示例#1
0
        // I might not want to get the closest enemy, but a specific enemy.
        // might use entity.id + entity.version of an entity and get position of entity
        // if current target is destroyed, maybe seach for new target or destroy bullet
        // add another option for auto mode
        // start with auto and maybe can focus on specifics later


        public void CheckForObstacle(int index)
        {
            CollisionFilter obstacleFilter = new CollisionFilter()
            {
                BelongsTo    = ~0u,
                CollidesWith = 16u + groupIndex,
                GroupIndex   = 0
            };
            PointDistanceInput obstacePointDistanceInput = new PointDistanceInput {
                Position    = cellSeparation[index],
                MaxDistance = boidsData[index].obstacleAversionDistance,
                Filter      = obstacleFilter
            };

            if (physicsWorld.CalculateDistance(obstacePointDistanceInput, out DistanceHit obstaceHit))
            {
                cellObstaclePositions[index] = obstaceHit.Position;
                cellObstacleDistance[index]  = obstaceHit.Distance;
                if (obstaceHit.Distance < settings.boidRadius)
                {
                    Entity targetEntity = physicsWorld.CollisionWorld.Bodies[obstaceHit.RigidBodyIndex].Entity;
                    var    hash         = (int)math.hash(new int2(targetEntity.Index, targetEntity.Version));
                    damageDict.Add(hash, 1);
                    killTrigger[index] = 1;
                }
            }
            else
            {
                cellObstacleDistance[index] = boidsData[index].obstacleAversionDistance + 1;
            }
        }
示例#2
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 public void Execute()
 {
     if (CollectAllHits)
     {
         World.CalculateDistance(PointDistanceInput, ref DistanceHits);
     }
     else if (World.CalculateDistance(PointDistanceInput, out DistanceHit hit))
     {
         DistanceHits.Add(hit);
     }
 }
示例#3
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        protected override JobHandle OnUpdate(JobHandle inputDeps)
        {
            PhysicsWorld physicsWorld = buildPhysicsWorld.PhysicsWorld;

            inputDeps = JobHandle.CombineDependencies(inputDeps, buildPhysicsWorld.FinalJobHandle);
            inputDeps = JobHandle.CombineDependencies(inputDeps, stepPhysicsWorld.FinalJobHandle);

            var jobHandle = Entities.ForEach((ref DynamicBuffer <EntityBufferElement> adjacentEntities,
                                              in Translation position, in BugComponent bug) =>
            {
                NativeList <DistanceHit> distanceHits = new NativeList <DistanceHit>(Allocator.Temp);
                var pointDistanceInput = new PointDistanceInput
                {
                    Position    = position.Value,
                    MaxDistance = bug.Radius,
                    Filter      = LayerFilter(Layer.Bug, Layer.Obstacle)
                };

                physicsWorld.CalculateDistance(pointDistanceInput, ref distanceHits);
                adjacentEntities.Clear();
                var adjacent = adjacentEntities.Reinterpret <Entity>();
                for (int i = 0; i < distanceHits.Length; i++)
                {
                    adjacent.Add(distanceHits[i].Entity);
                }

                distanceHits.Dispose();
            })
示例#4
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            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);
                }
            }
        public void Execute()
        {
            var pointDistanceInput = new PointDistanceInput
            {
                Position    = transData.Value,
                MaxDistance = laserData.range,
                Filter      = CollisionFilter.Default
            };

            if (collectAll)
            {
                physWorld.CalculateDistance(pointDistanceInput, ref distanceHits);
            }
            else
            {
                if (physWorld.CalculateDistance(pointDistanceInput, out Unity.Physics.DistanceHit hit))
                {
                    distanceHits.Add(hit);
                }
            }
        }
示例#6
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            public void Execute()
            {
                for (int i = 0; i < DamageEntities.Length; i++)
                {
                    MaxHitsCollector <DistanceHit> collector = new MaxHitsCollector <DistanceHit>(10.0f, ref DistanceHits);

                    if (!DamageAreas[i].WasUsed)
                    {
                        CollisionFilter filter = CollisionFilter.Default;
                        filter.CollidesWith = DamageAreas[i].CollisionFilter;

                        pointDistanceInput.Position = Translations[i].Value;
                        pointDistanceInput.Filter   = filter;


                        PhysicsWorld.CalculateDistance(pointDistanceInput, ref collector);

                        for (int j = 0; j < collector.NumHits; j++)
                        {
                            Entity hitEntity = PhysicsWorld.Bodies[DistanceHits[j].RigidBodyIndex].Entity;

                            if (DistanceHits[j].Fraction <= DamageAreas[i].Radius)
                            {
                                // deal damage
                                if (HealthsFromEntity.Exists(hitEntity))
                                {
                                    Health h = HealthsFromEntity[hitEntity];
                                    h.Value -= DamageAreas[i].Damage;
                                    HealthsFromEntity[hitEntity] = h;
                                }
                            }
                        }

                        Entity damageEntity = DamageEntities[i];
                        if (DamageAreasFromEntity.Exists(damageEntity))
                        {
                            DamageArea d = DamageAreasFromEntity[damageEntity];
                            if (d.SingleUse)
                            {
                                d.WasUsed = true;
                                DamageAreasFromEntity[damageEntity] = d;
                            }
                        }
                    }
                }
            }
示例#7
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        protected override void OnUpdate()
        {
            Entities.ForEach((ref Proximity proximity, ref Translation translation, ref PhysicsCollider collider) =>
            {
                ref PhysicsWorld physicsWorld = ref World.DefaultGameObjectInjectionWorld.GetExistingSystem <BuildPhysicsWorld>().PhysicsWorld;

                if (collider.Value.IsCreated)
                {
                    var pointDistanceInput = new PointDistanceInput
                    {
                        Position    = translation.Value,
                        MaxDistance = proximity.maxDistance,
                        Filter      = collider.Value.Value.Filter
                    };

                    // Assign DistanceHit data to proximiy component
                    physicsWorld.CalculateDistance(pointDistanceInput, out proximity.distanceHit);
                }
            }).WithoutBurst().Run();
示例#8
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        public void Execute(ref Translation translation)
        {
            NativeList <DistanceHit> hits = new NativeList <DistanceHit>(Allocator.Temp);

            CollisionFilter targetFilter = new CollisionFilter()
            {
                BelongsTo    = ~0u,
                CollidesWith = 8u,
                GroupIndex   = 0
            };

            var pointDistanceInput = new PointDistanceInput {
                Position    = translation.Value,
                MaxDistance = 50,
                Filter      = targetFilter
            };

            physicsWorld.CalculateDistance(pointDistanceInput, ref hits);

            hits.Dispose();
        }
示例#9
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;
    }
            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;
                    }
                }
            }
    public static unsafe void CollideAndIntegrate(PhysicsWorld world, float deltaTime,
                                                  int maxIterations, float3 up, float3 gravity,
                                                  float characterMass, float tau, float damping, 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;

        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);
                    constraints[numConstraints++] = constraint;
                }
            }

            // Then do a collider cast
            {
                float3 displacement = lastDisplacement - up * timeEpsilon;
                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);
                        constraints[numConstraints++] = constraint;
                    }
                }
            }

            // petarm.todo: Add max slope plane to avoid climbing the not allowed slopes

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

            remainingTime   -= integratedTime;
            lastDisplacement = newVelocity * remainingTime;

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

        // Write back position and velocity
        transform.pos  = newPosition;
        linearVelocity = newVelocity;
    }
示例#12
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;
    }
示例#13
0
    protected override void OnUpdate()
    {
        EntityQuery eq = GetEntityQuery(typeof(Boid_ComponentData));

        cellVsEntityPositions.Clear();
        if (eq.CalculateEntityCount() > cellVsEntityPositions.Capacity)
        {
            cellVsEntityPositions.Capacity = eq.CalculateEntityCount();
        }

        unsafe
        {
            PhysicsWorld pw = bpw.PhysicsWorld;
            Entities.ForEach((ref Boid_ComponentData bc, ref Translation trans, ref Rotation rot) =>
            {
                bc.obstacleAvoidance = float3.zero;
                PhysicsWorld pWorld  = pw;
                float angle;
                ColliderDistanceInput colliderDistanceInput = new ColliderDistanceInput
                {
                    Collider    = (Unity.Physics.Collider *)(bc.colliderCast.GetUnsafePtr()),
                    Transform   = new RigidTransform(rot.Value, trans.Value),
                    MaxDistance = bc.boidManagerReference.Value.blobManagerArray[0].maxObstacleDistance
                };
                if (pWorld.CalculateDistance(colliderDistanceInput, out DistanceHit hit))
                {
                    angle = math.acos(
                        math.dot(bc.velocity, (hit.Position - trans.Value))
                        /
                        (math.length(bc.velocity) * math.length(hit.Position - trans.Value))
                        );
                    if (math.abs(angle) <= bc.boidManagerReference.Value.blobManagerArray[0].fieldOfView)
                    {
                        bc.obstacleAvoidance = (trans.Value - hit.Position) / (math.distance(trans.Value, hit.Position));
                        bc.obstacleAvoidance = (math.length(bc.velocity) *
                                                (angle / bc.boidManagerReference.Value.blobManagerArray[0].fieldOfView)) *
                                               bc.obstacleAvoidance;
                    }
                }
            }).ScheduleParallel();
        }

        NativeMultiHashMap <int, Boid_ComponentData> .ParallelWriter cellVsEntityPositionsParallel = cellVsEntityPositions.AsParallelWriter();
        Entities.ForEach((ref Boid_ComponentData bc, ref Translation trans) =>
        {
            Boid_ComponentData bcValues = new Boid_ComponentData();
            bcValues = bc;
            bcValues.currentPosition = trans.Value;
            cellVsEntityPositionsParallel.Add(GetUniqueKeyForPosition(trans.Value, bc.boidManagerReference.Value.blobManagerArray[0].cellSize), bcValues);
        }).ScheduleParallel();

        float deltaTime = Time.DeltaTime;
        NativeMultiHashMap <int, Boid_ComponentData> cellVsEntityPositionsForJob = cellVsEntityPositions;

        Entities.WithBurst().WithReadOnly(cellVsEntityPositionsForJob).ForEach((ref Boid_ComponentData bc, ref Translation trans, ref Rotation rot) =>
        {
            int key = GetUniqueKeyForPosition(trans.Value, bc.boidManagerReference.Value.blobManagerArray[0].cellSize);
            NativeMultiHashMapIterator <int> nmhKeyIterator;
            Boid_ComponentData neighbour;
            int total         = 0;
            float3 separation = float3.zero;
            float3 alignment  = float3.zero;
            float3 coheshion  = float3.zero;
            float angle;

            if (cellVsEntityPositionsForJob.TryGetFirstValue(key, out neighbour, out nmhKeyIterator))
            {
                do
                {
                    if (!trans.Value.Equals(neighbour.currentPosition) &&
                        math.distance(trans.Value, neighbour.currentPosition) < bc.boidManagerReference.Value.blobManagerArray[0].perceptionRadius)
                    {
                        angle = math.acos(
                            math.dot(bc.velocity, (neighbour.currentPosition - trans.Value))
                            /
                            (math.length(bc.velocity) * math.length(neighbour.currentPosition - trans.Value))
                            );
                        if (math.abs(angle) <= bc.boidManagerReference.Value.blobManagerArray[0].fieldOfView)
                        {
                            if (total >= bc.boidManagerReference.Value.blobManagerArray[0].maxPercived)
                            {
                                break;
                            }
                            float3 distanceFromTo = trans.Value - neighbour.currentPosition;
                            separation           += (distanceFromTo / math.distance(trans.Value, neighbour.currentPosition));
                            coheshion            += neighbour.currentPosition;
                            alignment            += neighbour.velocity;
                            total++;
                            bc.debug = angle;
                        }
                    }
                } while (cellVsEntityPositionsForJob.TryGetNextValue(out neighbour, ref nmhKeyIterator));
                if (total > 0)
                {
                    coheshion = coheshion / total;
                    coheshion = coheshion - (trans.Value + bc.velocity);
                    coheshion = math.normalize(coheshion) * bc.boidManagerReference.Value.blobManagerArray[0].cohesionBias;

                    separation = separation / total;
                    separation = separation - bc.velocity;
                    separation = math.normalize(separation) * bc.boidManagerReference.Value.blobManagerArray[0].separationBias;

                    alignment = alignment / total;
                    alignment = alignment - bc.velocity;
                    alignment = math.normalize(alignment) * bc.boidManagerReference.Value.blobManagerArray[0].alignmentBias;
                }

                bc.acceleration += (coheshion + alignment + separation) + bc.obstacleAvoidance;
                rot.Value        = math.slerp(rot.Value, quaternion.LookRotation(math.normalize(bc.velocity), math.up()), deltaTime * math.length(bc.velocity));
                bc.velocity      = bc.velocity + bc.acceleration;
                bc.velocity      = math.normalize(bc.velocity) * bc.speed;
                trans.Value      = math.lerp(trans.Value, (trans.Value + bc.velocity), deltaTime * bc.boidManagerReference.Value.blobManagerArray[0].step);
                bc.acceleration  = math.normalize(bc.target - trans.Value) * bc.boidManagerReference.Value.blobManagerArray[0].targetBias;
            }
        }).ScheduleParallel();
    }
示例#14
0
        public static unsafe void SolveCollisionConstraints(PhysicsWorld world, float deltaTime, int maxIterations, float skinWidth, float maxSlope, Collider *collider, ref RigidTransform transform, ref float3 velocity, ref NativeArray <DistanceHit> distanceHits, ref NativeArray <ColliderCastHit> colliderHits, ref NativeArray <SurfaceConstraintInfo> surfaceConstraints)
        {
            float  remainingTime        = deltaTime;
            float3 previousDisplacement = velocity * remainingTime;

            float3 outPosition = transform.pos;
            float3 outVelocity = velocity;

            quaternion orientation = transform.rot;

            const float timeEpsilon = 0.000001f;

            for (int i = 0; i < maxIterations && remainingTime > timeEpsilon; i++)
            {
                MaxHitCollector <DistanceHit> distanceHitCollector = new MaxHitCollector <DistanceHit>(skinWidth, ref distanceHits);

                int constraintCount = 0;

                // Handle distance checks
                {
                    ColliderDistanceInput input = new ColliderDistanceInput
                    {
                        Collider    = collider,
                        MaxDistance = skinWidth,
                        Transform   = new RigidTransform
                        {
                            pos = outPosition,
                            rot = orientation
                        }
                    };
                    world.CalculateDistance(input, ref distanceHitCollector);

                    for (int hitIndex = 0; hitIndex < distanceHitCollector.NumHits; hitIndex++)
                    {
                        DistanceHit hit = distanceHitCollector.AllHits[hitIndex];
                        CreateConstraintFromHit(world, hit.ColliderKey, hit.RigidBodyIndex, hit.Position, float3.zero, hit.SurfaceNormal, hit.Distance, deltaTime, out SurfaceConstraintInfo constraint);
                        CreateSlopeConstraint(math.up(), math.cos(maxSlope), ref constraint, ref surfaceConstraints, ref constraintCount);
                        surfaceConstraints[constraintCount++] = constraint;
                    }
                }

                // Handle Collider
                {
                    float3 displacement = previousDisplacement;
                    MaxHitCollector <ColliderCastHit> colliderHitCollector = new MaxHitCollector <ColliderCastHit>(1.0f, ref colliderHits);

                    ColliderCastInput input = new ColliderCastInput
                    {
                        Collider    = collider,
                        Position    = outPosition,
                        Direction   = velocity,
                        Orientation = orientation
                    };
                    world.CastCollider(input, ref colliderHitCollector);

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

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

                        if (!duplicate)
                        {
                            CreateConstraintFromHit(world, hit.ColliderKey, hit.RigidBodyIndex, hit.Position, outVelocity, hit.SurfaceNormal, hit.Fraction * math.length(previousDisplacement), deltaTime, out SurfaceConstraintInfo constraint);
                            CreateSlopeConstraint(math.up(), math.cos(maxSlope), ref constraint, ref surfaceConstraints, ref constraintCount);
                            surfaceConstraints[constraintCount++] = constraint;
                        }
                    }
                }

                float3 previousPosition = outPosition;
                float3 previousVelocity = outVelocity;

                SimplexSolver.Solve(world, remainingTime, math.up(), constraintCount, ref surfaceConstraints, ref outPosition, ref outVelocity, out float integratedTime);

                float3 currentDisplacement = outPosition - previousPosition;

                MaxHitCollector <ColliderCastHit> displacementHitCollector = new MaxHitCollector <ColliderCastHit>(1.0f, ref colliderHits);
                int displacementContactIndex = -1;

                if (math.lengthsq(currentDisplacement) > SimplexSolver.c_SimplexSolverEpsilon)
                {
                    ColliderCastInput input = new ColliderCastInput
                    {
                        Collider    = collider,
                        Position    = previousPosition,
                        Direction   = currentDisplacement,
                        Orientation = orientation
                    };
                    world.CastCollider(input, ref displacementHitCollector);

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

                        bool duplicate = false;
                        for (int constrainIndex = 0; constrainIndex < constraintCount; constrainIndex++)
                        {
                            SurfaceConstraintInfo constraint = surfaceConstraints[constrainIndex];
                            if (constraint.RigidBodyIndex == hit.RigidBodyIndex && constraint.ColliderKey.Equals(hit.ColliderKey))
                            {
                                duplicate = true;
                                break;
                            }

                            if (!duplicate)
                            {
                                displacementContactIndex = hitIndex;
                                break;
                            }
                        }
                    }

                    if (displacementContactIndex >= 0)
                    {
                        ColliderCastHit newContact = displacementHitCollector.AllHits[displacementContactIndex];

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

                        float3 displacement = currentDisplacement * fraction;
                        outPosition = previousPosition + displacement;
                    }
                }

                remainingTime -= integratedTime;

                previousDisplacement = outVelocity * remainingTime;
            }

            transform.pos = outPosition;
            velocity      = outVelocity;
        }
        public unsafe void Execute(ArchetypeChunk chunk, int chunkIndex, int firstEntityIndex)
        {
            float3 up = math.up();

            var chunkCCData              = chunk.GetNativeArray(CharacterControllerComponentType);
            var chunkCCInternalData      = chunk.GetNativeArray(CharacterControllerInternalType);
            var chunkPhysicsColliderData = chunk.GetNativeArray(PhysicsColliderType);
            var chunkTranslationData     = chunk.GetNativeArray(TranslationType);
            var chunkRotationData        = chunk.GetNativeArray(RotationType);

            DeferredImpulseWriter.BeginForEachIndex(chunkIndex);

            // Maximum number of hits character controller can store in world queries
            const int maxQueryHits = 128;
            var       distanceHits = new NativeArray <DistanceHit>(maxQueryHits, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
            var       castHits     = new NativeArray <ColliderCastHit>(maxQueryHits, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
            var       constraints  = new NativeArray <SurfaceConstraintInfo>(4 * maxQueryHits, Allocator.Temp, NativeArrayOptions.UninitializedMemory);

            for (int i = 0; i < chunk.Count; i++)
            {
                var ccComponentData = chunkCCData[i];
                var ccInternalData  = chunkCCInternalData[i];
                var collider        = chunkPhysicsColliderData[i];
                var position        = chunkTranslationData[i];
                var rotation        = chunkRotationData[i];

                // Collision filter must be valid
                Assert.IsTrue(collider.ColliderPtr->Filter.IsValid);

                // Character step input
                CharacterControllerStepInput stepInput = new CharacterControllerStepInput
                {
                    World            = PhysicsWorld,
                    DeltaTime        = DeltaTime,
                    Up               = math.up(),
                    Gravity          = ccComponentData.Gravity,
                    MaxIterations    = ccComponentData.MaxIterations,
                    Tau              = k_DefaultTau,
                    Damping          = k_DefaultDamping,
                    SkinWidth        = ccComponentData.SkinWidth,
                    ContactTolerance = ccComponentData.ContactTolerance,
                    MaxSlope         = ccComponentData.MaxSlope,
                    RigidBodyIndex   = PhysicsWorld.GetRigidBodyIndex(ccInternalData.Entity),
                    CurrentVelocity  = ccInternalData.LinearVelocity
                };

                // Character transform
                RigidTransform transform = new RigidTransform
                {
                    pos = position.Value,
                    rot = rotation.Value
                };

                // "Broad phase" (used both for checking support and actual character collide and integrate).
                MaxHitsCollector <DistanceHit> distanceHitsCollector = new MaxHitsCollector <DistanceHit>(
                    stepInput.RigidBodyIndex, ccComponentData.ContactTolerance, ref distanceHits);
                {
                    ColliderDistanceInput input = new ColliderDistanceInput()
                    {
                        MaxDistance = ccComponentData.ContactTolerance,
                        Transform   = transform,
                        Collider    = collider.ColliderPtr
                    };
                    PhysicsWorld.CalculateDistance(input, ref distanceHitsCollector);
                }

                // Check support
                CheckSupport(stepInput, transform, ccComponentData.MaxSlope, distanceHitsCollector,
                             ref constraints, out int numConstraints, out ccInternalData.SupportedState, out float3 surfaceNormal, out float3 surfaceVelocity);

                // User input
                float3 desiredVelocity = ccInternalData.LinearVelocity;
                HandleUserInput(ccComponentData, stepInput.Up, surfaceVelocity, ref ccInternalData, ref desiredVelocity);

                // Calculate actual velocity with respect to surface
                if (ccInternalData.SupportedState == CharacterSupportState.Supported)
                {
                    CalculateMovement(ccInternalData.CurrentRotationAngle, stepInput.Up, ccInternalData.IsJumping,
                                      ccInternalData.LinearVelocity, desiredVelocity, surfaceNormal, surfaceVelocity, out ccInternalData.LinearVelocity);
                }
                else
                {
                    ccInternalData.LinearVelocity = desiredVelocity;
                }

                // World collision + integrate
                CollideAndIntegrate(stepInput, ccComponentData.CharacterMass, ccComponentData.AffectsPhysicsBodies > 0,
                                    collider.ColliderPtr, ref castHits, ref constraints, numConstraints,
                                    ref transform, ref ccInternalData.LinearVelocity, ref DeferredImpulseWriter);

                // Write back and orientation integration
                position.Value = transform.pos;
                rotation.Value = quaternion.AxisAngle(up, ccInternalData.CurrentRotationAngle);

                // Write back to chunk data
                {
                    chunkCCInternalData[i]  = ccInternalData;
                    chunkTranslationData[i] = position;
                    chunkRotationData[i]    = rotation;
                }
            }

            DeferredImpulseWriter.EndForEachIndex();
        }
    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);
    }
    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();
    public void Execute(ArchetypeChunk batchInChunk, int batchIndex)
    {
        NativeArray <Translation> translations = batchInChunk.
                                                 GetNativeArray(translationTypeHandle);
        NativeArray <MoveData> moveDatas = batchInChunk.
                                           GetNativeArray(moveDataTypeHandle);
        NativeArray <SensorData> sensorDatas = batchInChunk.
                                               GetNativeArray(sensorDataTypeHandle);

        for (int i = 0; i < batchInChunk.Count; i++)
        {
            int    left         = 0;
            int    right        = 0;
            int    center       = 0;
            float3 leftPosition = GetDeltaVector(
                sensorDatas[i].leftSensorDistance,
                sensorDatas[i].leftSensorAngle);
            float3 centerPosition = GetDeltaVector(
                sensorDatas[i].centralSensorDistance,
                sensorDatas[i].centralSensorAngle);
            float3 rightPosition = GetDeltaVector(
                sensorDatas[i].rightSensorDistance,
                sensorDatas[i].rightSensorAngle);

            NativeList <DistanceHit> distanceHits =
                new NativeList <DistanceHit>(Allocator.Temp);

            if (physicsWorld.CalculateDistance(new PointDistanceInput()
            {
                Filter = CollisionFilter.Default,
                MaxDistance = sensorDatas[i].centralSensorSize,
                Position = translations[i].Value + centerPosition
            }, ref distanceHits))
            {
                center = distanceHits.Length;
            }

            if (physicsWorld.CalculateDistance(new PointDistanceInput()
            {
                Filter = CollisionFilter.Default,
                MaxDistance = sensorDatas[i].leftSensorSize,
                Position = translations[i].Value + leftPosition
            }, ref distanceHits))
            {
                left = distanceHits.Length;
            }

            if (physicsWorld.CalculateDistance(new PointDistanceInput()
            {
                Filter = CollisionFilter.Default,
                MaxDistance = sensorDatas[i].rightSensorSize,
                Position = translations[i].Value + rightPosition
            }, ref distanceHits))
            {
                right = distanceHits.Length;
            }
            distanceHits.Dispose();

            float angle = DeltaTime * moveDatas[i].rotSpeed;
            //Debug.Log($"Hits are {left}, {center}, {right}");
            if (right > center && right > left)
            {
                //Debug.Log("Turn right ");
                moveDatas[i] = new MoveData()
                {
                    speed    = moveDatas[i].speed,
                    rotSpeed = moveDatas[i].rotSpeed,
                    angle    = moveDatas[i].angle - angle
                };
            }
            else if (left > right && left > center)
            {
                //Debug.Log("Turn left");
                moveDatas[i] = new MoveData()
                {
                    speed    = moveDatas[i].speed,
                    rotSpeed = moveDatas[i].rotSpeed,
                    angle    = moveDatas[i].angle + angle
                };
            }
            else if (left == right && left > center)
            {
                if (UnityEngine.Random.value > 0.5)
                {
                    moveDatas[i] = new MoveData()
                    {
                        speed    = moveDatas[i].speed,
                        rotSpeed = moveDatas[i].rotSpeed,
                        angle    = moveDatas[i].angle - angle
                    };
                }
                else
                {
                    moveDatas[i] = new MoveData()
                    {
                        speed    = moveDatas[i].speed,
                        rotSpeed = moveDatas[i].rotSpeed,
                        angle    = moveDatas[i].angle + angle
                    };
                }
            }
        }
    }
示例#19
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;
                }
            }
        }
    }
    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;
                }
            }
        }
    }