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#if MODULE_ENTITIES
using Pathfinding.Drawing;
using Pathfinding.Util;
using Unity.Burst;
using Unity.Collections;
using Unity.Entities;
using Unity.Mathematics;
using Unity.Transforms;
using UnityEngine;
namespace Pathfinding.ECS {
[BurstCompile]
public partial struct JobApplyGravity : IJobEntity {
[ReadOnly]
public NativeArray<RaycastHit> raycastHits;
[ReadOnly]
public NativeArray<RaycastCommand> raycastCommands;
public CommandBuilder draw;
public float dt;
public static void UpdateMovementPlaneFromNormal (float3 normal, ref AgentMovementPlane movementPlane) {
// Calculate a new movement plane that is perpendicular to the surface normal
// and is as similar to the previous movement plane as possible.
var forward = math.normalizesafe(math.mul(movementPlane.value.rotation, new float3(0, 0, 1)));
normal = math.normalizesafe(normal);
// TODO: This doesn't guarantee an orthogonal basis? forward and normal may not be perpendicular
movementPlane.value = new NativeMovementPlane(new quaternion(new float3x3(
math.cross(normal, forward),
normal,
forward
)));
}
void ResolveGravity (RaycastHit hit, bool grounded, ref LocalTransform transform, in AgentMovementPlane movementPlane, ref GravityState gravityState) {
var localPosition = movementPlane.value.ToPlane(transform.Position, out var currentElevation);
if (grounded) {
// Grounded
// Make the vertical velocity fall off exponentially. This is reasonable from a physical standpoint as characters
// are not completely stiff and touching the ground will not immediately negate all velocity downwards. The AI will
// stop moving completely due to the raycast penetration test but it will still *try* to move downwards. This helps
// significantly when moving down along slopes, because if the vertical velocity would be set to zero when the character
// was grounded it would lead to a kind of 'bouncing' behavior (try it, it's hard to explain). Ideally this should
// use a more physically correct formula but this is a good approximation and is much more performant. The constant
// CONVERGENCE_SPEED in the expression below determines how quickly it converges but high values can lead to too much noise.
const float CONVERGENCE_SPEED = 5f;
gravityState.verticalVelocity *= math.max(0, 1 - CONVERGENCE_SPEED * dt);
movementPlane.value.ToPlane(hit.point, out var hitElevation);
var elevationDelta = gravityState.verticalVelocity * dt;
const float VERTICAL_COLLISION_ADJUSTMENT_SPEED = 6f;
if (hitElevation > currentElevation) {
// Already below ground, only allow upwards movement
currentElevation = Mathf.MoveTowards(currentElevation, hitElevation, VERTICAL_COLLISION_ADJUSTMENT_SPEED * math.sqrt(math.abs(hitElevation - currentElevation)) * dt);
} else {
// Was above the ground, allow downwards movement until we are at the ground
currentElevation = math.max(hitElevation, currentElevation + elevationDelta);
}
} else {
var elevationDelta = gravityState.verticalVelocity * dt;
currentElevation += elevationDelta;
}
transform.Position = movementPlane.value.ToWorld(localPosition, currentElevation);
}
public void Execute (ref LocalTransform transform, in MovementSettings movementSettings, ref AgentMovementPlane movementPlane, ref GravityState gravityState, in AgentMovementPlaneSource movementPlaneSource, [Unity.Entities.EntityIndexInQuery] int entityIndexInQuery) {
var hit = raycastHits[entityIndexInQuery];
var hitAnything = math.any((float3)hit.normal != 0f);
if (hitAnything && movementPlaneSource.value == MovementPlaneSource.Raycast) {
UpdateMovementPlaneFromNormal(hit.normal, ref movementPlane);
}
ResolveGravity(hit, hitAnything, ref transform, in movementPlane, ref gravityState);
}
}
}
#endif
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