示例#1
0
            public TestBox(BoxGeometry geometry, float3 translation, quaternion rotation)
            {
                Entity = EntityManager.CreateEntity(
                    typeof(PhysicsColliderBlob),
                    typeof(LocalToWorld)
                    );

                Geometry = geometry;

                PhysicsTransform = new PhysicsTransform(translation, rotation);
                Translation      = translation;
                Rotation         = rotation;

                var colliderBlob = PhysicsBoxCollider.Create(Geometry);

                Aabb = colliderBlob.Value.CalculateAabb(PhysicsTransform);

                EntityManager.AddComponentData(
                    Entity,
                    new PhysicsColliderBlob {
                    Collider = colliderBlob
                }
                    );

                EntityManager.AddComponentData(
                    Entity,
                    new LocalToWorld {
                    Value = new float4x4(rotation, translation)
                }
                    );
            }
示例#2
0
        private static unsafe void DrawConvex(
            Collider *collider,
            ref PhysicsTransform worldTransform,
            ref PhysicsDebugStreamSystem.Context outputStream,
            Color colliderColor)
        {
            var convexCollider = (ConvexCollider *)collider;
            var vertexCount    = convexCollider->VertexCount;
            var vertices       = convexCollider->Vertices;
            var convexRadius   = convexCollider->m_ConvexHull.ConvexRadius;

            switch (collider->ColliderType)
            {
            case ColliderType.Box:
            case ColliderType.Polygon:
            {
                Assert.IsTrue(vertexCount >= 3, "ConvexCollider must have >= 3 vertices.");

                outputStream.Polygon(vertices, vertexCount, worldTransform, colliderColor);
                return;
            }

            case ColliderType.Circle:
            {
                Assert.AreEqual(1, vertexCount, "CircleCollider must have 1 vertex.");

                var position = PhysicsMath.mul(worldTransform, vertices[0]);
                outputStream.Circle(position, convexRadius, colliderColor);
                return;
            }

            case ColliderType.Capsule:
            {
                Assert.AreEqual(2, vertexCount, "CapsuleCollider must have 2 vertices.");

                var vertex0 = PhysicsMath.mul(worldTransform, vertices[0]);
                var vertex1 = PhysicsMath.mul(worldTransform, vertices[1]);
                var offset  = PhysicsMath.perp(math.normalizesafe(vertex1 - vertex0)) * new float2(convexRadius);

                // Side Edges.
                {
                    outputStream.Line(vertex0 - offset, vertex1 - offset, colliderColor);
                    outputStream.Line(vertex0 + offset, vertex1 + offset, colliderColor);
                }

                // End Caps.
                {
                    var startAngle = math.atan2(offset.y, offset.x);
                    var endAngle   = startAngle + math.PI;
                    outputStream.Arc(vertex0, convexRadius, startAngle, endAngle, colliderColor);
                    outputStream.Arc(vertex1, convexRadius, startAngle + math.PI, endAngle + math.PI, colliderColor);
                }

                return;
            }

            default:
                return;
            }
        }
示例#3
0
            public void Execute(ArchetypeChunk chunk, int chunkIndex, int firstEntityIndex)
            {
                var entities      = chunk.GetNativeArray(EntityType);
                var localToWorlds = chunk.GetNativeArray(LocalToWorldType);
                var translations  = chunk.GetNativeArray(TranslationType);
                var rotations     = chunk.GetNativeArray(RotationType);
                var colliders     = chunk.GetNativeArray(ColliderType);

                var hasParentType       = chunk.Has(ParentType);
                var hasLocalToWorldType = chunk.Has(LocalToWorldType);
                var hasTranslationType  = chunk.Has(TranslationType);
                var hasRotationType     = chunk.Has(RotationType);
                var hasColliderType     = chunk.Has(ColliderType);

                var worldTransform = PhysicsTransform.Identity;

                var instanceCount = chunk.Count;

                for (int i = 0, physicsBodyIndex = firstEntityIndex; i < instanceCount; ++i, ++physicsBodyIndex)
                {
                    if (hasParentType)
                    {
                        if (hasLocalToWorldType)
                        {
                            var localToWorld = localToWorlds[i];
                            var matrix       = localToWorld.Value;
                            var orientation  = quaternion.LookRotationSafe(matrix.c2.xyz, matrix.c1.xyz);
                            worldTransform = new PhysicsTransform(localToWorld.Position, orientation);
                        }
                    }
                    else
                    {
                        if (hasTranslationType)
                        {
                            worldTransform.Translation = translations[i].Value.xy;
                        }
                        else if (hasLocalToWorldType)
                        {
                            worldTransform.Translation = localToWorlds[i].Position.xy;
                        }

                        if (hasRotationType)
                        {
                            worldTransform.SetQuaternionRotation(rotations[i].Value);
                        }
                        else if (hasLocalToWorldType)
                        {
                            var localToWorld = localToWorlds[i];
                            var matrix       = localToWorld.Value;
                            worldTransform.SetQuaternionRotation(quaternion.LookRotationSafe(matrix.c2.xyz, matrix.c1.xyz));
                        }
                    }

                    var entity = entities[i];

                    PhysicsBodies[physicsBodyIndex] = new PhysicsBody
                    {
                        Collider       = hasColliderType ? colliders[i].Collider : default,
示例#4
0
        public unsafe void PhysicsBodyOverlapColliderTest()
        {
            var geometry = new BoxGeometry
            {
                Size = new float2(2f),
            };

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

                var queryInput = new OverlapColliderInput()
                {
                    Filter = CollisionFilter.Default
                };
                var closestHit = new OverlapColliderHit();
                var allHits    = new NativeList <OverlapColliderHit>(Allocator.Temp);

                var circleGeometry = new CircleGeometry {
                    Radius = 0.5f
                };
                using (var circleBlob = PhysicsCircleCollider.Create(circleGeometry))
                {
                    queryInput.Collider = circleBlob;

                    // OK case.
                    var transformOK = new PhysicsTransform(new float2(1f));
                    queryInput.Transform = transformOK;
                    Assert.IsTrue(physicsBody.OverlapCollider(queryInput));
                    Assert.IsTrue(physicsBody.OverlapCollider(queryInput, out closestHit));
                    Assert.IsTrue(physicsBody.OverlapCollider(queryInput, ref allHits));

                    // Fail Case.
                    var transformFail = new PhysicsTransform(new float2(-10f));
                    queryInput.Transform = transformFail;
                    Assert.IsFalse(physicsBody.OverlapCollider(queryInput));
                    Assert.IsFalse(physicsBody.OverlapCollider(queryInput, out closestHit));
                    Assert.IsFalse(physicsBody.OverlapCollider(queryInput, ref allHits));
                }

                allHits.Dispose();
            }
        }
示例#5
0
        public static unsafe void DrawCollider(
            Collider *collider,
            ref PhysicsTransform worldTransform,
            ref PhysicsDebugStreamSystem.Context outputStream,
            Color colliderColor)
        {
            switch (collider->CollisionType)
            {
            case CollisionType.Convex:
            {
                DrawConvex(collider, ref worldTransform, ref outputStream, colliderColor);
                return;
            }

            case CollisionType.Composite:
            {
                DrawComposite(collider, ref worldTransform, ref outputStream, colliderColor);
                return;
            }
            }
        }
示例#6
0
        private static unsafe void DrawComposite(
            Collider *collider,
            ref PhysicsTransform worldTransform,
            ref PhysicsDebugStreamSystem.Context outputStream,
            Color colliderColor)
        {
            switch (collider->ColliderType)
            {
            case ColliderType.Compound:
            {
                var compoundCollider = (PhysicsCompoundCollider *)collider;
                var children         = compoundCollider->Children;

                for (var i = 0; i < children.Length; ++i)
                {
                    ref PhysicsCompoundCollider.Child child = ref children[i];

                    var colliderWorldTransform = PhysicsMath.mul(worldTransform, child.CompoundFromChild);
                    DrawCollider(children[i].Collider, ref colliderWorldTransform, ref outputStream, colliderColor);
                }

                return;
            }
            }
示例#7
0
        static unsafe bool CastCollider(
            Ray ray, ref float2x2 rotation,
            ref DistanceProxy proxySource, ref DistanceProxy proxyTarget,
            out ColliderCastHit hit)
        {
            hit = default;

            var transformSource = new PhysicsTransform
            {
                Translation = ray.Origin,
                Rotation    = rotation
            };

            // Check we're not initially overlapped.
            if ((proxySource.VertexCount < 3 || proxyTarget.VertexCount < 3) &&
                OverlapQueries.OverlapConvexConvex(ref transformSource, ref proxySource, ref proxyTarget))
            {
                return(false);
            }

            // B = Source
            // A = Target

            var radiusSource = proxySource.ConvexRadius;
            var radiusTarget = proxyTarget.ConvexRadius;
            var totalRadius  = radiusSource + radiusTarget;

            var invRotation = math.inverse(rotation);

            var sweepDirection = ray.Displacement;
            var normal         = float2.zero;
            var lambda         = 0.0f;

            // Initialize the simplex.
            var simplex = new Simplex();

            simplex.Count = 0;
            var vertices = &simplex.Vertex1;

            // Get a support point in the inverse direction.
            var indexTarget   = proxyTarget.GetSupport(-sweepDirection);
            var supportTarget = proxyTarget.Vertices[indexTarget];
            var indexSource   = proxySource.GetSupport(PhysicsMath.mul(invRotation, sweepDirection));
            var supportSource = PhysicsMath.mul(transformSource, proxySource.Vertices[indexSource]);
            var v             = supportTarget - supportSource;

            // Sigma is the target distance between polygons
            var         sigma     = math.max(PhysicsSettings.Constants.MinimumConvexRadius, totalRadius - PhysicsSettings.Constants.MinimumConvexRadius);
            const float tolerance = PhysicsSettings.Constants.LinearSlop * 0.5f;

            var iteration = 0;

            while (
                iteration++ < PhysicsSettings.Constants.MaxGJKInterations &&
                math.abs(math.length(v) - sigma) > tolerance
                )
            {
                if (simplex.Count >= 3)
                {
                    SafetyChecks.ThrowInvalidOperationException("ColliderCast Simplex must have less than 3 vertex.");
                }

                // Support in direction -supportV (Target - Source)
                indexTarget   = proxyTarget.GetSupport(-v);
                supportTarget = proxyTarget.Vertices[indexTarget];
                indexSource   = proxySource.GetSupport(PhysicsMath.mul(invRotation, v));
                supportSource = PhysicsMath.mul(transformSource, proxySource.Vertices[indexSource]);
                var p = supportTarget - supportSource;

                v = math.normalizesafe(v);

                // Intersect ray with plane.
                var vp = math.dot(v, p);
                var vr = math.dot(v, sweepDirection);
                if (vp - sigma > lambda * vr)
                {
                    if (vr <= 0.0f)
                    {
                        return(false);
                    }

                    lambda = (vp - sigma) / vr;
                    if (lambda > 1.0f)
                    {
                        return(false);
                    }

                    normal        = -v;
                    simplex.Count = 0;
                }

                // Reverse simplex since it works with B - A.
                // Shift by lambda * r because we want the closest point to the current clip point.
                // Note that the support point p is not shifted because we want the plane equation
                // to be formed in un-shifted space.
                var vertex = vertices + simplex.Count;
                vertex->IndexA   = indexSource;
                vertex->SupportA = supportSource + lambda * sweepDirection;
                vertex->IndexB   = indexTarget;
                vertex->SupportB = supportTarget;
                vertex->W        = vertex->SupportB - vertex->SupportA;
                vertex->A        = 1.0f;
                simplex.Count   += 1;

                switch (simplex.Count)
                {
                case 1:
                    break;

                case 2:
                    simplex.Solve2();
                    break;

                case 3:
                    simplex.Solve3();
                    break;

                default:
                    SafetyChecks.ThrowInvalidOperationException("Simplex has invalid count.");
                    return(default);
                }

                // If we have 3 points, then the origin is in the corresponding triangle.
                if (simplex.Count == 3)
                {
                    // Overlap.
                    return(false);
                }

                // Get search direction.
                v = simplex.GetClosestPoint();
            }

            // Ensure we don't process an empty simplex.
            if (simplex.Count == 0)
            {
                return(false);
            }

            // Prepare result.
            var pointSource = float2.zero;
            var pointTarget = float2.zero;

            simplex.GetWitnessPoints(ref pointSource, ref pointTarget);

            normal = math.normalizesafe(-v);

            hit = new ColliderCastHit
            {
                Position      = pointTarget + (normal * radiusTarget),
                SurfaceNormal = normal,
                Fraction      = lambda
            };

            return(true);
        }
        public override void Ready()
        {
            manager = GetManager<PhysicsManager>();
            manager.Add(this);

            transformComponent = GetComponent<TransformComponent>();
            transform = new PhysicsTransform(transformComponent.Transform);
            transformComponent.Transform = transform;

            CreateBody();
            transform.Body = body;

            if (def.Speed != 0)
            {
                float velocityX = (float)Math.Cos(PhysicsManager.DegreesToRadians(transform.Rotation)) * def.Speed;
                float velocityY = (float)Math.Sin(PhysicsManager.DegreesToRadians(transform.Rotation)) * def.Speed;

                body.LinearVelocity = new Vector2(velocityX, velocityY);
            }
        }
示例#9
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            public unsafe void Polygon(ConvexHull.ConvexArray.Accessor vertices, int vertexCount, PhysicsTransform physicsTransform, Color color)
            {
                SafetyChecks.IsTrue(vertexCount <= PhysicsPolygonCollider.Constants.MaxVertexCount);

                Writer.Write(Type.Polygon);

                var polygon = new Polygon
                {
                    Transform   = physicsTransform,
                    VertexCount = vertexCount,
                    Color       = color
                };

                UnsafeUtility.MemCpy(polygon.Vertices, vertices.GetUnsafePtr(), sizeof(float2) * vertexCount);
                Writer.Write(polygon);
            }
示例#10
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 // Use this for initialization
 void Start()
 {
     _velocity   = DVector3.zero;
     _ptransform = gameObject.AddComponent <PhysicsTransform>();
 }