升级obi

This commit is contained in:
2026-01-22 22:08:21 +08:00
parent 120b8cda26
commit 20f14322bc
1067 changed files with 149894 additions and 29583 deletions

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using UnityEngine;
using System;
namespace Obi
{
public class ObiAmbientForceZone : ObiExternalForce
{
public override void ApplyForcesToActor(ObiActor actor)
{
Matrix4x4 l2sTransform = actor.solver.transform.worldToLocalMatrix * transform.localToWorldMatrix;
Vector4 force = l2sTransform.MultiplyVector(Vector3.forward * (intensity + GetTurbulence(turbulence)));
if (actor.usesCustomExternalForces)
{
for (int i = 0; i < actor.activeParticleCount; ++i)
actor.solver.wind[actor.solverIndices[i]] += force;
}
else
{
for (int i = 0; i < actor.activeParticleCount; ++i)
actor.solver.externalForces[actor.solverIndices[i]] += force;
}
}
public void OnDrawGizmosSelected()
{
Gizmos.matrix = transform.localToWorldMatrix;
Gizmos.color = new Color(0,0.7f,1,1);
// arrow body:
ObiUtils.DrawArrowGizmo(0.5f + GetTurbulence(1),0.2f,0.3f,0.2f);
}
}
}

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using UnityEngine;
using System;
namespace Obi
{
public abstract class ObiExternalForce : MonoBehaviour
{
public float intensity = 0;
public float turbulence = 0;
public float turbulenceFrequency = 1;
public float turbulenceSeed = 0;
public ObiSolver[] affectedSolvers;
public void OnEnable()
{
foreach (ObiSolver solver in affectedSolvers)
{
if (solver != null)
solver.OnBeginStep += Solver_OnStepBegin;
}
}
public void OnDisable()
{
foreach (ObiSolver solver in affectedSolvers)
{
if (solver != null)
solver.OnBeginStep -= Solver_OnStepBegin;
}
}
void Solver_OnStepBegin(ObiSolver solver, float stepTime)
{
foreach (ObiActor actor in solver.actors)
{
if (actor != null)
ApplyForcesToActor(actor);
}
}
protected float GetTurbulence(float turbulenceIntensity){
return Mathf.PerlinNoise(Time.fixedTime * turbulenceFrequency,turbulenceSeed) * turbulenceIntensity;
}
public abstract void ApplyForcesToActor(ObiActor actor);
}
}

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using UnityEngine;
namespace Obi
{
[ExecuteInEditMode]
[RequireComponent(typeof(ObiCollider))]
public class ObiForceZone : MonoBehaviour
{
[SerializeProperty("sourceCollider")]
[SerializeField] private ObiCollider m_SourceCollider;
protected ObiForceZoneHandle forcezoneHandle;
/// <summary>
/// The ObiCollider this ObiForceZone should affect.
/// </summary>
/// This is automatically set when you first create the ObiForceZone component, but you can override it afterwards.
public ObiCollider SourceCollider
{
set
{
if (value != null && value.gameObject != this.gameObject)
{
Debug.LogError("The ObiCollider component must reside in the same GameObject as ObiForceZone.");
return;
}
RemoveCollider();
m_SourceCollider = value;
AddCollider();
}
get { return m_SourceCollider; }
}
public ObiForceZoneHandle Handle
{
get
{
// don't check forcezoneHandle.isValid:
// CreateForceZone may defer creation, so we get a non-null, but invalid handle.
// If calling handle again right away before it becomes valid, it will call CreateForceZone again and create a second handle to the same zone.
if (forcezoneHandle == null)
{
var world = ObiColliderWorld.GetInstance();
// create the material:
forcezoneHandle = world.CreateForceZone();
forcezoneHandle.owner = this;
}
return forcezoneHandle;
}
}
public ForceZone.ZoneType type;
public ForceZone.ForceMode mode;
public float intensity;
[Header("Damping")]
public ForceZone.DampingDirection dampingDir;
public float damping = 0;
[Header("Falloff")]
public float minDistance;
public float maxDistance;
[Min(0)]
public float falloffPower = 1;
[Header("Tint")]
public Color color = Color.clear;
[Header("Pulse")]
public float pulseIntensity;
public float pulseFrequency;
public float pulseSeed;
protected float intensityVariation;
public void OnEnable()
{
forcezoneHandle = ObiColliderWorld.GetInstance().CreateForceZone();
forcezoneHandle.owner = this;
FindSourceCollider();
}
public void OnDisable()
{
RemoveCollider();
ObiColliderWorld.GetInstance().DestroyForceZone(forcezoneHandle);
}
private void FindSourceCollider()
{
if (SourceCollider == null)
SourceCollider = GetComponent<ObiCollider>();
else
AddCollider();
}
private void AddCollider()
{
if (m_SourceCollider != null)
m_SourceCollider.ForceZone = this;
}
private void RemoveCollider()
{
if (m_SourceCollider != null)
m_SourceCollider.ForceZone = null;
}
public virtual void UpdateIfNeeded()
{
if (!Handle.isValid)
return;
var fc = ObiColliderWorld.GetInstance().forceZones[Handle.index];
fc.type = type;
fc.mode = mode;
fc.intensity = intensity + intensityVariation;
fc.minDistance = minDistance;
fc.maxDistance = maxDistance;
fc.falloffPower = falloffPower;
fc.damping = damping;
fc.dampingDir = dampingDir;
fc.color = color;
ObiColliderWorld.GetInstance().forceZones[Handle.index] = fc;
}
public void Update()
{
if (Application.isPlaying)
intensityVariation = Mathf.PerlinNoise(Time.time * pulseFrequency, pulseSeed) * pulseIntensity;
}
}
}

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using UnityEngine;
using System;
namespace Obi
{
public class ObiSphericalForceZone : ObiExternalForce
{
public float radius = 5;
public bool radial = true;
public override void ApplyForcesToActor(ObiActor actor)
{
float sqrRadius = radius * radius;
float finalIntensity = intensity + GetTurbulence(turbulence);
Matrix4x4 l2sTransform = actor.solver.transform.worldToLocalMatrix * transform.localToWorldMatrix;
Vector4 center = l2sTransform.MultiplyPoint3x4(Vector4.zero);
Vector4 forward = l2sTransform.MultiplyVector(Vector3.forward);
// Calculate force intensity for each actor particle:
for (int i = 0; i < actor.activeParticleCount; ++i){
Vector4 distanceVector = actor.solver.positions[actor.solverIndices[i]] - center;
float sqrMag = distanceVector.sqrMagnitude;
float falloff = Mathf.Clamp01((sqrRadius - sqrMag) / sqrRadius);
Vector4 force;
if (radial)
force = distanceVector/(Mathf.Sqrt(sqrMag) + float.Epsilon) * falloff * finalIntensity;
else
force = forward * falloff * finalIntensity;
if (actor.usesCustomExternalForces)
actor.solver.wind[actor.solverIndices[i]] += force;
else
actor.solver.externalForces[actor.solverIndices[i]] += force;
}
}
public void OnDrawGizmosSelected()
{
Gizmos.matrix = transform.localToWorldMatrix;
Gizmos.color = new Color(0,0.7f,1,1);
Gizmos.DrawWireSphere(Vector3.zero,radius);
float turb = GetTurbulence(1);
if (!radial){
ObiUtils.DrawArrowGizmo(radius + turb,radius*0.2f,radius*0.3f,radius*0.2f);
}else{
Gizmos.DrawLine(new Vector3(0,0,-radius*0.5f)*turb,new Vector3(0,0,radius*0.5f)*turb);
Gizmos.DrawLine(new Vector3(0,-radius*0.5f,0)*turb,new Vector3(0,radius*0.5f,0)*turb);
Gizmos.DrawLine(new Vector3(-radius*0.5f,0,0)*turb,new Vector3(radius*0.5f,0,0)*turb);
}
}
}
}