blob: 5ef747b28c40408fbae0e1823a8401468322a2b8 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
|
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// primitive标记
/// </summary>
public enum PhysicsTag
{
Player = 1, // 从属于玩家
Oponent = 1 << 1, // 从属于对手
}
/// <summary>
/// primitive分类
/// </summary>
public enum PhysicsGroup
{
Character, // 角色
Prop, // 物体
Ground, // 地面
Wall, // 墙面
}
public class PhysicsWorld : Singleton<PhysicsWorld>
{
private int m_UpdateRate = 30;
// 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;
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;
//Debug.Log("Physics Tick");
}
}
|