rope处理

This commit is contained in:
2026-02-22 18:34:37 +08:00
parent 54c8439024
commit 06bf72973c
45 changed files with 10342 additions and 502 deletions

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@@ -144,5 +144,15 @@ namespace NBF
}
#endregion
/// <summary>
/// 线断了
/// </summary>
/// <param name="msg"></param>
/// <param name="loseBaitChance"></param>
public void LineBreak(string msg, float loseBaitChance)
{
}
}
}

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@@ -49,12 +49,12 @@ namespace NBF
/// <summary>
/// 线长度
/// </summary>
public float lineLength = 1;
public float lineLength = 1.5f;
/// <summary>
/// 浮漂线长度
/// </summary>
public float floatLength = 0.1f;
public float floatLength = 0.5f;
public float Tension
{

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@@ -0,0 +1,176 @@
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;
}
}
}

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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;
}
}
}

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@@ -0,0 +1,62 @@
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);
}
}
}

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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;
}
}
}

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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;
}
}
}

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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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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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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)
{
return new SoftJointLimitSpring
{
spring = c.spring,
damper = c.damper
};
}
public static explicit operator SerializedSoftJointLimitSpring(SoftJointLimitSpring c)
{
return new SerializedSoftJointLimitSpring(c);
}
}
}

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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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