去掉obi,使用自写绳索
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using UnityEngine;
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using UnityEngine.Events;
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using Unity.Collections;
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using System;
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using System.Collections.Generic;
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namespace Obi
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{
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[RequireComponent(typeof(ObiSolver))]
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public class ObiContactEventDispatcher : MonoBehaviour
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{
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private ObiSolver solver;
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private Oni.Contact[] prevData;
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private int prevCount;
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private ContactComparer comparer;
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private class ContactComparer : IComparer<Oni.Contact>
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{
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ObiSolver solver;
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public ContactComparer(ObiSolver solver)
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{
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this.solver = solver;
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}
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public int Compare(Oni.Contact x, Oni.Contact y)
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{
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return CompareByRef(x, y, solver);
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}
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}
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private static int CompareByRef(Oni.Contact a, Oni.Contact b, ObiSolver solver)
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{
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if (a.bodyB == b.bodyB)
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{
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int hashA = solver.particleToActor[a.bodyA].actor.GetInstanceID();
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int hashB = solver.particleToActor[b.bodyA].actor.GetInstanceID();
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return hashA.CompareTo(hashB);
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}
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return a.bodyB.CompareTo(b.bodyB);
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}
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[System.Serializable]
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public class ContactCallback : UnityEvent<ObiSolver, Oni.Contact> { }
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public float distanceThreshold = 0.01f;
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public ContactCallback onContactEnter = new ContactCallback();
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public ContactCallback onContactStay = new ContactCallback();
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public ContactCallback onContactExit = new ContactCallback();
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void Awake()
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{
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solver = GetComponent<ObiSolver>();
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comparer = new ContactComparer(solver);
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prevData = new Oni.Contact[0];
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}
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void OnEnable()
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{
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solver.OnCollision += Solver_OnCollision;
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}
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void OnDisable()
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{
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solver.OnCollision -= Solver_OnCollision;
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}
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private int FilterOutDistantContacts(ObiNativeContactList data, int count)
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{
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int filteredCount = count;
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// simply iterate trough all contacts,
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// moving the ones above the threshold to the end of the array:
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for (int i = count - 1; i >= 0; --i)
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if (data[i].distance > distanceThreshold)
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data.Swap(i, --filteredCount);
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return filteredCount;
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}
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private int RemoveDuplicates(ObiNativeContactList data, int count)
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{
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if (count == 0)
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return 0;
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// assuming the array is sorted, iterate trough the array
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// replacing duplicates by the first contact that's different:
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int i = 0, r = 0;
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while (++i != count)
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if (CompareByRef(data[i], data[r], solver) != 0 && ++r != i)
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data[r] = data[i];
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return ++r;
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}
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private void InvokeCallbacks(ObiNativeContactList data, int count)
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{
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int a = 0, b = 0;
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int lengthA = count, lengthB = prevCount;
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// while we haven't reached the end of either array:
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while (a < lengthA && b < lengthB)
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{
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// compare both contacts:
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int compare = CompareByRef(data[a], prevData[b], solver);
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// call the appropiate event depending on the comparison result:
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if (compare < 0)
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onContactEnter.Invoke(solver, data[a++]);
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else if (compare > 0)
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onContactExit.Invoke(solver, prevData[b++]);
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else
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{
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onContactStay.Invoke(solver, data[a++]); b++;
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}
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}
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// finish iterating trough both lists:
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while (a < lengthA)
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onContactEnter.Invoke(solver, data[a++]);
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while (b < lengthB)
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onContactExit.Invoke(solver, prevData[b++]);
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}
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void Solver_OnCollision(object sender, ObiNativeContactList contacts)
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{
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// skip all contacts above the distance threshold by moving them to the end of the array:
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int filteredCount = FilterOutDistantContacts(contacts, contacts.count);
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// sort the remaining contacts by collider, then by actor:
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contacts.AsNativeArray().Slice(0,filteredCount).Sort(comparer);
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// remove duplicates:
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filteredCount = RemoveDuplicates(contacts, filteredCount);
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// zip trough the current and previous contact lists once, invoking events when appropiate.
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InvokeCallbacks(contacts, filteredCount);
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// store current contact list/count for next frame.
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// could get better performance by double buffering instead of copying:
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if (filteredCount > prevData.Length)
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Array.Resize(ref prevData, filteredCount);
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contacts.CopyTo(prevData, 0, filteredCount);
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prevCount = filteredCount;
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}
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}
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}
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