新增脚本

This commit is contained in:
2025-12-26 23:11:06 +08:00
parent 45129be7dc
commit 028d054705
153 changed files with 2783 additions and 15441 deletions

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using UnityEngine;
[RequireComponent(typeof(LineRenderer))]
public class Rope : MonoBehaviour
{
[Header("Attachment Points")] [SerializeField]
public Transform startAttachment; // 绳子起点绑定的Transform
[SerializeField] public Transform endAttachment; // 绳子终点绑定的Transform
[Header("Verlet Parameters")] [SerializeField]
float nodeDistance = 0.35f;
[SerializeField] float nodeColliderRadius = 0.2f;
[SerializeField] float gravityStrength = 2;
[SerializeField] float totalLength = 10f;
[SerializeField, Range(0, 1)] float velocityDampen = 0.95f;
[SerializeField, Range(0, 0.99f)] float stiffness = 0.8f;
[SerializeField] int iterateCollisionsEvery = 1;
[SerializeField] int iterations = 10;
[SerializeField] int colliderBufferSize = 1;
[Header("Line Renderer")] [SerializeField]
float ropeWidth = 0.1f;
// 私有变量
Vector3 gravity;
// 数组和缓存
Vector3[] currentNodePositions;
Vector3[] previousNodePositions;
Collider[] colliderHitBuffer;
LineRenderer lineRenderer;
GameObject nodeTester;
SphereCollider nodeCollider;
int totalNodes;
float lastTotalLength;
void Awake()
{
// 获取组件引用
lineRenderer = GetComponent<LineRenderer>();
gravity = new Vector3(0, -gravityStrength, 0);
// 初始化节点测试器
nodeTester = new GameObject("Node Tester");
nodeTester.layer = 8;
nodeCollider = nodeTester.AddComponent<SphereCollider>();
nodeCollider.radius = nodeColliderRadius;
// 初始化长度跟踪
lastTotalLength = totalLength;
InitializeRope();
}
void InitializeRope()
{
// 计算节点数量
totalNodes = Mathf.FloorToInt(totalLength / nodeDistance) + 1;
float remainingLength = totalLength % nodeDistance;
if (remainingLength > 0 && totalLength > nodeDistance)
{
totalNodes++;
}
// 初始化或调整数组大小
System.Array.Resize(ref currentNodePositions, totalNodes);
System.Array.Resize(ref previousNodePositions, totalNodes);
colliderHitBuffer = new Collider[colliderBufferSize];
// 初始化节点位置
Vector3 startPos = startAttachment != null ? startAttachment.position : transform.position;
for (int i = 0; i < totalNodes; i++)
{
float distance = (i == totalNodes - 1 && remainingLength > 0) ? remainingLength : nodeDistance;
currentNodePositions[i] = startPos;
previousNodePositions[i] = startPos;
startPos.y -= distance;
}
// 设置线渲染器
lineRenderer.startWidth = ropeWidth;
lineRenderer.endWidth = ropeWidth;
lineRenderer.positionCount = totalNodes;
}
void Update()
{
// 检查长度是否变化
if (!Mathf.Approximately(totalLength, lastTotalLength))
{
AdjustRopeLength();
lastTotalLength = totalLength;
}
DrawRope();
}
void AdjustRopeLength()
{
Vector3[] oldPositions = (Vector3[])currentNodePositions.Clone();
Vector3[] oldPrevPositions = (Vector3[])previousNodePositions.Clone();
InitializeRope();
int copyLength = Mathf.Min(oldPositions.Length, currentNodePositions.Length);
System.Array.Copy(oldPositions, currentNodePositions, copyLength);
System.Array.Copy(oldPrevPositions, previousNodePositions, copyLength);
if (currentNodePositions.Length > oldPositions.Length)
{
Vector3 lastPos = oldPositions[oldPositions.Length - 1];
for (int i = oldPositions.Length; i < currentNodePositions.Length; i++)
{
float distance = (i == currentNodePositions.Length - 1 && (totalLength % nodeDistance) > 0)
? (totalLength % nodeDistance)
: nodeDistance;
lastPos.y -= distance;
currentNodePositions[i] = lastPos;
previousNodePositions[i] = lastPos;
}
}
}
void FixedUpdate()
{
Simulate();
for (int i = 0; i < iterations; i++)
{
ApplyConstraint();
if (i % (iterateCollisionsEvery + 1) == 0)
{
AdjustCollisions();
}
}
}
void Simulate()
{
float fixedDt = Time.fixedDeltaTime;
for (int i = 0; i < totalNodes; i++)
{
Vector3 velocity = (currentNodePositions[i] - previousNodePositions[i]) * velocityDampen;
previousNodePositions[i] = currentNodePositions[i];
currentNodePositions[i] += velocity + gravity * fixedDt;
}
}
void ApplyConstraint()
{
// 绑定到起点Transform
if (startAttachment != null)
{
currentNodePositions[0] = startAttachment.position;
}
// 绑定到终点Transform
if (endAttachment != null)
{
currentNodePositions[totalNodes - 1] = endAttachment.position;
}
float halfStiffness = 0.5f * stiffness;
int nodeCountMinusOne = totalNodes - 1;
for (int i = 0; i < nodeCountMinusOne; i++)
{
Vector3 node1 = currentNodePositions[i];
Vector3 node2 = currentNodePositions[i + 1];
Vector3 diff = node1 - node2;
float desiredDistance = (i == nodeCountMinusOne - 1 && (totalLength % nodeDistance) > 0)
? (totalLength % nodeDistance)
: nodeDistance;
float sqrDesiredDistance = desiredDistance * desiredDistance;
float sqrDistance = diff.x * diff.x + diff.y * diff.y + diff.z * diff.z;
if (Mathf.Abs(sqrDistance - sqrDesiredDistance) > 0.001f)
{
float distance = Mathf.Sqrt(sqrDistance);
float difference = desiredDistance - distance;
Vector3 direction = diff / distance;
Vector3 adjustment = direction * (difference * halfStiffness);
currentNodePositions[i] += adjustment;
currentNodePositions[i + 1] -= adjustment;
}
}
}
void AdjustCollisions()
{
for (int i = 1; i < totalNodes; i += 2)
{
int hits = Physics.OverlapSphereNonAlloc(
currentNodePositions[i],
nodeColliderRadius,
colliderHitBuffer,
~(1 << 8));
for (int n = 0; n < hits; n++)
{
if (Physics.ComputePenetration(
nodeCollider,
currentNodePositions[i],
Quaternion.identity,
colliderHitBuffer[n],
colliderHitBuffer[n].transform.position,
colliderHitBuffer[n].transform.rotation,
out Vector3 direction,
out float distance))
{
currentNodePositions[i] += direction * distance;
}
}
}
}
void DrawRope()
{
lineRenderer.positionCount = totalNodes;
lineRenderer.SetPositions(currentNodePositions);
}
void OnDestroy()
{
if (nodeTester != null)
{
Destroy(nodeTester);
}
}
// 公开方法用于动态设置绑定点
public void SetAttachments(Transform start, Transform end)
{
startAttachment = start;
endAttachment = end;
}
}
// using UnityEngine;
//
// [RequireComponent(typeof(LineRenderer))]
// public class Rope : MonoBehaviour
// {
// [Header("Attachment Points")] [SerializeField]
// public Transform startAttachment; // 绳子起点绑定的Transform
//
// [SerializeField] public Transform endAttachment; // 绳子终点绑定的Transform
//
// [Header("Verlet Parameters")] [SerializeField]
// float nodeDistance = 0.35f;
//
// [SerializeField] float nodeColliderRadius = 0.2f;
// [SerializeField] float gravityStrength = 2;
// [SerializeField] float totalLength = 10f;
// [SerializeField, Range(0, 1)] float velocityDampen = 0.95f;
// [SerializeField, Range(0, 0.99f)] float stiffness = 0.8f;
// [SerializeField] int iterateCollisionsEvery = 1;
// [SerializeField] int iterations = 10;
// [SerializeField] int colliderBufferSize = 1;
//
// [Header("Line Renderer")] [SerializeField]
// float ropeWidth = 0.1f;
//
// // 私有变量
// Vector3 gravity;
//
// // 数组和缓存
// Vector3[] currentNodePositions;
// Vector3[] previousNodePositions;
// Collider[] colliderHitBuffer;
// LineRenderer lineRenderer;
// GameObject nodeTester;
// SphereCollider nodeCollider;
// int totalNodes;
// float lastTotalLength;
//
// void Awake()
// {
// // 获取组件引用
// lineRenderer = GetComponent<LineRenderer>();
// gravity = new Vector3(0, -gravityStrength, 0);
//
// // 初始化节点测试器
// nodeTester = new GameObject("Node Tester");
// nodeTester.layer = 8;
// nodeCollider = nodeTester.AddComponent<SphereCollider>();
// nodeCollider.radius = nodeColliderRadius;
//
// // 初始化长度跟踪
// lastTotalLength = totalLength;
// InitializeRope();
// }
//
// void InitializeRope()
// {
// // 计算节点数量
// totalNodes = Mathf.FloorToInt(totalLength / nodeDistance) + 1;
// float remainingLength = totalLength % nodeDistance;
//
// if (remainingLength > 0 && totalLength > nodeDistance)
// {
// totalNodes++;
// }
//
// // 初始化或调整数组大小
// System.Array.Resize(ref currentNodePositions, totalNodes);
// System.Array.Resize(ref previousNodePositions, totalNodes);
// colliderHitBuffer = new Collider[colliderBufferSize];
//
// // 初始化节点位置
// Vector3 startPos = startAttachment != null ? startAttachment.position : transform.position;
// for (int i = 0; i < totalNodes; i++)
// {
// float distance = (i == totalNodes - 1 && remainingLength > 0) ? remainingLength : nodeDistance;
//
// currentNodePositions[i] = startPos;
// previousNodePositions[i] = startPos;
// startPos.y -= distance;
// }
//
// // 设置线渲染器
// lineRenderer.startWidth = ropeWidth;
// lineRenderer.endWidth = ropeWidth;
// lineRenderer.positionCount = totalNodes;
// }
//
// void Update()
// {
// // 检查长度是否变化
// if (!Mathf.Approximately(totalLength, lastTotalLength))
// {
// AdjustRopeLength();
// lastTotalLength = totalLength;
// }
//
// DrawRope();
// }
//
// void AdjustRopeLength()
// {
// Vector3[] oldPositions = (Vector3[])currentNodePositions.Clone();
// Vector3[] oldPrevPositions = (Vector3[])previousNodePositions.Clone();
//
// InitializeRope();
//
// int copyLength = Mathf.Min(oldPositions.Length, currentNodePositions.Length);
// System.Array.Copy(oldPositions, currentNodePositions, copyLength);
// System.Array.Copy(oldPrevPositions, previousNodePositions, copyLength);
//
// if (currentNodePositions.Length > oldPositions.Length)
// {
// Vector3 lastPos = oldPositions[oldPositions.Length - 1];
// for (int i = oldPositions.Length; i < currentNodePositions.Length; i++)
// {
// float distance = (i == currentNodePositions.Length - 1 && (totalLength % nodeDistance) > 0)
// ? (totalLength % nodeDistance)
// : nodeDistance;
//
// lastPos.y -= distance;
// currentNodePositions[i] = lastPos;
// previousNodePositions[i] = lastPos;
// }
// }
// }
//
// void FixedUpdate()
// {
// Simulate();
//
// for (int i = 0; i < iterations; i++)
// {
// ApplyConstraint();
//
// if (i % (iterateCollisionsEvery + 1) == 0)
// {
// AdjustCollisions();
// }
// }
// }
//
// void Simulate()
// {
// float fixedDt = Time.fixedDeltaTime;
// for (int i = 0; i < totalNodes; i++)
// {
// Vector3 velocity = (currentNodePositions[i] - previousNodePositions[i]) * velocityDampen;
// previousNodePositions[i] = currentNodePositions[i];
// currentNodePositions[i] += velocity + gravity * fixedDt;
// }
// }
//
// void ApplyConstraint()
// {
// // 绑定到起点Transform
// if (startAttachment != null)
// {
// currentNodePositions[0] = startAttachment.position;
// }
//
// // 绑定到终点Transform
// if (endAttachment != null)
// {
// currentNodePositions[totalNodes - 1] = endAttachment.position;
// }
//
// float halfStiffness = 0.5f * stiffness;
// int nodeCountMinusOne = totalNodes - 1;
//
// for (int i = 0; i < nodeCountMinusOne; i++)
// {
// Vector3 node1 = currentNodePositions[i];
// Vector3 node2 = currentNodePositions[i + 1];
// Vector3 diff = node1 - node2;
//
// float desiredDistance = (i == nodeCountMinusOne - 1 && (totalLength % nodeDistance) > 0)
// ? (totalLength % nodeDistance)
// : nodeDistance;
//
// float sqrDesiredDistance = desiredDistance * desiredDistance;
// float sqrDistance = diff.x * diff.x + diff.y * diff.y + diff.z * diff.z;
//
// if (Mathf.Abs(sqrDistance - sqrDesiredDistance) > 0.001f)
// {
// float distance = Mathf.Sqrt(sqrDistance);
// float difference = desiredDistance - distance;
// Vector3 direction = diff / distance;
//
// Vector3 adjustment = direction * (difference * halfStiffness);
//
// currentNodePositions[i] += adjustment;
// currentNodePositions[i + 1] -= adjustment;
// }
// }
// }
//
// void AdjustCollisions()
// {
// for (int i = 1; i < totalNodes; i += 2)
// {
// int hits = Physics.OverlapSphereNonAlloc(
// currentNodePositions[i],
// nodeColliderRadius,
// colliderHitBuffer,
// ~(1 << 8));
//
// for (int n = 0; n < hits; n++)
// {
// if (Physics.ComputePenetration(
// nodeCollider,
// currentNodePositions[i],
// Quaternion.identity,
// colliderHitBuffer[n],
// colliderHitBuffer[n].transform.position,
// colliderHitBuffer[n].transform.rotation,
// out Vector3 direction,
// out float distance))
// {
// currentNodePositions[i] += direction * distance;
// }
// }
// }
// }
//
// void DrawRope()
// {
// lineRenderer.positionCount = totalNodes;
// lineRenderer.SetPositions(currentNodePositions);
// }
//
// void OnDestroy()
// {
// if (nodeTester != null)
// {
// Destroy(nodeTester);
// }
// }
//
// // 公开方法用于动态设置绑定点
// public void SetAttachments(Transform start, Transform end)
// {
// startAttachment = start;
// endAttachment = end;
// }
// }

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 1330e7f73f804eea8ae09724f6bb1039
timeCreated: 1766759962

View File

@@ -0,0 +1,56 @@
using Obi;
using UnityEngine;
public class RodLine : MonoBehaviour
{
private ObiRope obiRope;
private LineRenderer lineRenderer;
private Transform[] points;
public void GenerateLineRendererRope(Transform[] points, float thickness)
{
if (points.Length < 2)
{
Debug.LogError("LineRenderer requires at least two points.");
return;
}
this.points = points;
if (lineRenderer == null)
{
lineRenderer = base.gameObject.GetComponent<LineRenderer>();
if (lineRenderer == null)
{
lineRenderer = base.gameObject.AddComponent<LineRenderer>();
}
}
lineRenderer.positionCount = points.Length;
lineRenderer.startWidth = thickness;
lineRenderer.endWidth = thickness;
for (int i = 0; i < points.Length; i++)
{
lineRenderer.SetPosition(i, points[i].position);
}
}
private void LateUpdate()
{
if (lineRenderer == null)
{
return;
}
for (int i = 0; i < points.Length; i++)
{
Transform transform = points[i];
if ((bool)transform)
{
lineRenderer.SetPosition(i, transform.position);
}
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 5625b86b9e4b4482b82d83b962d0c873
timeCreated: 1766759973

View File

@@ -0,0 +1,35 @@
using NBF;
using Obi;
using UnityEngine;
public class Rope : MonoBehaviour
{
private FRod _rod;
[SerializeField] private ObiRope rope;
[SerializeField] private ObiRopeCursor cursor;
[SerializeField] private float percentageElasticity = 0.2f;
private float stretchScale;
private void Awake()
{
rope = GetComponent<ObiRope>();
if (_rod)
{
LineLength_OnValueChanged(_rod.lineLength);
}
}
public void LineLength_OnValueChanged(float length)
{
cursor = ((cursor == null) ? GetComponent<ObiRopeCursor>() : cursor);
stretchScale = Mathf.Clamp(length - percentageElasticity, 0f, float.PositiveInfinity);
}
private void Update()
{
rope.stretchingScale = stretchScale;
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 98ba9d435a0e49c9bb527c34cc91894d
timeCreated: 1766759607

View File

@@ -8,13 +8,7 @@ namespace NBF
public FPlayer Player { get; protected set; }
public FRod Rod { get; protected set; }
public ItemInfo ItemInfo;
public HookAsset hookAsset;
private void Awake()
{
hookAsset = GetComponent<HookAsset>();
}
public virtual void Init(FPlayer player, FRod rod)
{

View File

@@ -1,12 +1,25 @@
using UnityEngine;
using Obi;
using UnityEngine;
namespace NBF
{
public class FLine : FGearBase
{
[SerializeField] private ObiParticleAttachment startParticleAttachment;
[SerializeField] private bool isLureConnect;
[SerializeField] private RodLine rodLine;
[SerializeField] private Rope fishingRope;
public float LineLength = 0.5f;
private float _groundSetting = 0.5f;
private float _LineOnSpool = 100f;
private float _LineThickness = 0.0007f;
protected override void OnInit()
{
}
}
}

View File

@@ -1,190 +1,190 @@
using System;
using NBF;
using Obi;
using Unity.VisualScripting;
using UnityEngine;
public class FLineHandler : MonoBehaviour
{
public enum LineType
{
None = 0,
OneSegment = 1,
TwoSegment = 2,
ThereSegment = 3
}
public LineType lineType = LineType.TwoSegment;
public ObiRope obiRopeSegment_1;
public ObiRope obiRopeSegment_2;
public ObiRope obiRopeSegment_3;
public FixedLine LineConnector_0;
public SpringJoint LineConnector_1;
public SpringJoint LineConnector_2;
public SpringJoint LineConnector_3;
// [HideInInspector] public FFishingLine currentRodFishingLineComponent;
// public ObiParticleAttachment toRodConnector;
// public float PhisicsLineOut { get; set; }
public float ObiLineOut;
[HideInInspector] public Rigidbody EndLineRigidbody_0;
[HideInInspector] public Rigidbody EndLineRigidbody_1;
[HideInInspector] public Rigidbody EndLineRigidbody_2;
[HideInInspector] public Rigidbody EndLineRigidbody_3;
// public JointPinchController pinchController;
public FRod Rod;
private Transform waterPlane;
// public float ropeToHookDistance;
void Start()
{
ObiLineOut = obiRopeSegment_1.stretchingScale;
if ((bool)LineConnector_0)
{
EndLineRigidbody_0 = LineConnector_0.GetComponent<Rigidbody>();
}
if ((bool)LineConnector_1)
{
EndLineRigidbody_1 = LineConnector_1.GetComponent<Rigidbody>();
}
if ((bool)LineConnector_2)
{
EndLineRigidbody_2 = LineConnector_2.GetComponent<Rigidbody>();
// var fixedJoint = LineConnector_2.GetComponent<FixedJoint>();
// pinchController = LineConnector_2.gameObject.AddComponent<JointPinchController>();
}
if ((bool)LineConnector_3)
{
EndLineRigidbody_3 = LineConnector_3.GetComponent<Rigidbody>();
}
waterPlane = GameObject.FindGameObjectWithTag("Water").transform;
Debug.LogError($"rope.restLength={obiRopeSegment_1.restLength} LineConnector_1={LineConnector_1.maxDistance}");
}
void Update()
{
if (!Rod) return;
// ropeToHookDistance = Vector3.Distance(toRodConnector.transform.position, LineConnector_1.transform.position);
ObiLineOut = 0.1f + Rod.lineLength;
float target = (0f - Mathf.Clamp(Rod.linelenghtDiferent, -1f, 0f)) * 0.1f;
if (Rod.linelenghtDiferent >= 0f)
{
obiRopeSegment_1.stretchCompliance = Mathf.MoveTowards(obiRopeSegment_1.stretchCompliance, target,
Time.smoothDeltaTime * (1f * Rod.linelenghtDiferent));
}
else
{
obiRopeSegment_1.stretchCompliance = Mathf.MoveTowards(obiRopeSegment_1.stretchCompliance, target,
Time.smoothDeltaTime * 0.1f);
}
if (Rod.lineLength == 0f)
{
obiRopeSegment_1.stretchCompliance = 0f;
}
if ((bool)obiRopeSegment_2)
{
if (!Rod.currentFish)
{
obiRopeSegment_2.stretchCompliance = obiRopeSegment_2.stretchingScale * 0.004f;
}
else
{
obiRopeSegment_2.stretchCompliance = 0f;
}
//TODO:TEST
obiRopeSegment_2.stretchingScale = 0.13F;
}
obiRopeSegment_1.stretchingScale = ObiLineOut;
obiRopeSegment_1.stretchingScale = 1;
LineConnector_1.maxDistance = 0.1f + Rod.lineLength;
if (Input.GetKey(KeyCode.E))
{
// var speed = 1;
// obiRopeCursor_1.ChangeLength(LineConnector_1.maxDistance);
// Debug.Log(obiRopeSegment_1.restLength);
}
// var addLength = LineConnector_1.maxDistance - obiRopeSegment_1.restLength;
// if (Mathf.Abs(addLength) > 0.001f)
// {
// obiRopeCursor_1.ChangeLength(LineConnector_1.maxDistance);
// }
// if (!Mathf.Approximately(LineConnector_1.maxDistance, obiRopeSegment_1.restLength))
// {
// obiRopeCursor_1.ChangeLength(LineConnector_1.maxDistance);
// }
// obiRopeCursor_1.pos
// LineConnector_1.minDistance = LineConnector_1.maxDistance;
}
public void SetSegmentTwoLenght(float lenght)
{
LineConnector_2.maxDistance = lenght;
// obiRopeCursor_2.ChangeLength(lenght);
// LineConnector_2.minDistance = LineConnector_2.maxDistance;
}
private void FixedUpdate()
{
// BindRod();
LineWaterDisplacement();
}
private void BindRod()
{
if (!Rod || !Rod.Asset) return;
LineConnector_0.transform.position = Rod.Asset.lineConnector.position;
}
private void LineWaterDisplacement()
{
if (!waterPlane)
{
return;
}
for (int i = 0; i < obiRopeSegment_1.activeParticleCount; i++)
{
if (obiRopeSegment_1.GetParticlePosition(i).y < waterPlane.position.y)
{
// obiRopeSegment_1.AddForceParticle(i, Vector3.up * 10f, ForceMode.Acceleration);
}
}
}
}
// using System;
// using NBF;
// using Obi;
// using Unity.VisualScripting;
// using UnityEngine;
//
// public class FLineHandler : MonoBehaviour
// {
// public enum LineType
// {
// None = 0,
// OneSegment = 1,
// TwoSegment = 2,
// ThereSegment = 3
// }
//
// public LineType lineType = LineType.TwoSegment;
//
// public ObiRope obiRopeSegment_1;
//
// public ObiRope obiRopeSegment_2;
//
// public ObiRope obiRopeSegment_3;
//
// public FixedLine LineConnector_0;
//
// public SpringJoint LineConnector_1;
//
// public SpringJoint LineConnector_2;
//
// public SpringJoint LineConnector_3;
//
// // [HideInInspector] public FFishingLine currentRodFishingLineComponent;
//
// // public ObiParticleAttachment toRodConnector;
//
// // public float PhisicsLineOut { get; set; }
//
// public float ObiLineOut;
//
// [HideInInspector] public Rigidbody EndLineRigidbody_0;
//
// [HideInInspector] public Rigidbody EndLineRigidbody_1;
//
// [HideInInspector] public Rigidbody EndLineRigidbody_2;
//
// [HideInInspector] public Rigidbody EndLineRigidbody_3;
//
// // public JointPinchController pinchController;
//
// public FRod Rod;
//
// private Transform waterPlane;
//
//
// // public float ropeToHookDistance;
//
// void Start()
// {
// ObiLineOut = obiRopeSegment_1.stretchingScale;
// if ((bool)LineConnector_0)
// {
// EndLineRigidbody_0 = LineConnector_0.GetComponent<Rigidbody>();
// }
//
// if ((bool)LineConnector_1)
// {
// EndLineRigidbody_1 = LineConnector_1.GetComponent<Rigidbody>();
// }
//
// if ((bool)LineConnector_2)
// {
// EndLineRigidbody_2 = LineConnector_2.GetComponent<Rigidbody>();
// // var fixedJoint = LineConnector_2.GetComponent<FixedJoint>();
// // pinchController = LineConnector_2.gameObject.AddComponent<JointPinchController>();
// }
//
// if ((bool)LineConnector_3)
// {
// EndLineRigidbody_3 = LineConnector_3.GetComponent<Rigidbody>();
// }
//
// waterPlane = GameObject.FindGameObjectWithTag("Water").transform;
//
// Debug.LogError($"rope.restLength={obiRopeSegment_1.restLength} LineConnector_1={LineConnector_1.maxDistance}");
// }
//
//
// void Update()
// {
// if (!Rod) return;
//
//
// // ropeToHookDistance = Vector3.Distance(toRodConnector.transform.position, LineConnector_1.transform.position);
//
// ObiLineOut = 0.1f + Rod.lineLength;
// float target = (0f - Mathf.Clamp(Rod.linelenghtDiferent, -1f, 0f)) * 0.1f;
// if (Rod.linelenghtDiferent >= 0f)
// {
// obiRopeSegment_1.stretchCompliance = Mathf.MoveTowards(obiRopeSegment_1.stretchCompliance, target,
// Time.smoothDeltaTime * (1f * Rod.linelenghtDiferent));
// }
// else
// {
// obiRopeSegment_1.stretchCompliance = Mathf.MoveTowards(obiRopeSegment_1.stretchCompliance, target,
// Time.smoothDeltaTime * 0.1f);
// }
//
// if (Rod.lineLength == 0f)
// {
// obiRopeSegment_1.stretchCompliance = 0f;
// }
//
// if ((bool)obiRopeSegment_2)
// {
// if (!Rod.currentFish)
// {
// obiRopeSegment_2.stretchCompliance = obiRopeSegment_2.stretchingScale * 0.004f;
// }
// else
// {
// obiRopeSegment_2.stretchCompliance = 0f;
// }
//
// //TODO:TEST
// obiRopeSegment_2.stretchingScale = 0.13F;
// }
//
// obiRopeSegment_1.stretchingScale = ObiLineOut;
// obiRopeSegment_1.stretchingScale = 1;
// LineConnector_1.maxDistance = 0.1f + Rod.lineLength;
// if (Input.GetKey(KeyCode.E))
// {
// // var speed = 1;
// // obiRopeCursor_1.ChangeLength(LineConnector_1.maxDistance);
// // Debug.Log(obiRopeSegment_1.restLength);
// }
//
// // var addLength = LineConnector_1.maxDistance - obiRopeSegment_1.restLength;
// // if (Mathf.Abs(addLength) > 0.001f)
// // {
// // obiRopeCursor_1.ChangeLength(LineConnector_1.maxDistance);
// // }
//
// // if (!Mathf.Approximately(LineConnector_1.maxDistance, obiRopeSegment_1.restLength))
// // {
// // obiRopeCursor_1.ChangeLength(LineConnector_1.maxDistance);
// // }
//
// // obiRopeCursor_1.pos
//
//
// // LineConnector_1.minDistance = LineConnector_1.maxDistance;
// }
//
// public void SetSegmentTwoLenght(float lenght)
// {
// LineConnector_2.maxDistance = lenght;
// // obiRopeCursor_2.ChangeLength(lenght);
// // LineConnector_2.minDistance = LineConnector_2.maxDistance;
// }
//
// private void FixedUpdate()
// {
// // BindRod();
// LineWaterDisplacement();
// }
//
// private void BindRod()
// {
// if (!Rod || !Rod.Asset) return;
// LineConnector_0.transform.position = Rod.Asset.lineConnector.position;
// }
//
// private void LineWaterDisplacement()
// {
// if (!waterPlane)
// {
// return;
// }
//
// for (int i = 0; i < obiRopeSegment_1.activeParticleCount; i++)
// {
// if (obiRopeSegment_1.GetParticlePosition(i).y < waterPlane.position.y)
// {
// // obiRopeSegment_1.AddForceParticle(i, Vector3.up * 10f, ForceMode.Acceleration);
// }
// }
// }
// }

View File

@@ -30,10 +30,6 @@ namespace NBF
public FWeight Weight;
public FLine Line;
/// <summary>
/// 鱼线处理器
/// </summary>
public FLineHandler lineHandler;
public Transform GearRoot;
@@ -81,9 +77,12 @@ namespace NBF
var parent = GearRoot;
CreateFishingHandler();
List<ItemInfo> children = RoleModel.Instance.GetBindItems(itemInfo.Id);
ItemInfo lineItemInfo = null;
// CreateFishingHandler();
// children.Sort();
foreach (var child in children)
{
@@ -124,7 +123,13 @@ namespace NBF
Quaternion.identity);
Weight.SetItemInfo(child);
}
else if (itemType == ItemType.Line)
{
lineItemInfo = child;
}
}
yield return 1;
if (Reel)
@@ -136,40 +141,40 @@ namespace NBF
Reel.Init(player, this);
}
if (Bobber)
{
Bobber.Init(Player, this);
Bobber.transform.position = lineHandler.LineConnector_1.transform.position;
Bobber.gameObject.GetComponent<ConfigurableJoint>().connectedBody =
lineHandler.LineConnector_1.GetComponent<Rigidbody>();
}
if (Hook)
{
Hook.Init(Player, this);
Hook.transform.position = lineHandler.LineConnector_2.transform.position;
Hook.transform.rotation = lineHandler.LineConnector_2.transform.rotation; // 确保旋转也同步
var target = lineHandler.LineConnector_2.GetComponent<Rigidbody>();
var joint = Hook.gameObject.GetComponent<ConfigurableJoint>();
joint.connectedBody = target;
// LureHookWaterDisplacement = Hook.GetComponent<FWaterDisplacement>();
}
if (Bait)
{
Bait.Init(Player, this);
Bait.transform.position = Hook.hookAsset.baitConnector.position;
Bait.transform.SetParent(Hook.hookAsset.baitConnector);
}
if (Lure)
{
Lure.Init(Player, this);
Lure.transform.position = lineHandler.LineConnector_1.transform.position;
Lure.gameObject.GetComponent<ConfigurableJoint>().connectedBody =
lineHandler.LineConnector_1.GetComponent<Rigidbody>();
// LureHookWaterDisplacement = Lure.GetComponent<FWaterDisplacement>();
}
// if (Bobber)
// {
// Bobber.Init(Player, this);
// Bobber.transform.position = lineHandler.LineConnector_1.transform.position;
// Bobber.gameObject.GetComponent<ConfigurableJoint>().connectedBody =
// lineHandler.LineConnector_1.GetComponent<Rigidbody>();
// }
//
// if (Hook)
// {
// Hook.Init(Player, this);
// Hook.transform.position = lineHandler.LineConnector_2.transform.position;
// Hook.transform.rotation = lineHandler.LineConnector_2.transform.rotation; // 确保旋转也同步
// var target = lineHandler.LineConnector_2.GetComponent<Rigidbody>();
// var joint = Hook.gameObject.GetComponent<ConfigurableJoint>();
// joint.connectedBody = target;
// // LureHookWaterDisplacement = Hook.GetComponent<FWaterDisplacement>();
// }
//
// if (Bait)
// {
// Bait.Init(Player, this);
// Bait.transform.position = Hook.hookAsset.baitConnector.position;
// Bait.transform.SetParent(Hook.hookAsset.baitConnector);
// }
//
// if (Lure)
// {
// Lure.Init(Player, this);
// Lure.transform.position = lineHandler.LineConnector_1.transform.position;
// Lure.gameObject.GetComponent<ConfigurableJoint>().connectedBody =
// lineHandler.LineConnector_1.GetComponent<Rigidbody>();
// // LureHookWaterDisplacement = Lure.GetComponent<FWaterDisplacement>();
// }
if (Weight)
{
@@ -223,95 +228,5 @@ namespace NBF
rings = list.ToArray();
}
public void CreateFishingHandler()
{
if (lineHandler == null)
{
Debug.LogError("创建钓组=====");
var rodType = (ItemSubType)ItemInfo.Config.Type;
if (rodType == ItemSubType.RodTele)
{
CreateObiFishingLine(0);
}
else if (rodType == ItemSubType.RodSpine || rodType == ItemSubType.RodBolo)
{
CreateObiFishingLine(1);
}
}
}
public void CreateObiFishingLine(int currentLineTypeIndex)
{
// if ((bool)Owner.Gears.Reel && !currentLineHandler)
if (!lineHandler)
{
var indexNames = new[] { "FFishingLine_0", "FFishingLine_1" };
var path =
$"Assets/ResRaw/Prefabs/{indexNames[currentLineTypeIndex]}.prefab"; //$"GameItemsPrefabs/Lines/{indexNames[currentLineTypeIndex]}";
var prefab = Assets.Load<GameObject>(path);
// var toRodConnector = rodAsset.lineConnector.GetComponent<Rigidbody>();
GameObject obj = Instantiate(prefab, GearRoot.position, Quaternion.identity, GearRoot);
lineHandler = obj.GetComponent<FLineHandler>();
// lineHandler.transform.SetParent(toRodConnector.transform);
lineHandler.transform.position = Asset.lineConnector.position;
lineHandler.LineConnector_0.target = Asset.lineConnector; //.GetComponent<Rigidbody>();
// lineHandler.toRodConnector.target = rodAsset.lineConnector;
lineHandler.Rod = this;
// var obiSolver = lineHandler.GetComponent<ObiSolver>();
// SceneSettings.Instance.obiFixedUpdater.solvers.Add(obiSolver);
}
}
public void RenderLine()
{
if (!lineHandler)
{
return;
}
if (!Reel) return;
if (!Asset.lineRenderer) return;
// var reel = Reel;
// int num = 0;
// bool isBlockLineByFinger = reel.isBlockLineByFinger;
// if (reel.AnimatorCtrl.Unlock && isBlockLineByFinger && reel.reelAsset.type == ReelAsset.Type.Normal)
// {
// Asset.lineRenderer.positionCount = rings.Length + 3;
// }
// else
// {
// Asset.lineRenderer.positionCount = rings.Length + 2;
// }
//
// Asset.lineRenderer.SetPosition(num, reel.reelAsset.lineIntersectHelper.position);
// num++;
// if (reel.AnimatorCtrl.Unlock && reel.reelAsset.type == ReelAsset.Type.Normal)
// {
// Asset.lineRenderer.SetPosition(num, reel.reelAsset.lineIntersect.position);
// num++;
// if (isBlockLineByFinger)
// {
// // Asset.lineRenderer.SetPosition(num, reel.reelAsset.lineFingerPoint.position);
// // num++;
// }
// }
// else
// {
// Asset.lineRenderer.SetPosition(num, reel.reelAsset.lineConnector.position);
// num++;
// }
//
// for (int num2 = 0; num2 < rings.Length; num2++)
// {
// Asset.lineRenderer.SetPosition(num, rings[num2].point.position);
// num++;
// }
}
}
}

View File

@@ -1,176 +0,0 @@
using System;
using System.Collections.Generic;
using UnityEngine;
namespace PhysicsTools
{
public class Bezier
{
private Vector3[] knots;
private Vector3[] firstControlPts;
private Vector3[] secondControlPts;
private int lastIndex = 1;
private float lengthCovered;
private float indexedLength;
private float totalLength;
public Bezier(List<PosOri> points)
{
Vector3[] array = new Vector3[points.Count];
for (int i = 0; i < points.Count; i++)
{
array[i] = points[i].pos;
}
init(array);
}
public Bezier(Vector3[] points)
{
init(points);
}
private void init(Vector3[] points)
{
knots = new Vector3[points.Length];
for (int i = 0; i < points.Length; i++)
{
knots[i] = points[i];
if (i != 0)
{
totalLength += (knots[i] - knots[i - 1]).magnitude;
}
}
GetCurveControlPoints(knots, out firstControlPts, out secondControlPts);
indexedLength = (knots[1] - knots[0]).magnitude;
}
public float TotalLength()
{
return totalLength;
}
public PosOri getNext(float deltaLen)
{
return new PosOri(getNextPos(deltaLen), Quaternion.identity);
}
public Vector3 getNextPos(float deltaLen)
{
bool flag = false;
float num = indexedLength;
float num2 = indexedLength;
while (!flag)
{
num = indexedLength;
num2 = indexedLength - (knots[lastIndex] - knots[lastIndex - 1]).magnitude;
if (lengthCovered + deltaLen > num)
{
lastIndex++;
if (lastIndex == knots.Length)
{
flag = true;
deltaLen = num - lengthCovered;
lastIndex = knots.Length - 1;
}
else
{
indexedLength += (knots[lastIndex] - knots[lastIndex - 1]).magnitude;
}
continue;
}
break;
}
float num3 = (lengthCovered + deltaLen - num2) / (num - num2);
Vector3 result = (float)Math.Pow(1f - num3, 3.0) * knots[lastIndex - 1] + 3f * (float)Math.Pow(1f - num3, 2.0) * num3 * firstControlPts[lastIndex - 1] + 3f * (1f - num3) * num3 * num3 * secondControlPts[lastIndex - 1] + num3 * num3 * num3 * knots[lastIndex];
lengthCovered += deltaLen;
return result;
}
private void GetCurveControlPoints(Vector3[] knots, out Vector3[] firstControlPoints, out Vector3[] secondControlPoints)
{
if (knots == null)
{
throw new ArgumentNullException("knots");
}
int num = knots.Length - 1;
if (num < 1)
{
throw new ArgumentException("At least two knot points required", "knots");
}
if (num == 1)
{
firstControlPoints = new Vector3[1];
firstControlPoints[0].x = (2f * knots[0].x + knots[1].x) / 3f;
firstControlPoints[0].y = (2f * knots[0].y + knots[1].y) / 3f;
firstControlPoints[0].z = (2f * knots[0].z + knots[1].z) / 3f;
secondControlPoints = new Vector3[1];
secondControlPoints[0].x = 2f * firstControlPoints[0].x - knots[0].x;
secondControlPoints[0].y = 2f * firstControlPoints[0].y - knots[0].y;
secondControlPoints[0].z = 2f * firstControlPoints[0].z - knots[0].z;
return;
}
float[] array = new float[num];
for (int i = 1; i < num - 1; i++)
{
array[i] = 4f * knots[i].x + 2f * knots[i + 1].x;
}
array[0] = knots[0].x + 2f * knots[1].x;
array[num - 1] = (8f * knots[num - 1].x + knots[num].x) / 2f;
float[] firstControlPoints2 = GetFirstControlPoints(array);
for (int j = 1; j < num - 1; j++)
{
array[j] = 4f * knots[j].y + 2f * knots[j + 1].y;
}
array[0] = knots[0].y + 2f * knots[1].y;
array[num - 1] = (8f * knots[num - 1].y + knots[num].y) / 2f;
float[] firstControlPoints3 = GetFirstControlPoints(array);
for (int k = 1; k < num - 1; k++)
{
array[k] = 4f * knots[k].z + 2f * knots[k + 1].z;
}
array[0] = knots[0].z + 2f * knots[1].z;
array[num - 1] = (8f * knots[num - 1].z + knots[num].z) / 2f;
float[] firstControlPoints4 = GetFirstControlPoints(array);
firstControlPoints = new Vector3[num];
secondControlPoints = new Vector3[num];
for (int l = 0; l < num; l++)
{
firstControlPoints[l] = new Vector3(firstControlPoints2[l], firstControlPoints3[l], firstControlPoints4[l]);
if (l < num - 1)
{
secondControlPoints[l] = new Vector3(2f * knots[l + 1].x - firstControlPoints2[l + 1], 2f * knots[l + 1].y - firstControlPoints3[l + 1], 2f * knots[l + 1].z - firstControlPoints4[l + 1]);
}
else
{
secondControlPoints[l] = new Vector3((knots[num].x + firstControlPoints2[num - 1]) / 2f, (knots[num].y + firstControlPoints3[num - 1]) / 2f, (knots[num].z + firstControlPoints4[num - 1]) / 2f);
}
}
}
private float[] GetFirstControlPoints(float[] rhs)
{
int num = rhs.Length;
float[] array = new float[num];
float[] array2 = new float[num];
float num2 = 2f;
array[0] = rhs[0] / num2;
for (int i = 1; i < num; i++)
{
array2[i] = 1f / num2;
num2 = ((i >= num - 1) ? 3.5f : 4f) - array2[i];
array[i] = (rhs[i] - array[i - 1]) / num2;
}
for (int j = 1; j < num; j++)
{
array[num - j - 1] -= array2[num - j] * array[num - j];
}
return array;
}
}
}

View File

@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 0cc4d18ef4a8ff6439959ca335b42593
MonoImporter:
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serializedVersion: 2
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View File

@@ -1,18 +0,0 @@
using UnityEngine;
namespace PhysicsTools
{
internal class BoneSegment : Segment
{
public GameObject bone;
public Matrix4x4 initTransform;
public BoneSegment(string name, float len, Vector3 pos, Quaternion q, SegmentPropertiesBase segProperties, Rope r, GameObject b)
: base(name, len, pos, q, segProperties, r)
{
bone = b;
initTransform = seg.transform.worldToLocalMatrix * bone.transform.localToWorldMatrix;
}
}
}

View File

@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 7d9816d80c9fd754aaa984a288cd35d3
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View File

@@ -1,62 +0,0 @@
using System;
using UnityEngine;
namespace PhysicsTools
{
[Serializable]
public class ControlPoint
{
[Tooltip("Optional: Object")]
public GameObject obj;
[Tooltip("Position through which rope will pass... If Object is specified then it is the local to the object otherwise it is global position")]
public Vector3 localPos;
[Range(1f, 5f)]
[Tooltip("SlackFraction: How much of the rope length should be created between two control points... If it is more than 1 then a catenary is formed between the control points")]
public float slackFraction;
[Tooltip("Specify whether it is attached to the control point or not")]
public bool attached;
public ControlPoint()
{
obj = null;
slackFraction = 1f;
attached = true;
}
public override string ToString()
{
return ((!(obj != null)) ? "Object: null" : ("Object:" + obj.ToString())) + ", Position: " + localPos.ToString() + ", SlackFraction: " + slackFraction + ", Attached: " + attached;
}
public bool compare(ControlPoint rhs)
{
if (obj != rhs.obj || localPos != rhs.localPos || slackFraction != rhs.slackFraction || attached != rhs.attached)
{
return false;
}
return true;
}
public ControlPoint clone()
{
ControlPoint controlPoint = new ControlPoint();
controlPoint.obj = obj;
controlPoint.localPos = localPos;
controlPoint.slackFraction = slackFraction;
controlPoint.attached = attached;
return controlPoint;
}
public Vector3 globalPos(Rope rope)
{
if (obj != null)
{
return obj.transform.TransformPoint(localPos);
}
return rope.transform.TransformPoint(localPos);
}
}
}

View File

@@ -1,14 +0,0 @@
fileFormatVersion: 2
guid: 4c3919bd67247ecf47ac8b5970b70372
timeCreated: 1747788126
licenseType: Free
MonoImporter:
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View File

@@ -1,142 +0,0 @@
using UnityEngine;
namespace PhysicsTools
{
public class Joint
{
public UnityEngine.Joint joint;
public Joint(Segment seg1, Segment seg2, JointProperties prop, SegmentPropertiesBase segProperties, Quaternion twistOffset)
{
if (seg2 == null)
{
}
seg2.seg.transform.rotation = seg2.seg.transform.rotation * twistOffset;
switch (prop.type)
{
case JointProperties.Type.HINGE_JOINT:
{
HingeJoint hingeJoint = seg1.seg.AddComponent<HingeJoint>();
hingeJoint.autoConfigureConnectedAnchor = false;
joint = hingeJoint;
JointLimits limits = new JointLimits
{
min = 0f - prop.swingLimitDeg,
max = prop.swingLimitDeg
};
joint.axis = new Vector3(0f, 0f, 1f);
hingeJoint.limits = limits;
break;
}
case JointProperties.Type.CONFIGURABLE_JOINT:
{
ConfigurableJoint configurableJoint = seg1.seg.AddComponent<ConfigurableJoint>();
configurableJoint.enableCollision = false;
configurableJoint.xMotion = ConfigurableJointMotion.Locked;
configurableJoint.yMotion = ConfigurableJointMotion.Locked;
configurableJoint.zMotion = ConfigurableJointMotion.Locked;
configurableJoint.angularXMotion = ConfigurableJointMotion.Limited;
configurableJoint.angularYMotion = ConfigurableJointMotion.Limited;
configurableJoint.angularZMotion = ConfigurableJointMotion.Limited;
configurableJoint.autoConfigureConnectedAnchor = false;
configurableJoint.lowAngularXLimit = new SoftJointLimit
{
limit = 0f - prop.twistLimitDeg
};
configurableJoint.highAngularXLimit = new SoftJointLimit
{
limit = prop.twistLimitDeg
};
configurableJoint.projectionMode = JointProjectionMode.PositionAndRotation;
configurableJoint.projectionDistance = prop.projectionDistance;
SoftJointLimit softJointLimit = new SoftJointLimit
{
limit = prop.swingLimitDeg
};
configurableJoint.angularYLimit = softJointLimit;
configurableJoint.angularZLimit = softJointLimit;
joint = configurableJoint;
joint.axis = new Vector3(0f, 1f, 0f);
if (prop.breakingForce != 0f)
{
configurableJoint.breakForce = prop.breakingForce;
}
configurableJoint.enablePreprocessing = false;
break;
}
}
if (segProperties is SegmentPropertiesCylinder)
{
joint.anchor = new Vector3(0f, 1f - prop.offsetScale, 0f);
joint.connectedAnchor = new Vector3(0f, -1f + prop.offsetScale, 0f);
}
else
{
joint.anchor = new Vector3(0f, (1f - prop.offsetScale) / 2f, 0f);
joint.connectedAnchor = new Vector3(0f, (-1f + prop.offsetScale) / 2f, 0f);
}
joint.connectedBody = seg2.seg.GetComponent<Rigidbody>();
}
public Joint(GameObject seg1, GameObject seg2, Vector3 vGlobalAnchor, Vector3 vGlobalAxis, JointProperties prop, Rope r, int jtPos)
{
ConfigurableJoint configurableJoint = seg1.AddComponent<ConfigurableJoint>();
configurableJoint.enableCollision = false;
configurableJoint.xMotion = ConfigurableJointMotion.Limited;
configurableJoint.yMotion = ConfigurableJointMotion.Limited;
configurableJoint.zMotion = ConfigurableJointMotion.Limited;
configurableJoint.angularXMotion = ConfigurableJointMotion.Limited;
configurableJoint.angularYMotion = ConfigurableJointMotion.Free;
configurableJoint.angularZMotion = ConfigurableJointMotion.Free;
configurableJoint.anchor = seg1.transform.InverseTransformPoint(vGlobalAnchor);
configurableJoint.axis = seg1.transform.InverseTransformDirection(vGlobalAxis);
if (seg2 != null)
{
configurableJoint.connectedBody = seg2.GetComponent<Rigidbody>();
}
SoftJointLimit linearLimit = new SoftJointLimit
{
limit = 0.01f
};
SoftJointLimitSpring linearLimitSpring = default(SoftJointLimitSpring);
switch (jtPos)
{
case 0:
linearLimitSpring = r.getStartJtSpring();
break;
case 1:
linearLimitSpring = r.getEndJtSpring();
break;
default:
{
float damper = (linearLimitSpring.spring = 0f);
linearLimitSpring.damper = damper;
break;
}
}
if (linearLimitSpring.spring == 0f)
{
linearLimit.limit = 0f;
}
configurableJoint.linearLimitSpring = linearLimitSpring;
configurableJoint.linearLimit = linearLimit;
configurableJoint.projectionMode = JointProjectionMode.PositionAndRotation;
configurableJoint.projectionDistance = prop.projectionDistanceFirst;
configurableJoint.lowAngularXLimit = new SoftJointLimit
{
limit = 0f - prop.twistLimitDeg
};
configurableJoint.highAngularXLimit = new SoftJointLimit
{
limit = prop.twistLimitDeg
};
if (prop.breakingForce != 0f)
{
configurableJoint.breakForce = prop.breakingForce;
}
joint = configurableJoint;
configurableJoint.autoConfigureConnectedAnchor = false;
configurableJoint.enablePreprocessing = false;
}
}
}

View File

@@ -1,14 +0,0 @@
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licenseType: Free
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View File

@@ -1,48 +0,0 @@
using System;
using UnityEngine;
namespace PhysicsTools
{
[Serializable]
public class JointProperties
{
[Serializable]
public enum Type
{
CONFIGURABLE_JOINT = 0,
HINGE_JOINT = 1
}
public Type type;
[Range(0f, 180f)]
public float twistLimitDeg;
[Range(0f, 180f)]
public float swingLimitDeg;
[Range(0f, 0.5f)]
public float offsetScale;
[Range(0f, 90f)]
public float twistOffsetDeg;
public float breakingForce;
public float projectionDistance;
public float projectionDistanceFirst;
public JointProperties()
{
type = Type.CONFIGURABLE_JOINT;
twistLimitDeg = 10f;
swingLimitDeg = 50f;
offsetScale = 0f;
twistOffsetDeg = 0f;
breakingForce = 0f;
projectionDistance = 0.1f;
projectionDistanceFirst = 0.001f;
}
}
}

View File

@@ -1,11 +0,0 @@
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View File

@@ -1,89 +0,0 @@
using System;
using UnityEngine;
namespace PhysicsTools
{
[Serializable]
public class LinkMesh
{
[HideInInspector]
public Mesh modifiedMesh;
[HideInInspector]
public Matrix4x4 transform;
[HideInInspector]
public Mesh defaultMesh;
[HideInInspector]
public Material defaultMeshMaterial;
[HideInInspector]
public Matrix4x4 defaultTransform;
public Mesh mesh;
public Material meshMaterial;
public Vector3 position;
public Vector3 rotation;
public Vector3 scale;
public LinkMesh()
{
mesh = null;
position = new Vector3(0f, 0f, 0f);
rotation = new Vector3(0f, 0f, 0f);
scale = new Vector3(1f, 1f, 1f);
defaultTransform = default(Matrix4x4);
defaultTransform.SetTRS(position, Quaternion.Euler(rotation), scale);
transform = default(Matrix4x4);
transform.SetTRS(position, Quaternion.Euler(rotation), scale);
}
public void update()
{
if (mesh == null)
{
mesh = defaultMesh;
transform = defaultTransform;
Quaternion rot;
Utility.MatrixToTRS(transform, out position, out rot, out scale);
rotation = rot.eulerAngles;
}
if (mesh != null)
{
modifiedMesh = UnityEngine.Object.Instantiate(mesh);
}
if (modifiedMesh != null)
{
transform.SetTRS(position, Quaternion.Euler(rotation), scale);
ScaleMesh();
}
}
public void ScaleMesh()
{
Vector3[] vertices = modifiedMesh.vertices;
for (int i = 0; i < vertices.Length; i++)
{
Vector3 point = vertices[i];
point = transform.MultiplyPoint(point);
vertices[i] = point;
}
modifiedMesh.vertices = vertices;
}
public Mesh getMesh()
{
return modifiedMesh;
}
public Material getMaterial()
{
return null;
}
}
}

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using System;
using UnityEngine;
namespace PhysicsTools
{
[Serializable]
public class PosOri
{
public Vector3 pos;
public Quaternion rot;
public PosOri(Vector3 p, Quaternion q)
{
pos = p;
rot = q;
}
}
}

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using UnityEngine;
namespace PhysicsTools
{
internal class SCapsulePos
{
public Vector3 vPos;
public Vector3 vDir;
public Vector3 vPrevPos;
public Vector3 vPrevDir;
public float fLen;
public SCapsulePos()
{
vPos = new Vector3(0f, 0f, 0f);
vDir = new Vector3(0f, 0f, 0f);
vPrevPos = new Vector3(0f, 0f, 0f);
vPrevDir = new Vector3(0f, 0f, 0f);
fLen = 0f;
}
}
}

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// using UltimateWater;
using UnityEngine;
namespace PhysicsTools
{
public class Segment
{
public GameObject seg;
public Rigidbody body;
public Joint prev;
public Joint next;
public CapsuleCollider capsuleCollider;
public MeshFilter meshFilter;
public MeshRenderer meshRenderer;
// public WaterInteractive waterInteractive;
public Segment(string name, float len, Vector3 pos, Quaternion q, SegmentPropertiesBase segProperties, Rope r)
{
SegmentPropertiesCylinder segmentPropertiesCylinder = (SegmentPropertiesCylinder)segProperties;
float radius = segmentPropertiesCylinder.radius;
seg = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
capsuleCollider = seg.GetComponent<CapsuleCollider>();
meshFilter = seg.GetComponent<MeshFilter>();
meshRenderer = seg.GetComponent<MeshRenderer>();
body = seg.AddComponent<Rigidbody>();
capsuleCollider.sharedMaterial = r.ropeMaterial;
capsuleCollider.enabled = r.useColliders;
r.lstComponentsCreated.Add(seg);
seg.hideFlags = (r.HideChildren ? HideFlags.HideInHierarchy : HideFlags.None);
meshRenderer.enabled = true;
r.linkMesh.defaultMesh = meshFilter.sharedMesh;
r.linkMesh.defaultMeshMaterial = meshRenderer.sharedMaterial;
r.linkMesh.defaultTransform = Matrix4x4.identity;
if (r.linkMesh.getMesh() != null)
{
meshFilter.sharedMesh = r.linkMesh.getMesh();
meshRenderer.sharedMaterial = r.linkMesh.meshMaterial;
}
seg.name = name;
seg.transform.localScale = new Vector3(radius * 2f, len / 2f, radius * 2f);
seg.transform.localPosition = pos;
seg.transform.localRotation = q;
body.maxAngularVelocity = 1f;
body.angularDamping = segmentPropertiesCylinder.angularDamping;
body.linearDamping = segmentPropertiesCylinder.linearDamping;
body.mass = segmentPropertiesCylinder.massPerUnitLength * segmentPropertiesCylinder.length;
body.solverIterations = segmentPropertiesCylinder.solverCount;
body.isKinematic = r.kinematic;
}
}
}

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@@ -1,39 +0,0 @@
using System;
namespace PhysicsTools
{
[Serializable]
public class SegmentProperties
{
[Serializable]
public enum Type
{
CYLINDER = 0,
BOX = 1
}
public Type type;
public SegmentPropertiesBase properties;
public SegmentProperties()
{
properties = new SegmentPropertiesCylinder();
type = Type.CYLINDER;
}
public void setType(Type t)
{
switch (t)
{
case Type.BOX:
properties = new SegmentPropertiesBox();
break;
case Type.CYLINDER:
properties = new SegmentPropertiesCylinder();
break;
}
type = t;
}
}
}

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using System;
namespace PhysicsTools
{
[Serializable]
public class SegmentPropertiesBase
{
public float massPerUnitLength;
public int solverCount;
public float length;
public float linearDamping;
public float angularDamping;
public SegmentPropertiesBase()
{
massPerUnitLength = 10f;
solverCount = 255;
length = 1f;
linearDamping = 0.01f;
angularDamping = 0.01f;
}
}
}

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using System;
namespace PhysicsTools
{
[Serializable]
public class SegmentPropertiesBox : SegmentPropertiesBase
{
public float width;
public float height;
public SegmentPropertiesBox()
{
length = 1f;
width = 0.05f;
height = 0.2f;
}
}
}

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using System;
namespace PhysicsTools
{
[Serializable]
public class SegmentPropertiesCylinder : SegmentPropertiesBase
{
public float radius;
public SegmentPropertiesCylinder()
{
length = 1f;
radius = 0.1f;
}
}
}

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@@ -1,38 +0,0 @@
using System;
using UnityEngine;
namespace PhysicsTools
{
[Serializable]
public class SerializedSoftJointLimitSpring
{
public float spring = 30000f;
public float damper = 30000f;
public SerializedSoftJointLimitSpring()
{
spring = 30000f;
damper = 30000f;
}
private SerializedSoftJointLimitSpring(SoftJointLimitSpring c)
{
damper = c.damper;
spring = c.spring;
}
public static implicit operator SoftJointLimitSpring(SerializedSoftJointLimitSpring c)
{
SoftJointLimitSpring result = default(SoftJointLimitSpring);
result.spring = c.spring;
result.damper = c.damper;
return result;
}
public static explicit operator SerializedSoftJointLimitSpring(SoftJointLimitSpring c)
{
return new SerializedSoftJointLimitSpring(c);
}
}
}

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guid: 2aeb581d8e0340a7b32560ea8d661608
timeCreated: 1762030053

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@@ -1,147 +0,0 @@
using NBC;
using UnityEngine;
namespace PhysicsTools
{
public class RopeTest : MonoBehaviour
{
public Rope rope;
public Transform startPosition;
public Transform throwPosition;
public Transform ropeStart;
public Transform ropeFloat;
public Transform ropeBait;
public Transform fishingPlayer;
public bool updateDistance;
public float incDist = 0.1f;
public float incDistThrow = 0.5f;
public float incDistWater = 0.1f;
public float maxLength = 25f;
public Vector3 throwDir = Vector3.zero;
public float throwForce = 1000f;
public float prevDistance = -1f;
public float currentDistance = -1f;
public float reelInSpeed = 0.01f;
[HideInInspector] public float reelInFactor;
private bool hitWater;
private bool wasThrown;
public bool hasFish;
private void Start()
{
prevDistance = (currentDistance = CalculateDistance());
ResetBait(true);
ropeStart.parent = null;
}
private void Update()
{
if (hitWater && rope.getLength() < 1f)
{
ResetBait();
return;
}
reelInFactor = 0f;
if (Input.GetKey(KeyCode.N))
{
reelInFactor = reelInSpeed;
}
else if (Input.GetKey(KeyCode.M))
{
reelInFactor = 0f - reelInSpeed;
}
if (Input.GetKeyDown(KeyCode.B))
{
ThrowBait();
}
if (Input.GetKeyDown(KeyCode.V))
{
ResetBait(true);
}
ReelIn(reelInFactor);
if (!hitWater && ropeStart.position.y <= 0f)
{
incDist = incDistWater;
hitWater = true;
}
ropeStart.GetComponent<Rigidbody>().linearDamping = ((!(ropeStart.position.y <= 0f)) ? 0f : 5f);
}
private void LateUpdate()
{
prevDistance = currentDistance;
currentDistance = CalculateDistance();
if (updateDistance && (!hitWater || hasFish) && rope.getLength() < maxLength && wasThrown &&
rope.getLength() < currentDistance + incDist)
{
rope.changeLength(currentDistance - rope.getLength() + incDist);
}
Debug.Log("currentDistance: " + currentDistance + " rope.getLength(): " + rope.getLength());
}
public void ReelIn(float reelIn)
{
if (reelIn < 0f && rope.getLength() <= rope.segPropertiesCylinder.length)
{
reelIn = 0f;
}
rope.rate = reelIn;
}
public float CalculateDistance()
{
return Vector3.Distance(ropeStart.position, ropeFloat.position);
}
public void ThrowBait()
{
Debug.Log("ThrowBait");
incDist = incDistThrow;
ropeStart.position = throwPosition.position;
rope.regenerateRope(true);
ropeStart.GetComponent<Rigidbody>().AddForce((fishingPlayer.forward + throwDir).normalized * throwForce);
Debug.DrawLine(ropeStart.position,
ropeStart.position + (fishingPlayer.forward + throwDir).normalized * throwForce, Color.yellow, 5f);
wasThrown = true;
}
public void ResetBait(bool quick = false)
{
if (quick)
{
ropeStart.position = startPosition.position;
rope.regenerateRope(true);
}
hitWater = false;
wasThrown = false;
}
}
}

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fileFormatVersion: 2
guid: 8120306974a64ee3b78322d877915631
timeCreated: 1762029973

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@@ -1,85 +0,0 @@
// using UnityEngine;
//
// namespace PhysicsTools
// {
// public class RopeTestLogic : MonoBehaviour
// {
// public GameObject fishingRod;
//
// public GameObject bait;
//
// public GameObject baitStartPos;
//
// public GameObject rodEndPos;
//
// public UltimateRope rope;
//
// public float throwStrength = 10f;
//
// public float ropeLengthMargin = 3f;
//
// private bool isThrown;
//
// private void Start()
// {
// rope.Regenerate();
// rope.GetComponent<RopeAdditionalParams>().UpdateNodes(rope);
// }
//
// private void Update()
// {
// if (Input.GetKeyDown(KeyCode.T))
// {
// ThrowBait();
// }
//
// if (Input.GetKeyDown(KeyCode.R))
// {
// ResetBait();
// }
//
// if (Input.GetKeyDown(KeyCode.Z))
// {
// rope.ExtendRope(UltimateRope.ERopeExtensionMode.LinearExtensionIncrement, -0.1f);
// }
// else if (Input.GetKeyDown(KeyCode.X))
// {
// rope.ExtendRope(UltimateRope.ERopeExtensionMode.LinearExtensionIncrement, 0.1f);
// }
//
// if (isThrown)
// {
// UpdateRope();
// }
// }
//
// public void UpdateRope()
// {
// float num = Vector3.Distance(rodEndPos.transform.position, bait.transform.position);
// if (rope.m_fCurrentExtension < num + ropeLengthMargin - rope.RopeNodes[0].fLength)
// {
// rope.ExtendRope(UltimateRope.ERopeExtensionMode.LinearExtensionIncrement,
// num + ropeLengthMargin - rope.RopeNodes[0].fLength - rope.m_fCurrentExtension);
// }
// }
//
// public void ThrowBait()
// {
// bait.transform.localRotation = Quaternion.Euler(0f, 0f, 0f);
// Vector3 forward = base.transform.forward;
// bait.GetComponent<Rigidbody>().isKinematic = false;
// bait.GetComponent<Rigidbody>().AddForce(forward * throwStrength);
// isThrown = true;
// }
//
// public void ResetBait()
// {
// bait.transform.position = baitStartPos.transform.position;
// bait.GetComponent<Rigidbody>().isKinematic = true;
// bait.GetComponent<Rigidbody>().velocity = Vector3.zero;
// bait.GetComponent<Rigidbody>().angularVelocity = Vector3.zero;
// rope.ExtendRope(UltimateRope.ERopeExtensionMode.LinearExtensionIncrement, 0f - rope.m_fCurrentExtension);
// isThrown = false;
// }
// }
// }

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timeCreated: 1762030063

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using System;
using System.Collections.Generic;
using System.IO;
using System.Runtime.Serialization.Formatters.Binary;
using UnityEngine;
namespace PhysicsTools
{
public class Utility
{
public class Calc
{
private float r_length;
private float h;
private float d;
public Calc(float r_, float h_, float d_)
{
r_length = r_;
h = h_;
d = d_;
}
public float g(float s)
{
return (float)(2.0 * Math.Sinh(s * d / 2f) / (double)s - Math.Sqrt(r_length * r_length - h * h));
}
public float dg(float s)
{
return (float)(2.0 * Math.Cosh(s * d / 2f) * (double)d / (double)(2f * s) - 2.0 * Math.Sinh(s * d / 2f) / (double)(s * s));
}
}
private const float DEG_2_RAD = 0.017453277f;
private const float RAD_2_DEG = 57.29583f;
public static void MatrixToTRS(Matrix4x4 mat, out Vector3 pos, out Quaternion rot, out Vector3 scale)
{
pos = mat.GetColumn(3);
rot = Quaternion.LookRotation(mat.GetColumn(2), mat.GetColumn(1));
scale = new Vector3(mat.GetColumn(0).magnitude, mat.GetColumn(1).magnitude, mat.GetColumn(2).magnitude);
}
private static void Swap<T>(ref T lhs, ref T rhs)
{
T val = lhs;
lhs = rhs;
rhs = val;
}
public static List<Vector3> getCatenaryPts(Vector3 vStart, Vector3 vEnd, float r_length, int N)
{
bool flag = false;
int num = 100;
float num2 = 1E-10f;
float num3 = 1E-08f;
float num4 = 0.5f;
float num5 = 1E-09f;
float num6 = 0.001f;
if (vStart.y > vEnd.y)
{
Swap(ref vStart, ref vEnd);
flag = true;
}
Vector3 vector = vEnd - vStart;
float y = vector.y;
vector.y = 0f;
Vector3 vector2 = vector / (N - 1);
float magnitude = vector.magnitude;
vector.Normalize();
float num7 = ((magnitude == 0f) ? 1f : (1f / magnitude));
List<Vector3> list = new List<Vector3>(new Vector3[N]);
if (Math.Abs(magnitude) < num6)
{
Vector3 vector3 = new Vector3((vStart.x + vEnd.x) / 2f, 0f, (vStart.z + vEnd.z) / 2f);
if (r_length < Math.Abs(y))
{
for (int i = 0; i < N; i++)
{
list[i] = vector3 + new Vector3(0f, vStart.y + y * ((float)i * 1f / (float)(N - 1)), 0f);
}
}
else
{
num7 = (r_length - Math.Abs(y)) / 2f;
int num8 = (int)Math.Ceiling((float)N * num7 / r_length);
float num9 = Math.Max(vStart.y, vEnd.y);
float num10 = Math.Min(vStart.y, vEnd.y);
for (int j = 0; j < N; j++)
{
if (j < N - num8)
{
float num11 = num10 - num7 - num9;
float num12 = num11 * ((float)j * 1f / ((float)(N - num8) - 1f));
list[j] = vector3 + new Vector3(0f, num9 + num12, 0f);
}
else
{
float num13 = num7;
float num14 = num13 * ((float)j * 1f / ((float)num8 - 1f));
vector3 = (list[j] = vector3 + new Vector3(0f, num10 - num7 + num14, 0f));
}
}
}
}
else if ((double)r_length <= Math.Sqrt(magnitude * magnitude + y * y))
{
for (int k = 0; k < N; k++)
{
Vector3 value = vStart + k * vector2;
float num15 = (float)k * (vEnd.y - vStart.y) / (float)(N - 1);
value.y = vStart.y + num15;
list[k] = value;
}
}
else
{
Calc calc = new Calc(r_length, y, magnitude);
for (int l = 0; l < num; l++)
{
float value2 = calc.g(num7);
float value3 = calc.dg(num7);
if (Math.Abs(value2) < num3 || Math.Abs(value3) < num2)
{
break;
}
float num16 = (0f - calc.g(num7)) / calc.dg(num7);
float num17 = 1f;
float num18 = num7 + num17 * num16;
while (num18 < 0f || Math.Abs(calc.g(num18)) > Math.Abs(value2))
{
num17 = num4 * num17;
if (num17 < num5)
{
break;
}
num18 = num7 + num17 * num16;
}
num7 = num18;
}
float num19 = (float)(0.5 * (Math.Log((r_length + y) / (r_length - y)) / (double)num7 - (double)magnitude));
vector.y = 0f;
vector.Normalize();
Vector3 vector5 = vStart - num19 * vector;
vector5.y = 0f;
float num20 = (float)((double)vStart.y - Math.Cosh(num19 * num7) / (double)num7);
for (int m = 0; m < N; m++)
{
Vector3 vector6 = vStart + m * vector2;
Vector3 vector7 = vector6;
vector6.y = 0f;
vector6.y = (float)(Math.Cosh((vector6 - vector5).magnitude * num7) / (double)num7 + (double)num20);
list[m] = vector6;
}
}
if (flag)
{
list.Reverse();
}
return list;
}
public static Quaternion createOrientation(Vector3 v)
{
if (v.x == 0f && v.y == 0f && v.z == 0f)
{
return Quaternion.identity;
}
Vector3 vector = new Vector3(0f, 1f, 0f);
Vector3 vector2 = Vector3.Cross(v, vector);
vector2.Normalize();
float num = Vector3.Dot(vector, v);
if (num > 1f)
{
num = 1f;
}
else if (num < -1f)
{
num = -1f;
}
float num2 = (float)Math.Acos(num);
return Quaternion.AngleAxis(num2 * 180f / 3.14159f, -vector2);
}
public static T DeepClone<T>(T a)
{
using (MemoryStream memoryStream = new MemoryStream())
{
BinaryFormatter binaryFormatter = new BinaryFormatter();
binaryFormatter.Serialize(memoryStream, a);
memoryStream.Position = 0L;
return (T)binaryFormatter.Deserialize(memoryStream);
}
}
private static Dictionary<Rigidbody, List<UnityEngine.Joint>> buildMapOfJoints()
{
Dictionary<Rigidbody, List<UnityEngine.Joint>> dictionary = new Dictionary<Rigidbody, List<UnityEngine.Joint>>();
UnityEngine.Joint[] array = UnityEngine.Object.FindObjectsOfType<UnityEngine.Joint>();
UnityEngine.Joint[] array2 = array;
foreach (UnityEngine.Joint joint in array2)
{
Rigidbody component = joint.gameObject.GetComponent<Rigidbody>();
if (component != null)
{
if (!dictionary.ContainsKey(component))
{
dictionary.Add(component, new List<UnityEngine.Joint>());
}
dictionary[component].Add(joint);
}
Rigidbody connectedBody = joint.connectedBody;
if (connectedBody != null)
{
if (!dictionary.ContainsKey(connectedBody))
{
dictionary.Add(connectedBody, new List<UnityEngine.Joint>());
}
dictionary[connectedBody].Add(joint);
}
}
return dictionary;
}
private static void getConnectedBodies(ref Dictionary<Rigidbody, List<UnityEngine.Joint>> dic, Rigidbody body, ref HashSet<Rigidbody> bodies)
{
bodies.Add(body);
if (!dic.ContainsKey(body))
{
return;
}
List<UnityEngine.Joint> list = dic[body];
foreach (UnityEngine.Joint item in list)
{
if (item.connectedBody != null && !bodies.Contains(item.connectedBody))
{
getConnectedBodies(ref dic, item.connectedBody, ref bodies);
}
Rigidbody component = item.gameObject.GetComponent<Rigidbody>();
if (component != null && !bodies.Contains(component))
{
getConnectedBodies(ref dic, component, ref bodies);
}
}
}
public static void moveConnectedBodies(Rigidbody start, Matrix4x4 newPose)
{
Dictionary<Rigidbody, List<UnityEngine.Joint>> dic = buildMapOfJoints();
HashSet<Rigidbody> bodies = new HashSet<Rigidbody>();
getConnectedBodies(ref dic, start, ref bodies);
Matrix4x4 matrix4x = Matrix4x4.TRS(start.transform.position, start.transform.rotation, new Vector3(1f, 1f, 1f));
foreach (Rigidbody item in bodies)
{
Matrix4x4 matrix4x2 = Matrix4x4.TRS(item.transform.position, item.transform.rotation, new Vector3(1f, 1f, 1f));
Matrix4x4 inverse = matrix4x.inverse;
matrix4x2 = inverse * matrix4x2;
matrix4x2 = newPose * matrix4x2;
Vector3 pos;
Quaternion rot;
Vector3 scale;
MatrixToTRS(matrix4x2, out pos, out rot, out scale);
item.transform.position = pos;
item.transform.rotation = rot;
}
}
}
}

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using System;
using UnityEngine;
namespace PhysicsTools
{
public class Winch : MonoBehaviour
{
public float brakeForce;
public float heaveTorque;
public float tensionTorque;
public float radius;
public float length;
public float inertia;
public float maxRopeLength;
public float minRopeLength;
public float rpm;
public float maxRPM;
private float omega;
public Rope rope;
public Winch()
{
radius = 1f;
length = 1f;
maxRPM = 1f;
omega = 0f;
}
private void FixedUpdate()
{
float fixedDeltaTime = Time.fixedDeltaTime;
float num = tensionTorqueValue() - heaveTorque;
float num2 = num / inertia;
float num3 = brakeForce * radius / inertia;
float num4 = omega + num2 * fixedDeltaTime;
if ((num2 < 0f && rope.getLength() > minRopeLength) || (num2 > 0f && num2 > num3 && rope.getLength() < maxRopeLength))
{
if (num4 > 0f && num4 - num3 * fixedDeltaTime < 0f)
{
num4 = 0f;
}
else if (num4 < 0f && num4 + num3 * fixedDeltaTime > 0f)
{
num4 = 0f;
}
else if (num4 > 0f)
{
num4 -= num3 * fixedDeltaTime;
}
else if (num4 < 0f)
{
num4 += num3 * fixedDeltaTime;
}
omega = num4;
rope.changeLength(getLinearSpeed() * fixedDeltaTime);
}
else
{
omega = 0f;
}
rpm = omega / 6.28318f * 60f;
if (Math.Abs(rpm) > maxRPM)
{
if (rpm < 0f)
{
rpm = 0f - maxRPM;
}
else
{
rpm = maxRPM;
}
}
omega = rpm / 60f * 6.28318f;
}
private float tensionTorqueValue()
{
tensionTorque = radius * getTension();
return tensionTorque;
}
private float getLinearSpeed()
{
return omega * radius;
}
private float getTension()
{
return rope.getTension();
}
}
}

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@@ -1,10 +0,0 @@
using UnityEngine;
namespace NBF
{
public class DisableInPlayModeAttribute : PropertyAttribute
{
public DisableInPlayModeAttribute()
{ }
}
}

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@@ -1,11 +0,0 @@
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@@ -1,44 +0,0 @@
using UnityEngine;
using UnityEditor;
using UnityEngine.UIElements;
namespace NBF
{
[CustomPropertyDrawer(typeof(DisableInPlayModeAttribute))]
public class BeginLockInPlayModeDecoratorDrawer : PropertyDrawer
{
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
return EditorGUI.GetPropertyHeight(property, label, true);
}
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
var playing = Application.isPlaying;
if (playing)
{
GUI.enabled = false;
}
var ranges = fieldInfo.GetCustomAttributes(typeof(RangeAttribute), true);
var range = ranges != null && ranges.Length > 0 ? ranges[0] as RangeAttribute : null;
if (range != null && property.propertyType == SerializedPropertyType.Float)
{
EditorGUI.Slider(position, property, range.min, range.max);
}
else if (range != null && property.propertyType == SerializedPropertyType.Integer)
{
EditorGUI.IntSlider(position, property, (int)range.min, (int)range.max);
}
else
{
EditorGUI.PropertyField(position, property, label, true);
}
if (playing)
{
GUI.enabled = true;
}
}
}
}

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@@ -1,11 +0,0 @@
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using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
using Unity.Collections;
using Unity.Mathematics;
namespace NBF
{
[CustomEditor(typeof(Rope)), CanEditMultipleObjects]
public class RopeEditor : Editor
{
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
}
public void OnSceneGUI()
{
if (Application.isPlaying)
{
return;
}
var rope = target as Rope;
if (rope == null)
{
return;
}
// Draw floating window with buttons
if (Selection.objects.Length == 1)
{
Handles.BeginGUI();
GUI.skin = EditorGUIUtility.GetBuiltinSkin(EditorSkin.Scene);
var lastSpawn = rope.spawnPoints.Count > 0 ? rope.spawnPoints[rope.spawnPoints.Count - 1] : float3.zero;
var location = HandleUtility.WorldToGUIPoint(rope.transform.TransformPoint(lastSpawn)) + Vector2.right * 64.0f;
GUILayout.Window(0, new Rect(location, Vector2.one), (id) =>
{
if (GUILayout.Button("Push spawn point"))
{
Undo.RecordObject(rope, "Push Rope Spawn Point");
rope.PushSpawnPoint();
}
if (rope.spawnPoints.Count > 2 && GUILayout.Button("Pop spawn point"))
{
Undo.RecordObject(rope, "Pop Rope Spawn Point");
rope.PopSpawnPoint();
}
}, rope.gameObject.name);
Handles.EndGUI();
}
// Draw position handles
Handles.color = Rope.Colors.spawnPointHandle;
for (int i = 0; i < rope.spawnPoints.Count; i++)
{
var spawnPoint = rope.spawnPoints[i];
var position = rope.transform.TransformPoint(spawnPoint);
EditorGUI.BeginChangeCheck();
if (Event.current.modifiers.HasFlag(EventModifiers.Shift))
{
position = Handles.PositionHandle(position, Quaternion.identity);
}
else
{
var fmh_69_65_638978072337815361 = Quaternion.identity; position = Handles.FreeMoveHandle(position, rope.radius * 4.0f, Vector3.one * 0.5f, Handles.SphereHandleCap);
}
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(rope, "Move Rope Spawn Point");
spawnPoint = rope.transform.InverseTransformPoint(position);
rope.spawnPoints[i] = spawnPoint;
}
}
}
}
}

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using UnityEngine;
using Unity.Mathematics;
using Unity.Collections;
using System.Collections.Generic;
using System.Linq;
namespace NBF
{
public static class PointsExtensions
{
// Curve length
public static float GetLengthOfCurve(this NativeArray<float3> curve, ref float4x4 transform)
{
if (curve == null || curve.Length == 0)
{
return 0.0f;
}
var sum = 0.0f;
var firstPoint = math.mul(transform, new float4(curve[0], 1.0f)).xyz;
var lastPoint = firstPoint;
for (int i = 1; i < curve.Length; i++)
{
var point = math.mul(transform, new float4(curve[i], 1.0f)).xyz;
sum += math.distance(lastPoint, point);
lastPoint = point;
}
return sum;
}
public static float GetLengthOfCurve(this NativeArray<float3> curve)
{
var transform = float4x4.identity;
return curve.GetLengthOfCurve(ref transform);
}
public static float GetLengthOfCurve(this IEnumerable<float3> curve, ref float4x4 transform)
{
var array = new NativeArray<float3>(curve.ToArray(), Allocator.Temp);
var sum = array.GetLengthOfCurve(ref transform);
array.Dispose();
return sum;
}
public static float GetLengthOfCurve(this IEnumerable<float3> curve)
{
var transform = float4x4.identity;
return curve.GetLengthOfCurve(ref transform);
}
// Curve points
private static void GetPointAlongCurve(this NativeArray<float3> curve, ref float4x4 transform, float distance, out float3 point, ref int currentTargetIndex, ref float accumulatedLength)
{
if (curve.Length < 2)
{
throw new System.ArgumentException(nameof(curve));
}
if (currentTargetIndex < 1 || currentTargetIndex >= curve.Length)
{
throw new System.ArgumentOutOfRangeException(nameof(currentTargetIndex));
}
var previousTarget = curve[currentTargetIndex - 1];
while (currentTargetIndex < curve.Length)
{
var target = curve[currentTargetIndex];
var segmentLength = math.distance(previousTarget, target);
if (distance <= accumulatedLength + segmentLength)
{
var interpolated = math.lerp(previousTarget, target, (distance - accumulatedLength) / segmentLength);
point = math.mul(transform, new float4(interpolated, 1.0f)).xyz;
return;
}
currentTargetIndex++;
accumulatedLength += segmentLength;
previousTarget = target;
}
// numerical precision made this happen, just return last point
currentTargetIndex = curve.Length - 1;
point = math.mul(transform, new float4(previousTarget, 1.0f)).xyz;
}
public static void GetPointAlongCurve(this NativeArray<float3> curve, ref float4x4 transform, float distance, out float3 point)
{
var currentTargetIndex = 1;
var accumulatedLength = 0.0f;
curve.GetPointAlongCurve(ref transform, distance, out point, ref currentTargetIndex, ref accumulatedLength);
}
public static void GetPointAlongCurve(this NativeArray<float3> curve, float distance, out float3 point)
{
var transform = float4x4.identity;
curve.GetPointAlongCurve(ref transform, distance, out point);
}
public static void GetPointAlongCurve(this IEnumerable<float3> curve, ref float4x4 transform, float distance, out float3 point)
{
var array = new NativeArray<float3>(curve.ToArray(), Allocator.Temp);
array.GetPointAlongCurve(ref transform, distance, out point);
array.Dispose();
}
public static void GetPointAlongCurve(this IEnumerable<float3> curve, float distance, out float3 point)
{
var transform = float4x4.identity;
curve.GetPointAlongCurve(ref transform, distance, out point);
}
public static void GetPointsAlongCurve(this NativeArray<float3> curve, ref float4x4 transform, float desiredPointDistance, NativeArray<float3> result)
{
var currentTargetIndex = 1;
var accumulatedLength = 0.0f;
for (int i = 0; i < result.Length; i++)
{
curve.GetPointAlongCurve(ref transform, desiredPointDistance * i, out float3 point, ref currentTargetIndex, ref accumulatedLength);
result[i] = point;
}
}
public static void GetPointsAlongCurve(this NativeArray<float3> curve, float desiredPointDistance, NativeArray<float3> result)
{
var transform = float4x4.identity;
curve.GetPointsAlongCurve(ref transform, desiredPointDistance, result);
}
public static void GetPointsAlongCurve(this IEnumerable<float3> curve, ref float4x4 transform, float desiredPointDistance, NativeArray<float3> result)
{
var array = new NativeArray<float3>(curve.ToArray(), Allocator.Temp);
array.GetPointsAlongCurve(ref transform, desiredPointDistance, result);
array.Dispose();
}
public static void GetPointsAlongCurve(this IEnumerable<float3> curve, float desiredPointDistance, NativeArray<float3> result)
{
var transform = float4x4.identity;
curve.GetPointsAlongCurve(ref transform, desiredPointDistance, result);
}
// Closest point
public static void GetClosestPoint(this NativeArray<float3> curve, float3 point, out int index, out float distance)
{
index = 0;
var closestDistanceSq = math.distancesq(curve[0], point);
for (int i = 1; i < curve.Length; i++)
{
var distSq = math.distancesq(curve[i], point);
if (distSq < closestDistanceSq)
{
index = i;
closestDistanceSq = distSq;
}
}
distance = math.sqrt(closestDistanceSq);
}
public static void GetClosestPoint(this NativeArray<float3> curve, Ray ray, out int index, out float distance, out float distanceAlongRay)
{
index = 0;
var origin = (float3)ray.origin;
var dir = math.normalizesafe(ray.direction);
var closestDistanceAlongRay = math.dot(curve[0] - origin, dir);
var closestDistanceSq = math.distancesq(origin + closestDistanceAlongRay * dir, curve[0]);
for (int i = 1; i < curve.Length; i++)
{
var position = curve[i];
var rayDist = math.dot(position - origin, dir);
var distSq = math.distancesq(origin + rayDist * dir, position);
if (distSq < closestDistanceSq)
{
index = i;
closestDistanceAlongRay = rayDist;
closestDistanceSq = distSq;
}
}
distance = math.sqrt(closestDistanceSq);
distanceAlongRay = closestDistanceAlongRay;
}
// Distance
public static void KeepAtDistance(this ref float3 point, ref float3 otherPoint, float distance, float stiffness = 1.0f)
{
var delta = otherPoint - point;
var currentDistance = math.length(delta);
if (currentDistance > 0.0f)
{
delta /= currentDistance;
}
else
{
delta = float3.zero;
}
delta *= (currentDistance - distance) * stiffness;
point += delta;
otherPoint -= delta;
}
}
}

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using UnityEngine;
using Unity.Mathematics;
using Unity.Collections;
using System.Collections.Generic;
using System.Linq;
namespace NBF
{
public static class RigidbodyExtensions
{
public static void GetLocalInertiaTensor(this Rigidbody rb, out float3x3 localInertiaTensor)
{
var rot = new float3x3(rb.inertiaTensorRotation);
var invRot = math.transpose(rot);
localInertiaTensor = math.mul(math.mul(rot, float3x3.Scale(rb.inertiaTensor)), invRot);
}
public static void GetInertiaTensor(this Rigidbody rb, out float3x3 inertiaTensor)
{
rb.GetLocalInertiaTensor(out float3x3 localInertiaTensor);
var rot = new float3x3(rb.rotation);
var invRot = math.transpose(rot);
inertiaTensor = math.mul(math.mul(rot, localInertiaTensor), invRot);
}
public static void GetInvInertiaTensor(this Rigidbody rb, out float3x3 invInertiaTensor)
{
rb.GetLocalInertiaTensor(out float3x3 localTensor);
float3x3 invLocalTensor = float3x3.zero;
if (math.determinant(localTensor) != 0.0f)
{
invLocalTensor = math.inverse(localTensor);
}
var rot = new float3x3(rb.rotation);
var invRot = math.transpose(rot);
invInertiaTensor = math.mul(math.mul(rot, invLocalTensor), invRot);
}
public static void ApplyImpulseNow(this Rigidbody rb, ref float3x3 invInertiaTensor, float3 point, float3 impulse)
{
if (rb.mass == 0.0f)
{
return;
}
var relativePoint = point - (float3)rb.worldCenterOfMass;
var angularMomentumChange = math.cross(relativePoint, impulse);
var angularVelocityChange = math.mul(invInertiaTensor, angularMomentumChange);
rb.linearVelocity += (Vector3)impulse / rb.mass;
rb.angularVelocity += (Vector3)angularVelocityChange;
}
public static void ApplyImpulseNow(this Rigidbody rb, float3 point, float3 impulse)
{
rb.GetInvInertiaTensor(out float3x3 invInertiaTensor);
rb.ApplyImpulseNow(ref invInertiaTensor, point, impulse);
}
public static void SetPointVelocityNow(this Rigidbody rb, ref float3x3 invInertiaTensor, float3 point, float3 normal, float desiredSpeed, float damping = 1.0f)
{
if (rb.mass == 0.0f)
{
return;
}
var velocityChange = desiredSpeed - math.dot(rb.GetPointVelocity(point), normal) * damping;
var relativePoint = point - (float3)rb.worldCenterOfMass;
var denominator = (1.0f / rb.mass) + math.dot(math.cross(math.mul(invInertiaTensor, math.cross(relativePoint, normal)), relativePoint), normal);
if (denominator == 0.0f)
{
return;
}
var j = velocityChange / denominator;
rb.ApplyImpulseNow(ref invInertiaTensor, point, j * normal);
}
public static void SetPointVelocityNow(this Rigidbody rb, float3 point, float3 normal, float desiredSpeed, float damping = 1.0f)
{
rb.GetInvInertiaTensor(out float3x3 invInertiaTensor);
rb.SetPointVelocityNow(ref invInertiaTensor, point, normal, desiredSpeed, damping);
}
}
}

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using UnityEngine;
namespace NBF.Example
{
public class ApplyTorqueOnKey : MonoBehaviour
{
public Vector3 relativeTorque;
public float maxAngularSpeed;
public KeyCode key;
protected Rigidbody rb;
public void Start()
{
rb = GetComponent<Rigidbody>();
}
public void FixedUpdate()
{
if (rb == null)
{
return;
}
if (Input.GetKey(key))
{
var torqueAxis = relativeTorque.normalized;
var strength = Mathf.SmoothStep(relativeTorque.magnitude, 0.0f, Vector3.Dot(torqueAxis, rb.angularVelocity) / maxAngularSpeed);
rb.AddRelativeTorque(torqueAxis * strength, ForceMode.Force);
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