修改水
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@@ -0,0 +1,63 @@
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using UnityEngine;
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using System;
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namespace Obi
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{
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public class ObiSphericalForceZone : ObiExternalForce
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{
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public float radius = 5;
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public bool radial = true;
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public override void ApplyForcesToActor(ObiActor actor)
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{
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float sqrRadius = radius * radius;
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float finalIntensity = intensity + GetTurbulence(turbulence);
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Matrix4x4 l2sTransform = actor.solver.transform.worldToLocalMatrix * transform.localToWorldMatrix;
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Vector4 center = l2sTransform.MultiplyPoint3x4(Vector4.zero);
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Vector4 forward = l2sTransform.MultiplyVector(Vector3.forward);
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// Calculate force intensity for each actor particle:
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for (int i = 0; i < actor.activeParticleCount; ++i){
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Vector4 distanceVector = actor.solver.positions[actor.solverIndices[i]] - center;
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float sqrMag = distanceVector.sqrMagnitude;
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float falloff = Mathf.Clamp01((sqrRadius - sqrMag) / sqrRadius);
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Vector4 force;
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if (radial)
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force = distanceVector/(Mathf.Sqrt(sqrMag) + float.Epsilon) * falloff * finalIntensity;
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else
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force = forward * falloff * finalIntensity;
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if (actor.usesCustomExternalForces)
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actor.solver.wind[actor.solverIndices[i]] += force;
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else
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actor.solver.externalForces[actor.solverIndices[i]] += force;
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}
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}
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public void OnDrawGizmosSelected()
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{
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Gizmos.matrix = transform.localToWorldMatrix;
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Gizmos.color = new Color(0,0.7f,1,1);
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Gizmos.DrawWireSphere(Vector3.zero,radius);
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float turb = GetTurbulence(1);
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if (!radial){
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ObiUtils.DrawArrowGizmo(radius + turb,radius*0.2f,radius*0.3f,radius*0.2f);
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}else{
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Gizmos.DrawLine(new Vector3(0,0,-radius*0.5f)*turb,new Vector3(0,0,radius*0.5f)*turb);
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Gizmos.DrawLine(new Vector3(0,-radius*0.5f,0)*turb,new Vector3(0,radius*0.5f,0)*turb);
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Gizmos.DrawLine(new Vector3(-radius*0.5f,0,0)*turb,new Vector3(radius*0.5f,0,0)*turb);
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}
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}
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}
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}
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