Files
Fishing2/Assets/Scripts/PhysicsTools/Utility.cs
2025-05-22 10:16:04 +08:00

271 lines
7.4 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using System.Runtime.Serialization.Formatters.Binary;
using UnityEngine;
namespace PhysicsTools
{
public class Utility
{
public class Calc
{
private float r_length;
private float h;
private float d;
public Calc(float r_, float h_, float d_)
{
r_length = r_;
h = h_;
d = d_;
}
public float g(float s)
{
return (float)(2.0 * Math.Sinh(s * d / 2f) / s - Math.Sqrt(r_length * r_length - h * h));
}
public float dg(float s)
{
return (float)(2.0 * Math.Cosh(s * d / 2f) * d / (2f * s) - 2.0 * Math.Sinh(s * d / 2f) / (s * s));
}
}
private const float DEG_2_RAD = 0.017453277f;
private const float RAD_2_DEG = 57.29583f;
public static void MatrixToTRS(Matrix4x4 mat, out Vector3 pos, out Quaternion rot, out Vector3 scale)
{
pos = mat.GetColumn(3);
rot = Quaternion.LookRotation(mat.GetColumn(2), mat.GetColumn(1));
scale = new Vector3(mat.GetColumn(0).magnitude, mat.GetColumn(1).magnitude, mat.GetColumn(2).magnitude);
}
private static void Swap<T>(ref T lhs, ref T rhs)
{
(lhs, rhs) = (rhs, lhs);
}
public static List<Vector3> getCatenaryPts(Vector3 vStart, Vector3 vEnd, float r_length, int N)
{
bool flag = false;
int num = 100;
float num2 = 1E-10f;
float num3 = 1E-08f;
float num4 = 0.5f;
float num5 = 1E-09f;
float num6 = 0.001f;
if (vStart.y > vEnd.y)
{
Swap(ref vStart, ref vEnd);
flag = true;
}
Vector3 vector = vEnd - vStart;
float y = vector.y;
vector.y = 0f;
Vector3 vector2 = vector / (N - 1);
float magnitude = vector.magnitude;
vector.Normalize();
float num7 = ((magnitude == 0f) ? 1f : (1f / magnitude));
List<Vector3> list = new List<Vector3>(new Vector3[N]);
if (Math.Abs(magnitude) < num6)
{
Vector3 vector3 = new Vector3((vStart.x + vEnd.x) / 2f, 0f, (vStart.z + vEnd.z) / 2f);
if (r_length < Math.Abs(y))
{
for (int i = 0; i < N; i++)
{
list[i] = vector3 + new Vector3(0f, vStart.y + y * (i * 1f / (N - 1)), 0f);
}
}
else
{
num7 = (r_length - Math.Abs(y)) / 2f;
int num8 = (int)Math.Ceiling(N * num7 / r_length);
float num9 = Math.Max(vStart.y, vEnd.y);
float num10 = Math.Min(vStart.y, vEnd.y);
for (int j = 0; j < N; j++)
{
if (j < N - num8)
{
float num11 = num10 - num7 - num9;
float num12 = num11 * (j * 1f / (N - num8 - 1f));
list[j] = vector3 + new Vector3(0f, num9 + num12, 0f);
}
else
{
float num13 = num7;
float num14 = num13 * (j * 1f / (num8 - 1f));
vector3 = (list[j] = vector3 + new Vector3(0f, num10 - num7 + num14, 0f));
}
}
}
}
else if (r_length <= Math.Sqrt(magnitude * magnitude + y * y))
{
for (int k = 0; k < N; k++)
{
Vector3 value = vStart + k * vector2;
float num15 = k * (vEnd.y - vStart.y) / (N - 1);
value.y = vStart.y + num15;
list[k] = value;
}
}
else
{
Calc calc = new Calc(r_length, y, magnitude);
for (int l = 0; l < num; l++)
{
float value2 = calc.g(num7);
float value3 = calc.dg(num7);
if (Math.Abs(value2) < num3 || Math.Abs(value3) < num2)
{
break;
}
float num16 = (0f - calc.g(num7)) / calc.dg(num7);
float num17 = 1f;
float num18 = num7 + num17 * num16;
while (num18 < 0f || Math.Abs(calc.g(num18)) > Math.Abs(value2))
{
num17 = num4 * num17;
if (num17 < num5)
{
break;
}
num18 = num7 + num17 * num16;
}
num7 = num18;
}
float num19 = (float)(0.5 * (Math.Log((r_length + y) / (r_length - y)) / num7 - magnitude));
vector.y = 0f;
vector.Normalize();
Vector3 vector5 = vStart - num19 * vector;
vector5.y = 0f;
float num20 = (float)(vStart.y - Math.Cosh(num19 * num7) / num7);
for (int m = 0; m < N; m++)
{
Vector3 vector6 = vStart + m * vector2;
Vector3 vector7 = vector6;
vector6.y = 0f;
vector6.y = (float)(Math.Cosh((vector6 - vector5).magnitude * num7) / num7 + num20);
list[m] = vector6;
}
}
if (flag)
{
list.Reverse();
}
return list;
}
public static Quaternion createOrientation(Vector3 v)
{
if (v.x == 0f && v.y == 0f && v.z == 0f)
{
return Quaternion.identity;
}
Vector3 vector = new Vector3(0f, 1f, 0f);
Vector3 vector2 = Vector3.Cross(v, vector);
vector2.Normalize();
float num = Vector3.Dot(vector, v);
if (num > 1f)
{
num = 1f;
}
else if (num < -1f)
{
num = -1f;
}
float num2 = (float)Math.Acos(num);
return Quaternion.AngleAxis(num2 * 180f / 3.14159f, -vector2);
}
public static T DeepClone<T>(T a)
{
using (MemoryStream memoryStream = new MemoryStream())
{
BinaryFormatter binaryFormatter = new BinaryFormatter();
binaryFormatter.Serialize(memoryStream, a);
memoryStream.Position = 0L;
return (T)binaryFormatter.Deserialize(memoryStream);
}
}
private static Dictionary<Rigidbody, List<UnityEngine.Joint>> buildMapOfJoints()
{
Dictionary<Rigidbody, List<UnityEngine.Joint>> dictionary = new Dictionary<Rigidbody, List<UnityEngine.Joint>>();
UnityEngine.Joint[] array = UnityEngine.Object.FindObjectsOfType<UnityEngine.Joint>();
UnityEngine.Joint[] array2 = array;
foreach (UnityEngine.Joint joint in array2)
{
Rigidbody component = joint.gameObject.GetComponent<Rigidbody>();
if (component != null)
{
if (!dictionary.ContainsKey(component))
{
dictionary.Add(component, new List<UnityEngine.Joint>());
}
dictionary[component].Add(joint);
}
Rigidbody connectedBody = joint.connectedBody;
if (connectedBody != null)
{
if (!dictionary.ContainsKey(connectedBody))
{
dictionary.Add(connectedBody, new List<UnityEngine.Joint>());
}
dictionary[connectedBody].Add(joint);
}
}
return dictionary;
}
private static void getConnectedBodies(ref Dictionary<Rigidbody, List<UnityEngine.Joint>> dic, Rigidbody body, ref HashSet<Rigidbody> bodies)
{
bodies.Add(body);
if (!dic.ContainsKey(body))
{
return;
}
List<UnityEngine.Joint> list = dic[body];
foreach (UnityEngine.Joint item in list)
{
if (item.connectedBody != null && !bodies.Contains(item.connectedBody))
{
getConnectedBodies(ref dic, item.connectedBody, ref bodies);
}
Rigidbody component = item.gameObject.GetComponent<Rigidbody>();
if (component != null && !bodies.Contains(component))
{
getConnectedBodies(ref dic, component, ref bodies);
}
}
}
public static void moveConnectedBodies(Rigidbody start, Matrix4x4 newPose)
{
Dictionary<Rigidbody, List<UnityEngine.Joint>> dic = buildMapOfJoints();
HashSet<Rigidbody> bodies = new HashSet<Rigidbody>();
getConnectedBodies(ref dic, start, ref bodies);
Matrix4x4 matrix4x = Matrix4x4.TRS(start.transform.position, start.transform.rotation, new Vector3(1f, 1f, 1f));
foreach (Rigidbody item in bodies)
{
Matrix4x4 matrix4x2 = Matrix4x4.TRS(item.transform.position, item.transform.rotation, new Vector3(1f, 1f, 1f));
Matrix4x4 inverse = matrix4x.inverse;
matrix4x2 = inverse * matrix4x2;
matrix4x2 = newPose * matrix4x2;
Vector3 pos;
Quaternion rot;
Vector3 scale;
MatrixToTRS(matrix4x2, out pos, out rot, out scale);
item.transform.position = pos;
item.transform.rotation = rot;
}
}
}
}