void LateUpdate() { var ocean = OceanRenderer.Instance; if (ocean == null) { return; } // Which lod is this object in (roughly)? int simsActive; if (!LateUpdateCountOverlappingSims(out simsActive, out int simsPresent)) { if (simsPresent == 0) { // Counting non-existent sims is expensive - stop updating if none found enabled = false; } // No sims running - abort. don't bother switching off renderer - camera wont be active return; } var disp = _object.CalculateDisplacementToObject(); // Set position of interaction { var dispFlatLand = disp; dispFlatLand.y = 0f; var velBoat = _object.Velocity; velBoat.y = 0f; transform.position = transform.parent.TransformPoint(_localPositionRest) - dispFlatLand; transform.rotation = Quaternion.Euler(90f, 0f, 0f); } // Velocity relative to water Vector3 relativeVelocity = LateUpdateComputeVelRelativeToWater(ocean); float dt; int steps; ocean._lodDataDynWaves.GetSimSubstepData(ocean.DeltaTimeDynamics, out steps, out dt); float weight = _weight / simsActive; var waterHeight = disp.y + ocean.SeaLevel; LateUpdateSphereWeight(waterHeight, ref weight); _renderer.GetPropertyBlock(_mpb); _mpb.SetVector(sp_velocity, relativeVelocity); _mpb.SetFloat(sp_weight, weight); _mpb.SetFloat(sp_simDeltaTime, dt); _mpb.SetFloat(sp_radius, Radius); _renderer.SetPropertyBlock(_mpb); _posLast = transform.position; }
void LateUpdate() { // which lod is this object in (roughly)? var thisRect = new Rect(new Vector2(transform.position.x, transform.position.z), Vector3.zero); var minLod = LodDataMgrAnimWaves.SuggestDataLOD(thisRect); if (minLod == -1) { // outside all lods, nothing to update! return; } // how many active wave sims currently apply to this object - ideally this would eliminate sims that are too // low res, by providing a max grid size param int simsPresent, simsActive; LodDataMgrDynWaves.CountWaveSims(minLod, out simsPresent, out simsActive); // counting non-existent sims is expensive - stop updating if none found if (simsPresent == 0) { enabled = false; return; } // no sims running - abort. don't bother switching off renderer - camera wont be active if (simsActive == 0) { return; } var disp = _boat.CalculateDisplacementToObject(); transform.position = transform.parent.TransformPoint(_localOffset) - disp + _velocityPositionOffset * _boat.Velocity; var ocean = OceanRenderer.Instance; var rnd = 1f + _noiseAmp * (2f * Mathf.PerlinNoise(_noiseFreq * ocean.CurrentTime, 0.5f) - 1f); // feed in water velocity var vel = (transform.position - _posLast) / ocean.DeltaTimeDynamics; if (ocean.DeltaTimeDynamics < 0.0001f) { vel = Vector3.zero; } if (QueryFlow.Instance) { _sampleFlowHelper.Init(transform.position, _boat.ObjectWidth); Vector2 surfaceFlow = Vector2.zero; _sampleFlowHelper.Sample(ref surfaceFlow); vel -= new Vector3(surfaceFlow.x, 0, surfaceFlow.y); } vel.y *= _weightUpDownMul; var speedKmh = vel.magnitude * 3.6f; if (speedKmh > _teleportSpeed) { // teleport detected vel *= 0f; if (_warnOnTeleport) { Debug.LogWarning("Teleport detected (speed = " + speedKmh.ToString() + "), velocity discarded.", this); } } else if (speedKmh > _maxSpeed) { // limit speed to max vel *= _maxSpeed / speedKmh; if (_warnOnSpeedClamp) { Debug.LogWarning("Speed (" + speedKmh.ToString() + ") exceeded max limited, clamped.", this); } } float dt; int steps; ocean._lodDataDynWaves.GetSimSubstepData(ocean.DeltaTimeDynamics, out steps, out dt); float weight = _boat.InWater ? _weight / simsActive : 0f; _renderer.GetPropertyBlock(_mpb); _mpb.SetVector("_Velocity", vel); _mpb.SetFloat("_Weight", weight); _mpb.SetFloat("_SimDeltaTime", dt); _renderer.SetPropertyBlock(_mpb); _posLast = transform.position; }
void LateUpdate() { // which lod is this object in (roughly)? var thisRect = new Rect(new Vector2(transform.position.x, transform.position.z), Vector3.zero); var minLod = LodDataMgrAnimWaves.SuggestDataLOD(thisRect); if (minLod == -1) { // outside all lods, nothing to update! return; } // how many active wave sims currently apply to this object - ideally this would eliminate sims that are too // low res, by providing a max grid size param int simsPresent, simsActive; LodDataMgrDynWaves.CountWaveSims(minLod, out simsPresent, out simsActive); // counting non-existent sims is expensive - stop updating if none found if (simsPresent == 0) { enabled = false; return; } // no sims running - abort. don't bother switching off renderer - camera wont be active if (simsActive == 0) { return; } var disp = _boat.CalculateDisplacementToObject(); transform.position = transform.parent.TransformPoint(_localOffset) - disp + _velocityPositionOffset * _boat.RB.velocity; var rnd = 1f + _noiseAmp * (2f * Mathf.PerlinNoise(_noiseFreq * OceanRenderer.Instance.CurrentTime, 0.5f) - 1f); // feed in water velocity var vel = (transform.position - _posLast) / Time.deltaTime; if (OceanRenderer.Instance._simSettingsFlow != null && OceanRenderer.Instance._simSettingsFlow._readbackData && GPUReadbackFlow.Instance) { var position = transform.position; var samplingArea = new Rect(position.x, position.z, 0f, 0f); GPUReadbackFlow.Instance.GetSamplingData(ref samplingArea, _boat.ObjectWidth, _samplingDataFlow); Vector2 surfaceFlow; GPUReadbackFlow.Instance.SampleFlow(ref position, _samplingDataFlow, out surfaceFlow); vel -= new Vector3(surfaceFlow.x, 0, surfaceFlow.y); GPUReadbackFlow.Instance.ReturnSamplingData(_samplingDataFlow); } vel.y *= _weightUpDownMul; var speedKmh = vel.magnitude * 3.6f; if (speedKmh > _teleportSpeed) { // teleport detected vel *= 0f; if (_warnOnTeleport) { Debug.LogWarning("Teleport detected (speed = " + speedKmh.ToString() + "), velocity discarded.", this); } } else if (speedKmh > _maxSpeed) { // limit speed to max vel *= _maxSpeed / speedKmh; if (_warnOnSpeedClamp) { Debug.LogWarning("Speed (" + speedKmh.ToString() + ") exceeded max limited, clamped.", this); } } float dt; int steps; OceanRenderer.Instance._lodDataDynWaves.GetSimSubstepData(Time.deltaTime, out steps, out dt); float weight = _boat.InWater ? _weight / simsActive : 0f; for (int mati = 0; mati < _dynWavesInput.MaterialCount; mati++) { var mat = _dynWavesInput.GetMaterial(mati); mat.SetVector("_Velocity", vel); mat.SetFloat("_Weight", weight); mat.SetFloat("_SimDeltaTime", dt); } _posLast = transform.position; }