Files
Fishing2/Assets/Obi/Scripts/RopeAndRod/Utils/ObiPinhole.cs
2025-11-10 00:08:26 +08:00

337 lines
22 KiB
C#

using System;
using UnityEngine;
namespace Obi
{
[AddComponentMenu("Physics/Obi/Obi Pinhole", 820)]
[RequireComponent(typeof(ObiRopeBase))]
[ExecuteInEditMode]
public class ObiPinhole : MonoBehaviour
{
[SerializeField] [HideInInspector] private ObiRopeBase m_Rope;
[SerializeField] [HideInInspector] private Transform m_Target;
[Range(0, 1)]
[SerializeField] [HideInInspector] private float m_Position = 0;
[SerializeField] [HideInInspector] private bool m_LimitRange = false;
[MinMax(0, 1)]
[SerializeField] [HideInInspector] private Vector2 m_Range = new Vector2(0, 1);
[Range(0, 1)]
[SerializeField] [HideInInspector] private float m_Friction = 0;
[SerializeField] [HideInInspector] private float m_MotorSpeed = 0;
[SerializeField] [HideInInspector] private float m_MotorForce = 0;
[SerializeField] [HideInInspector] private float m_Compliance = 0;
[SerializeField] [HideInInspector] private bool m_ClampAtEnds = true;
[SerializeField] [HideInInspector] private ObiPinholeConstraintsBatch.PinholeEdge currentEdge;
[SerializeField] [HideInInspector] public ObiPinholeConstraintsBatch.PinholeEdge firstEdge;
[SerializeField] [HideInInspector] public ObiPinholeConstraintsBatch.PinholeEdge lastEdge;
// private variables are serialized during script reloading, to keep their value. Must mark them explicitly as non-serialized.
[NonSerialized] private ObiPinholeConstraintsBatch pinBatch;
[NonSerialized] private ObiColliderBase attachedCollider;
[NonSerialized] private int attachedColliderHandleIndex;
[NonSerialized] private Vector3 m_PositionOffset;
[NonSerialized] private bool m_ParametersDirty = true;
[NonSerialized] private bool m_PositionDirty = false;
[NonSerialized] private bool m_RangeDirty = false;
/// <summary>
/// The rope this attachment is added to.
/// </summary>
public ObiActor rope
{
get { return m_Rope; }
}
public float edgeCoordinate
{
get { return currentEdge.coordinate; }
}
public int edgeIndex
{
get { return currentEdge.edgeIndex; }
}
/// <summary>
/// The target transform that the pinhole should be attached to.
/// </summary>
public Transform target
{
get { return m_Target; }
set
{
if (value != m_Target)
{
m_Target = value;
Bind();
}
}
}
/// <summary>
/// Normalized coordinate of the point along the rope where the pinhole is positioned.
/// </summary>
public float position
{
get { return m_Position; }
set
{
if (!Mathf.Approximately(value, m_Position))
{
m_Position = value;
CalculateMu();
}
}
}
public bool limitRange
{
get { return m_LimitRange; }
set
{
if (m_LimitRange != value)
{
m_LimitRange = value;
CalculateRange();
}
}
}
/// <summary>
/// Normalized coordinate of the point along the rope where the pinhole is positioned.
/// </summary>
public Vector2 range
{
get { return m_Range; }
set
{
m_Range = value;
CalculateRange();
}
}
/// <summary>
/// Whether this pinhole is currently bound or not.
/// </summary>
public bool isBound
{
get { return m_Target != null && currentEdge.edgeIndex >= 0; }
}
/// <summary>
/// Constraint compliance.
/// </summary>
/// High compliance values will increase the pinhole's elasticity.
public float compliance
{
get { return m_Compliance; }
set
{
if (!Mathf.Approximately(value, m_Compliance))
{
m_Compliance = value;
m_ParametersDirty = true;
}
}
}
public float friction
{
get { return m_Friction; }
set
{
if (!Mathf.Approximately(value, m_Friction))
{
m_Friction = value;
m_ParametersDirty = true;
}
}
}
public float motorSpeed
{
get { return m_MotorSpeed; }
set
{
if (!Mathf.Approximately(value, m_MotorSpeed))
{
m_MotorSpeed = value;
m_ParametersDirty = true;
}
}
}
public float motorForce
{
get { return m_MotorForce; }
set
{
if (!Mathf.Approximately(value, m_MotorForce))
{
m_MotorForce = value;
m_ParametersDirty = true;
}
}
}
public bool clampAtEnds
{
get { return m_ClampAtEnds; }
set
{
if (m_ClampAtEnds != value)
{
m_ClampAtEnds = value;
m_ParametersDirty = true;
}
}
}
/// <summary>
/// Force threshold above which the pinhole should break.
/// </summary>
[Delayed] public float breakThreshold = float.PositiveInfinity;
public float relativeVelocity { get; private set; }
private void OnEnable()
{
m_Rope = GetComponent<ObiRopeBase>();
m_Rope.OnBlueprintLoaded += Actor_OnBlueprintLoaded;
m_Rope.OnSimulationStart += Actor_OnSimulationStart;
m_Rope.OnRequestReadback += Actor_OnRequestReadback;
if (m_Rope.solver != null)
Actor_OnBlueprintLoaded(m_Rope, m_Rope.sourceBlueprint);
EnablePinhole();
}
private void OnDisable()
{
DisablePinhole();
m_Rope.OnBlueprintLoaded -= Actor_OnBlueprintLoaded;
m_Rope.OnSimulationStart -= Actor_OnSimulationStart;
m_Rope.OnRequestReadback -= Actor_OnRequestReadback;
}
private void OnValidate()
{
m_Rope = GetComponent<ObiRopeBase>();
m_ParametersDirty = true;
m_PositionDirty = true;
m_RangeDirty = true;
}
private void Actor_OnBlueprintLoaded(ObiActor act, ObiActorBlueprint blueprint)
{
Bind();
}
private void Actor_OnSimulationStart(ObiActor act, float stepTime, float substepTime)
{
// Attachments must be updated at the start of the step, before performing any simulation.
UpdatePinhole();
// if there's any broken constraint, flag pinhole constraints as dirty for remerging at the start of the next step.
BreakPinhole(substepTime);
}
private void Actor_OnRequestReadback(ObiActor actor)
{
if (enabled && m_Rope.isLoaded && isBound)
{
var solver = m_Rope.solver;
var actorConstraints = m_Rope.GetConstraintsByType(Oni.ConstraintType.Pinhole) as ObiConstraints<ObiPinholeConstraintsBatch>;
var solverConstraints = solver.GetConstraintsByType(Oni.ConstraintType.Pinhole) as ObiConstraints<ObiPinholeConstraintsBatch>;
if (actorConstraints != null && pinBatch != null && actorConstraints.batchCount <= solverConstraints.batchCount)
{
int pinBatchIndex = actorConstraints.batches.IndexOf(pinBatch);
if (pinBatchIndex >= 0 && pinBatchIndex < rope.solverBatchOffsets[(int)Oni.ConstraintType.Pinhole].Count)
{
var solverBatch = solverConstraints.batches[pinBatchIndex];
solverBatch.particleIndices.Readback();
solverBatch.edgeMus.Readback();
solverBatch.relativeVelocities.Readback();
}
}
}
}
private void ClampMuToRange()
{
if (m_LimitRange)
{
float maxCoord = lastEdge.GetRopeCoordinate(m_Rope);
float minCoord = firstEdge.GetRopeCoordinate(m_Rope);
if (m_Position > maxCoord)
{
m_Position = maxCoord;
currentEdge.edgeIndex = m_Rope.GetEdgeAt(m_Position, out currentEdge.coordinate);
m_PositionDirty = true;
}
else if (m_Position < minCoord)
{
m_Position = minCoord;
currentEdge.edgeIndex = m_Rope.GetEdgeAt(m_Position, out currentEdge.coordinate);
m_PositionDirty = true;
}
}
}
public void CalculateMu()
{
currentEdge.edgeIndex = m_Rope.GetEdgeAt(m_Position, out currentEdge.coordinate);
ClampMuToRange();
m_PositionDirty = true;
}
public void CalculateRange()
{
if (m_LimitRange)
{
firstEdge.edgeIndex = m_Rope.GetEdgeAt(m_Range.x, out firstEdge.coordinate);
lastEdge.edgeIndex = m_Rope.GetEdgeAt(m_Range.y, out lastEdge.coordinate);
}
else
{
firstEdge.edgeIndex = m_Rope.GetEdgeAt(0, out firstEdge.coordinate);
lastEdge.edgeIndex = m_Rope.GetEdgeAt(1, out lastEdge.coordinate);
firstEdge.coordinate = -float.MaxValue;
lastEdge.coordinate = float.MaxValue;
}
ClampMuToRange();
m_RangeDirty = true;
}
public void Bind()
{
// Disable pinhole.
DisablePinhole();
if (m_Target != null && m_Rope.isLoaded)
{
Matrix4x4 bindMatrix = m_Target.worldToLocalMatrix * m_Rope.solver.transform.localToWorldMatrix;
var ropeBlueprint = m_Rope.sharedBlueprint as ObiRopeBlueprintBase;
if (ropeBlueprint != null && ropeBlueprint.deformableEdges != null)
{
currentEdge.edgeIndex = m_Rope.GetEdgeAt(m_Position, out currentEdge.coordinate);
if (currentEdge.edgeIndex >= 0)
{
CalculateRange();
m_RangeDirty = false;
m_PositionDirty = false;
int p1 = ropeBlueprint.deformableEdges[currentEdge.edgeIndex * 2];
int p2 = ropeBlueprint.deformableEdges[currentEdge.edgeIndex * 2+1];
Vector4 pos = Vector4.Lerp(m_Rope.solver.positions[m_Rope.solverIndices[p1]], m_Rope.solver.positions[m_Rope.solverIndices[p2]], currentEdge.coordinate);
m_PositionOffset = bindMatrix.MultiplyPoint3x4(pos);
}
}
}
else
{
currentEdge.edgeIndex = -1;
}
// Re-enable pinhole.
EnablePinhole();
}
private void EnablePinhole()
{
if (enabled && m_Rope.isLoaded && isBound)
{
var pins = m_Rope.GetConstraintsByType(Oni.ConstraintType.Pinhole) as ObiPinholeConstraintsData;
attachedCollider = m_Target.GetComponent<ObiColliderBase>();
if (pins != null && attachedCollider != null && pinBatch == null)
{
// create a new data batch with all our pin constraints:
pinBatch = new ObiPinholeConstraintsBatch(pins);
pinBatch.AddConstraint(currentEdge,
firstEdge,
lastEdge,
m_Rope,
attachedCollider,
m_PositionOffset,
m_Compliance,
m_Friction,
m_MotorSpeed,
m_MotorForce,
m_ClampAtEnds);
pinBatch.activeConstraintCount++;
// add the batch to the actor:
pins.AddBatch(pinBatch);
// store the attached collider's handle:
attachedColliderHandleIndex = -1;
if (attachedCollider.Handle != null)
attachedColliderHandleIndex = attachedCollider.Handle.index;
m_Rope.SetConstraintsDirty(Oni.ConstraintType.Pinhole);
}
}
}
private void DisablePinhole()
{
if (isBound)
{
if (pinBatch != null)
{
var pins = m_Rope.GetConstraintsByType(Oni.ConstraintType.Pinhole) as ObiConstraints<ObiPinholeConstraintsBatch>;
if (pins != null)
{
pins.RemoveBatch(pinBatch);
if (rope.isLoaded)
m_Rope.SetConstraintsDirty(Oni.ConstraintType.Pinhole);
}
attachedCollider = null;
pinBatch = null;
attachedColliderHandleIndex = -1;
}
}
}
private void UpdatePinhole()
{
if (enabled && m_Rope.isLoaded && isBound)
{
UpdateEdgeCoordinate();
UpdateParameters();
// in case the handle has been updated/invalidated (for instance, when disabling the target) rebuild constraints:
if (attachedCollider != null &&
attachedCollider.Handle != null &&
attachedCollider.Handle.index != attachedColliderHandleIndex)
{
attachedColliderHandleIndex = attachedCollider.Handle.index;
m_Rope.SetConstraintsDirty(Oni.ConstraintType.Pinhole);
}
}
else if (!isBound && attachedColliderHandleIndex >= 0)
{
attachedColliderHandleIndex = -1;
m_Rope.SetConstraintsDirty(Oni.ConstraintType.Pinhole);
}
}
private void UpdateParameters()
{
if (enabled && m_Rope.isLoaded && isBound && m_ParametersDirty)
{
var solver = m_Rope.solver;
var actorConstraints = m_Rope.GetConstraintsByType(Oni.ConstraintType.Pinhole) as ObiConstraints<ObiPinholeConstraintsBatch>;
var solverConstraints = solver.GetConstraintsByType(Oni.ConstraintType.Pinhole) as ObiConstraints<ObiPinholeConstraintsBatch>;
if (actorConstraints != null && pinBatch != null && actorConstraints.batchCount <= solverConstraints.batchCount)
{
int pinBatchIndex = actorConstraints.batches.IndexOf(pinBatch);
if (pinBatchIndex >= 0 && pinBatchIndex < rope.solverBatchOffsets[(int)Oni.ConstraintType.Pinhole].Count)
{
int offset = rope.solverBatchOffsets[(int)Oni.ConstraintType.Pinhole][pinBatchIndex];
var solverBatch = solverConstraints.batches[pinBatchIndex];
for (int i = 0; i < pinBatch.activeConstraintCount; i++)
{
solverBatch.parameters[(offset + i) * 5] = m_Compliance;
solverBatch.parameters[(offset + i) * 5+1] = m_Friction;
solverBatch.parameters[(offset + i) * 5+2] = m_MotorSpeed;
solverBatch.parameters[(offset + i) * 5+3] = m_MotorForce;
solverBatch.parameters[(offset + i) * 5+4] = m_ClampAtEnds ? 1 : 0;
}
solverBatch.parameters.Upload();
m_ParametersDirty = false;
}
}
}
}
private void UpdateEdgeCoordinate()
{
if (enabled && m_Rope.isLoaded && isBound)
{
var solver = m_Rope.solver;
var actorConstraints = m_Rope.GetConstraintsByType(Oni.ConstraintType.Pinhole) as ObiConstraints<ObiPinholeConstraintsBatch>;
var solverConstraints = solver.GetConstraintsByType(Oni.ConstraintType.Pinhole) as ObiConstraints<ObiPinholeConstraintsBatch>;
if (actorConstraints != null && pinBatch != null && actorConstraints.batchCount <= solverConstraints.batchCount)
{
int pinBatchIndex = actorConstraints.batches.IndexOf(pinBatch);
if (pinBatchIndex >= 0 && pinBatchIndex < rope.solverBatchOffsets[(int)Oni.ConstraintType.Pinhole].Count)
{
int offset = rope.solverBatchOffsets[(int)Oni.ConstraintType.Pinhole][pinBatchIndex];
var solverBatch = solverConstraints.batches[pinBatchIndex];
solverBatch.particleIndices.WaitForReadback();
solverBatch.edgeMus.WaitForReadback();
solverBatch.relativeVelocities.WaitForReadback();
if (m_RangeDirty)
{
// update edge index and coordinate, then upload them.
for (int i = 0; i < pinBatch.activeConstraintCount; i++)
{
solverBatch.edgeRanges[(offset + i) * 2] = m_Rope.deformableEdgesOffset + firstEdge.edgeIndex;
solverBatch.edgeRanges[(offset + i) * 2 + 1] = m_Rope.deformableEdgesOffset + lastEdge.edgeIndex;
solverBatch.edgeRangeMus[(offset + i) * 2] = firstEdge.coordinate;
solverBatch.edgeRangeMus[(offset + i) * 2 + 1] = lastEdge.coordinate;
}
solverBatch.edgeRanges.Upload();
solverBatch.edgeRangeMus.Upload();
m_RangeDirty = false;
}
if (m_PositionDirty)
{
// update edge index and coordinate, then upload them.
for (int i = 0; i < pinBatch.activeConstraintCount; i++)
{
solverBatch.particleIndices[offset + i] = m_Rope.deformableEdgesOffset + currentEdge.edgeIndex;
solverBatch.edgeMus[offset + i] = currentEdge.coordinate;
}
solverBatch.particleIndices.Upload();
solverBatch.edgeMus.Upload();
m_PositionDirty = false;
}
else
{
// read edge index and coordinate:
for (int i = 0; i < pinBatch.activeConstraintCount; i++)
{
currentEdge.coordinate = solverBatch.edgeMus[offset + i];
currentEdge.edgeIndex = solverBatch.particleIndices[offset + i] - m_Rope.deformableEdgesOffset;
m_Position = currentEdge.GetRopeCoordinate(m_Rope);
}
}
for (int i = 0; i < pinBatch.activeConstraintCount; i++)
{
relativeVelocity = solverBatch.relativeVelocities[offset + i];
}
}
}
}
}
private void BreakPinhole(float substepTime)
{
if (enabled && m_Rope.isLoaded && isBound)
{
var solver = m_Rope.solver;
var actorConstraints = m_Rope.GetConstraintsByType(Oni.ConstraintType.Pinhole) as ObiConstraints<ObiPinholeConstraintsBatch>;
var solverConstraints = solver.GetConstraintsByType(Oni.ConstraintType.Pinhole) as ObiConstraints<ObiPinholeConstraintsBatch>;
bool dirty = false;
if (actorConstraints != null && pinBatch != null && actorConstraints.batchCount <= solverConstraints.batchCount)
{
int pinBatchIndex = actorConstraints.batches.IndexOf(pinBatch);
if (pinBatchIndex >= 0 && pinBatchIndex < rope.solverBatchOffsets[(int)Oni.ConstraintType.Pinhole].Count)
{
int offset = rope.solverBatchOffsets[(int)Oni.ConstraintType.Pinhole][pinBatchIndex];
var solverBatch = solverConstraints.batches[pinBatchIndex];
float sqrTime = substepTime * substepTime;
for (int i = 0; i < pinBatch.activeConstraintCount; i++)
{
// In case the handle has been created/destroyed.
if (pinBatch.pinBodies[i] != attachedCollider.Handle)
{
pinBatch.pinBodies[i] = attachedCollider.Handle;
dirty = true;
}
// in case the constraint has been broken:
if (-solverBatch.lambdas[offset + i] / sqrTime > breakThreshold)
{
pinBatch.DeactivateConstraint(i);
dirty = true;
}
}
}
}
// constraints are recreated at the start of a step.
if (dirty)
m_Rope.SetConstraintsDirty(Oni.ConstraintType.Pinhole);
}
}
}
}