using System.Collections; using System.Collections.Generic; using UnityEngine; /// /// primitive分类 /// public enum PhysicsGroup { Character, // 角色 Prop, // 物体 Ground, // 地面 Wall, // 墙面 HitBox, // hitbox HurtBox, // hurtbox GroupCount, } /// /// primitive标记 /// public enum PhysicsTag { Null = 0, Player = 1, // 从属于玩家 Oponent = 1 << 1, // 从属于对手 } /// /// 物理子系统 /// public class PhysicsWorld : Singleton { private int m_UpdateRate = 60; // 重力加速度 private readonly Vector3 m_Gravity = new Vector3(0, -30f, 0); // 当前管理的碰撞体 private List m_Primitives = new List(); private float m_TimeCount; private const int _ = 0; private readonly int[] m_CollisionTable = { // 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 m_Animators = new List(); private List m_Contacts = new List(); private List m_CollisionInfo = new List(); public const float Ground = 0.1f; // 所有碰撞 public List Collisions { get { return m_CollisionInfo; } } public void Init() { m_TimeCount = Time.time; } public void AddPrimitive(PhysicsPrimitive prim) { if (prim == null) return; if(m_Primitives.Contains(prim)) { Debug.LogError("PhysicsWorld已经存在此碰撞体,ID=" + prim.ID + ", 类型=" + prim.Tag); return; } m_Primitives.Add(prim); } public void RemovePrimitive(PhysicsPrimitive prim) { if (prim == null) return; m_Primitives.Remove(prim); } public void AddAnimator(Animator animator) { if (m_Animators.Contains(animator)) return; m_Animators.Add(animator); } public void RemoveAnimator(Animator animator) { if (m_Animators.Contains(animator)) m_Animators.Remove(animator); } /// /// 物理系统已稳定的逻辑帧率执行 /// public void Update() { BeforeUpdate(); float preTime = m_TimeCount; m_TimeCount = Time.time; float dt = m_TimeCount - preTime; while (dt > 1f / m_UpdateRate) { Tick(); dt -= 1f / m_UpdateRate; } m_TimeCount -= dt; AfterUpdate(); } // 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 //UpdateAnimator(deltaTime); UpdatePrimitives(deltaTime); } // 更新动画,并处理OnAnimatorMove() void UpdateAnimator(float deltaTime) { for (int i = 0; i < m_Animators.Count; ++i) { Animator animator = m_Animators[i]; animator.speed = 1; animator.Update(deltaTime); animator.speed = 0; } } // 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]; // group 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; // label if (prim1.Label == prim2.Label) continue; if (PhysicsHelper.PrimvsPrim(prim1, prim2, ref info)) { 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; // impluse = d(mv) = m*dv Vector3 impluse = body.Force * dt; Vector3 deltaV = impluse / body.Weight; velocity += deltaV; body.Velocity = velocity; position += velocity * dt; body.transform.position = position; if (prim.IsOnGround) { // pos=0, Vy=0 position.y = 0.1f; body.transform.position = position; // 地面摩擦力 if(body.Velocity.x != 0 && body.GroundFriction != 0) { float dv = body.GroundFriction * dt; dv = Mathf.Min(dv, Mathf.Abs(body.Velocity.x)); dv = body.Velocity.x > 0 ? -dv : dv; velocity.x += dv; } velocity.y = 0; body.Velocity = velocity; } else if(prim.IsInAir) // 空气摩擦力 { if(body.Velocity.x != 0 && body.AirFriction != 0) { float dv = body.AirFriction * dt; dv = Mathf.Min(dv, Mathf.Abs(body.Velocity.x)); dv = body.Velocity.x > 0 ? -dv : dv; velocity.x += dv; body.Velocity = velocity; } } body.SetForce(Vector3.zero); } void SolveCollision(PhysicsPrimitive prim, PhysicsCollisionInfo collision, float dt) { PhysicsPrimitive other = collision.prim1 == prim ? collision.prim2 : collision.prim1; if(prim.Body != null && other.Body != null) { Vector3 pos = prim.Body.transform.position; pos.x += pos.x > collision.contact.x ? collision.size.x / 2f : - collision.size.x / 2f; prim.Body.transform.position = pos; } return; 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; } }