanceHitsCollector);

                if (distanceHitsCollector.NumHits == 0)
                {
                    return;
                }

                for (var i = 0; i < distanceHitsCollector.AllHits.Length; i++)
                {
                    var hit = distanceHitsCollector.AllHits[i];
                    var e   = physicsWorld.Bodies[hit.RigidBodyIndex].Entity;
                    // FSLog.Info($"flyingState trigger entity:{e}");
                    if (e == ownerState.PreOwner)
                    {
                        return;
                    }
                }

                flyingState.IsFlying = false;
                // FSLog.Info($"flyingState.IsFlying = false,entity:{entity}");
            }).ScheduleParallel(Dependency);
コード例 #6
0
        public static bool OverlapCapsuleCustom <T, C>(ref T target, float3 point1, float3 point2, sfloat radius, ref C collector, CollisionFilter filter, QueryInteraction queryInteraction = QueryInteraction.Default)
            where T : struct, ICollidable
            where C : struct, ICollector <DistanceHit>
        {
            Assert.IsTrue(collector.MaxFraction == sfloat.Zero);

            CapsuleCollider collider = default;
            float3          center   = (point1 + point2) / 2;

            CapsuleGeometry geometry = new CapsuleGeometry
            {
                Radius  = radius,
                Vertex0 = point1 - center,
                Vertex1 = point2 - center
            };

            collider.Initialize(geometry, filter, Material.Default);
            ColliderDistanceInput input;

            unsafe
            {
                input = new ColliderDistanceInput
                {
                    Collider    = (Collider *)UnsafeUtility.AddressOf(ref collider),
                    MaxDistance = sfloat.Zero,
                    Transform   = new RigidTransform
                    {
                        pos = center,
                        rot = quaternion.identity
                    }
                };
            }

            if (queryInteraction == QueryInteraction.Default)
            {
                return(target.CalculateDistance(input, ref collector));
            }
            else
            {
                unsafe
                {
                    var interactionCollector = new QueryInteractionCollector <DistanceHit, C>
                    {
                        Collector = collector,
                    };

                    bool returnValue = target.CalculateDistance(input, ref interactionCollector);

                    collector = interactionCollector.Collector;
                    return(returnValue);
                }
            }
        }
コード例 #7
0
        public static bool OverlapBoxCustom <T, C>(ref T target, float3 center, quaternion orientation, float3 halfExtents, ref C collector, CollisionFilter filter, QueryInteraction queryInteraction = QueryInteraction.Default)
            where T : struct, ICollidable
            where C : struct, ICollector <DistanceHit>
        {
            Assert.IsTrue(collector.MaxFraction == sfloat.Zero);

            BoxCollider collider = default;
            BoxGeometry geometry = new BoxGeometry
            {
                BevelRadius = sfloat.Zero,
                Center      = float3.zero,
                Size        = halfExtents * 2,
                Orientation = quaternion.identity
            };

            collider.Initialize(geometry, filter, Material.Default);

            ColliderDistanceInput input;

            unsafe
            {
                input = new ColliderDistanceInput
                {
                    Collider    = (Collider *)UnsafeUtility.AddressOf(ref collider),
                    MaxDistance = sfloat.Zero,
                    Transform   = new RigidTransform
                    {
                        pos = center,
                        rot = orientation
                    }
                };
            }

            if (queryInteraction == QueryInteraction.Default)
            {
                return(target.CalculateDistance(input, ref collector));
            }
            else
            {
                unsafe
                {
                    var interactionCollector = new QueryInteractionCollector <DistanceHit, C>
                    {
                        Collector = collector,
                    };

                    bool returnValue = target.CalculateDistance(input, ref interactionCollector);

                    collector = interactionCollector.Collector;
                    return(returnValue);
                }
            }
        }
コード例 #8
0
            public unsafe bool DistanceLeaf <T>(ColliderDistanceInput input, int rigidBodyIndex, ref T collector)
                where T : struct, ICollector <DistanceHit>
            {
                rigidBodyIndex += BaseRigidBodyIndex;

                input.QueryContext.IsInitialized  = true;
                input.QueryContext.RigidBodyIndex = rigidBodyIndex;

                RigidBody body = m_Bodies[rigidBodyIndex];

                return(body.CalculateDistance(input, ref collector));
            }
コード例 #9
0
        public static bool CalculateDistance <T>(ref T target, ColliderDistanceInput input, out DistanceHit result) where T : struct, ICollidable
        {
            var collector = new ClosestHitCollector <DistanceHit>(input.MaxDistance);

            if (target.CalculateDistance(input, ref collector))
            {
                result = collector.ClosestHit;  // TODO: would be nice to avoid this copy
                return(true);
            }

            result = new DistanceHit();
            return(false);
        }
コード例 #10
0
        public unsafe void RigidBodyCalculateDistanceTest()
        {
            const float size         = 1.0f;
            const float convexRadius = 0.0f;
            const float sphereRadius = 1.0f;

            var queryPos = new float3(-10, -10, -10);

            BlobAssetReference <Collider> boxCollider = BoxCollider.Create(new BoxGeometry
            {
                Center      = float3.zero,
                Orientation = quaternion.identity,
                Size        = size,
                BevelRadius = convexRadius
            });
            BlobAssetReference <Collider> sphereCollider = SphereCollider.Create(new SphereGeometry
            {
                Center = float3.zero,
                Radius = sphereRadius
            });

            var rigidBody = new Physics.RigidBody
            {
                WorldFromBody = RigidTransform.identity,
                Collider      = boxCollider
            };

            var colliderDistanceInput = new ColliderDistanceInput
            {
                Collider  = (Collider *)sphereCollider.GetUnsafePtr(),
                Transform = new RigidTransform(quaternion.identity, queryPos)
            };

            var closestHit = new DistanceHit();
            var allHits    = new NativeList <DistanceHit>(Allocator.Temp);

            // OK case : with enough max distance
            colliderDistanceInput.MaxDistance = 10000.0f;
            Assert.IsTrue(rigidBody.CalculateDistance(colliderDistanceInput));
            Assert.IsTrue(rigidBody.CalculateDistance(colliderDistanceInput, out closestHit));
            Assert.IsTrue(rigidBody.CalculateDistance(colliderDistanceInput, ref allHits));

            // Fail case : not enough max distance
            colliderDistanceInput.MaxDistance = 1;
            Assert.IsFalse(rigidBody.CalculateDistance(colliderDistanceInput));
            Assert.IsFalse(rigidBody.CalculateDistance(colliderDistanceInput, out closestHit));
            Assert.IsFalse(rigidBody.CalculateDistance(colliderDistanceInput, ref allHits));

            boxCollider.Dispose();
            sphereCollider.Dispose();
        }
コード例 #11
0
        public bool CalculateDistance <T>(ColliderDistanceInput input, ref T collector) where T : struct, ICollector <DistanceHit>
        {
            // Transform the input into body space
            MTransform worldFromBody = new MTransform(WorldFromBody);
            MTransform bodyFromWorld = Inverse(worldFromBody);

            input.Transform = new RigidTransform(
                math.mul(math.inverse(WorldFromBody.rot), input.Transform.rot),
                Mul(bodyFromWorld, input.Transform.pos));

            SetQueryContextParameters(ref input.QueryContext, ref worldFromBody);

            return(Collider.IsCreated && Collider.Value.CalculateDistance(input, ref collector));
        }
コード例 #12
0
        public unsafe bool CalculateDistance <T>(ColliderDistanceInput input, NativeArray <RigidBody> rigidBodies, ref T collector)
            where T : struct, ICollector <DistanceHit>
        {
            Assert.IsTrue(input.Collider != null);
            if (input.Collider->Filter.IsEmpty)
            {
                return(false);
            }
            var leafProcessor = new BvhLeafProcessor(rigidBodies);

            leafProcessor.BaseRigidBodyIndex = m_DynamicTree.NumBodies;
            bool hasHit = m_StaticTree.BoundingVolumeHierarchy.Distance(input, ref leafProcessor, ref collector);

            leafProcessor.BaseRigidBodyIndex = 0;
            hasHit |= m_DynamicTree.BoundingVolumeHierarchy.Distance(input, ref leafProcessor, ref collector);

            return(hasHit);
        }
コード例 #13
0
    /// <summary>
    /// Returns a list of all colliders within the specified distance of the provided collider, as a list of <see cref="DistanceHit"/>.<para/>
    ///
    /// Can be used in conjunction with <see cref="ColliderCastAll"/> to get the penetration depths of any colliders (using the distance of collisions).<para/>
    ///
    /// The caller must dispose of the returned list.
    /// </summary>
    /// <param name="collider"></param>
    /// <param name="maxDistance"></param>
    /// <param name="transform"></param>
    /// <param name="collisionWorld"></param>
    /// <returns></returns>
    public unsafe static NativeList <DistanceHit> ColliderDistanceAll(PhysicsCollider collider, float maxDistance, RigidTransform transform, ref CollisionWorld collisionWorld, Entity ignore, Allocator allocator = Allocator.TempJob)
    {
        ColliderDistanceInput input = new ColliderDistanceInput()
        {
            Collider    = collider.ColliderPtr,
            MaxDistance = maxDistance,
            Transform   = transform
        };

        NativeList <DistanceHit> allDistances = new NativeList <DistanceHit>(allocator);

        if (collisionWorld.CalculateDistance(input, ref allDistances))
        {
            TrimByEntity(ref allDistances, ignore);
        }

        return(allDistances);
    }
コード例 #14
0
            public void Execute()
            {
                var colliderDistanceInput = new ColliderDistanceInput
                {
                    Collider    = Collider,
                    Transform   = Transform,
                    MaxDistance = MaxDistance
                };

                if (CollectAllHits)
                {
                    World.CalculateDistance(colliderDistanceInput, ref DistanceHits);
                }
                else if (World.CalculateDistance(colliderDistanceInput, out DistanceHit hit))
                {
                    DistanceHits.Add(hit);
                }
            }
コード例 #15
0
        public unsafe void PhysicsBodyCalculateDistanceTest()
        {
            var geometry = new BoxGeometry
            {
                Size = new float2(1f),
            };

            using (var collider = PhysicsBoxCollider.Create(geometry))
            {
                var physicsBody = new PhysicsBody(collider);

                var circleGeometry = new CircleGeometry {
                    Radius = 1f
                };

                using (var circleBlob = PhysicsCircleCollider.Create(circleGeometry))
                {
                    var queryInput = new ColliderDistanceInput
                    {
                        Collider  = circleBlob,
                        Transform = new PhysicsTransform(new float2(-10f))
                    };

                    var closestHit = new DistanceHit();
                    var allHits    = new NativeList <DistanceHit>(Allocator.Temp);

                    // OK case : with enough max distance
                    queryInput.MaxDistance = 10000.0f;
                    Assert.IsTrue(physicsBody.CalculateDistance(queryInput));
                    Assert.IsTrue(physicsBody.CalculateDistance(queryInput, out closestHit));
                    Assert.IsTrue(physicsBody.CalculateDistance(queryInput, ref allHits));

                    // Fail case : not enough max distance
                    queryInput.MaxDistance = 1f;
                    Assert.IsFalse(physicsBody.CalculateDistance(queryInput));
                    Assert.IsFalse(physicsBody.CalculateDistance(queryInput, out closestHit));
                    Assert.IsFalse(physicsBody.CalculateDistance(queryInput, ref allHits));

                    allHits.Dispose();
                }
            }
        }
コード例 #16
0
    protected override void OnUpdate()
    {
        EntityManager.DestroyEntity(GetSingletonEntity <UpdateOnce>());

        Entities.WithAny <PowerupTag>().ForEach((ref Translation position) => {
            var collider = new PhysicsCollider
            {
                Value = Unity.Physics.SphereCollider.Create(
                    new SphereGeometry
                {
                    Center = float3.zero,
                    Radius = 0.1f
                },
                    new CollisionFilter
                {
                    BelongsTo        = 1 << 5,
                        CollidesWith = 1 << 4,
                        GroupIndex   = 0
                }
                    )
            };

            var distanceQueryInput = new ColliderDistanceInput
            {
                Collider  = collider.ColliderPtr,
                Transform = new RigidTransform
                {
                    pos = position.Value,
                    rot = quaternion.identity
                },
                MaxDistance = 20
            };

            World.GetExistingSystem <BuildPhysicsWorld>().PhysicsWorld.CalculateDistance(distanceQueryInput, out DistanceHit hit);

            position = new Translation {
                Value = hit.Position + hit.SurfaceNormal * 3.5f
            };
        });
    }
コード例 #17
0
    public static unsafe void CheckSupport(PhysicsWorld world, float deltaTime, RigidTransform transform,
                                           float3 downwardsDirection, float maxSlope, float contactTolerance, Collider *collider, ref NativeArray <SurfaceConstraintInfo> constraints,
                                           ref NativeArray <DistanceHit> checkSupportHits, out CharacterSupportState characterState)
    {
        // Downwards direction must be normalized
        Assert.IsTrue(Math.IsNormalized(downwardsDirection));

        // "Broad phase"
        MaxHitsCollector <DistanceHit> collector = new MaxHitsCollector <DistanceHit>(contactTolerance, ref checkSupportHits);

        {
            ColliderDistanceInput input = new ColliderDistanceInput()
            {
                MaxDistance = contactTolerance,
                Transform   = transform,
                Collider    = collider
            };
            world.CalculateDistance(input, ref collector);
        }

        // Iterate over hits and create constraints from them
        for (int i = 0; i < collector.NumHits; i++)
        {
            DistanceHit hit = collector.AllHits[i];
            CreateConstraintFromHit(world, float3.zero, deltaTime, hit.RigidBodyIndex, hit.ColliderKey,
                                    hit.Position, hit.SurfaceNormal, hit.Distance, true, out SurfaceConstraintInfo constraint);
            constraints[i] = constraint;
        }

        // Solve downwards
        float3 outVelocity = downwardsDirection;
        float3 outPosition = transform.pos;

        SimplexSolver.Solve(world, deltaTime, -downwardsDirection, collector.NumHits, ref constraints, ref outPosition, ref outVelocity, out float integratedTime);

        // If no hits, proclaim unsupported state
        if (collector.NumHits == 0)
        {
            characterState = CharacterSupportState.Unsupported;
        }
        else
        {
            if (math.lengthsq(downwardsDirection - outVelocity) < SimplexSolver.c_SimplexSolverEpsilon)
            {
                // If velocity hasn't changed significantly, declare unsupported state
                characterState = CharacterSupportState.Unsupported;
            }
            else if (math.lengthsq(outVelocity) < SimplexSolver.c_SimplexSolverEpsilon)
            {
                // If velocity is very small, declare supported state
                characterState = CharacterSupportState.Supported;
            }
            else
            {
                // Check if sliding or supported
                outVelocity = math.normalize(outVelocity);
                float slopeAngleSin   = math.dot(outVelocity, downwardsDirection);
                float slopeAngleCosSq = 1 - slopeAngleSin * slopeAngleSin;
                float maxSlopeCosine  = math.cos(maxSlope);
                if (slopeAngleCosSq < maxSlopeCosine * maxSlopeCosine)
                {
                    characterState = CharacterSupportState.Sliding;
                }
                else
                {
                    characterState = CharacterSupportState.Supported;
                }
            }
        }
    }
コード例 #18
0
    public static unsafe void CollideAndIntegrate(PhysicsWorld world, float deltaTime,
                                                  int maxIterations, float3 up, float3 gravity,
                                                  float characterMass, float tau, float damping, float maxSlope, bool affectBodies, Collider *collider,
                                                  ref NativeArray <DistanceHit> distanceHits, ref NativeArray <ColliderCastHit> castHits, ref NativeArray <SurfaceConstraintInfo> constraints,
                                                  ref RigidTransform transform, ref float3 linearVelocity, ref BlockStream.Writer deferredImpulseWriter)
    {
        float  remainingTime    = deltaTime;
        float3 lastDisplacement = linearVelocity * remainingTime;

        float3     newPosition = transform.pos;
        quaternion orientation = transform.rot;
        float3     newVelocity = linearVelocity;

        float maxSlopeCos = math.cos(maxSlope);

        const float timeEpsilon = 0.000001f;

        for (int i = 0; i < maxIterations && remainingTime > timeEpsilon; i++)
        {
            // First do distance query for penetration recovery
            MaxHitsCollector <DistanceHit> distanceHitsCollector = new MaxHitsCollector <DistanceHit>(0.0f, ref distanceHits);
            int numConstraints = 0;
            {
                ColliderDistanceInput input = new ColliderDistanceInput()
                {
                    MaxDistance = 0.0f,
                    Transform   = new RigidTransform
                    {
                        pos = newPosition,
                        rot = orientation,
                    },
                    Collider = collider
                };
                world.CalculateDistance(input, ref distanceHitsCollector);

                // Iterate over hits and create constraints from them
                for (int hitIndex = 0; hitIndex < distanceHitsCollector.NumHits; hitIndex++)
                {
                    DistanceHit hit = distanceHitsCollector.AllHits[hitIndex];
                    CreateConstraintFromHit(world, gravity, deltaTime, hit.RigidBodyIndex, hit.ColliderKey, hit.Position,
                                            hit.SurfaceNormal, hit.Distance, false, out SurfaceConstraintInfo constraint);

                    // Potentially add a max slope constraint
                    AddMaxSlopeConstraint(up, maxSlopeCos, ref constraint, ref constraints, ref numConstraints);

                    // Add original constraint to the list
                    constraints[numConstraints++] = constraint;
                }
            }

            float3 gravityMovement = gravity * remainingTime * remainingTime * 0.5f;

            // Then do a collider cast
            {
                float3 displacement = lastDisplacement + gravityMovement;
                float3 endPosition  = newPosition + displacement;
                MaxHitsCollector <ColliderCastHit> collector = new MaxHitsCollector <ColliderCastHit>(1.0f, ref castHits);
                ColliderCastInput input = new ColliderCastInput()
                {
                    Collider    = collider,
                    Orientation = orientation,
                    Position    = newPosition,
                    Direction   = displacement
                };
                world.CastCollider(input, ref collector);

                // Iterate over hits and create constraints from them
                for (int hitIndex = 0; hitIndex < collector.NumHits; hitIndex++)
                {
                    ColliderCastHit hit = collector.AllHits[hitIndex];

                    bool found = false;
                    for (int distanceHitIndex = 0; distanceHitIndex < distanceHitsCollector.NumHits; distanceHitIndex++)
                    {
                        DistanceHit dHit = distanceHitsCollector.AllHits[distanceHitIndex];
                        if (dHit.RigidBodyIndex == hit.RigidBodyIndex &&
                            dHit.ColliderKey.Equals(hit.ColliderKey))
                        {
                            found = true;
                            break;
                        }
                    }

                    // Skip duplicate hits
                    if (!found)
                    {
                        CreateConstraintFromHit(world, gravity, deltaTime, hit.RigidBodyIndex, hit.ColliderKey, hit.Position, hit.SurfaceNormal,
                                                hit.Fraction * math.length(lastDisplacement), false, out SurfaceConstraintInfo constraint);

                        // Potentially add a max slope constraint
                        AddMaxSlopeConstraint(up, maxSlopeCos, ref constraint, ref constraints, ref numConstraints);

                        // Add original constraint to the list
                        constraints[numConstraints++] = constraint;
                    }
                }
            }

            // Solve
            float3 prevVelocity = newVelocity;
            float3 prevPosition = newPosition;
            SimplexSolver.Solve(world, remainingTime, up, numConstraints, ref constraints, ref newPosition, ref newVelocity, out float integratedTime);

            // Apply impulses to hit bodies
            if (affectBodies)
            {
                ResolveContacts(world, remainingTime, gravity, tau, damping, characterMass, prevVelocity, numConstraints, ref constraints, ref deferredImpulseWriter);
            }

            float3 newDisplacement = newPosition - prevPosition;

            // Check if we can walk to the position simplex solver has suggested
            MaxHitsCollector <ColliderCastHit> newCollector = new MaxHitsCollector <ColliderCastHit>(1.0f, ref castHits);
            int newContactIndex = -1;

            // If simplex solver moved the character we need to re-cast to make sure it can move to new position
            if (math.lengthsq(newDisplacement) > SimplexSolver.c_SimplexSolverEpsilon)
            {
                float3            displacement = newDisplacement + gravityMovement;
                float3            endPosition  = prevPosition + displacement;
                ColliderCastInput input        = new ColliderCastInput()
                {
                    Collider    = collider,
                    Orientation = orientation,
                    Position    = prevPosition,
                    Direction   = displacement
                };

                world.CastCollider(input, ref newCollector);

                for (int hitIndex = 0; hitIndex < newCollector.NumHits; hitIndex++)
                {
                    ColliderCastHit hit = newCollector.AllHits[hitIndex];

                    bool found = false;
                    for (int constraintIndex = 0; constraintIndex < numConstraints; constraintIndex++)
                    {
                        SurfaceConstraintInfo constraint = constraints[constraintIndex];
                        if (constraint.RigidBodyIndex == hit.RigidBodyIndex &&
                            constraint.ColliderKey.Equals(hit.ColliderKey))
                        {
                            found = true;
                            break;
                        }
                    }

                    if (!found)
                    {
                        newContactIndex = hitIndex;
                        break;
                    }
                }
            }

            // Move character along the newDisplacement direction until it reaches this new contact
            if (newContactIndex >= 0)
            {
                ColliderCastHit newContact = newCollector.AllHits[newContactIndex];

                float fraction = newContact.Fraction / math.length(newDisplacement);
                integratedTime *= fraction;

                float3 displacement = newDisplacement * fraction;
                newPosition = prevPosition + displacement;
            }

            remainingTime -= integratedTime;

            // Remember last displacement for next iteration
            lastDisplacement = newVelocity * remainingTime;
        }

        // Write back position and velocity
        transform.pos  = newPosition;
        linearVelocity = newVelocity;
    }
    protected override void OnUpdate()
    {
        PhysicsWorld pw          = bpw.PhysicsWorld;
        float        deltaTime   = Time.DeltaTime;
        var          parallelECB = es_ecb.CreateCommandBuffer().ToConcurrent();

        unsafe
        {
            Entities.ForEach((Entity e, int entityInQueryIndex, ref RangedWeaponParentData rwpd, ref Translation trans, ref Rotation rot, in LocalToWorld ltw) =>
            {
                rwpd.elapsedTime       += deltaTime;
                float3 directionToShoot = float3.zero;
                ColliderDistanceInput colliderDistanceInput = new ColliderDistanceInput
                {
                    Collider    = (Unity.Physics.Collider *)(rwpd.colliderCast.GetUnsafePtr()),
                    Transform   = new RigidTransform(rot.Value, trans.Value),
                    MaxDistance = 0.25f
                };
                if (pw.CalculateDistance(colliderDistanceInput, out DistanceHit hit))
                {
                    rwpd.currentTargetDistance = math.length(hit.Position - trans.Value);
                    directionToShoot           = math.normalize(hit.Position - trans.Value);
                    rot.Value = math.slerp(rot.Value, quaternion.LookRotation(directionToShoot, math.up()), deltaTime * 5);
                    if (rwpd.currentTargetDistance >= 1)
                    {
                        float height         = rwpd.currentTargetDistance / 4;
                        float denom          = math.sqrt((2 * height) / 9.8f);
                        rwpd.initialVelocity = new float3(0,
                                                          math.sqrt(2 * 9.8f * height),
                                                          rwpd.currentTargetDistance / (2 * denom));
                        rwpd.initialVelocity = math.mul(quaternion.LookRotation(directionToShoot, math.up()), rwpd.initialVelocity);
                        if (rwpd.elapsedTime >= rwpd.firingInterval)
                        {
                            rwpd.elapsedTime     = 0;
                            Entity defEntity     = parallelECB.Instantiate(entityInQueryIndex, rwpd.cannonBall);
                            float3 spawnPosition = math.transform(ltw.Value, new float3(0, 5.5f, 0));
                            parallelECB.SetComponent <Translation>(entityInQueryIndex, defEntity, new Translation {
                                Value = spawnPosition
                            });
                            parallelECB.AddComponent <CannonBallTag>(entityInQueryIndex, defEntity);
                            parallelECB.SetComponent <CannonBallTag>(entityInQueryIndex, defEntity, new CannonBallTag
                            {
                                initialVelocity        = rwpd.initialVelocity,
                                cannonBallColliderCast = rwpd.cannonBallColliderCast
                            });
                        }
                    }
                }
            }).ScheduleParallel();
        }

        Entities.ForEach((ref CannonComponentData ccd, ref Rotation rot, ref Translation trans, in LocalToWorld ltw, in Parent p) =>
        {
            if (HasComponent <RangedWeaponParentData>(p.Value))
            {
                RangedWeaponParentData rwpd = GetComponent <RangedWeaponParentData>(p.Value);
                if (rwpd.currentTargetDistance >= 1)
                {
                    float3 localUpDirection = math.transform(math.inverse(ltw.Value), ltw.Up);
                    float angle             = math.acos(math.dot(localUpDirection, rwpd.initialVelocity) / (math.length(localUpDirection) * (math.length(rwpd.initialVelocity))));
                    rot.Value = math.slerp(rot.Value, quaternion.Euler(angle, 0, 0), deltaTime * 5);
                }
            }
        }).ScheduleParallel();
    protected override void OnUpdate()
    {
        var          ecb              = es_ecb.CreateCommandBuffer();
        var          parallelECB      = ecb.ToConcurrent();
        PhysicsWorld pw               = bpw.PhysicsWorld;
        float        deltaTime        = Time.DeltaTime;
        float3       directionToShoot = float3.zero;

        unsafe
        {
            Entities.ForEach((ref ShooterComponentData scd, ref Translation trans, ref Rotation rot, in LocalToWorld ltw) =>
            {
                scd.elapsedTime += deltaTime;
                ColliderDistanceInput colliderDistanceInput = new ColliderDistanceInput
                {
                    Collider    = (Unity.Physics.Collider *)(scd.colliderCast.GetUnsafePtr()),
                    Transform   = new RigidTransform(rot.Value, trans.Value),
                    MaxDistance = 0.25f
                };
                if (pw.CalculateDistance(colliderDistanceInput, out DistanceHit hit))
                {
                    directionToShoot            = math.normalize(hit.Position - trans.Value);
                    rot.Value                   = math.slerp(rot.Value, quaternion.LookRotation(directionToShoot, math.up()), deltaTime * 25);
                    scd.projectileSpawnPosition = math.transform(ltw.Value, new float3(0, 0.3f, 0.7f));
                    if (scd.elapsedTime >= scd.firingInterval)
                    {
                        scd.elapsedTime   = 0;
                        Entity projectile = ecb.Instantiate(scd.projectile);
                        ecb.SetComponent(projectile, new Translation {
                            Value = scd.projectileSpawnPosition
                        });
                        ecb.SetComponent(projectile, new Rotation {
                            Value = quaternion.LookRotation(ltw.Forward, math.up())
                        });
                        ecb.AddComponent <ProjectileFired>(projectile);
                        ecb.SetComponent(projectile, new ProjectileFired
                        {
                            elapsedTime        = 0,
                            projectileSpeed    = scd.projectileSpeed,
                            projectileLifeTime = scd.projectileLifeTime
                        });
                    }
                }
            }).Run();
        }

        Entities.ForEach((Entity e, int entityInQueryIndex, ref ProjectileFired pf, ref Translation trans, in LocalToWorld ltw) =>
        {
            pf.elapsedTime += deltaTime;
            trans.Value    += ltw.Forward * pf.projectileSpeed * deltaTime;
            if (pf.elapsedTime > pf.projectileLifeTime)
            {
                parallelECB.DestroyEntity(entityInQueryIndex, e);
            }
        }).ScheduleParallel();

        es_ecb.AddJobHandleForProducer(Dependency);

        JobHandle jh = new ProjectileCollisionJob()
        {
            enemyGroup            = GetComponentDataFromEntity <EnemyComponentData>(),
            activeProjectileGroup = GetComponentDataFromEntity <ProjectileFired>(),
            ecb = es_ecb_Job.CreateCommandBuffer()
        }.Schedule(spw.Simulation, ref bpw.PhysicsWorld, Dependency);

        es_ecb_Job.AddJobHandleForProducer(jh);
    }
コード例 #21
0
    public static unsafe void CollideAndIntegrate(
        CharacterControllerStepInput stepInput, float characterMass, bool affectBodies, Unity.Physics.Collider *collider,
        ref RigidTransform transform, ref float3 linearVelocity, ref NativeStream.Writer deferredImpulseWriter,
        NativeList <StatefulCollisionEvent> collisionEvents = default, NativeList <StatefulTriggerEvent> triggerEvents = default)
    {
        // Copy parameters
        float        deltaTime = stepInput.DeltaTime;
        float3       up        = stepInput.Up;
        PhysicsWorld world     = stepInput.World;

        float remainingTime = deltaTime;

        float3     newPosition = transform.pos;
        quaternion orientation = transform.rot;
        float3     newVelocity = linearVelocity;

        float maxSlopeCos = math.cos(stepInput.MaxSlope);

        const float timeEpsilon = 0.000001f;

        for (int i = 0; i < stepInput.MaxIterations && remainingTime > timeEpsilon; i++)
        {
            NativeList <SurfaceConstraintInfo> constraints = new NativeList <SurfaceConstraintInfo>(k_DefaultConstraintsCapacity, Allocator.Temp);

            // Do a collider cast
            {
                float3 displacement = newVelocity * remainingTime;
                NativeList <ColliderCastHit> triggerHits = default;
                if (triggerEvents.IsCreated)
                {
                    triggerHits = new NativeList <ColliderCastHit>(k_DefaultQueryHitsCapacity / 4, Allocator.Temp);
                }
                NativeList <ColliderCastHit> castHits = new NativeList <ColliderCastHit>(k_DefaultQueryHitsCapacity, Allocator.Temp);
                CharacterControllerAllHitsCollector <ColliderCastHit> collector = new CharacterControllerAllHitsCollector <ColliderCastHit>(
                    stepInput.RigidBodyIndex, 1.0f, ref castHits, world, triggerHits);
                ColliderCastInput input = new ColliderCastInput()
                {
                    Collider    = collider,
                    Orientation = orientation,
                    Start       = newPosition,
                    End         = newPosition + displacement
                };
                world.CastCollider(input, ref collector);

                // Iterate over hits and create constraints from them
                for (int hitIndex = 0; hitIndex < collector.NumHits; hitIndex++)
                {
                    ColliderCastHit hit = collector.AllHits[hitIndex];
                    CreateConstraint(stepInput.World, stepInput.Up,
                                     hit.RigidBodyIndex, hit.ColliderKey, hit.Position, hit.SurfaceNormal, math.dot(-hit.SurfaceNormal, hit.Fraction * displacement),
                                     stepInput.SkinWidth, maxSlopeCos, ref constraints);
                }

                // Update trigger events
                if (triggerEvents.IsCreated)
                {
                    UpdateTriggersSeen(stepInput, triggerHits, triggerEvents, collector.MinHitFraction);
                }
            }

            // Then do a collider distance for penetration recovery,
            // but only fix up penetrating hits
            {
                // Collider distance query
                NativeList <DistanceHit> distanceHits = new NativeList <DistanceHit>(k_DefaultQueryHitsCapacity, Allocator.Temp);
                CharacterControllerAllHitsCollector <DistanceHit> distanceHitsCollector = new CharacterControllerAllHitsCollector <DistanceHit>(
                    stepInput.RigidBodyIndex, stepInput.ContactTolerance, ref distanceHits, world);
                {
                    ColliderDistanceInput input = new ColliderDistanceInput()
                    {
                        MaxDistance = stepInput.ContactTolerance,
                        Transform   = transform,
                        Collider    = collider
                    };
                    world.CalculateDistance(input, ref distanceHitsCollector);
                }

                // Iterate over penetrating hits and fix up distance and normal
                int numConstraints = constraints.Length;
                for (int hitIndex = 0; hitIndex < distanceHitsCollector.NumHits; hitIndex++)
                {
                    DistanceHit hit = distanceHitsCollector.AllHits[hitIndex];
                    if (hit.Distance < stepInput.SkinWidth)
                    {
                        bool found = false;

                        // Iterate backwards to locate the original constraint before the max slope constraint
                        for (int constraintIndex = numConstraints - 1; constraintIndex >= 0; constraintIndex--)
                        {
                            SurfaceConstraintInfo constraint = constraints[constraintIndex];
                            if (constraint.RigidBodyIndex == hit.RigidBodyIndex &&
                                constraint.ColliderKey.Equals(hit.ColliderKey))
                            {
                                // Fix up the constraint (normal, distance)
                                {
                                    // Create new constraint
                                    CreateConstraintFromHit(world, hit.RigidBodyIndex, hit.ColliderKey,
                                                            hit.Position, hit.SurfaceNormal, hit.Distance,
                                                            stepInput.SkinWidth, out SurfaceConstraintInfo newConstraint);

                                    // Resolve its penetration
                                    ResolveConstraintPenetration(ref newConstraint);

                                    // Write back
                                    constraints[constraintIndex] = newConstraint;
                                }

                                found = true;
                                break;
                            }
                        }

                        // Add penetrating hit not caught by collider cast
                        if (!found)
                        {
                            CreateConstraint(stepInput.World, stepInput.Up,
                                             hit.RigidBodyIndex, hit.ColliderKey, hit.Position, hit.SurfaceNormal, hit.Distance,
                                             stepInput.SkinWidth, maxSlopeCos, ref constraints);
                        }
                    }
                }
            }

            // Min delta time for solver to break
            float minDeltaTime = 0.0f;
            if (math.lengthsq(newVelocity) > k_SimplexSolverEpsilonSq)
            {
                // Min delta time to travel at least 1cm
                minDeltaTime = 0.01f / math.length(newVelocity);
            }

            // Solve
            float3 prevVelocity = newVelocity;
            float3 prevPosition = newPosition;
            SimplexSolver.Solve(remainingTime, minDeltaTime, up, stepInput.MaxMovementSpeed, constraints, ref newPosition, ref newVelocity, out float integratedTime);

            // Apply impulses to hit bodies and store collision events
            if (affectBodies || collisionEvents.IsCreated)
            {
                CalculateAndStoreDeferredImpulsesAndCollisionEvents(stepInput, affectBodies, characterMass,
                                                                    prevVelocity, constraints, ref deferredImpulseWriter, collisionEvents);
            }

            // Calculate new displacement
            float3 newDisplacement = newPosition - prevPosition;

            // If simplex solver moved the character we need to re-cast to make sure it can move to new position
            if (math.lengthsq(newDisplacement) > k_SimplexSolverEpsilon)
            {
                // Check if we can walk to the position simplex solver has suggested
                var newCollector = new CharacterControllerClosestHitCollector <ColliderCastHit>(constraints, world, stepInput.RigidBodyIndex, 1.0f);

                ColliderCastInput input = new ColliderCastInput()
                {
                    Collider    = collider,
                    Orientation = orientation,
                    Start       = prevPosition,
                    End         = prevPosition + newDisplacement
                };

                world.CastCollider(input, ref newCollector);

                if (newCollector.NumHits > 0)
                {
                    ColliderCastHit hit = newCollector.ClosestHit;

                    // Move character along the newDisplacement direction until it reaches this new contact
                    {
                        Assert.IsTrue(hit.Fraction >= 0.0f && hit.Fraction <= 1.0f);

                        integratedTime *= hit.Fraction;
                        newPosition     = prevPosition + newDisplacement * hit.Fraction;
                    }
                }
            }

            // Reduce remaining time
            remainingTime -= integratedTime;

            // Write back position so that the distance query will update results
            transform.pos = newPosition;
        }

        // Write back final velocity
        linearVelocity = newVelocity;
    }
コード例 #22
0
 public bool CalculateDistance <T>(ColliderDistanceInput input, ref T collector) where T : struct, ICollector <DistanceHit>
 {
     return(CollisionWorld.CalculateDistance(input, ref collector));
 }
コード例 #23
0
 public bool CalculateDistance <T>(ColliderDistanceInput input, ref T collector) where T : struct, ICollector <DistanceHit>
 {
     return(Broadphase.CalculateDistance(input, m_Bodies, ref collector));
 }
コード例 #24
0
    public static unsafe void CheckSupport(
        ref PhysicsWorld world, ref PhysicsCollider collider, CharacterControllerStepInput stepInput, RigidTransform transform, float maxSlope,
        out CharacterSupportState characterState, out float3 surfaceNormal, out float3 surfaceVelocity)
    {
        surfaceNormal   = float3.zero;
        surfaceVelocity = float3.zero;

        // Query the world
        NativeList <DistanceHit> distanceHits = new NativeList <DistanceHit>(k_DefaultQueryHitsCapacity, Allocator.Temp);
        SelfFilteringAllHitsCollector <DistanceHit> distanceHitsCollector = new SelfFilteringAllHitsCollector <DistanceHit>(
            stepInput.RigidBodyIndex, stepInput.ContactTolerance, ref distanceHits);

        {
            ColliderDistanceInput input = new ColliderDistanceInput()
            {
                MaxDistance = stepInput.ContactTolerance,
                Transform   = transform,
                Collider    = collider.ColliderPtr
            };
            world.CalculateDistance(input, ref distanceHitsCollector);
        }

        // If no hits, proclaim unsupported state
        if (distanceHitsCollector.NumHits == 0)
        {
            characterState = CharacterSupportState.Unsupported;
            return;
        }

        // Downwards direction must be normalized
        float3 downwardsDirection = -stepInput.Up;

        Assert.IsTrue(Math.IsNormalized(downwardsDirection));

        float maxSlopeCos = math.cos(maxSlope);

        // Iterate over distance hits and create constraints from them
        NativeList <SurfaceConstraintInfo> constraints = new NativeList <SurfaceConstraintInfo>(k_DefaultConstraintsCapacity, Allocator.Temp);

        for (int i = 0; i < distanceHitsCollector.NumHits; i++)
        {
            DistanceHit hit = distanceHitsCollector.AllHits[i];
            if (ColliderUtils.IsTrigger(world.Bodies[hit.RigidBodyIndex].Collider, hit.ColliderKey))
            {
                continue;
            }
            CreateConstraint(stepInput.World, stepInput.Up,
                             hit.RigidBodyIndex, hit.ColliderKey, hit.Position, hit.SurfaceNormal, hit.Distance,
                             stepInput.SkinWidth, maxSlopeCos, ref constraints);
        }

        float3 initialVelocity;
        {
            float velAlongDownwardsDir = math.dot(stepInput.CurrentVelocity, downwardsDirection);
            bool  velocityIsAlongDownwardsDirection = velAlongDownwardsDir > 0.0f;
            if (velocityIsAlongDownwardsDirection)
            {
                float3 downwardsVelocity = velAlongDownwardsDir * downwardsDirection;
                initialVelocity =
                    math.select(downwardsVelocity, downwardsDirection, math.abs(velAlongDownwardsDir) > 1.0f) +
                    stepInput.Gravity * stepInput.DeltaTime;
            }
            else
            {
                initialVelocity = downwardsDirection;
            }
        }

        // Solve downwards (don't use min delta time, try to solve full step)
        float3 outVelocity = initialVelocity;
        float3 outPosition = transform.pos;

        SimplexSolver.Solve(stepInput.World, stepInput.DeltaTime, stepInput.DeltaTime, stepInput.Up, stepInput.MaxMovementSpeed,
                            constraints, ref outPosition, ref outVelocity, out float integratedTime, false);

        // Get info on surface
        {
            int numSupportingPlanes = 0;
            for (int j = 0; j < constraints.Length; j++)
            {
                var constraint = constraints[j];
                if (constraint.Touched && !constraint.IsTooSteep)
                {
                    numSupportingPlanes++;
                    surfaceNormal   += constraint.Plane.Normal;
                    surfaceVelocity += constraint.Velocity;
                }
            }

            if (numSupportingPlanes > 0)
            {
                float invNumSupportingPlanes = 1.0f / numSupportingPlanes;
                surfaceNormal   *= invNumSupportingPlanes;
                surfaceVelocity *= invNumSupportingPlanes;

                surfaceNormal = math.normalize(surfaceNormal);
            }
        }

        // Check support state
        {
            if (math.lengthsq(initialVelocity - outVelocity) < k_SimplexSolverEpsilonSq)
            {
                // If velocity hasn't changed significantly, declare unsupported state
                characterState = CharacterSupportState.Unsupported;
            }
            else if (math.lengthsq(outVelocity) < k_SimplexSolverEpsilonSq)
            {
                // If velocity is very small, declare supported state
                characterState = CharacterSupportState.Supported;
            }
            else
            {
                // Check if sliding or supported
                outVelocity = math.normalize(outVelocity);
                float slopeAngleSin   = math.max(0.0f, math.dot(outVelocity, downwardsDirection));
                float slopeAngleCosSq = 1 - slopeAngleSin * slopeAngleSin;
                if (slopeAngleCosSq < maxSlopeCos * maxSlopeCos)
                {
                    characterState = CharacterSupportState.Sliding;
                }
                else
                {
                    characterState = CharacterSupportState.Supported;
                }
            }
        }
    }
コード例 #25
0
        public static bool CalculateDistance <T>(ref T target, ColliderDistanceInput input, ref NativeList <DistanceHit> allHits) where T : struct, ICollidable
        {
            var collector = new AllHitsCollector <DistanceHit>(input.MaxDistance, ref allHits);

            return(target.CalculateDistance(input, ref collector));
        }
コード例 #26
0
 // Collider distance
 public bool CalculateDistance(ColliderDistanceInput input) => QueryWrappers.CalculateDistance(ref this, input);
コード例 #27
0
 public bool CalculateDistance(ColliderDistanceInput input, out DistanceHit closestHit) => QueryWrappers.CalculateDistance(ref this, input, out closestHit);
コード例 #28
0
            public void Execute(ArchetypeChunk chunk, int chunkIndex, int firstEntityIndex)
            {
                NativeArray <CharacterController> chunkCharacterControllers = chunk.GetNativeArray(CharacterControllerType);
                NativeArray <PhysicsCollider>     chunkPhysicsColliders     = chunk.GetNativeArray(PhysicsColliderType);
                NativeArray <Translation>         chunkTranslations         = chunk.GetNativeArray(TranslationType);
                NativeArray <Rotation>            chunkRotations            = chunk.GetNativeArray(RotationType);

                for (int i = 0; i < chunk.Count; i++)
                {
                    CharacterController controller  = chunkCharacterControllers[i];
                    PhysicsCollider     collider    = chunkPhysicsColliders[i];
                    Translation         translation = chunkTranslations[i];
                    Rotation            rotation    = chunkRotations[i];

                    RigidTransform transform = new RigidTransform
                    {
                        pos = translation.Value,
                        rot = rotation.Value
                    };

                    unsafe
                    {
                        Collider *queryCollider;
                        {
                            Collider *colliderPtr = collider.ColliderPtr;

                            byte *copiedColliderMemory = stackalloc byte[colliderPtr->MemorySize];
                            queryCollider = (Collider *)(copiedColliderMemory);
                            UnsafeUtility.MemCpy(queryCollider, colliderPtr, colliderPtr->MemorySize);
                            queryCollider->Filter = CollisionFilter.Default;
                        }

                        KinematicMotorUtilities.MaxHitCollector <DistanceHit> distanceHitCollector = new KinematicMotorUtilities.MaxHitCollector <DistanceHit>(controller.GroundTollerance, ref DistanceHits);
                        {
                            ColliderDistanceInput input = new ColliderDistanceInput
                            {
                                MaxDistance = controller.GroundTollerance,
                                Transform   = transform,
                                Collider    = queryCollider
                            };
                            World.CalculateDistance(input, ref distanceHitCollector);
                        }

                        for (int hitIndex = 0; hitIndex < distanceHitCollector.NumHits; hitIndex++)
                        {
                            DistanceHit hit = distanceHitCollector.AllHits[hitIndex];
                            KinematicMotorUtilities.CreateConstraintFromHit(World, hit.ColliderKey, hit.RigidBodyIndex, hit.Position, float3.zero, hit.SurfaceNormal, hit.Distance, DeltaTime, out SurfaceConstraintInfo constraint);
                            SurfaceConstraintInfos[hitIndex] = constraint;
                        }

                        float3 outPosition = transform.pos;
                        float3 outVelocity = -math.up();
                        SimplexSolver.Solve(World, DeltaTime, math.up(), distanceHitCollector.NumHits, ref SurfaceConstraintInfos, ref outPosition, ref outVelocity, out float integratedTime);

                        if (distanceHitCollector.NumHits == 0)
                        {
                            controller.State = CharacterControllerState.NONE;
                        }
                        else
                        {
                            outVelocity = math.normalize(outVelocity);
                            float slopeAngleSin   = math.dot(outVelocity, -math.up());
                            float slopeAngleCosSq = 1 - slopeAngleSin * slopeAngleSin;
                            float maxSlopeCos     = math.cos(controller.MaxSlope);

                            controller.State = CharacterControllerState.GROUNDED;
                        }
                    }

                    // Apply data back to chunk
                    {
                        chunkCharacterControllers[i] = controller;
                    }
                }
            }
コード例 #29
0
        public static bool CalculateDistance <T>(ref T target, ColliderDistanceInput input) where T : struct, ICollidable
        {
            var collector = new AnyHitCollector <DistanceHit>(input.MaxDistance);

            return(target.CalculateDistance(input, ref collector));
        }
コード例 #30
0
 public bool CalculateDistance(ColliderDistanceInput input, ref NativeList <DistanceHit> allHits) => QueryWrappers.CalculateDistance(ref this, input, ref allHits);