移除水

This commit is contained in:
2025-06-21 21:58:06 +08:00
parent d61516a576
commit e9f76d0f11
1566 changed files with 9218 additions and 300913 deletions

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// Crest Water System
// Copyright © 2024 Wave Harmonic. All rights reserved.
using UnityEngine;
using WaveHarmonic.Crest.Internal;
namespace WaveHarmonic.Crest
{
/// <summary>
/// Debug draw crosses in an area around the GameObject on the water surface.
/// </summary>
[@ExecuteDuringEditMode]
[AddComponentMenu(Constants.k_MenuPrefixDebug + "Collision Area Visualizer")]
sealed class CollisionAreaVisualizer : ManagedBehaviour<WaterRenderer>
{
[SerializeField, HideInInspector]
#pragma warning disable 414
int _Version = 0;
#pragma warning restore 414
[Tooltip(ICollisionProvider.k_LayerTooltip)]
[SerializeField]
internal CollisionLayer _Layer;
[SerializeField]
float _ObjectWidth = 0f;
[SerializeField]
float _StepSize = 5f;
[SerializeField]
int _Steps = 10;
[SerializeField]
bool _UseDisplacements;
[SerializeField]
bool _UseNormals;
float[] _ResultHeights;
Vector3[] _ResultDisplacements;
Vector3[] _ResultNormals;
Vector3[] _SamplePositions;
private protected override System.Action<WaterRenderer> OnUpdateMethod => OnUpdate;
void OnUpdate(WaterRenderer water)
{
if (water.AnimatedWavesLod.Provider == null)
{
return;
}
if (_ResultHeights == null || _ResultHeights.Length != _Steps * _Steps)
{
_ResultHeights = new float[_Steps * _Steps];
}
if (_ResultDisplacements == null || _ResultDisplacements.Length != _Steps * _Steps)
{
_ResultDisplacements = new Vector3[_Steps * _Steps];
}
if (_ResultNormals == null || _ResultNormals.Length != _Steps * _Steps)
{
_ResultNormals = new Vector3[_Steps * _Steps];
for (var i = 0; i < _ResultNormals.Length; i++)
{
_ResultNormals[i] = Vector3.up;
}
}
if (_SamplePositions == null || _SamplePositions.Length != _Steps * _Steps)
{
_SamplePositions = new Vector3[_Steps * _Steps];
}
var collProvider = water.AnimatedWavesLod.Provider;
for (var i = 0; i < _Steps; i++)
{
for (var j = 0; j < _Steps; j++)
{
_SamplePositions[j * _Steps + i] = new(((i + 0.5f) - _Steps / 2f) * _StepSize, 0f, ((j + 0.5f) - _Steps / 2f) * _StepSize);
_SamplePositions[j * _Steps + i].x += transform.position.x;
_SamplePositions[j * _Steps + i].z += transform.position.z;
}
}
if (_UseDisplacements)
{
if (collProvider.RetrieveSucceeded(collProvider.Query(GetHashCode(), _ObjectWidth, _SamplePositions, _ResultDisplacements, _UseNormals ? _ResultNormals : null, null, _Layer)))
{
for (var i = 0; i < _Steps; i++)
{
for (var j = 0; j < _Steps; j++)
{
var result = _SamplePositions[j * _Steps + i];
result.y = water.SeaLevel;
result += _ResultDisplacements[j * _Steps + i];
var norm = _UseNormals ? _ResultNormals[j * _Steps + i] : Vector3.up;
DebugDrawCross(result, norm, Mathf.Min(_StepSize / 4f, 1f), Color.green);
}
}
}
}
else
{
if (collProvider.RetrieveSucceeded(collProvider.Query(GetHashCode(), _ObjectWidth, _SamplePositions, _ResultHeights, _UseNormals ? _ResultNormals : null, null, _Layer)))
{
for (var i = 0; i < _Steps; i++)
{
for (var j = 0; j < _Steps; j++)
{
var result = _SamplePositions[j * _Steps + i];
result.y = _ResultHeights[j * _Steps + i];
var norm = _UseNormals ? _ResultNormals[j * _Steps + i] : Vector3.up;
DebugDrawCross(result, norm, Mathf.Min(_StepSize / 4f, 1f), Color.green);
}
}
}
}
}
public static void DebugDrawCross(Vector3 pos, float r, Color col, float duration = 0f)
{
Debug.DrawLine(pos - Vector3.up * r, pos + Vector3.up * r, col, duration);
Debug.DrawLine(pos - Vector3.right * r, pos + Vector3.right * r, col, duration);
Debug.DrawLine(pos - Vector3.forward * r, pos + Vector3.forward * r, col, duration);
}
public static void DebugDrawCross(Vector3 pos, Vector3 up, float r, Color col, float duration = 0f)
{
up.Normalize();
var right = Vector3.Normalize(Vector3.Cross(up, Vector3.forward));
var forward = Vector3.Cross(up, right);
Debug.DrawLine(pos - up * r, pos + up * r, col, duration);
Debug.DrawLine(pos - right * r, pos + right * r, col, duration);
Debug.DrawLine(pos - forward * r, pos + forward * r, col, duration);
}
}
}

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// Crest Water System
// Copyright © 2024 Wave Harmonic. All rights reserved.
// NOTE: DWP2 depends on this file. Any API changes need to be communicated to the DWP2 authors in advance.
using UnityEngine;
// Linter does not support mixing inheritdoc plus defining own parameters.
#pragma warning disable CS1573 // Parameter has no matching param tag in the XML comment (but other parameters do)
namespace WaveHarmonic.Crest
{
/// <summary>
/// A layer/event where queries are executed.
/// </summary>
public enum CollisionLayer
{
/// <summary>
/// Include all displacement.
/// </summary>
[Tooltip("Include all displacement.")]
Everything,
/// <summary>
/// Only include Animated Waves.
/// </summary>
[Tooltip("Only include Animated Waves.")]
AfterAnimatedWaves,
/// <summary>
/// Include Animated Waves and Dynamic Waves.
/// </summary>
[Tooltip("Include Animated Waves and Dynamic Waves.")]
AfterDynamicWaves,
}
/// <summary>
/// Interface for an object that returns water surface displacement and height.
/// </summary>
public interface ICollisionProvider : IQueryProvider
{
internal const string k_LayerTooltip = "Which water collision layer to target.";
internal static NoneProvider None { get; } = new();
/// <summary>
/// Gives a flat, still water.
/// </summary>
internal sealed class NoneProvider : ICollisionProvider
{
public int Query(int _0, float _1, Vector3[] _2, Vector3[] result0, Vector3[] result1, Vector3[] result2, CollisionLayer _3 = CollisionLayer.Everything)
{
if (result0 != null) System.Array.Fill(result0, Vector3.zero);
if (result1 != null) System.Array.Fill(result1, Vector3.up);
if (result2 != null) System.Array.Fill(result2, Vector3.zero);
return 0;
}
public int Query(int _0, float _1, Vector3[] _2, float[] result0, Vector3[] result1, Vector3[] result2, CollisionLayer _3 = CollisionLayer.Everything)
{
if (result0 != null) System.Array.Fill(result0, WaterRenderer.Instance.SeaLevel);
if (result1 != null) System.Array.Fill(result1, Vector3.up);
if (result2 != null) System.Array.Fill(result2, Vector3.zero);
return 0;
}
}
/// <summary>
/// Query water physical data at a set of points. Pass in null to any out parameters that are not required.
/// </summary>
/// <param name="heights">Resulting heights (displacement Y + sea level) at the query positions. Pass null if this information is not required.</param>
/// <param name="normals">Resulting normals at the query positions. Pass null if this information is not required.</param>
/// <param name="velocities">Resulting velocities at the query positions. Pass null if this information is not required.</param>
/// <inheritdoc cref="IQueryProvider.Query(int, float, Vector3[], int)" />
int Query(int hash, float minimumLength, Vector3[] points, float[] heights, Vector3[] normals, Vector3[] velocities, CollisionLayer layer = CollisionLayer.Everything);
/// <param name="displacements">Resulting displacement vectors at the query positions. Add sea level to Y to get world space height.</param>
/// <inheritdoc cref="IQueryProvider.Query(int, float, Vector3[], int)" />
/// <inheritdoc cref="Query(int, float, Vector3[], float[], Vector3[], Vector3[], CollisionLayer)" />
int Query(int hash, float minimumLength, Vector3[] points, Vector3[] displacements, Vector3[] normals, Vector3[] velocities, CollisionLayer layer = CollisionLayer.Everything);
}
}

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// Crest Water System
// Copyright © 2024 Wave Harmonic. All rights reserved.
using UnityEngine;
namespace WaveHarmonic.Crest
{
/// <summary>
/// Samples water surface shape - displacement, height, normal, velocity.
/// </summary>
sealed class CollisionQuery : QueryBase, ICollisionProvider
{
public CollisionQuery(WaterRenderer water) : base(water) { }
protected override int Kernel => 0;
public int Query(int ownerHash, float minSpatialLength, Vector3[] queryPoints, Vector3[] resultDisplacements, Vector3[] resultNormals, Vector3[] resultVelocities, CollisionLayer layer = CollisionLayer.Everything)
{
var result = (int)QueryStatus.OK;
if (!UpdateQueryPoints(ownerHash, minSpatialLength, queryPoints, resultNormals != null ? queryPoints : null))
{
result |= (int)QueryStatus.PostFailed;
}
if (!RetrieveResults(ownerHash, resultDisplacements, null, resultNormals))
{
result |= (int)QueryStatus.RetrieveFailed;
}
if (resultVelocities != null)
{
result |= CalculateVelocities(ownerHash, resultVelocities);
}
return result;
}
public int Query(int ownerHash, float minimumSpatialLength, Vector3[] queryPoints, float[] resultHeights, Vector3[] resultNormals, Vector3[] resultVelocities, CollisionLayer layer = CollisionLayer.Everything)
{
var result = (int)QueryStatus.OK;
if (!UpdateQueryPoints(ownerHash, minimumSpatialLength, queryPoints, resultNormals != null ? queryPoints : null))
{
result |= (int)QueryStatus.PostFailed;
}
if (!RetrieveResults(ownerHash, null, resultHeights, resultNormals))
{
result |= (int)QueryStatus.RetrieveFailed;
}
if (resultVelocities != null)
{
result |= CalculateVelocities(ownerHash, resultVelocities);
}
return result;
}
}
sealed class CollisionQueryWithPasses : ICollisionProvider, IQueryable
{
readonly CollisionQuery _AnimatedWaves;
readonly CollisionQuery _DynamicWaves;
readonly CollisionQuery _Displacement;
readonly WaterRenderer _Water;
public int ResultGuidCount => _AnimatedWaves.ResultGuidCount + _DynamicWaves.ResultGuidCount + _Displacement.ResultGuidCount;
public int RequestCount => _AnimatedWaves.RequestCount + _DynamicWaves.RequestCount + _Displacement.RequestCount;
public int QueryCount => _AnimatedWaves.QueryCount + _DynamicWaves.QueryCount + _Displacement.QueryCount;
public CollisionQueryWithPasses(WaterRenderer water)
{
_Water = water;
_AnimatedWaves = new(water);
_DynamicWaves = new(water);
_Displacement = new(water);
}
// Gets the provider for the given layer, falling back to previous layer when needed.
CollisionQuery GetProvider(CollisionLayer layer)
{
var layers = _Water.AnimatedWavesLod._CollisionLayers;
if (layers == CollisionLayers.Nothing)
{
return _Displacement;
}
if (layer == CollisionLayer.Everything)
{
if (layers.HasFlag(CollisionLayers.Displacement))
{
return _Displacement;
}
}
if (layer >= CollisionLayer.AfterDynamicWaves)
{
if (layers.HasFlag(CollisionLayers.DynamicWaves) && _Water.DynamicWavesLod.Enabled)
{
return _DynamicWaves;
}
}
return _AnimatedWaves;
}
public int Query(int hash, float minimumLength, Vector3[] points, float[] heights, Vector3[] normals, Vector3[] velocities, CollisionLayer layer = CollisionLayer.Everything)
{
return GetProvider(layer).Query(hash, minimumLength, points, heights, normals, velocities);
}
public int Query(int hash, float minimumLength, Vector3[] points, Vector3[] displacements, Vector3[] normals, Vector3[] velocities, CollisionLayer layer = CollisionLayer.Everything)
{
return GetProvider(layer).Query(hash, minimumLength, points, displacements, normals, velocities);
}
public void UpdateQueries(WaterRenderer water, CollisionLayer layer)
{
switch (layer)
{
case CollisionLayer.Everything: _Displacement.UpdateQueries(water); break;
case CollisionLayer.AfterAnimatedWaves: _AnimatedWaves.UpdateQueries(water); break;
case CollisionLayer.AfterDynamicWaves: _DynamicWaves.UpdateQueries(water); break;
}
}
public void UpdateQueries(WaterRenderer water)
{
_Displacement.UpdateQueries(water);
}
public void CleanUp()
{
_AnimatedWaves.CleanUp();
_DynamicWaves.CleanUp();
_Displacement.CleanUp();
}
}
static partial class Extensions
{
public static void UpdateQueries(this ICollisionProvider self, WaterRenderer water, CollisionLayer layer) => (self as CollisionQueryWithPasses)?.UpdateQueries(water, layer);
public static void UpdateQueries(this ICollisionProvider self, WaterRenderer water) => (self as IQueryable)?.UpdateQueries(water);
public static void CleanUp(this ICollisionProvider self) => (self as IQueryable)?.CleanUp();
}
}

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// Crest Water System
// Copyright © 2024 Wave Harmonic. All rights reserved.
using UnityEngine;
namespace WaveHarmonic.Crest
{
/// <summary>
/// Helper to trace a ray against the water surface.
/// </summary>
/// <remarks>
/// Works by sampling at a set of points along the ray and interpolating the
/// intersection location.
/// </remarks>
public sealed class RayCastHelper : Internal.SampleHelper
{
readonly float _RayStepSize;
readonly float _MinimumLength;
/// <summary>
/// The length of the ray and the step size must be given here. The smaller the step size, the greater the accuracy.
/// </summary>
/// <param name="rayLength">Length of the ray.</param>
/// <param name="rayStepSize">Size of the step. With length the number of steps is computed.</param>
public RayCastHelper(float rayLength, float rayStepSize = 2f) : base(ComputeQueryCount(rayLength, ref rayStepSize))
{
_RayStepSize = rayStepSize;
// Waves go max double along min length. Thats too much - only allow half of a wave per step.
_MinimumLength = _RayStepSize * 4f;
}
static int ComputeQueryCount(float rayLength, ref float rayStepSize)
{
Debug.Assert(rayLength > 0f);
Debug.Assert(rayStepSize > 0f);
var stepCount = Mathf.CeilToInt(rayLength / rayStepSize) + 1;
var maxStepCount = 128;
if (stepCount > maxStepCount)
{
stepCount = maxStepCount;
rayStepSize = rayLength / (stepCount - 1f);
Debug.LogWarning($"Crest: RayTraceHelper: ray steps exceed maximum ({maxStepCount}), step size increased to {rayStepSize} to reduce step count.");
}
return stepCount;
}
/// <summary>
/// Call this once each frame to do the query.
/// </summary>
/// <param name="origin">World space position of ray origin</param>
/// <param name="direction">World space ray direction</param>
/// <param name="distance">The distance along the ray to the first intersection with the water surface.</param>
/// <param name="layer">The layer this ray targets.</param>
/// <returns>True if the results have come back from the GPU, and if the ray intersects the water surface.</returns>
public bool RayCast(Vector3 origin, Vector3 direction, out float distance, CollisionLayer layer = CollisionLayer.Everything)
{
distance = -1f;
Validate(allowMultipleCallsPerFrame: false);
var water = WaterRenderer.Instance;
var provider = water == null ? null : water.AnimatedWavesLod.Provider;
if (provider == null) return false;
for (var i = 0; i < _QueryPosition.Length; i++)
{
_QueryPosition[i] = origin + i * _RayStepSize * direction;
}
var status = provider.Query(GetHashCode(), _MinimumLength, _QueryPosition, _QueryResult, null, null, layer);
if (!provider.RetrieveSucceeded(status))
{
return false;
}
// Now that data is available, compare the height of the water to the height of each point of the ray. If
// the ray crosses the surface, the distance to the intersection is interpolated from the heights.
for (var i = 1; i < _QueryPosition.Length; i++)
{
var height0 = _QueryResult[i - 1].y + water.SeaLevel - _QueryPosition[i - 1].y;
var height1 = _QueryResult[i].y + water.SeaLevel - _QueryPosition[i].y;
if (Mathf.Sign(height0) != Mathf.Sign(height1))
{
var prop = Mathf.Abs(height0) / (Mathf.Abs(height0) + Mathf.Abs(height1));
distance = (i - 1 + prop) * _RayStepSize;
break;
}
}
return distance >= 0f;
}
}
}

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// Crest Water System
// Copyright © 2024 Wave Harmonic. All rights reserved.
using UnityEngine;
using WaveHarmonic.Crest.Internal;
namespace WaveHarmonic.Crest
{
/// <summary>
/// Debug draw a line trace from this gameobjects position, in this gameobjects forward direction.
/// </summary>
[@ExecuteDuringEditMode]
[AddComponentMenu(Constants.k_MenuPrefixDebug + "Ray Cast Visualizer")]
sealed class RayTraceVisualizer : ManagedBehaviour<WaterRenderer>
{
[SerializeField, HideInInspector]
#pragma warning disable 414
int _Version = 0;
#pragma warning restore 414
readonly RayCastHelper _RayCast = new(50f, 2f);
private protected override System.Action<WaterRenderer> OnUpdateMethod => OnUpdate;
void OnUpdate(WaterRenderer water)
{
if (water.AnimatedWavesLod.Provider == null)
{
return;
}
// Even if only a single ray trace is desired, this still must be called every frame until it returns true
if (_RayCast.RayCast(transform.position, transform.forward, out var dist))
{
var endPos = transform.position + transform.forward * dist;
Debug.DrawLine(transform.position, endPos, Color.green);
CollisionAreaVisualizer.DebugDrawCross(endPos, 2f, Color.green, 0f);
}
else
{
Debug.DrawLine(transform.position, transform.position + transform.forward * 50f, Color.red);
}
}
}
}

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