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authorchai <chaifix@163.com>2020-10-24 17:30:07 +0800
committerchai <chaifix@163.com>2020-10-24 17:30:07 +0800
commit65ed53a40f990e895305ff17a5e48e3cd6b8785b (patch)
tree3333c6a9b19fa5602fd8827e582273f602452bec /Assets/Scripts/Physics/PhysicsWorld.cs
parent56a9b3bf4edc56e9c1dd502a469a7a0167751215 (diff)
*物理系统
Diffstat (limited to 'Assets/Scripts/Physics/PhysicsWorld.cs')
-rw-r--r--Assets/Scripts/Physics/PhysicsWorld.cs134
1 files changed, 120 insertions, 14 deletions
diff --git a/Assets/Scripts/Physics/PhysicsWorld.cs b/Assets/Scripts/Physics/PhysicsWorld.cs
index c2397909..7994e14b 100644
--- a/Assets/Scripts/Physics/PhysicsWorld.cs
+++ b/Assets/Scripts/Physics/PhysicsWorld.cs
@@ -12,6 +12,9 @@ public enum PhysicsGroup
Ground, // 地面
Wall, // 墙面
+ HitBox, // hitbox
+ HurtBox, // hurtbox
+
GroupCount,
}
@@ -20,6 +23,7 @@ public enum PhysicsGroup
/// </summary>
public enum PhysicsTag
{
+ Null = 0,
Player = 1, // 从属于玩家
Oponent = 1 << 1, // 从属于对手
}
@@ -28,21 +32,28 @@ public class PhysicsWorld : Singleton<PhysicsWorld>
{
private int m_UpdateRate = 60;
// 重力加速度
- private readonly Vector3 m_Gravity = new Vector3(0, -9.8f, 0);
+ private readonly Vector3 m_Gravity = new Vector3(0, -12f, 0);
// 当前管理的碰撞体
private List<PhysicsPrimitive> m_Primitives = new List<PhysicsPrimitive>();
private float m_TimeCount;
+ private const int _ = 0;
private readonly int[] m_CollisionTable = {
- // wall ground prop character
-/*character*/ 1, 1, 1, 1,
-/*prop */ 1, 1, 0, 0,
-/*ground */ 0, 0, 0, 0,
-/*wall */ 0, 0, 0, 0,
+ // hurtbox hitBox wall ground prop character
+/*character*/ 0, 0, 1, 1, 1, 1,
+/*prop */ 0, 0, 1, 1, 0, _,
+/*ground */ 0, 0, 0, 0, _, _,
+/*wall */ 0, 0, 0, _, _, _,
+/*hitbox */ 1, 0, _, _, _, _,
+/*hurtbox */ 0, _, _, _, _, _,
};
private List<Animator> m_Animators = new List<Animator>();
+ private List<Vector3> m_Contacts = new List<Vector3>();
+
+ private List<PhysicsCollisionInfo> m_CollisionInfo = new List<PhysicsCollisionInfo>();
+
public void Init()
{
m_TimeCount = Time.time;
@@ -85,6 +96,7 @@ public class PhysicsWorld : Singleton<PhysicsWorld>
/// </summary>
public void Update()
{
+ BeforeUpdate();
float preTime = m_TimeCount;
m_TimeCount = Time.time;
float dt = m_TimeCount - preTime;
@@ -94,9 +106,35 @@ public class PhysicsWorld : Singleton<PhysicsWorld>
dt -= 1f / m_UpdateRate;
}
m_TimeCount -= dt;
+ AfterUpdate();
}
- void Tick()
+ // 更新之前
+ private void BeforeUpdate()
+ {
+ m_CollisionInfo.Clear();
+ }
+
+ // 更新之后
+ private void AfterUpdate()
+ {
+
+ }
+
+ public void DrawGizmos()
+ {
+ if (m_Contacts.Count == 0)
+ return;
+
+ for(int i = 0; i < m_Contacts.Count; ++i)
+ {
+ Vector3 center = m_Contacts[i];
+ Gizmos.DrawSphere(center, 0.05f);
+ }
+ }
+
+
+ void Tick()
{
float deltaTime = 1f / m_UpdateRate;
// animator -> OnAnimatorMove() -> physics
@@ -119,32 +157,100 @@ public class PhysicsWorld : Singleton<PhysicsWorld>
// 更新物理系统
void UpdatePrimitives(float deltaTime)
{
+ m_Contacts.Clear();
+
+ PhysicsCollisionInfo info = new PhysicsCollisionInfo();
+
+ // 处理动力学
+ for(int i = 0; i < m_Primitives.Count; ++i)
+ {
+ PhysicsPrimitive prim = m_Primitives[i];
+ HandleDynamics(prim, deltaTime);
+ }
+
+ // 处理碰撞
int groupCount = (int)PhysicsGroup.GroupCount;
for (int i = 0; i < m_Primitives.Count; ++i)
{
PhysicsPrimitive prim1 = m_Primitives[i];
+ if (!prim1.IsActive)
+ continue;
for (int j = i + 1; j < m_Primitives.Count; ++j)
{
PhysicsPrimitive prim2 = m_Primitives[j];
// check collision by group
- int minType = Mathf.Min((int)prim1.Type, (int)prim2.Type);
- int maxType = Mathf.Max((int)prim1.Type, (int)prim2.Type);
- if (m_CollisionTable[minType * groupCount + groupCount - maxType - 1] == 0)
+ int minGroup = Mathf.Min((int)prim1.Group, (int)prim2.Group);
+ int maxGroup = Mathf.Max((int)prim1.Group, (int)prim2.Group);
+ if (m_CollisionTable[minGroup * groupCount + groupCount - maxGroup - 1] == 0)
continue;
// check collision by label
if (prim1.Label == prim2.Label)
continue;
- PhysicsCollisionInfo info;
- if (PhysicsHelper.PrimvsPrim(prim1, prim2, out info))
+ if (PhysicsHelper.PrimvsPrim(prim1, prim2, ref info))
{
- //没有physics body的primitive将不会被移动,只有那些绑定了physics body的会被施加物理效果,比如角色身体、物品
-
+ SolveCollision(prim1, info, deltaTime);
+ SolveCollision(prim2, info, deltaTime);
+ m_CollisionInfo.Add(info);
+ m_Contacts.Add(info.contact);
}
}
}
}
+ //没有physics body的primitive将不会被移动,只有那些绑定了physics body的会被施加物理效果,比如角色身体、物品
+ void HandleDynamics(PhysicsPrimitive prim, float dt)
+ {
+ PhysicsBody body = prim.Body;
+ if (body == null)
+ return;
+ if (!body.UseGravity)
+ return;
+
+ Vector3 position = body.transform.position;
+
+ Vector3 velocity = body.Velocity;
+ velocity += m_Gravity * dt;
+ body.Velocity = velocity;
+
+ position += velocity * dt;
+
+ body.transform.position = position;
+ }
+
+ void SolveCollision(PhysicsPrimitive prim, PhysicsCollisionInfo collision, float dt)
+ {
+ PhysicsBody body = prim.Body;
+ if (body == null)
+ return;
+ if (!body.UseGravity)
+ return;
+ Vector3 contact = collision.contact;
+ Vector3 dir = (prim.Position - contact).normalized;
+ dir.z = 0;
+
+ float mag = Mathf.Max(0.3f, body.Velocity.magnitude);
+
+ Vector3 position = body.transform.position;
+ position += mag * dir * dt;
+ body.Velocity = Vector3.zero;
+ body.transform.position = position;
+ }
+
+ // prim在当前帧是否有碰撞
+ public bool HasCollision(PhysicsPrimitive prim)
+ {
+ for(int i = 0; i < m_CollisionInfo.Count; ++i)
+ {
+ PhysicsCollisionInfo info = m_CollisionInfo[i];
+ if(info.prim1 == prim || info.prim2 == prim)
+ {
+ return true;
+ }
+ }
+ return false;
+ }
+
} \ No newline at end of file