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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// primitive分类
/// </summary>
public enum PhysicsGroup
{
Character, // 角色
Prop, // 物体
Ground, // 地面
Wall, // 墙面
GroupCount,
}
/// <summary>
/// primitive标记
/// </summary>
public enum PhysicsTag
{
Player = 1, // 从属于玩家
Oponent = 1 << 1, // 从属于对手
}
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);
// 当前管理的碰撞体
private List<PhysicsPrimitive> m_Primitives;
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,
};
public void Init()
{
m_Primitives = new List<PhysicsPrimitive>();
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);
}
/// <summary>
/// 物理系统已稳定的逻辑帧率执行
/// </summary>
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;
}
private void Tick()
{
float deltaTime = 1f / m_UpdateRate;
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
}
}
}
}
}
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