Files
Fishing2/Assets/Obi/Scripts/RopeAndRod/Actors/ObiRopeCursor.cs
2026-01-22 22:08:21 +08:00

288 lines
11 KiB
C#

using UnityEngine;
using System.Collections;
namespace Obi
{
[AddComponentMenu("Physics/Obi/Obi Rope Cursor", 883)]
[RequireComponent(typeof(ObiRope))]
public class ObiRopeCursor : MonoBehaviour
{
ObiRope rope;
[Range(0, 1)]
[HideInInspector] [SerializeField] private float m_CursorMu;
[Range(0, 1)]
[HideInInspector] [SerializeField] private float m_SourceMu;
public bool direction = true;
ObiStructuralElement m_CursorElement = null;
private int m_SourceIndex = -1;
private float lengthChange = 0;
public float cursorMu
{
set
{
m_CursorMu = value;
UpdateCursor();
}
get { return m_CursorMu; }
}
public float sourceMu
{
set
{
m_SourceMu = value;
UpdateSource();
}
get { return m_SourceMu; }
}
public ObiStructuralElement cursorElement
{
get
{
if (m_CursorElement == null)
UpdateCursor();
return m_CursorElement;
}
}
public int sourceParticleIndex
{
get
{
if (m_SourceIndex < 0)
UpdateSource();
return m_SourceIndex;
}
}
private void OnEnable()
{
rope = GetComponent<ObiRope>();
rope.OnElementsGenerated += Actor_OnElementsGenerated;
rope.OnSimulationStart += Rope_OnSimulate;
if (rope.elements != null && rope.elements.Count > 0)
Actor_OnElementsGenerated(rope);
}
private void OnDisable()
{
rope.OnElementsGenerated -= Actor_OnElementsGenerated;
rope.OnSimulationStart -= Rope_OnSimulate;
}
private void Actor_OnElementsGenerated(ObiActor actor)
{
UpdateCursor();
UpdateSource();
}
private void Rope_OnSimulate(ObiActor actor, float simulatedTime, float substepTime)
{
if (!rope.isLoaded || Mathf.Abs(lengthChange) < ObiUtils.epsilon)
return;
var solver = rope.solver;
// remove:
if (lengthChange < 0)
{
lengthChange = -lengthChange;
while (lengthChange > m_CursorElement.restLength)
{
lengthChange -= m_CursorElement.restLength;
// if we subtracted the length of the last element, break out of the loop.
if (rope.elements.Count == 1)
break;
int index = rope.elements.IndexOf(m_CursorElement);
if (index >= 0)
{
// positive direction:
if (direction)
{
RemoveParticleAt(solver.particleToActor[m_CursorElement.particle2].indexInActor);
rope.elements.RemoveAt(index);
if (index < rope.elements.Count)
{
if (rope.elements[index].particle1 == m_CursorElement.particle2)
rope.elements[index].particle1 = m_CursorElement.particle1;
m_CursorElement = rope.elements[index];
}
else
m_CursorElement = rope.elements[Mathf.Max(0, index - 1)];
}
else // negative direction:
{
RemoveParticleAt(solver.particleToActor[m_CursorElement.particle1].indexInActor);
rope.elements.RemoveAt(index);
if (index > 0)
{
if (rope.elements[index - 1].particle2 == m_CursorElement.particle1)
rope.elements[index - 1].particle2 = m_CursorElement.particle2;
m_CursorElement = rope.elements[index - 1];
}
else
m_CursorElement = rope.elements[0];
}
}
}
// the remaining length is subtracted from the current constraint:
if (lengthChange > 0)
m_CursorElement.restLength = Mathf.Max(0, m_CursorElement.restLength - lengthChange);
}
// add
else
{
float lengthDelta = Mathf.Min(lengthChange, Mathf.Max(0, rope.ropeBlueprint.interParticleDistance - m_CursorElement.restLength));
// extend the current element, if possible:
if (lengthDelta > 0)
{
m_CursorElement.restLength += lengthDelta;
lengthChange -= lengthDelta;
}
// once the current element has been extended, see if we must add new elements, if there's enough particles left:
while (rope.activeParticleCount < rope.sourceBlueprint.particleCount &&
m_CursorElement.restLength + lengthChange > rope.ropeBlueprint.interParticleDistance)
{
// calculate added length:
lengthDelta = Mathf.Min(lengthChange, rope.ropeBlueprint.interParticleDistance);
lengthChange -= lengthDelta;
if (direction)
{
// add new particle:
int newParticleSolverIndex = AddParticleAt(solver.particleToActor[m_CursorElement.particle1].indexInActor);
// set position of the new particle:
solver.positions[newParticleSolverIndex] = solver.positions[m_CursorElement.particle1] +
(solver.positions[m_CursorElement.particle2] - solver.positions[m_CursorElement.particle1]) * lengthDelta;
// insert a new element:
ObiStructuralElement newElement = new ObiStructuralElement();
newElement.restLength = lengthDelta;
newElement.particle1 = m_CursorElement.particle1;
newElement.particle2 = newParticleSolverIndex;
m_CursorElement.particle1 = newParticleSolverIndex;
int index = rope.elements.IndexOf(m_CursorElement);
rope.elements.Insert(index, newElement);
m_CursorElement = newElement;
}
else
{
// add new particle:
int newParticleSolverIndex = AddParticleAt(solver.particleToActor[m_CursorElement.particle2].indexInActor);
// set position of the new particle:
solver.positions[newParticleSolverIndex] = solver.positions[m_CursorElement.particle2] +
(solver.positions[m_CursorElement.particle1] - solver.positions[m_CursorElement.particle2]) * lengthDelta;
// insert a new element:
ObiStructuralElement newElement = new ObiStructuralElement();
newElement.restLength = lengthDelta;
newElement.particle1 = newParticleSolverIndex;
newElement.particle2 = m_CursorElement.particle2;
m_CursorElement.particle2 = newParticleSolverIndex;
int index = rope.elements.IndexOf(m_CursorElement);
rope.elements.Insert(index + 1, newElement);
m_CursorElement = newElement;
}
}
// the remaining length is added to the current constraint:
if (lengthChange > 0)
m_CursorElement.restLength += lengthChange;
}
// recalculate rest positions and length prior to constraints (bend constraints need rest positions):
rope.RecalculateRestPositions();
rope.RecalculateRestLength();
// rebuild constraints:
rope.RebuildConstraintsFromElements();
lengthChange = 0;
}
public void UpdateCursor()
{
rope = GetComponent<ObiRope>();
m_CursorElement = null;
if (rope.isLoaded)
{
float elmMu;
m_CursorElement = rope.GetElementAt(cursorMu, out elmMu);
}
}
public void UpdateSource()
{
rope = GetComponent<ObiRope>();
m_SourceIndex = -1;
if (rope.isLoaded)
{
float elmMu;
var elm = rope.GetElementAt(sourceMu, out elmMu);
if (elm != null && rope.solver != null)
{
m_SourceIndex = elmMu < 0.5f ? elm.particle1 : elm.particle2;
}
}
}
private int AddParticleAt(int index)
{
int targetIndex = rope.activeParticleCount;
// Copy data from the particle where we will insert new particles, to the particles we will insert:
rope.CopyParticle(rope.solver.particleToActor[m_SourceIndex].indexInActor, targetIndex);
// Move the new particle to the one at the place where we will insert it:
rope.TeleportParticle(targetIndex, rope.solver.positions[rope.solverIndices[index]]);
// Activate the particle:
rope.ActivateParticle();
rope.SetRenderingDirty(Oni.RenderingSystemType.AllRopes);
return rope.solverIndices[targetIndex];
}
private void RemoveParticleAt(int index)
{
rope.DeactivateParticle(index);
rope.SetRenderingDirty(Oni.RenderingSystemType.AllRopes);
}
public float ChangeLength(float lengthChange)
{
// clamp new length to sane limits:
//newLength = Mathf.Clamp(newLength, 0, (rope.sourceBlueprint.particleCount - 1) * rope.ropeBlueprint.interParticleDistance);
// accumulate length change, we'll reset it to zero after it has been applied.
this.lengthChange += lengthChange;
// return new length:
return this.lengthChange + rope.restLength;
}
}
}