添加插件
This commit is contained in:
@@ -0,0 +1,69 @@
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using UnityEngine;
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using UnityEngine.Events;
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namespace Obi.Samples
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{
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[RequireComponent(typeof(ObiSolver))]
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public class ActorActorCollisionDetector : MonoBehaviour
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{
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public struct ActorPair
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{
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public readonly ObiActor actorA;
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public readonly ObiActor actorB;
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public int particleA;
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public int particleB;
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public ActorPair(ObiActor actorA, ObiActor actorB, int particleA, int particleB)
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{
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this.actorA = actorA;
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this.actorB = actorB;
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this.particleA = particleA;
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this.particleB = particleB;
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}
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}
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public UnityEvent<ActorPair> callback;
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ObiSolver solver;
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void OnEnable()
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{
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solver = GetComponent<Obi.ObiSolver>();
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solver.OnParticleCollision += Solver_OnCollision;
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}
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void OnDisable()
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{
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solver.OnParticleCollision -= Solver_OnCollision;
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}
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void Solver_OnCollision(object sender, ObiNativeContactList e)
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{
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if (!solver.initialized || callback == null) return;
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// just iterate over all contacts in the current frame:
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foreach (Oni.Contact contact in e)
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{
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// if this one is an actual collision:
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if (contact.distance < 0.01)
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{
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// get the index of the first entry in the simplices array for both bodies:
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int startA = solver.simplexCounts.GetSimplexStartAndSize(contact.bodyA, out _);
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int startB = solver.simplexCounts.GetSimplexStartAndSize(contact.bodyB, out _);
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// retrieve the index of both particles from the simplices array:
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int particleA = solver.simplices[startA];
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int particleB = solver.simplices[startB];
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// retrieve info about both actors involved in the collision:
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var particleInActorA = solver.particleToActor[particleA];
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var particleInActorB = solver.particleToActor[particleB];
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// if they're not the same actor, trigger a callback:
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if (particleInActorA != null && particleInActorB != null && particleInActorA.actor != particleInActorB.actor)
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callback.Invoke(new ActorPair(particleInActorA.actor, particleInActorB.actor, particleA, particleB));
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}
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}
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: a5a3cc3afb7a14486848b022c300ea32
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MonoImporter:
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||||
externalObjects: {}
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||||
serializedVersion: 2
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||||
defaultReferences: []
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||||
executionOrder: 0
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||||
icon: {instanceID: 0}
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userData:
|
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,32 @@
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using UnityEngine;
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using Obi;
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namespace Obi.Samples
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{
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[RequireComponent(typeof(ObiActor))]
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public class ActorBlinker : MonoBehaviour
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{
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public Color neutralColor = Color.white;
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public Color highlightColor = Color.red;
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private ObiActor actor;
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void Awake()
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{
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actor = GetComponent<ObiActor>();
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}
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public void Blink(int particleIndex)
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{
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if (actor.solver != null)
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actor.solver.colors[particleIndex] = highlightColor;
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}
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void LateUpdate()
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{
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if (actor.solver != null)
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for (int i = 0; i < actor.activeParticleCount; ++i)
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actor.solver.colors[actor.solverIndices[i]] += (neutralColor - actor.solver.colors[actor.solverIndices[i]]) * Time.deltaTime * 5;
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: fbbc507232dcc4cb1ae27d9474ddbe70
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MonoImporter:
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||||
externalObjects: {}
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||||
serializedVersion: 2
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||||
defaultReferences: []
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||||
executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,23 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Obi.Samples
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{
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public class ActorCOMTransform : MonoBehaviour
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{
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public Vector3 offset;
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public ObiActor actor;
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public void Update()
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{
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if (actor != null && actor.isLoaded)
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{
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Vector3 com;
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actor.GetMass(out com);
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transform.position = actor.solver.transform.TransformPoint(com) + offset;
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}
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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||||
guid: eaf186b4497d04a31853e3c6570848c7
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MonoImporter:
|
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externalObjects: {}
|
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleVariant:
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@@ -0,0 +1,33 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Obi.Samples
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{
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public class ActorSpawner : MonoBehaviour
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{
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public ObiActor template;
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public int maxInstances = 32;
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public float spawnDelay = 0.3f;
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private int instances = 0;
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private float timeFromLastSpawn = 0;
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// Update is called once per frame
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void Update()
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{
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timeFromLastSpawn += Time.deltaTime;
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if (Input.GetMouseButtonDown(0) && instances < maxInstances && timeFromLastSpawn > spawnDelay)
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{
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GameObject go = Instantiate(template.gameObject, transform.position, Quaternion.identity);
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go.transform.SetParent(transform.parent);
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instances++;
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timeFromLastSpawn = 0;
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}
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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||||
guid: 628acd4e2e0fc4c8eafc9a96563762a7
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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||||
@@ -0,0 +1,21 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Obi.Samples
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{
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[RequireComponent(typeof(ObiActor))]
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public class AddRandomVelocity : MonoBehaviour
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{
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public float intensity = 5;
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void Update()
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{
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if (Input.GetKeyDown(KeyCode.Space))
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{
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GetComponent<ObiActor>().AddForce(UnityEngine.Random.onUnitSphere * intensity, ForceMode.VelocityChange);
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}
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}
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}
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||||
}
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@@ -0,0 +1,11 @@
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||||
fileFormatVersion: 2
|
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guid: 16f6da785ba3d49c1aff763a6f55e424
|
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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30
Assets/Obi/Samples/Common/SampleResources/Scripts/Blinker.cs
Normal file
30
Assets/Obi/Samples/Common/SampleResources/Scripts/Blinker.cs
Normal file
@@ -0,0 +1,30 @@
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using UnityEngine;
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namespace Obi.Samples
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{
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public class Blinker : MonoBehaviour
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{
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public Color highlightColor;
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private Renderer rend;
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private Color original;
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void Awake()
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{
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rend = GetComponent<Renderer>();
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original = rend.material.color;
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}
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public void Blink()
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{
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rend.material.color = highlightColor;
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}
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void LateUpdate()
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{
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rend.material.color += (original - rend.material.color) * Time.deltaTime * 5;
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}
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}
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}
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@@ -0,0 +1,12 @@
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fileFormatVersion: 2
|
||||
guid: b63f5717a039e488ab8ccfb80eda50e6
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||||
timeCreated: 1494351303
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||||
licenseType: Store
|
||||
MonoImporter:
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||||
serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,9 @@
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||||
fileFormatVersion: 2
|
||||
guid: 4a1b43750986e462db0a210922ad76b1
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||||
folderAsset: yes
|
||||
timeCreated: 1518001485
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||||
licenseType: Store
|
||||
DefaultImporter:
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||||
userData:
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assetBundleName:
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assetBundleVariant:
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||||
@@ -0,0 +1,229 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Obi{
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[RequireComponent(typeof(Rigidbody))]
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[RequireComponent(typeof(CapsuleCollider))]
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[RequireComponent(typeof(Animator))]
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public class ObiCharacter : MonoBehaviour {
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[SerializeField] float m_MovingTurnSpeed = 360;
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[SerializeField] float m_StationaryTurnSpeed = 180;
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[SerializeField] float m_JumpPower = 12f;
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[Range(1f, 4f)][SerializeField] float m_GravityMultiplier = 2f;
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[SerializeField] float m_RunCycleLegOffset = 0.2f; //specific to the character in sample assets, will need to be modified to work with others
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[SerializeField] float m_MoveSpeedMultiplier = 1f;
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[SerializeField] float m_AnimSpeedMultiplier = 1f;
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[SerializeField] float m_GroundCheckDistance = 0.1f;
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Rigidbody m_Rigidbody;
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Animator m_Animator;
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||||
bool m_IsGrounded;
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float m_OrigGroundCheckDistance;
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const float k_Half = 0.5f;
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float m_TurnAmount;
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float m_ForwardAmount;
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Vector3 m_GroundNormal;
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float m_CapsuleHeight;
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Vector3 m_CapsuleCenter;
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CapsuleCollider m_Capsule;
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bool m_Crouching;
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void Start()
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||||
{
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Physics.IgnoreLayerCollision(LayerMask.NameToLayer("Default"),LayerMask.NameToLayer("Ignore Raycast"),true);
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m_Animator = GetComponent<Animator>();
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m_Rigidbody = GetComponent<Rigidbody>();
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||||
m_Capsule = GetComponent<CapsuleCollider>();
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m_CapsuleHeight = m_Capsule.height;
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m_CapsuleCenter = m_Capsule.center;
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m_Rigidbody.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ;
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m_OrigGroundCheckDistance = m_GroundCheckDistance;
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||||
}
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||||
|
||||
|
||||
public void Move(Vector3 move, bool crouch, bool jump)
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||||
{
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||||
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// convert the world relative moveInput vector into a local-relative
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||||
// turn amount and forward amount required to head in the desired
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||||
// direction.
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if (move.magnitude > 1f) move.Normalize();
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||||
move = transform.InverseTransformDirection(move);
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||||
CheckGroundStatus();
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||||
move = Vector3.ProjectOnPlane(move, m_GroundNormal);
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||||
m_TurnAmount = Mathf.Atan2(move.x, move.z);
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m_ForwardAmount = move.z;
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||||
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||||
ApplyExtraTurnRotation();
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||||
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||||
// control and velocity handling is different when grounded and airborne:
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||||
if (m_IsGrounded)
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||||
{
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||||
HandleGroundedMovement(crouch, jump);
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||||
}
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||||
else
|
||||
{
|
||||
HandleAirborneMovement();
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||||
}
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||||
|
||||
ScaleCapsuleForCrouching(crouch);
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PreventStandingInLowHeadroom();
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||||
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// send input and other state parameters to the animator
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UpdateAnimator(move);
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}
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||||
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||||
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||||
void ScaleCapsuleForCrouching(bool crouch)
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||||
{
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if (m_IsGrounded && crouch)
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||||
{
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||||
if (m_Crouching) return;
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||||
m_Capsule.height = m_Capsule.height / 2f;
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||||
m_Capsule.center = m_Capsule.center / 2f;
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m_Crouching = true;
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||||
}
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||||
else
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||||
{
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||||
Ray crouchRay = new Ray(m_Rigidbody.position + Vector3.up * m_Capsule.radius * k_Half, Vector3.up);
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||||
float crouchRayLength = m_CapsuleHeight - m_Capsule.radius * k_Half;
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if (Physics.SphereCast(crouchRay, m_Capsule.radius * k_Half, crouchRayLength, ~Physics.IgnoreRaycastLayer, QueryTriggerInteraction.Ignore))
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||||
{
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||||
m_Crouching = true;
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||||
return;
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||||
}
|
||||
m_Capsule.height = m_CapsuleHeight;
|
||||
m_Capsule.center = m_CapsuleCenter;
|
||||
m_Crouching = false;
|
||||
}
|
||||
}
|
||||
|
||||
void PreventStandingInLowHeadroom()
|
||||
{
|
||||
// prevent standing up in crouch-only zones
|
||||
if (!m_Crouching)
|
||||
{
|
||||
Ray crouchRay = new Ray(m_Rigidbody.position + Vector3.up * m_Capsule.radius * k_Half, Vector3.up);
|
||||
float crouchRayLength = m_CapsuleHeight - m_Capsule.radius * k_Half;
|
||||
if (Physics.SphereCast(crouchRay, m_Capsule.radius * k_Half, crouchRayLength, ~Physics.IgnoreRaycastLayer, QueryTriggerInteraction.Ignore))
|
||||
{
|
||||
m_Crouching = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void UpdateAnimator(Vector3 move)
|
||||
{
|
||||
// update the animator parameters
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||||
m_Animator.SetFloat("Forward", m_ForwardAmount, 0.1f, Time.deltaTime);
|
||||
m_Animator.SetFloat("Turn", m_TurnAmount, 0.1f, Time.deltaTime);
|
||||
m_Animator.SetBool("Crouch", m_Crouching);
|
||||
m_Animator.SetBool("OnGround", m_IsGrounded);
|
||||
if (!m_IsGrounded)
|
||||
{
|
||||
m_Animator.SetFloat("Jump", m_Rigidbody.linearVelocity.y);
|
||||
}
|
||||
|
||||
// calculate which leg is behind, so as to leave that leg trailing in the jump animation
|
||||
// (This code is reliant on the specific run cycle offset in our animations,
|
||||
// and assumes one leg passes the other at the normalized clip times of 0.0 and 0.5)
|
||||
float runCycle =
|
||||
Mathf.Repeat(
|
||||
m_Animator.GetCurrentAnimatorStateInfo(0).normalizedTime + m_RunCycleLegOffset, 1);
|
||||
float jumpLeg = (runCycle < k_Half ? 1 : -1) * m_ForwardAmount;
|
||||
if (m_IsGrounded)
|
||||
{
|
||||
m_Animator.SetFloat("JumpLeg", jumpLeg);
|
||||
}
|
||||
|
||||
// the anim speed multiplier allows the overall speed of walking/running to be tweaked in the inspector,
|
||||
// which affects the movement speed because of the root motion.
|
||||
if (m_IsGrounded && move.magnitude > 0)
|
||||
{
|
||||
m_Animator.speed = m_AnimSpeedMultiplier;
|
||||
}
|
||||
else
|
||||
{
|
||||
// don't use that while airborne
|
||||
m_Animator.speed = 1;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void HandleAirborneMovement()
|
||||
{
|
||||
// apply extra gravity from multiplier:
|
||||
Vector3 extraGravityForce = (Physics.gravity * m_GravityMultiplier) - Physics.gravity;
|
||||
m_Rigidbody.AddForce(extraGravityForce);
|
||||
|
||||
m_GroundCheckDistance = m_Rigidbody.linearVelocity.y < 0 ? m_OrigGroundCheckDistance : 0.01f;
|
||||
}
|
||||
|
||||
|
||||
void HandleGroundedMovement(bool crouch, bool jump)
|
||||
{
|
||||
// check whether conditions are right to allow a jump:
|
||||
if (jump && !crouch && m_Animator.GetCurrentAnimatorStateInfo(0).IsName("Grounded"))
|
||||
{
|
||||
// jump!
|
||||
m_Rigidbody.linearVelocity = new Vector3(m_Rigidbody.linearVelocity.x, m_JumpPower, m_Rigidbody.linearVelocity.z);
|
||||
m_IsGrounded = false;
|
||||
m_Animator.applyRootMotion = false;
|
||||
m_GroundCheckDistance = 0.1f;
|
||||
}
|
||||
}
|
||||
|
||||
void ApplyExtraTurnRotation()
|
||||
{
|
||||
// help the character turn faster (this is in addition to root rotation in the animation)
|
||||
float turnSpeed = Mathf.Lerp(m_StationaryTurnSpeed, m_MovingTurnSpeed, m_ForwardAmount);
|
||||
transform.Rotate(0, m_TurnAmount * turnSpeed * Time.deltaTime, 0);
|
||||
}
|
||||
|
||||
|
||||
public void OnAnimatorMove()
|
||||
{
|
||||
// we implement this function to override the default root motion.
|
||||
// this allows us to modify the positional speed before it's applied.
|
||||
if (m_IsGrounded)
|
||||
{
|
||||
Vector3 v = (m_Animator.deltaPosition * m_MoveSpeedMultiplier) / Time.deltaTime;
|
||||
|
||||
// we preserve the existing y part of the current velocity.
|
||||
v.y = m_Rigidbody.linearVelocity.y;
|
||||
m_Rigidbody.linearVelocity = v;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void CheckGroundStatus()
|
||||
{
|
||||
RaycastHit hitInfo;
|
||||
#if UNITY_EDITOR
|
||||
// helper to visualise the ground check ray in the scene view
|
||||
Debug.DrawLine(transform.position + (Vector3.up * 0.1f), transform.position + (Vector3.up * 0.1f) + (Vector3.down * m_GroundCheckDistance));
|
||||
#endif
|
||||
// 0.1f is a small offset to start the ray from inside the character
|
||||
// it is also good to note that the transform position in the sample assets is at the base of the character
|
||||
if (Physics.Raycast(transform.position + (Vector3.up * 0.1f), Vector3.down, out hitInfo, m_GroundCheckDistance,~Physics.IgnoreRaycastLayer))
|
||||
{
|
||||
m_GroundNormal = hitInfo.normal;
|
||||
m_IsGrounded = true;
|
||||
m_Animator.applyRootMotion = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_IsGrounded = false;
|
||||
m_GroundNormal = Vector3.up;
|
||||
m_Animator.applyRootMotion = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 30974edc9036841cebffee1d18425185
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,72 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
namespace Obi{
|
||||
|
||||
[RequireComponent(typeof (ObiCharacter))]
|
||||
public class SampleCharacterController : MonoBehaviour {
|
||||
|
||||
private ObiCharacter m_Character; // A reference to the ThirdPersonCharacter on the object
|
||||
private Transform m_Cam; // A reference to the main camera in the scenes transform
|
||||
private Vector3 m_CamForward; // The current forward direction of the camera
|
||||
private Vector3 m_Move;
|
||||
private bool m_Jump; // the world-relative desired move direction, calculated from the camForward and user input.
|
||||
|
||||
private void Start()
|
||||
{
|
||||
// get the transform of the main camera
|
||||
if (Camera.main != null)
|
||||
{
|
||||
m_Cam = Camera.main.transform;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning(
|
||||
"Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls.");
|
||||
// we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them!
|
||||
}
|
||||
|
||||
// get the third person character ( this should never be null due to require component )
|
||||
m_Character = GetComponent<ObiCharacter>();
|
||||
}
|
||||
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (!m_Jump)
|
||||
{
|
||||
m_Jump = Input.GetButtonDown("Jump");
|
||||
}
|
||||
|
||||
// read inputs
|
||||
float h = Input.GetAxis("Horizontal");
|
||||
float v = Input.GetAxis("Vertical");
|
||||
bool crouch = Input.GetKey(KeyCode.C);
|
||||
|
||||
// calculate move direction to pass to character
|
||||
if (m_Cam != null)
|
||||
{
|
||||
// calculate camera relative direction to move:
|
||||
m_CamForward = Vector3.Scale(m_Cam.forward, new Vector3(1, 0, 1)).normalized;
|
||||
m_Move = v*m_CamForward + h*m_Cam.right;
|
||||
}
|
||||
else
|
||||
{
|
||||
// we use world-relative directions in the case of no main camera
|
||||
m_Move = v*Vector3.forward + h*Vector3.right;
|
||||
}
|
||||
#if !MOBILE_INPUT
|
||||
// walk speed multiplier
|
||||
if (Input.GetKey(KeyCode.LeftShift)) m_Move *= 0.5f;
|
||||
#endif
|
||||
|
||||
// pass all parameters to the character control script
|
||||
m_Character.Move(m_Move, crouch, m_Jump);
|
||||
m_Jump = false;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: de9bce9a2c43c424d81e85ea229e0004
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,51 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Obi.Samples
|
||||
{
|
||||
[RequireComponent(typeof(ObiSolver))]
|
||||
public class ColliderHighlighter : MonoBehaviour
|
||||
{
|
||||
|
||||
ObiSolver solver;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
solver = GetComponent<Obi.ObiSolver>();
|
||||
}
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
solver.OnCollision += Solver_OnCollision;
|
||||
}
|
||||
|
||||
void OnDisable()
|
||||
{
|
||||
solver.OnCollision -= Solver_OnCollision;
|
||||
}
|
||||
|
||||
void Solver_OnCollision(object sender, ObiNativeContactList e)
|
||||
{
|
||||
var colliderWorld = ObiColliderWorld.GetInstance();
|
||||
|
||||
for (int i = 0; i < e.count; ++i)
|
||||
{
|
||||
Oni.Contact c = e[i];
|
||||
// make sure this is an actual contact:
|
||||
if (c.distance < 0.01f)
|
||||
{
|
||||
// get the collider:
|
||||
var col = colliderWorld.colliderHandles[c.bodyB].owner;
|
||||
|
||||
if (col != null)
|
||||
{
|
||||
// make it blink:
|
||||
Blinker blinker = col.GetComponent<Blinker>();
|
||||
|
||||
if (blinker)
|
||||
blinker.Blink();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ef31b6ca9a4124cb893de1adabbfab18
|
||||
timeCreated: 1458771359
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,97 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Obi.Samples
|
||||
{
|
||||
[RequireComponent(typeof(ObiSolver))]
|
||||
public class CollisionEventHandler : MonoBehaviour
|
||||
{
|
||||
|
||||
ObiSolver solver;
|
||||
public int contactCount;
|
||||
|
||||
ObiNativeContactList frame;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
solver = GetComponent<Obi.ObiSolver>();
|
||||
}
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
solver.OnCollision += Solver_OnCollision;
|
||||
}
|
||||
|
||||
void OnDisable()
|
||||
{
|
||||
solver.OnCollision -= Solver_OnCollision;
|
||||
}
|
||||
|
||||
void Solver_OnCollision(object sender, ObiNativeContactList e)
|
||||
{
|
||||
frame = e;
|
||||
}
|
||||
|
||||
void OnDrawGizmos()
|
||||
{
|
||||
if (solver == null || frame == null) return;
|
||||
|
||||
Gizmos.matrix = solver.transform.localToWorldMatrix;
|
||||
|
||||
contactCount = frame.count;
|
||||
|
||||
for (int i = 0; i < frame.count; ++i)
|
||||
{
|
||||
var contact = frame[i];
|
||||
|
||||
//if (contact.distance > 0.001f) continue;
|
||||
|
||||
Gizmos.color = (contact.distance <= 0) ? Color.red : Color.green;
|
||||
|
||||
//Gizmos.color = new Color(((i * 100) % 255) / 255.0f, ((i * 50) % 255) / 255.0f, ((i * 20) % 255) / 255.0f);
|
||||
|
||||
Vector3 point = frame[i].pointB;
|
||||
|
||||
Gizmos.DrawSphere(point, 0.01f);
|
||||
|
||||
Gizmos.DrawRay(point, contact.normal * contact.distance);
|
||||
|
||||
Gizmos.color = Color.cyan;
|
||||
//Gizmos.DrawRay(point, contact.tangent * contact.tangentImpulse + contact.bitangent * contact.bitangentImpulse);
|
||||
|
||||
}
|
||||
|
||||
/*for (int i = 0; i < frame.count; ++i)
|
||||
{
|
||||
var contact = frame[i];
|
||||
|
||||
//if (contact.distance > 0.001f) continue;
|
||||
|
||||
Gizmos.color = (contact.distance <= 0) ? Color.red : Color.green;
|
||||
|
||||
//Gizmos.color = new Color(((i * 100) % 255) / 255.0f, ((i * 50) % 255) / 255.0f, ((i * 20) % 255) / 255.0f);
|
||||
|
||||
Vector3 point = Vector3.zero;//frame.contacts.Data[i].point;
|
||||
|
||||
int simplexStart = solver.simplexCounts.GetSimplexStartAndSize(contact.bodyB, out int simplexSize);
|
||||
|
||||
float radius = 0;
|
||||
for (int j = 0; j < simplexSize; ++j)
|
||||
{
|
||||
point += (Vector3)solver.positions[solver.simplices[simplexStart + j]] * contact.pointB[j];
|
||||
radius += solver.principalRadii[solver.simplices[simplexStart + j]].x * contact.pointB[j];
|
||||
}
|
||||
|
||||
Vector3 normal = contact.normal;
|
||||
|
||||
//Gizmos.DrawSphere(point + normal.normalized * frame.contacts[i].distance, 0.01f);
|
||||
|
||||
Gizmos.DrawSphere(point + normal * radius, 0.01f);
|
||||
|
||||
Gizmos.DrawRay(point + normal * radius, normal.normalized * contact.distance);
|
||||
}*/
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f6efd222d18e14e0b99e22b7fa35448c
|
||||
timeCreated: 1458771359
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,38 @@
|
||||
using UnityEngine;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Obi.Samples
|
||||
{
|
||||
/**
|
||||
* Sample script that colors fluid particles based on their vorticity (2D only)
|
||||
*/
|
||||
[RequireComponent(typeof(ObiActor))]
|
||||
public class ColorFromPhase : MonoBehaviour
|
||||
{
|
||||
ObiActor actor;
|
||||
|
||||
void Awake(){
|
||||
actor = GetComponent<ObiActor>();
|
||||
}
|
||||
|
||||
void LateUpdate()
|
||||
{
|
||||
if (!isActiveAndEnabled || actor.solver == null)
|
||||
return;
|
||||
|
||||
for (int i = 0; i < actor.solverIndices.count; ++i)
|
||||
{
|
||||
|
||||
int k = actor.solverIndices[i];
|
||||
int phase = ObiUtils.GetGroupFromPhase(actor.solver.phases[k]);
|
||||
|
||||
actor.solver.colors[k] = ObiUtils.colorAlphabet[phase % ObiUtils.colorAlphabet.Length];
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3252a39e388cf4229a933f0158ece73b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,43 @@
|
||||
using UnityEngine;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Obi.Samples
|
||||
{
|
||||
/**
|
||||
* Sample script that colors fluid particles based on their vorticity (2D only)
|
||||
*/
|
||||
[RequireComponent(typeof(ObiActor))]
|
||||
public class ColorFromVelocity : MonoBehaviour
|
||||
{
|
||||
ObiActor actor;
|
||||
public float sensibility = 0.2f;
|
||||
|
||||
void Awake(){
|
||||
actor = GetComponent<ObiActor>();
|
||||
}
|
||||
|
||||
public void OnEnable(){}
|
||||
|
||||
void LateUpdate()
|
||||
{
|
||||
if (!isActiveAndEnabled || actor.solver == null)
|
||||
return;
|
||||
|
||||
for (int i = 0; i < actor.solverIndices.count; ++i){
|
||||
|
||||
int k = actor.solverIndices[i];
|
||||
|
||||
Vector4 vel = actor.solver.velocities[k];
|
||||
|
||||
actor.solver.colors[k] = new Color(Mathf.Clamp(vel.x / sensibility,-1,1) * 0.5f + 0.5f,
|
||||
Mathf.Clamp(vel.y / sensibility,-1,1) * 0.5f + 0.5f,
|
||||
Mathf.Clamp(vel.z / sensibility,-1,1) * 0.5f + 0.5f,1);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5acdea6dc69cb46f3ad3d92757580843
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,26 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Obi.Samples
|
||||
{
|
||||
[RequireComponent(typeof(ObiActor))]
|
||||
public class ColorRandomizer : MonoBehaviour
|
||||
{
|
||||
ObiActor actor;
|
||||
public Gradient gradient = new Gradient();
|
||||
|
||||
void Start()
|
||||
{
|
||||
actor = GetComponent<ObiActor>();
|
||||
actor.OnBlueprintLoaded += Actor_OnBlueprintLoaded;
|
||||
}
|
||||
|
||||
private void Actor_OnBlueprintLoaded(ObiActor a, ObiActorBlueprint blueprint)
|
||||
{
|
||||
for (int i = 0; i < actor.solverIndices.count; ++i)
|
||||
{
|
||||
actor.solver.colors[actor.solverIndices[i]] = gradient.Evaluate(UnityEngine.Random.value);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2e479c6a54eba4250a39b1f9a46c3b14
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,42 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Obi.Samples
|
||||
{
|
||||
[ExecuteInEditMode]
|
||||
[RequireComponent(typeof(ObiActor))]
|
||||
public class DebugParticleFrames : MonoBehaviour
|
||||
{
|
||||
|
||||
ObiActor actor;
|
||||
public float size = 1;
|
||||
|
||||
public void Awake()
|
||||
{
|
||||
actor = GetComponent<ObiActor>();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void OnDrawGizmos()
|
||||
{
|
||||
Vector4 b1 = new Vector4(1, 0, 0, 0);
|
||||
Vector4 b2 = new Vector4(0, 1, 0, 0);
|
||||
Vector4 b3 = new Vector4(0, 0, 1, 0);
|
||||
for (int i = 0; i < actor.activeParticleCount; ++i)
|
||||
{
|
||||
|
||||
Vector3 position = actor.GetParticlePosition(actor.solverIndices[i]);
|
||||
Quaternion quat = actor.GetParticleOrientation(actor.solverIndices[i]);
|
||||
|
||||
Gizmos.color = Color.red;
|
||||
Gizmos.DrawRay(position, quat * b1 * size);
|
||||
Gizmos.color = Color.green;
|
||||
Gizmos.DrawRay(position, quat * b2 * size);
|
||||
Gizmos.color = Color.blue;
|
||||
Gizmos.DrawRay(position, quat * b3 * size);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bab528011ba08418f99627d25a289fd3
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,78 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Obi.Samples
|
||||
{
|
||||
public class ExtrapolationCamera : MonoBehaviour
|
||||
{
|
||||
public Transform target = null;
|
||||
|
||||
public float extrapolation = 10;
|
||||
|
||||
[Range(0, 1)]
|
||||
public float smoothness = 0.8f;
|
||||
|
||||
[Range(0, 1)]
|
||||
public float linearSpeed = 1;
|
||||
|
||||
[Range(0, 1)]
|
||||
public float rotationalSpeed = 1;
|
||||
|
||||
[Min(0)]
|
||||
public float distanceFromTarget = 4;
|
||||
|
||||
Vector3 lastPosition;
|
||||
Vector3 extrapolatedPos;
|
||||
|
||||
void Start()
|
||||
{
|
||||
if (target != null)
|
||||
lastPosition = target.position;
|
||||
}
|
||||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
if (target != null)
|
||||
{
|
||||
// Get position delta since the last physics update:
|
||||
Vector3 positionDelta = target.position - lastPosition;
|
||||
positionDelta.y = 0;
|
||||
|
||||
// extrapolate position using velocity (the division/multiplication by Time.deltaTime simplify out)
|
||||
extrapolatedPos = Vector3.Lerp(target.position + positionDelta * extrapolation, extrapolatedPos, smoothness);
|
||||
|
||||
// store the target's current com for the next frame:
|
||||
lastPosition = target.position;
|
||||
}
|
||||
}
|
||||
|
||||
void LateUpdate()
|
||||
{
|
||||
if (target != null)
|
||||
{
|
||||
// get vector from the camera to the extrapolated position:
|
||||
Vector3 toTarget = extrapolatedPos - transform.position;
|
||||
|
||||
// rotate the camera towards the extrapolated position:
|
||||
transform.rotation = Quaternion.Lerp(transform.rotation, Quaternion.LookRotation(toTarget), rotationalSpeed);
|
||||
|
||||
// keep our current world space height:
|
||||
toTarget.y = 0;
|
||||
|
||||
// move the camera towards the extrapolated position, keeping some distance to it:
|
||||
transform.position += toTarget.normalized * (toTarget.magnitude - distanceFromTarget) * linearSpeed;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
public void Teleport(Vector3 position, Quaternion rotation)
|
||||
{
|
||||
transform.position = position;
|
||||
transform.rotation = rotation;
|
||||
|
||||
if (target != null)
|
||||
extrapolatedPos = lastPosition = target.position;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7118f3a432315464297cab517f322eca
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,81 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using System.Collections;
|
||||
|
||||
namespace Obi.Samples
|
||||
{
|
||||
[RequireComponent(typeof(Text))]
|
||||
public class FPSDisplay : MonoBehaviour
|
||||
{
|
||||
public float updateInterval = 0.5f;
|
||||
|
||||
public bool showMedian = false;
|
||||
public float medianLearnrate = 0.05f;
|
||||
|
||||
private float accum = 0; // FPS accumulated over the interval
|
||||
private int frames = 0; // Frames drawn over the interval
|
||||
private float timeleft; // Left time for current interval
|
||||
private float currentFPS = 0;
|
||||
|
||||
private float median = 0;
|
||||
private float average = 0;
|
||||
|
||||
public float CurrentFPS
|
||||
{
|
||||
get { return currentFPS; }
|
||||
}
|
||||
|
||||
public float FPSMedian
|
||||
{
|
||||
get { return median; }
|
||||
}
|
||||
|
||||
public float FPSAverage
|
||||
{
|
||||
get { return average; }
|
||||
}
|
||||
|
||||
Text uguiText;
|
||||
|
||||
void Start()
|
||||
{
|
||||
uguiText = GetComponent<Text>();
|
||||
timeleft = updateInterval;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
// Timing inside the editor is not accurate. Only use in actual build.
|
||||
|
||||
//#if !UNITY_EDITOR
|
||||
|
||||
timeleft -= Time.deltaTime;
|
||||
accum += Time.timeScale / Time.deltaTime;
|
||||
++frames;
|
||||
|
||||
// Interval ended - update GUI text and start new interval
|
||||
if (timeleft <= 0.0)
|
||||
{
|
||||
currentFPS = accum / frames;
|
||||
|
||||
average += (Mathf.Abs(currentFPS) - average) * 0.1f;
|
||||
median += Mathf.Sign(currentFPS - median) * Mathf.Min(average * medianLearnrate, Mathf.Abs(currentFPS - median));
|
||||
|
||||
// display two fractional digits (f2 format)
|
||||
float fps = showMedian ? median : currentFPS;
|
||||
uguiText.text = System.String.Format("{0:F2} FPS ({1:F1} ms)", fps, 1000.0f / fps);
|
||||
|
||||
timeleft = updateInterval;
|
||||
accum = 0.0F;
|
||||
frames = 0;
|
||||
}
|
||||
//#endif
|
||||
}
|
||||
|
||||
public void ResetMedianAndAverage()
|
||||
{
|
||||
median = 0;
|
||||
average = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f14f49b61044e49ebb2f29511f2b3f41
|
||||
timeCreated: 1518870953
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,81 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Obi.Samples
|
||||
{
|
||||
[RequireComponent(typeof(Camera))]
|
||||
public class LookAroundCamera : MonoBehaviour
|
||||
{
|
||||
public struct CameraShot
|
||||
{
|
||||
public Vector3 position;
|
||||
public Quaternion rotation;
|
||||
public Vector3 up;
|
||||
public float fieldOfView;
|
||||
|
||||
public CameraShot(Vector3 position, Quaternion rotation, Vector3 up, float fieldOfView)
|
||||
{
|
||||
this.position = position;
|
||||
this.rotation = rotation;
|
||||
this.up = up;
|
||||
this.fieldOfView = fieldOfView;
|
||||
}
|
||||
}
|
||||
|
||||
private Camera cam;
|
||||
private CameraShot currentShot;
|
||||
|
||||
public float movementSpeed = 5;
|
||||
public float rotationSpeed = 8;
|
||||
public float translationResponse = 10;
|
||||
public float rotationResponse = 10;
|
||||
public float fovResponse = 10;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
cam = GetComponent<Camera>();
|
||||
currentShot = new CameraShot(transform.position, transform.rotation, transform.up, cam.fieldOfView);
|
||||
}
|
||||
|
||||
private void LookAt(Vector3 position, Vector3 up)
|
||||
{
|
||||
currentShot.up = up;
|
||||
currentShot.rotation = Quaternion.LookRotation(position - currentShot.position, currentShot.up);
|
||||
}
|
||||
|
||||
private void UpdateShot()
|
||||
{
|
||||
transform.position = Vector3.Lerp(transform.position, currentShot.position, translationResponse * Time.deltaTime);
|
||||
transform.rotation = Quaternion.Slerp(transform.rotation, currentShot.rotation, rotationResponse * Time.deltaTime);
|
||||
cam.fieldOfView = Mathf.Lerp(cam.fieldOfView, currentShot.fieldOfView, fovResponse * Time.deltaTime);
|
||||
}
|
||||
|
||||
private void LateUpdate()
|
||||
{
|
||||
Vector3 delta = Vector3.zero;
|
||||
|
||||
if (Input.GetKey(KeyCode.W))
|
||||
delta += cam.transform.forward;
|
||||
if (Input.GetKey(KeyCode.A))
|
||||
delta -= cam.transform.right;
|
||||
if (Input.GetKey(KeyCode.S))
|
||||
delta -= cam.transform.forward;
|
||||
if (Input.GetKey(KeyCode.D))
|
||||
delta += cam.transform.right;
|
||||
|
||||
currentShot.position += delta * Time.deltaTime * movementSpeed;
|
||||
|
||||
var system = UnityEngine.EventSystems.EventSystem.current;
|
||||
bool focusUI = system != null && system.IsPointerOverGameObject();
|
||||
|
||||
if (Input.GetKey(KeyCode.Mouse0) && !focusUI)
|
||||
{
|
||||
float deltaX = Input.GetAxis("Mouse X") * rotationSpeed;
|
||||
float deltaY = Input.GetAxis("Mouse Y") * rotationSpeed;
|
||||
Quaternion fwd = currentShot.rotation * Quaternion.AngleAxis(deltaX, Vector3.up) * Quaternion.AngleAxis(deltaY, -Vector3.right);
|
||||
LookAt(currentShot.position + fwd * Vector3.forward, Vector3.up);
|
||||
}
|
||||
|
||||
UpdateShot();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 138d2e060d2cd42f58c60b22bca0159e
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,39 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Obi.Samples
|
||||
{
|
||||
public class MoveAndRotate : MonoBehaviour
|
||||
{
|
||||
public Vector3andSpace moveUnitsPerSecond;
|
||||
public Vector3andSpace rotateDegreesPerSecond;
|
||||
public bool ignoreTimescale;
|
||||
private float m_LastRealTime;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
m_LastRealTime = Time.realtimeSinceStartup;
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
private void FixedUpdate()
|
||||
{
|
||||
float deltaTime = Time.fixedDeltaTime;
|
||||
if (ignoreTimescale)
|
||||
{
|
||||
deltaTime = (Time.realtimeSinceStartup - m_LastRealTime);
|
||||
m_LastRealTime = Time.realtimeSinceStartup;
|
||||
}
|
||||
transform.Translate(moveUnitsPerSecond.value*deltaTime, moveUnitsPerSecond.space);
|
||||
transform.Rotate(rotateDegreesPerSecond.value*deltaTime, rotateDegreesPerSecond.space);
|
||||
}
|
||||
|
||||
|
||||
[Serializable]
|
||||
public class Vector3andSpace
|
||||
{
|
||||
public Vector3 value;
|
||||
public Space space = Space.Self;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: dae436d3aef704ae1b22a06a92480162
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,17 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Obi.Samples
|
||||
{
|
||||
public class ObiActorTeleport : MonoBehaviour
|
||||
{
|
||||
public ObiActor actor;
|
||||
public Transform target;
|
||||
|
||||
public void Teleport()
|
||||
{
|
||||
actor.Teleport(target.position, target.rotation);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ef23dec4d0c424492a85ebca02b625bc
|
||||
timeCreated: 1491379841
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,58 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Obi.Samples
|
||||
{
|
||||
[RequireComponent(typeof(ObiSolver))]
|
||||
public class ObiParticleCounter : MonoBehaviour
|
||||
{
|
||||
|
||||
ObiSolver solver;
|
||||
public int counter = 0;
|
||||
public Collider2D targetCollider = null;
|
||||
|
||||
ObiNativeContactList frame;
|
||||
HashSet<int> particles = new HashSet<int>();
|
||||
|
||||
void Awake()
|
||||
{
|
||||
solver = GetComponent<Obi.ObiSolver>();
|
||||
}
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
solver.OnCollision += Solver_OnCollision;
|
||||
}
|
||||
|
||||
void OnDisable()
|
||||
{
|
||||
solver.OnCollision -= Solver_OnCollision;
|
||||
}
|
||||
|
||||
void Solver_OnCollision(object sender, ObiNativeContactList e)
|
||||
{
|
||||
HashSet<int> currentParticles = new HashSet<int>();
|
||||
|
||||
for (int i = 0; i < e.count; ++i)
|
||||
{
|
||||
if (e[i].distance < 0.001f)
|
||||
{
|
||||
|
||||
/*Component collider;
|
||||
if (ObiCollider2D.idToCollider.TryGetValue(e.contacts.Data[i].other,out collider)){
|
||||
|
||||
if (collider == targetCollider)
|
||||
currentParticles.Add(e.contacts.Data[i].particle);
|
||||
|
||||
}*/
|
||||
}
|
||||
}
|
||||
|
||||
particles.ExceptWith(currentParticles);
|
||||
counter += particles.Count;
|
||||
particles = currentParticles; Debug.Log(counter);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b4d7608433fa641c6ad7e1ad3716e0b6
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,25 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
|
||||
namespace Obi.Samples
|
||||
{
|
||||
public class ObjectDragger : MonoBehaviour
|
||||
{
|
||||
|
||||
private Vector3 screenPoint;
|
||||
private Vector3 offset;
|
||||
|
||||
void OnMouseDown()
|
||||
{
|
||||
screenPoint = Camera.main.WorldToScreenPoint(gameObject.transform.position);
|
||||
offset = gameObject.transform.position - Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z));
|
||||
}
|
||||
|
||||
void OnMouseDrag()
|
||||
{
|
||||
Vector3 curScreenPoint = new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z);
|
||||
transform.position = Camera.main.ScreenToWorldPoint(curScreenPoint) + offset;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cbe5860a158ab4ff9852d93167f38e5a
|
||||
timeCreated: 1490723525
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,25 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
|
||||
namespace Obi.Samples
|
||||
{
|
||||
public class ObjectLimit : MonoBehaviour
|
||||
{
|
||||
|
||||
public float minX = 0;
|
||||
public float maxX = 1;
|
||||
public float minY = 0;
|
||||
public float maxY = 1;
|
||||
public float minZ = 0;
|
||||
public float maxZ = 1;
|
||||
|
||||
void Update()
|
||||
{
|
||||
transform.localPosition = new Vector3(Mathf.Clamp(gameObject.transform.localPosition.x, minX, maxX),
|
||||
Mathf.Clamp(gameObject.transform.localPosition.y, minY, maxY),
|
||||
Mathf.Clamp(gameObject.transform.localPosition.z, minZ, maxZ));
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6da1d294c86704f3394415f542741ebe
|
||||
timeCreated: 1490723525
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,24 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Obi.Samples
|
||||
{
|
||||
[RequireComponent(typeof(Rigidbody))]
|
||||
public class RigidbodyMaxAngularVel : MonoBehaviour
|
||||
{
|
||||
public float maxAngularVelocity = 20;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
GetComponent<Rigidbody>().maxAngularVelocity = maxAngularVelocity;
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0c31446bcaf82443aa64afa152fac3d0
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,15 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Obi.Samples
|
||||
{
|
||||
public class SlowmoToggler : MonoBehaviour
|
||||
{
|
||||
|
||||
public void Slowmo(bool slowmo)
|
||||
{
|
||||
Time.timeScale = slowmo ? 0.25f : 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5ec309595a8ca48b3a4deae53d6b023d
|
||||
timeCreated: 1496678069
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,24 @@
|
||||
using UnityEngine;
|
||||
using Obi;
|
||||
|
||||
namespace Obi.Samples
|
||||
{
|
||||
[RequireComponent(typeof(ObiSolver))]
|
||||
public class WorldSpaceGravity : MonoBehaviour
|
||||
{
|
||||
|
||||
ObiSolver solver;
|
||||
public Vector3 worldGravity = new Vector3(0, -9.81f, 0);
|
||||
|
||||
void Awake()
|
||||
{
|
||||
solver = GetComponent<ObiSolver>();
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
solver.parameters.gravity = transform.InverseTransformDirection(worldGravity);
|
||||
solver.PushSolverParameters();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 278a56537b77b462a894513bc9d3e474
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user