修改水

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2026-01-01 22:00:33 +08:00
parent 040a222bd6
commit 9ceffccd39
1800 changed files with 103929 additions and 139495 deletions

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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;
namespace Obi
{
/// <summary>
/// Updater class that will perform simulation during FixedUpdate(). This is the most physically correct updater,
/// and the one to be used in most cases. Also allows to perform substepping, greatly improving convergence.
[AddComponentMenu("Physics/Obi/Obi Fixed Updater", 801)]
[ExecuteInEditMode]
public class ObiFixedUpdater : ObiUpdater
{
/// <summary>
/// Each FixedUpdate() call will be divided into several substeps. Performing more substeps will greatly improve the accuracy/convergence speed of the simulation.
/// Increasing the amount of substeps is more effective than increasing the amount of constraint iterations.
/// </summary>
[Tooltip("Amount of substeps performed per FixedUpdate. Increasing the amount of substeps greatly improves accuracy and convergence speed.")]
public int substeps = 4;
[NonSerialized] private float accumulatedTime;
private void OnValidate()
{
substeps = Mathf.Max(1, substeps);
}
private void OnEnable()
{
accumulatedTime = 0;
}
private void OnDisable()
{
Physics.autoSimulation = true;
}
private void FixedUpdate()
{
ObiProfiler.EnableProfiler();
PrepareFrame();
BeginStep(Time.fixedDeltaTime);
float substepDelta = Time.fixedDeltaTime / (float)substeps;
// Divide the step into multiple smaller substeps:
for (int i = 0; i < substeps; ++i)
Substep(Time.fixedDeltaTime, substepDelta, substeps-i);
EndStep(substepDelta);
ObiProfiler.DisableProfiler();
accumulatedTime -= Time.fixedDeltaTime;
}
private void Update()
{
accumulatedTime += Time.deltaTime;
ObiProfiler.EnableProfiler();
Interpolate(Time.fixedDeltaTime, accumulatedTime);
ObiProfiler.DisableProfiler();
}
}
}

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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;
namespace Obi
{
/// <summary>
/// Updater class that will perform simulation after WaitForFixedUpdate. Use this for simulations that require animation data as input, such as character clothing.
/// Make sure to set the Animator update mode to "Animate Physics".
[AddComponentMenu("Physics/Obi/Obi Late Fixed Updater", 802)]
[ExecuteInEditMode]
public class ObiLateFixedUpdater : ObiUpdater
{
/// <summary>
/// Each LateFixedUpdate() call will be divided into several substeps. Performing more substeps will greatly improve the accuracy/convergence speed of the simulation.
/// Increasing the amount of substeps is more effective than increasing the amount of constraint iterations.
/// </summary>
[Tooltip("Amount of substeps performed per FixedUpdate. Increasing the amount of substeps greatly improves accuracy and convergence speed.")]
public int substeps = 4;
[NonSerialized] private float accumulatedTime;
private void OnValidate()
{
substeps = Mathf.Max(1, substeps);
}
private void OnEnable()
{
accumulatedTime = 0;
StartCoroutine(RunLateFixedUpdate());
}
private void OnDisable()
{
StopCoroutine(RunLateFixedUpdate());
}
private void FixedUpdate()
{
PrepareFrame();
}
private IEnumerator RunLateFixedUpdate()
{
while (true)
{
yield return new WaitForFixedUpdate();
if (Application.isPlaying)
LateFixedUpdate();
}
}
private void LateFixedUpdate()
{
ObiProfiler.EnableProfiler();
BeginStep(Time.fixedDeltaTime);
float substepDelta = Time.fixedDeltaTime / (float)substeps;
// Divide the step into multiple smaller substeps:
for (int i = 0; i < substeps; ++i)
Substep(Time.fixedDeltaTime, substepDelta, substeps - i);
EndStep(substepDelta);
ObiProfiler.DisableProfiler();
accumulatedTime -= Time.fixedDeltaTime;
}
private void Update()
{
accumulatedTime += Time.deltaTime;
ObiProfiler.EnableProfiler();
Interpolate(Time.fixedDeltaTime, accumulatedTime);
ObiProfiler.DisableProfiler();
}
}
}

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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;
namespace Obi
{
/// <summary>
/// Updater class that will perform simulation during LateUpdate(). This is highly unphysical and should be avoided whenever possible.
/// This updater does not make any accuracy guarantees when it comes to two-way coupling with rigidbodies.
/// It is only provided for the odd case when there's no way to perform simulation with a fixed timestep.
/// If in doubt, use the ObiFixedUpdater component instead.
/// </summary>
[AddComponentMenu("Physics/Obi/Obi Late Updater", 802)]
public class ObiLateUpdater : ObiUpdater
{
/// <summary>
/// Smoothing factor fo the timestep (smoothDelta). Values closer to 1 will yield stabler simulation, but it will be off-sync with rendering.
/// </summary>
[Tooltip("Smoothing factor fo the timestep (smoothDelta). Values closer to 1 will yield stabler simulation, but it will be off-sync with rendering.")]
[Range(0,1)]
public float deltaSmoothing = 0.95f;
/// <summary>
/// Target timestep used to advance the simulation. The updater will interpolate this value with Time.deltaTime to find the actual timestep used for each frame.
/// </summary>
[Tooltip("Target timestep used to advance the simulation. The updater will interpolate this value with Time.deltaTime to find the actual timestep used for each frame.")]
private float smoothDelta = 0.02f;
/// <summary>
/// Each FixedUpdate() call will be divided into several substeps. Performing more substeps will greatly improve the accuracy/convergence speed of the simulation.
/// Increasing the amount of substeps is more effective than increasing the amount of constraint iterations.
/// </summary>
[Tooltip("Amount of substeps performed per FixedUpdate. Increasing the amount of substeps greatly improves accuracy and convergence speed.")]
public int substeps = 4;
private void OnValidate()
{
smoothDelta = Mathf.Max(0.0001f, smoothDelta);
substeps = Mathf.Max(1, substeps);
}
private void Update()
{
PrepareFrame();
}
private void LateUpdate()
{
if (Time.deltaTime > 0)
{
if (Application.isPlaying)
{
// smooth out timestep:
smoothDelta = Mathf.Lerp(Time.deltaTime, smoothDelta, deltaSmoothing);
BeginStep(smoothDelta);
float substepDelta = smoothDelta / (float)substeps;
// Divide the step into multiple smaller substeps:
for (int i = 0; i < substeps; ++i)
Substep(smoothDelta, substepDelta, substeps - i);
EndStep(substepDelta);
}
Interpolate(smoothDelta, smoothDelta);
}
}
}
}

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using UnityEngine;
using Unity.Profiling;
using System.Collections;
using System.Collections.Generic;
using System;
using Unity.Jobs;
using Unity.Collections;
namespace Obi
{
/// <summary>
/// Base class for updating multiple solvers in parallel.
/// Derive from this class to write your onw updater. This grants you precise control over execution order,
/// as you can choose to update solvers at any point during Unity's update cycle.
/// </summary>
[ExecuteInEditMode]
public abstract class ObiUpdater : MonoBehaviour
{
static ProfilerMarker m_BeginStepPerfMarker = new ProfilerMarker("BeginStep");
static ProfilerMarker m_SubstepPerfMarker = new ProfilerMarker("Substep");
static ProfilerMarker m_EndStepPerfMarker = new ProfilerMarker("EndStep");
static ProfilerMarker m_InterpolatePerfMarker = new ProfilerMarker("Interpolate");
/// <summary>
/// List of solvers updated by this updater.
/// </summary>
public List<ObiSolver> solvers = new List<ObiSolver>();
private List<IObiJobHandle> handles = new List<IObiJobHandle>();
/// <summary>
/// Prepares all solvers to begin simulating a new frame. This should be called as soon as possible in the frame,
/// and guaranteed to be called every frame that will step physics.
/// </summary>
protected void PrepareFrame()
{
foreach (ObiSolver solver in solvers)
if (solver != null)
solver.PrepareFrame();
}
/// <summary>
/// Prepares all solvers to begin simulating a new physics step. This involves
/// caching some particle data for interpolation, performing collision detection, among other things.
/// </summary>
/// <param name="stepDeltaTime"> Duration (in seconds) of the next step.</param>
protected void BeginStep(float stepDeltaTime)
{
using (m_BeginStepPerfMarker.Auto())
{
// Update colliders right before collision detection:
ObiColliderWorld.GetInstance().UpdateColliders();
ObiColliderWorld.GetInstance().UpdateRigidbodies(solvers,stepDeltaTime);
ObiColliderWorld.GetInstance().UpdateWorld(stepDeltaTime);
handles.Clear();
// Kick off all solver jobs:
foreach (ObiSolver solver in solvers)
if (solver != null)
handles.Add(solver.BeginStep(stepDeltaTime));
// wait for all solver jobs to complete:
foreach (IObiJobHandle handle in handles)
if (handle != null)
handle.Complete();
foreach (ObiSolver solver in solvers)
if (solver != null)
solver.ReleaseJobHandles();
}
}
/// <summary>
/// Advances the simulation a given amount of time. Note that once BeginStep has been called,
/// Substep can be called multiple times.
/// </summary>
/// <param name="substepDeltaTime"> Duration (in seconds) of the substep.</param>
protected void Substep(float stepDeltaTime, float substepDeltaTime, int index)
{
using (m_SubstepPerfMarker.Auto())
{
handles.Clear();
// Kick off all solver jobs:
foreach (ObiSolver solver in solvers)
if (solver != null)
handles.Add(solver.Substep(stepDeltaTime, substepDeltaTime, index));
// wait for all solver jobs to complete:
foreach (IObiJobHandle handle in handles)
if (handle != null)
handle.Complete();
foreach (ObiSolver solver in solvers)
if (solver != null)
solver.ReleaseJobHandles();
}
}
/// <summary>
/// Wraps up the current simulation step. This will trigger contact callbacks.
/// </summary>
protected void EndStep(float substepDeltaTime)
{
using (m_EndStepPerfMarker.Auto())
{
// End step: Invokes collision callbacks and notifies actors that the solver step has ended.
foreach (ObiSolver solver in solvers)
if (solver != null)
solver.EndStep(substepDeltaTime);
}
// Write back rigidbody velocity deltas:
ObiColliderWorld.GetInstance().UpdateRigidbodyVelocities(solvers);
}
/// <summary>
/// Interpolates the previous and current physics states. Should be called right before rendering the current frame.
/// </summary>
/// <param name="stepDeltaTime"> Duration (in seconds) of the last step taken.</param>
/// <param name="stepDeltaTime"> Amount of accumulated (not yet simulated) time.</param>
protected void Interpolate(float stepDeltaTime, float accumulatedTime)
{
using (m_InterpolatePerfMarker.Auto())
{
foreach (ObiSolver solver in solvers)
if (solver != null)
solver.Interpolate(stepDeltaTime, accumulatedTime);
}
}
}
}

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