_xiaofang/xiaofang/Assets/Obi/Scripts/RopeAndRod/Actors/ObiRope.cs
杨号敬 bcc74f0465 add
2024-12-18 02:18:45 +08:00

469 lines
20 KiB
C#

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
namespace Obi
{
[AddComponentMenu("Physics/Obi/Obi Rope", 880)]
[ExecuteInEditMode]
[DisallowMultipleComponent]
public class ObiRope : ObiRopeBase, IDistanceConstraintsUser, IBendConstraintsUser
{
[SerializeField] protected ObiRopeBlueprint m_RopeBlueprint;
private ObiRopeBlueprint m_RopeBlueprintInstance;
// rope has a list of structural elements.
// each structural element is equivalent to 1 distance constraint and 2 bend constraints (with previous, and following element).
// a structural element has force and rest length.
// a function re-generates constraints from structural elements when needed, placing them in the appropiate batches.
public bool tearingEnabled = false;
public float tearResistanceMultiplier = 1000; /**< Factor that controls how much a structural cloth spring can stretch before breaking.*/
public int tearRate = 1;
// distance constraints:
[SerializeField] protected bool _distanceConstraintsEnabled = true;
[SerializeField] protected float _stretchingScale = 1;
[SerializeField] protected float _stretchCompliance = 0;
[SerializeField] [Range(0, 1)] protected float _maxCompression = 0;
// bend constraints:
[SerializeField] protected bool _bendConstraintsEnabled = true;
[SerializeField] protected float _bendCompliance = 0;
[SerializeField] [Range(0, 0.5f)] protected float _maxBending = 0.025f;
[SerializeField] [Range(0, 0.1f)] protected float _plasticYield = 0;
[SerializeField] protected float _plasticCreep = 0;
List<ObiStructuralElement> tornElements = new List<ObiStructuralElement>();
/// <summary>
/// Whether particles in this actor colide with particles using the same phase value.
/// </summary>
public bool selfCollisions
{
get { return m_SelfCollisions; }
set { if (value != m_SelfCollisions) { m_SelfCollisions = value; SetSelfCollisions(selfCollisions); } }
}
/// <summary>
/// Whether this actor's distance constraints are enabled.
/// </summary>
public bool distanceConstraintsEnabled
{
get { return _distanceConstraintsEnabled; }
set { if (value != _distanceConstraintsEnabled) { _distanceConstraintsEnabled = value; SetConstraintsDirty(Oni.ConstraintType.Distance); } }
}
/// <summary>
/// Scale value for this actor's distance constraints rest length.
/// </summary>
/// The default is 1. For instamce, a value of 2 will make the distance constraints twice as long, 0.5 will reduce their length in half.
public float stretchingScale
{
get { return _stretchingScale; }
set { _stretchingScale = value; SetConstraintsDirty(Oni.ConstraintType.Distance); }
}
/// <summary>
/// Compliance of this actor's stretch constraints.
/// </summary>
public float stretchCompliance
{
get { return _stretchCompliance; }
set { _stretchCompliance = value; SetConstraintsDirty(Oni.ConstraintType.Distance); }
}
/// <summary>
/// Maximum compression this actor's distance constraints can undergo.
/// </summary>
/// This is expressed as a percentage of the scaled rest length.
public float maxCompression
{
get { return _maxCompression; }
set { _maxCompression = value; SetConstraintsDirty(Oni.ConstraintType.Distance); }
}
/// <summary>
/// Whether this actor's bend constraints are enabled.
/// </summary>
public bool bendConstraintsEnabled
{
get { return _bendConstraintsEnabled; }
set { if (value != _bendConstraintsEnabled) { _bendConstraintsEnabled = value; SetConstraintsDirty(Oni.ConstraintType.Bending); } }
}
/// <summary>
/// Compliance of this actor's bend constraints.
/// </summary>
public float bendCompliance
{
get { return _bendCompliance; }
set { _bendCompliance = value; SetConstraintsDirty(Oni.ConstraintType.Bending); }
}
/// <summary>
/// Max bending value that constraints can undergo before resisting bending.
/// </summary>
public float maxBending
{
get { return _maxBending; }
set { _maxBending = value; SetConstraintsDirty(Oni.ConstraintType.Bending); }
}
/// <summary>
/// Threshold for plastic behavior.
/// </summary>
/// Once bending goes above this value, a percentage of the deformation (determined by <see cref="plasticCreep"/>) will be permanently absorbed into the rope's rest shape.
public float plasticYield
{
get { return _plasticYield; }
set { _plasticYield = value; SetConstraintsDirty(Oni.ConstraintType.Bending); }
}
/// <summary>
/// Percentage of deformation that gets absorbed into the rest shape per second, once deformation goes above the <see cref="plasticYield"/> threshold.
/// </summary>
public float plasticCreep
{
get { return _plasticCreep; }
set { _plasticCreep = value; SetConstraintsDirty(Oni.ConstraintType.Bending); }
}
/// <summary>
/// Average distance between consecutive particle centers in this rope.
/// </summary>
public float interParticleDistance
{
get { return m_RopeBlueprint.interParticleDistance; }
}
public override ObiActorBlueprint sourceBlueprint
{
get { return m_RopeBlueprint; }
}
public ObiRopeBlueprint ropeBlueprint
{
get { return m_RopeBlueprint; }
set
{
if (m_RopeBlueprint != value)
{
RemoveFromSolver();
ClearState();
m_RopeBlueprint = value;
AddToSolver();
}
}
}
public delegate void RopeTornCallback(ObiRope rope, ObiRopeTornEventArgs tearInfo);
public event RopeTornCallback OnRopeTorn; /**< Called when a constraint is torn.*/
public class ObiRopeTornEventArgs
{
public ObiStructuralElement element; /**< info about the element being torn.*/
public int particleIndex; /**< index of the particle being torn*/
public ObiRopeTornEventArgs(ObiStructuralElement element, int particle)
{
this.element = element;
this.particleIndex = particle;
}
}
protected override void OnValidate()
{
base.OnValidate();
SetupRuntimeConstraints();
}
public override void LoadBlueprint(ObiSolver solver)
{
// create a copy of the blueprint for this cloth:
if (Application.isPlaying)
m_RopeBlueprintInstance = this.blueprint as ObiRopeBlueprint;
base.LoadBlueprint(solver);
RebuildElementsFromConstraints();
SetupRuntimeConstraints();
}
public override void UnloadBlueprint(ObiSolver solver)
{
base.UnloadBlueprint(solver);
// delete the blueprint instance:
if (m_RopeBlueprintInstance != null)
DestroyImmediate(m_RopeBlueprintInstance);
}
private void SetupRuntimeConstraints()
{
SetConstraintsDirty(Oni.ConstraintType.Distance);
SetConstraintsDirty(Oni.ConstraintType.Bending);
SetConstraintsDirty(Oni.ConstraintType.Aerodynamics);
SetSelfCollisions(selfCollisions);
RecalculateRestLength();
SetSimplicesDirty();
}
// Tearing must be done at the end of each step instead of substep, to give a chance to solver constraints to be rebuilt.
public override void SimulationStart(float timeToSimulate, float substepTime)
{
base.SimulationStart(timeToSimulate, substepTime);
if (isActiveAndEnabled && tearingEnabled)
ApplyTearing(substepTime);
}
protected void ApplyTearing(float substepTime)
{
float sqrTime = substepTime * substepTime;
tornElements.Clear();
var dc = GetConstraintsByType(Oni.ConstraintType.Distance) as ObiConstraints<ObiDistanceConstraintsBatch>;
var sc = this.solver.GetConstraintsByType(Oni.ConstraintType.Distance) as ObiConstraints<ObiDistanceConstraintsBatch>;
if (dc != null && sc != null)
{
// iterate up to the amount of entries in solverBatchOffsets, insteaf of dc.batchCount. This ensures
// the batches we access have been added to the solver, as solver.UpdateConstraints() could have not been called yet on a newly added actor.
for (int j = 0; j < solverBatchOffsets[(int)Oni.ConstraintType.Distance].Count; ++j)
{
var batch = dc.GetBatch(j) as ObiDistanceConstraintsBatch;
var solverBatch = sc.batches[j] as ObiDistanceConstraintsBatch;
for (int i = 0; i < batch.activeConstraintCount; i++)
{
int elementIndex = j + 2 * i;
// divide lambda by squared delta time to get force in newtons:
int offset = solverBatchOffsets[(int)Oni.ConstraintType.Distance][j];
float force = solverBatch.lambdas[offset + i] / sqrTime;
elements[elementIndex].constraintForce = force;
if (-force > tearResistanceMultiplier)
{
tornElements.Add(elements[elementIndex]);
}
}
}
}
if (tornElements.Count > 0)
{
// sort edges by force:
tornElements.Sort(delegate (ObiStructuralElement x, ObiStructuralElement y)
{
return x.constraintForce.CompareTo(y.constraintForce);
});
int tornCount = 0;
for (int i = 0; i < tornElements.Count; i++)
{
if (Tear(tornElements[i]))
tornCount++;
if (tornCount >= tearRate)
break;
}
if (tornCount > 0)
RebuildConstraintsFromElements();
}
}
private int SplitParticle(int splitIndex)
{
// halve the original particle's mass:
m_Solver.invMasses[splitIndex] *= 2;
CopyParticle(solver.particleToActor[splitIndex].indexInActor, activeParticleCount);
ActivateParticle();
SetRenderingDirty(Oni.RenderingSystemType.AllRopes);
return solverIndices[activeParticleCount - 1];
}
/// <summary>
/// Tears any given rope element. After calling Tear() one or multiple times, a call to RebuildConstraintsFromElements is needed to
/// update the rope particle/constraint representation.
/// </summary>
public bool Tear(ObiStructuralElement element)
{
// don't allow splitting if there are no free particles left in the pool.
if (activeParticleCount >= m_RopeBlueprint.particleCount)
return false;
// Cannot split fixed particles:
if (m_Solver.invMasses[element.particle1] == 0)
return false;
// Or particles that have been already split.
int index = elements.IndexOf(element);
if (index > 0 && elements[index - 1].particle2 != element.particle1)
return false;
element.particle1 = SplitParticle(element.particle1);
if (OnRopeTorn != null)
OnRopeTorn(this, new ObiRopeTornEventArgs(element, element.particle1));
return true;
}
protected override void RebuildElementsFromConstraintsInternal()
{
var dc = GetConstraintsByType(Oni.ConstraintType.Distance) as ObiConstraints<ObiDistanceConstraintsBatch>;
if (dc == null || dc.batchCount < 2)
return;
int constraintCount = dc.batches[0].activeConstraintCount + dc.batches[1].activeConstraintCount;
elements = new List<ObiStructuralElement>(constraintCount);
for (int i = 0; i < constraintCount; ++i)
{
var batch = dc.batches[i % 2] as ObiDistanceConstraintsBatch;
int constraintIndex = i / 2;
var e = new ObiStructuralElement();
e.particle1 = solverIndices[batch.particleIndices[constraintIndex * 2]];
e.particle2 = solverIndices[batch.particleIndices[constraintIndex * 2 + 1]];
e.restLength = batch.restLengths[constraintIndex];
e.tearResistance = 1;
elements.Add(e);
}
// loop-closing element:
if (dc.batches.Count > 2)
{
var batch = dc.batches[2];
var e = new ObiStructuralElement();
e.particle1 = solverIndices[batch.particleIndices[0]];
e.particle2 = solverIndices[batch.particleIndices[1]];
e.restLength = batch.restLengths[0];
e.tearResistance = 1;
elements.Add(e);
}
}
public override void RebuildConstraintsFromElements()
{
// regenerate constraints from elements:
var dc = GetConstraintsByType(Oni.ConstraintType.Distance) as ObiConstraints<ObiDistanceConstraintsBatch>;
var bc = GetConstraintsByType(Oni.ConstraintType.Bending) as ObiConstraints<ObiBendConstraintsBatch>;
var ac = GetConstraintsByType(Oni.ConstraintType.Aerodynamics) as ObiConstraints<ObiAerodynamicConstraintsBatch>;
dc.DeactivateAllConstraints();
bc.DeactivateAllConstraints();
ac.DeactivateAllConstraints();
for (int i = 0; i < activeParticleCount; ++i)
{
// aerodynamic constraints:
var ab = ac.batches[0] as ObiAerodynamicConstraintsBatch;
int constraint = ab.activeConstraintCount;
ab.particleIndices[constraint] = i;
ab.aerodynamicCoeffs[constraint * 3] = 2 * solver.principalRadii[solverIndices[i]].x;
ab.ActivateConstraint(constraint);
}
int elementsCount = elements.Count - (ropeBlueprint.path.Closed ? 1 : 0);
for (int i = 0; i < elementsCount; ++i)
{
// distance constraints
var db = dc.batches[i % 2] as ObiDistanceConstraintsBatch;
int constraint = db.activeConstraintCount;
db.particleIndices[constraint * 2] = solver.particleToActor[elements[i].particle1].indexInActor;
db.particleIndices[constraint * 2 + 1] = solver.particleToActor[elements[i].particle2].indexInActor;
db.restLengths[constraint] = elements[i].restLength;
db.stiffnesses[constraint] = new Vector2(_stretchCompliance, _maxCompression * db.restLengths[constraint]);
db.ActivateConstraint(constraint);
// bend constraints
if (i < elementsCount - 1)
{
var bb = bc.batches[i % 3] as ObiBendConstraintsBatch;
// create bend constraint only if there's continuity between elements:
if (elements[i].particle2 == elements[i + 1].particle1)
{
constraint = bb.activeConstraintCount;
int indexA = elements[i].particle1;
int indexB = elements[i + 1].particle2;
int indexC = elements[i].particle2;
float restBend = 0;//ObiUtils.RestBendingConstraint(solver.restPositions[indexA], solver.restPositions[indexB], solver.restPositions[indexC]);
bb.particleIndices[constraint * 3] = solver.particleToActor[indexA].indexInActor;
bb.particleIndices[constraint * 3 + 1] = solver.particleToActor[indexB].indexInActor;
bb.particleIndices[constraint * 3 + 2] = solver.particleToActor[indexC].indexInActor;
bb.restBends[constraint] = restBend;
bb.bendingStiffnesses[constraint] = new Vector2(_maxBending, _bendCompliance);
bb.ActivateConstraint(constraint);
}
}
}
// loop-closing constraints:
if (dc.batches.Count > 2)
{
var loopClosingBatch = dc.batches[2];
var lastElement = elements[elements.Count - 1];
loopClosingBatch.particleIndices[0] = solver.particleToActor[lastElement.particle1].indexInActor;
loopClosingBatch.particleIndices[1] = solver.particleToActor[lastElement.particle2].indexInActor;
loopClosingBatch.restLengths[0] = lastElement.restLength;
loopClosingBatch.stiffnesses[0] = new Vector2(_stretchCompliance, _maxCompression * loopClosingBatch.restLengths[0]);
loopClosingBatch.ActivateConstraint(0);
}
if (bc.batches.Count > 4 && elements.Count > 2)
{
var loopClosingBatch = bc.batches[3];
var lastElement = elements[elements.Count - 2];
// for loop constraints, 0 is our best approximation of rest bend:
loopClosingBatch.particleIndices[0] = solver.particleToActor[lastElement.particle1].indexInActor;
loopClosingBatch.particleIndices[1] = solver.particleToActor[elements[0].particle1].indexInActor;
loopClosingBatch.particleIndices[2] = solver.particleToActor[lastElement.particle2].indexInActor;
loopClosingBatch.restBends[0] = 0;
loopClosingBatch.bendingStiffnesses[0] = new Vector2(_maxBending, _bendCompliance);
loopClosingBatch.ActivateConstraint(0);
loopClosingBatch = bc.batches[4];
loopClosingBatch.particleIndices[0] = solver.particleToActor[lastElement.particle2].indexInActor;
loopClosingBatch.particleIndices[1] = solver.particleToActor[elements[0].particle2].indexInActor;
loopClosingBatch.particleIndices[2] = solver.particleToActor[elements[0].particle1].indexInActor;
loopClosingBatch.restBends[0] = 0;
loopClosingBatch.bendingStiffnesses[0] = new Vector2(_maxBending, _bendCompliance);
loopClosingBatch.ActivateConstraint(0);
}
// edge simplices and deformable edges
var rb = sharedBlueprint as ObiRopeBlueprint;
rb.edges = new int[elements.Count * 2];
rb.deformableEdges = new int[elements.Count * 2];
for (int i = 0; i < elements.Count; ++i)
{
rb.deformableEdges[i * 2] = rb.edges[i * 2] = solver.particleToActor[elements[i].particle1].indexInActor;
rb.deformableEdges[i * 2 + 1] = rb.edges[i * 2 + 1] = solver.particleToActor[elements[i].particle2].indexInActor;
}
SetConstraintsDirty(Oni.ConstraintType.Distance);
SetConstraintsDirty(Oni.ConstraintType.Bending);
SetConstraintsDirty(Oni.ConstraintType.Aerodynamics);
solver.dirtyDeformableEdges = true;
SetSimplicesDirty();
}
}
}