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 GroupCount, } /// /// primitive标记 /// public enum PhysicsTag { Player = 1, // 从属于玩家 Oponent = 1 << 1, // 从属于对手 } public class PhysicsWorld : Singleton { private int m_UpdateRate = 60; // 重力加速度 private readonly Vector3 m_Gravity = new Vector3(0, -9.8f, 0); // 当前管理的碰撞体 private List m_Primitives = new List(); private float m_TimeCount; 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, }; private List m_Animators = new List(); 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() { 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; } 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) { int groupCount = (int)PhysicsGroup.GroupCount; for (int i = 0; i < m_Primitives.Count; ++i) { PhysicsPrimitive prim1 = m_Primitives[i]; 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) continue; // check collision by label if (prim1.Label == prim2.Label) continue; PhysicsCollisionInfo info; if (PhysicsHelper.PrimvsPrim(prim1, prim2, out 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 } } } } }