diff options
Diffstat (limited to 'Assets/Scripts/Physics')
-rw-r--r-- | Assets/Scripts/Physics/PhysicsBody.cs | 4 | ||||
-rw-r--r-- | Assets/Scripts/Physics/PhysicsBox.cs | 76 | ||||
-rw-r--r-- | Assets/Scripts/Physics/PhysicsHelper.cs | 47 | ||||
-rw-r--r-- | Assets/Scripts/Physics/PhysicsPrimitive.cs | 28 | ||||
-rw-r--r-- | Assets/Scripts/Physics/PhysicsWorld.cs | 134 |
5 files changed, 229 insertions, 60 deletions
diff --git a/Assets/Scripts/Physics/PhysicsBody.cs b/Assets/Scripts/Physics/PhysicsBody.cs index ff5972b4..84a5fcb0 100644 --- a/Assets/Scripts/Physics/PhysicsBody.cs +++ b/Assets/Scripts/Physics/PhysicsBody.cs @@ -29,6 +29,10 @@ public sealed class PhysicsBody : MonoBehaviour {
return m_Velocity;
}
+ set
+ {
+ m_Velocity = value;
+ }
}
[SerializeField]
diff --git a/Assets/Scripts/Physics/PhysicsBox.cs b/Assets/Scripts/Physics/PhysicsBox.cs index 8c93a1e1..f8b4fee4 100644 --- a/Assets/Scripts/Physics/PhysicsBox.cs +++ b/Assets/Scripts/Physics/PhysicsBox.cs @@ -7,30 +7,62 @@ using UnityEngine; /// </summary>
public class PhysicsBox : PhysicsPrimitive
{
- public override PrimitiveType Type
- {
- get
- {
- return PrimitiveType.Box;
- }
- }
+ public override PrimitiveType Type
+ {
+ get
+ {
+ return PrimitiveType.Box;
+ }
+ }
- [SerializeField]
- private Vector3 m_Size;
- public Vector3 Size
- {
- get
- {
- return m_Size;
- }
- }
+ [SerializeField]
+ private Vector3 m_Size;
+ public Vector3 Size
+ {
+ get
+ {
+ return m_Size;
+ }
+ }
- public float Long { get { return m_Size.x; } }
- public float Wide { get { return m_Size.y; } }
- public float Height { get { return m_Size.z; } }
+ public float Long { get { return m_Size.x; } }
+ public float Wide { get { return m_Size.z; } }
+ public float Height { get { return m_Size.y; } }
public bool m_DrawGizmo = true;
+ public float Top
+ {
+ get
+ {
+ return Position.y + Height / 2f;
+ }
+ }
+
+ public float Left
+ {
+ get
+ {
+ return Position.x - Long / 2f;
+ }
+ }
+
+ public float Right
+ {
+ get
+ {
+ return Position.x + Long / 2f;
+ }
+ }
+
+ public float Bottom
+ {
+ get
+ {
+ return Position.y - Height / 2f;
+ }
+ }
+
public void OnDrawGizmos()
{
if (!m_IsActive || !m_DrawGizmo)
@@ -38,9 +70,11 @@ public class PhysicsBox : PhysicsPrimitive Vector3 pos = Position;
Gizmos.color = m_HintColor;
Gizmos.DrawCube(pos, m_Size);
- }
+ //Gizmos.color = Color.blue;
+ //Gizmos.DrawSphere(pos, 0.1f);
+ }
- private void Start()
+ private void Start()
{
base.OnInit();
}
diff --git a/Assets/Scripts/Physics/PhysicsHelper.cs b/Assets/Scripts/Physics/PhysicsHelper.cs index 0bd11ba7..821241e3 100644 --- a/Assets/Scripts/Physics/PhysicsHelper.cs +++ b/Assets/Scripts/Physics/PhysicsHelper.cs @@ -2,7 +2,7 @@ using System.Collections.Generic;
using UnityEngine;
-enum CollisionType
+public enum CollisionType
{
BallvsBall = 1,
BallvsBox,
@@ -13,12 +13,12 @@ enum CollisionType /// <summary>
/// 碰撞的信息
/// </summary>
-public class PhysicsCollisionInfo
+public struct PhysicsCollisionInfo
{
- CollisionType type;
- PhysicsPrimitive prim1;
- PhysicsPrimitive prim2;
- Vector3 contacts;
+ public CollisionType type;
+ public PhysicsPrimitive prim1;
+ public PhysicsPrimitive prim2;
+ public Vector3 contact;
}
public sealed class PhysicsHelper
@@ -44,22 +44,33 @@ public sealed class PhysicsHelper return false;
}
- public static bool BallvsBall2D(PhysicsBall ball1, PhysicsBall ball2, out PhysicsCollisionInfo info)
+ public static bool BallvsBall2D(PhysicsBall ball1, PhysicsBall ball2, ref PhysicsCollisionInfo info)
{
- info = null;
return true;
}
- public static bool BoxvsBox2D(PhysicsBox box1, PhysicsBox box2, out PhysicsCollisionInfo info)
+ public static bool BoxvsBox2D(PhysicsBox box1, PhysicsBox box2, ref PhysicsCollisionInfo info)
{
- info = null;
- return true;
+ if(box1.Left < box2.Right && box1.Right > box2.Left && box1.Bottom < box2.Top && box1.Top > box2.Bottom)
+ {
+ info.type = CollisionType.BoxvsBox;
+ info.prim1 = box1;
+ info.prim2 = box2;
+
+ float left = Mathf.Max(box1.Left, box2.Left);
+ float right = Mathf.Min(box1.Right, box2.Right);
+ float top = Mathf.Min(box1.Top, box2.Top);
+ float bottom = Mathf.Max(box1.Bottom, box2.Bottom);
+ info.contact = new Vector3((left + right )/2f, (top + bottom)/2f, 0 );
+
+ return true;
+ }
+ return false;
}
- public static bool BallvsBox2D(PhysicsBall ball, PhysicsBox box, out PhysicsCollisionInfo info)
+ public static bool BallvsBox2D(PhysicsBall ball, PhysicsBox box, ref PhysicsCollisionInfo info)
{
- info = null;
return true;
}
@@ -78,21 +89,21 @@ public sealed class PhysicsHelper return false;
}
- public static bool PrimvsPrim(PhysicsPrimitive prim1, PhysicsPrimitive prim2, out PhysicsCollisionInfo info)
+ public static bool PrimvsPrim(PhysicsPrimitive prim1, PhysicsPrimitive prim2, ref PhysicsCollisionInfo info)
{
if(prim1.Type == PrimitiveType.Ball)
{
if (prim2.Type == PrimitiveType.Ball)
- return BallvsBall2D(prim1 as PhysicsBall, prim2 as PhysicsBall, out info);
+ return BallvsBall2D(prim1 as PhysicsBall, prim2 as PhysicsBall, ref info);
else
- return BallvsBox2D(prim1 as PhysicsBall, prim2 as PhysicsBox, out info);
+ return BallvsBox2D(prim1 as PhysicsBall, prim2 as PhysicsBox, ref info);
}
else
{
if (prim2.Type == PrimitiveType.Ball)
- return BallvsBox2D(prim2 as PhysicsBall, prim1 as PhysicsBox, out info);
+ return BallvsBox2D(prim2 as PhysicsBall, prim1 as PhysicsBox, ref info);
else
- return BoxvsBox2D(prim1 as PhysicsBox, prim2 as PhysicsBox, out info);
+ return BoxvsBox2D(prim1 as PhysicsBox, prim2 as PhysicsBox, ref info);
}
}
diff --git a/Assets/Scripts/Physics/PhysicsPrimitive.cs b/Assets/Scripts/Physics/PhysicsPrimitive.cs index 59c56aaf..f52fb9e9 100644 --- a/Assets/Scripts/Physics/PhysicsPrimitive.cs +++ b/Assets/Scripts/Physics/PhysicsPrimitive.cs @@ -30,15 +30,15 @@ public abstract class PhysicsPrimitive : MonoBehaviour {
get
{
- return transform.TransformPoint(m_Center);
+ Vector3 euler = Quaternion.ToEulerAngles(transform.rotation);
+ euler.y = Mathf.Rad2Deg * euler.y;
+ Vector3 res = m_Center;
+ res.x = (euler.y > 90 && euler.y <= 180) ? -res.x : res.x;
+ res = transform.position + res;
+ return res;
}
}
- /// <summary>
- /// 中心点在本地空间的位置
- /// </summary>
- public Vector3 m_Center;
-
[SerializeField]
/// <summary>
/// 这个primitive是否参与物理计算,用来快速给物体取消和恢复重力影响
@@ -124,6 +124,7 @@ public abstract class PhysicsPrimitive : MonoBehaviour protected void OnInit()
{
m_ID = UIDManager.Acquire();
+ PhysicsWorld.Instance.AddPrimitive(this);
}
protected Color Color_Green = new Color(0,1, 0, 0.5f);
@@ -133,6 +134,19 @@ public abstract class PhysicsPrimitive : MonoBehaviour [Tooltip("Physics body, leave blank and primitive will be static.")]
[SerializeField]
- protected PhysicsBody m_Body;
+ protected PhysicsBody m_Body;
+
+ public PhysicsBody Body
+ {
+ get
+ {
+ return m_Body;
+ }
+ }
+
+ /// <summary>
+ /// 中心点在本地空间的位置
+ /// </summary>
+ public Vector3 m_Center;
}
\ No newline at end of file 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 |