添加插件

This commit is contained in:
2025-11-10 00:08:26 +08:00
parent 4059c207c0
commit 76f80db694
2814 changed files with 436400 additions and 178 deletions

View File

@@ -0,0 +1,337 @@
using System;
using UnityEngine;
namespace Obi
{
[AddComponentMenu("Physics/Obi/Obi Pinhole", 820)]
[RequireComponent(typeof(ObiRopeBase))]
[ExecuteInEditMode]
public class ObiPinhole : MonoBehaviour
{
[SerializeField] [HideInInspector] private ObiRopeBase m_Rope;
[SerializeField] [HideInInspector] private Transform m_Target;
[Range(0, 1)]
[SerializeField] [HideInInspector] private float m_Position = 0;
[SerializeField] [HideInInspector] private bool m_LimitRange = false;
[MinMax(0, 1)]
[SerializeField] [HideInInspector] private Vector2 m_Range = new Vector2(0, 1);
[Range(0, 1)]
[SerializeField] [HideInInspector] private float m_Friction = 0;
[SerializeField] [HideInInspector] private float m_MotorSpeed = 0;
[SerializeField] [HideInInspector] private float m_MotorForce = 0;
[SerializeField] [HideInInspector] private float m_Compliance = 0;
[SerializeField] [HideInInspector] private bool m_ClampAtEnds = true;
[SerializeField] [HideInInspector] private ObiPinholeConstraintsBatch.PinholeEdge currentEdge;
[SerializeField] [HideInInspector] public ObiPinholeConstraintsBatch.PinholeEdge firstEdge;
[SerializeField] [HideInInspector] public ObiPinholeConstraintsBatch.PinholeEdge lastEdge;
// private variables are serialized during script reloading, to keep their value. Must mark them explicitly as non-serialized.
[NonSerialized] private ObiPinholeConstraintsBatch pinBatch;
[NonSerialized] private ObiColliderBase attachedCollider;
[NonSerialized] private int attachedColliderHandleIndex;
[NonSerialized] private Vector3 m_PositionOffset;
[NonSerialized] private bool m_ParametersDirty = true;
[NonSerialized] private bool m_PositionDirty = false;
[NonSerialized] private bool m_RangeDirty = false;
/// <summary>
/// The rope this attachment is added to.
/// </summary>
public ObiActor rope
{
get { return m_Rope; }
}
public float edgeCoordinate
{
get { return currentEdge.coordinate; }
}
public int edgeIndex
{
get { return currentEdge.edgeIndex; }
}
/// <summary>
/// The target transform that the pinhole should be attached to.
/// </summary>
public Transform target
{
get { return m_Target; }
set
{
if (value != m_Target)
{
m_Target = value;
Bind();
}
}
}
/// <summary>
/// Normalized coordinate of the point along the rope where the pinhole is positioned.
/// </summary>
public float position
{
get { return m_Position; }
set
{
if (!Mathf.Approximately(value, m_Position))
{
m_Position = value;
CalculateMu();
}
}
}
public bool limitRange
{
get { return m_LimitRange; }
set
{
if (m_LimitRange != value)
{
m_LimitRange = value;
CalculateRange();
}
}
}
/// <summary>
/// Normalized coordinate of the point along the rope where the pinhole is positioned.
/// </summary>
public Vector2 range
{
get { return m_Range; }
set
{
m_Range = value;
CalculateRange();
}
}
/// <summary>
/// Whether this pinhole is currently bound or not.
/// </summary>
public bool isBound
{
get { return m_Target != null && currentEdge.edgeIndex >= 0; }
}
/// <summary>
/// Constraint compliance.
/// </summary>
/// High compliance values will increase the pinhole's elasticity.
public float compliance
{
get { return m_Compliance; }
set
{
if (!Mathf.Approximately(value, m_Compliance))
{
m_Compliance = value;
m_ParametersDirty = true;
}
}
}
public float friction
{
get { return m_Friction; }
set
{
if (!Mathf.Approximately(value, m_Friction))
{
m_Friction = value;
m_ParametersDirty = true;
}
}
}
public float motorSpeed
{
get { return m_MotorSpeed; }
set
{
if (!Mathf.Approximately(value, m_MotorSpeed))
{
m_MotorSpeed = value;
m_ParametersDirty = true;
}
}
}
public float motorForce
{
get { return m_MotorForce; }
set
{
if (!Mathf.Approximately(value, m_MotorForce))
{
m_MotorForce = value;
m_ParametersDirty = true;
}
}
}
public bool clampAtEnds
{
get { return m_ClampAtEnds; }
set
{
if (m_ClampAtEnds != value)
{
m_ClampAtEnds = value;
m_ParametersDirty = true;
}
}
}
/// <summary>
/// Force threshold above which the pinhole should break.
/// </summary>
[Delayed] public float breakThreshold = float.PositiveInfinity;
public float relativeVelocity { get; private set; }
private void OnEnable()
{
m_Rope = GetComponent<ObiRopeBase>();
m_Rope.OnBlueprintLoaded += Actor_OnBlueprintLoaded;
m_Rope.OnSimulationStart += Actor_OnSimulationStart;
m_Rope.OnRequestReadback += Actor_OnRequestReadback;
if (m_Rope.solver != null)
Actor_OnBlueprintLoaded(m_Rope, m_Rope.sourceBlueprint);
EnablePinhole();
}
private void OnDisable()
{
DisablePinhole();
m_Rope.OnBlueprintLoaded -= Actor_OnBlueprintLoaded;
m_Rope.OnSimulationStart -= Actor_OnSimulationStart;
m_Rope.OnRequestReadback -= Actor_OnRequestReadback;
}
private void OnValidate()
{
m_Rope = GetComponent<ObiRopeBase>();
m_ParametersDirty = true;
m_PositionDirty = true;
m_RangeDirty = true;
}
private void Actor_OnBlueprintLoaded(ObiActor act, ObiActorBlueprint blueprint)
{
Bind();
}
private void Actor_OnSimulationStart(ObiActor act, float stepTime, float substepTime)
{
// Attachments must be updated at the start of the step, before performing any simulation.
UpdatePinhole();
// if there's any broken constraint, flag pinhole constraints as dirty for remerging at the start of the next step.
BreakPinhole(substepTime);
}
private void Actor_OnRequestReadback(ObiActor actor)
{
if (enabled && m_Rope.isLoaded && isBound)
{
var solver = m_Rope.solver;
var actorConstraints = m_Rope.GetConstraintsByType(Oni.ConstraintType.Pinhole) as ObiConstraints<ObiPinholeConstraintsBatch>;
var solverConstraints = solver.GetConstraintsByType(Oni.ConstraintType.Pinhole) as ObiConstraints<ObiPinholeConstraintsBatch>;
if (actorConstraints != null && pinBatch != null && actorConstraints.batchCount <= solverConstraints.batchCount)
{
int pinBatchIndex = actorConstraints.batches.IndexOf(pinBatch);
if (pinBatchIndex >= 0 && pinBatchIndex < rope.solverBatchOffsets[(int)Oni.ConstraintType.Pinhole].Count)
{
var solverBatch = solverConstraints.batches[pinBatchIndex];
solverBatch.particleIndices.Readback();
solverBatch.edgeMus.Readback();
solverBatch.relativeVelocities.Readback();
}
}
}
}
private void ClampMuToRange()
{
if (m_LimitRange)
{
float maxCoord = lastEdge.GetRopeCoordinate(m_Rope);
float minCoord = firstEdge.GetRopeCoordinate(m_Rope);
if (m_Position > maxCoord)
{
m_Position = maxCoord;
currentEdge.edgeIndex = m_Rope.GetEdgeAt(m_Position, out currentEdge.coordinate);
m_PositionDirty = true;
}
else if (m_Position < minCoord)
{
m_Position = minCoord;
currentEdge.edgeIndex = m_Rope.GetEdgeAt(m_Position, out currentEdge.coordinate);
m_PositionDirty = true;
}
}
}
public void CalculateMu()
{
currentEdge.edgeIndex = m_Rope.GetEdgeAt(m_Position, out currentEdge.coordinate);
ClampMuToRange();
m_PositionDirty = true;
}
public void CalculateRange()
{
if (m_LimitRange)
{
firstEdge.edgeIndex = m_Rope.GetEdgeAt(m_Range.x, out firstEdge.coordinate);
lastEdge.edgeIndex = m_Rope.GetEdgeAt(m_Range.y, out lastEdge.coordinate);
}
else
{
firstEdge.edgeIndex = m_Rope.GetEdgeAt(0, out firstEdge.coordinate);
lastEdge.edgeIndex = m_Rope.GetEdgeAt(1, out lastEdge.coordinate);
firstEdge.coordinate = -float.MaxValue;
lastEdge.coordinate = float.MaxValue;
}
ClampMuToRange();
m_RangeDirty = true;
}
public void Bind()
{
// Disable pinhole.
DisablePinhole();
if (m_Target != null && m_Rope.isLoaded)
{
Matrix4x4 bindMatrix = m_Target.worldToLocalMatrix * m_Rope.solver.transform.localToWorldMatrix;
var ropeBlueprint = m_Rope.sharedBlueprint as ObiRopeBlueprintBase;
if (ropeBlueprint != null && ropeBlueprint.deformableEdges != null)
{
currentEdge.edgeIndex = m_Rope.GetEdgeAt(m_Position, out currentEdge.coordinate);
if (currentEdge.edgeIndex >= 0)
{
CalculateRange();

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 2aadf7c5471054b0db8c70bd317bc272
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {fileID: 2800000, guid: 214df93f7c2ed4c1094bb6105c050575, type: 3}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,23 @@
using UnityEngine;
namespace Obi
{
public class ObiRopeAttach : MonoBehaviour
{
public ObiPathSmoother smoother;
[Range(0,1)]
public float m;
public void LateUpdate()
{
if (smoother != null && smoother.actor.isLoaded)
{
var trfm = smoother.actor.solver.transform;
ObiPathFrame section = smoother.GetSectionAt(m);
transform.position = trfm.TransformPoint(section.position);
transform.rotation = trfm.rotation * Quaternion.LookRotation(section.tangent, section.binormal);
}
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 93cd44c04a2944349b4fe311545b7e05
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,108 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Obi
{
/**
* This component plugs a prefab instance at each cut in the rope. Optionally, it will also place a couple instances at the start/end of an open rope.
*/
[RequireComponent(typeof(ObiPathSmoother))]
public class ObiRopePrefabPlugger : MonoBehaviour
{
public GameObject prefab; /**< prefab object being instantiated at the rope cuts.*/
public Vector3 instanceScale = Vector3.one;
public bool plugTears = true;
public bool plugStart = false;
public bool plugEnd = false;
private List<GameObject> instances; /**< instances of the prefab being rendered. */
private ObiPathSmoother smoother;
void OnEnable()
{
instances = new List<GameObject>();
smoother = GetComponent<ObiPathSmoother>();
GetComponent<ObiActor>().OnInterpolate += UpdatePlugs;
}
void OnDisable()
{
GetComponent<ObiActor>().OnInterpolate -= UpdatePlugs;
ClearPrefabInstances();
}
private GameObject GetOrCreatePrefabInstance(int index)
{
if (index < instances.Count)
return instances[index];
GameObject tearPrefabInstance = Instantiate(prefab);
tearPrefabInstance.hideFlags = HideFlags.HideAndDontSave;
instances.Add(tearPrefabInstance);
return tearPrefabInstance;
}
public void ClearPrefabInstances()
{
for (int i = 0; i < instances.Count; ++i)
DestroyImmediate(instances[i]);
instances.Clear();
}
// Update is called once per frame
void UpdatePlugs(ObiActor actor, float simulatedTime, float substepTime)
{
if (!actor.isLoaded)
return;
// cache the rope's transform matrix/quaternion:
Matrix4x4 l2w = smoother.actor.solver.transform.localToWorldMatrix;
Quaternion l2wRot = l2w.rotation;
int instanceIndex = 0;
var system = actor.solver.GetRenderSystem<ObiPathSmoother>() as ObiPathSmootherRenderSystem;
int chunkCount = system.GetChunkCount(smoother.indexInSystem);
// place prefabs at the start/end of each curve:
for (int c = 0; c < chunkCount; ++c)
{
if ((plugTears && c > 0) ||
(plugStart && c == 0))
{
var instance = GetOrCreatePrefabInstance(instanceIndex++);
instance.SetActive(true);
ObiPathFrame frame = system.GetFrameAt(smoother.indexInSystem, c, 0);
instance.transform.position = l2w.MultiplyPoint3x4(frame.position);
instance.transform.rotation = l2wRot * (Quaternion.LookRotation(-frame.tangent, frame.binormal));
instance.transform.localScale = instanceScale;
}
if ((plugTears && c < chunkCount - 1) ||
(plugEnd && c == chunkCount - 1))
{
var instance = GetOrCreatePrefabInstance(instanceIndex++);
instance.SetActive(true);
int frameCount = system.GetSmoothFrameCount(smoother.indexInSystem, c);
ObiPathFrame frame = system.GetFrameAt(smoother.indexInSystem, c, frameCount-1);
instance.transform.position = l2w.MultiplyPoint3x4(frame.position);
instance.transform.rotation = l2wRot * Quaternion.LookRotation(frame.tangent, frame.binormal);
instance.transform.localScale = instanceScale;
}
}
// deactivate remaining instances:
for (int i = instanceIndex; i < instances.Count; ++i)
instances[i].SetActive(false);
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 4514513daf5b14cb689daa23e9d8575e
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,62 @@
using UnityEngine;
namespace Obi
{
[RequireComponent(typeof(ObiRopeCursor))]
public class ObiRopeReel : MonoBehaviour
{
private ObiRopeCursor cursor;
private ObiRope rope;
[Header("Roll out/in thresholds")]
public float outThreshold = 0.8f;
public float inThreshold = 0.4f;
[Header("Roll out/in speeds")]
public float outSpeed = 4;
public float inSpeed = 2;
public float maxLength = 10;
private float restLength;
public void Awake()
{
cursor = GetComponent<ObiRopeCursor>();
rope = GetComponent<ObiRope>();
restLength = rope.restLength;
}
public void OnValidate()
{
// Make sure the range thresholds don't cross:
outThreshold = Mathf.Max(inThreshold, outThreshold);
}
// Update is called once per frame
void Update()
{
// get current and rest lengths:
float length = rope.CalculateLength();
// calculate difference between current length and rest length:
float diff = Mathf.Max(0, length - restLength);
float lengthChange = 0;
// if the rope has been stretched beyond the reel out threshold, increase its rest length:
if (diff > outThreshold)
lengthChange = outSpeed * Time.deltaTime;
// if the rope is not stretched past the reel in threshold, decrease its rest length:
if (diff < inThreshold)
lengthChange = -inSpeed * Time.deltaTime;
// make sure not to exceed maxLength:
lengthChange -= Mathf.Max(0, restLength + lengthChange - maxLength);
// set the new rest length:
restLength = cursor.ChangeLength(lengthChange);
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 4793f08b8350d44db99d1bc98daf625b
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant: