This commit is contained in:
PC-20230316NUNE\Administrator
2024-01-30 19:22:27 +08:00
parent 09db51f67b
commit a0c687b1ed
114 changed files with 18393 additions and 13605 deletions

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@@ -55,6 +55,7 @@ namespace Script.battle
public async UniTask OnReset()
{
await this.UnloadScene();
await UniTask.NextFrame();
App.Sync.OnReset();
await this.LoadScene();
_current = GBattleMode.Not;
@@ -72,7 +73,7 @@ namespace Script.battle
GBattleMode mode = this._current;
if (mode == GBattleMode.Not) return;
Debug.Log($"[GBattleModeManager] 打开场景{GetWorldName(mode)}");
await SceneManager.LoadSceneAsync(GetWorldName(mode), LoadSceneMode.Additive);
await SceneManager.LoadSceneAsync(GetWorldName(mode));
}
//销毁所有场景
@@ -80,17 +81,19 @@ namespace Script.battle
{
Debug.Log($"[GBattleModeManager] 关闭场景");
foreach (var world in Worlds)
{
try
{
await SceneManager.UnloadSceneAsync(world);
}
catch
{
// ignored
}
}
await UniTask.NextFrame();
//
// for (int i = SceneManager.sceneCount - 1; i >= 0; i--)
// {
// try
// {
// await SceneManager.UnloadSceneAsync(SceneManager.GetSceneAt(i));
// }
// catch
// {
// // ignored
// }
// }
}

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@@ -0,0 +1,130 @@
using BepuUtilities;
using BepuUtilities.Memory;
using BepuPhysics;
using BepuPhysics.Collidables;
using BepuPhysics.CollisionDetection;
using BepuPhysics.Constraints;
using System;
using System.Runtime.CompilerServices;
using System.Numerics;
namespace Demos
{
public struct DemoPoseIntegratorCallbacks : IPoseIntegratorCallbacks
{
/// <summary>
/// Gravity to apply to dynamic bodies in the simulation.
/// </summary>
public Vector3 Gravity;
/// <summary>
/// Fraction of dynamic body linear velocity to remove per unit of time. Values range from 0 to 1. 0 is fully undamped, while values very close to 1 will remove most velocity.
/// </summary>
public float LinearDamping;
/// <summary>
/// Fraction of dynamic body angular velocity to remove per unit of time. Values range from 0 to 1. 0 is fully undamped, while values very close to 1 will remove most velocity.
/// </summary>
public float AngularDamping;
Vector3 gravityDt;
float linearDampingDt;
float angularDampingDt;
public AngularIntegrationMode AngularIntegrationMode => AngularIntegrationMode.Nonconserving;
public void Initialize(Simulation simulation)
{
//In this demo, we don't need to initialize anything.
//If you had a simulation with per body gravity stored in a CollidableProperty<T> or something similar, having the simulation provided in a callback can be helpful.
}
/// <summary>
/// Creates a new set of simple callbacks for the demos.
/// </summary>
/// <param name="gravity">Gravity to apply to dynamic bodies in the simulation.</param>
/// <param name="linearDamping">Fraction of dynamic body linear velocity to remove per unit of time. Values range from 0 to 1. 0 is fully undamped, while values very close to 1 will remove most velocity.</param>
/// <param name="angularDamping">Fraction of dynamic body angular velocity to remove per unit of time. Values range from 0 to 1. 0 is fully undamped, while values very close to 1 will remove most velocity.</param>
public DemoPoseIntegratorCallbacks(Vector3 gravity, float linearDamping = .03f, float angularDamping = .03f) : this()
{
Gravity = gravity;
LinearDamping = linearDamping;
AngularDamping = angularDamping;
}
public void PrepareForIntegration(float dt)
{
//No reason to recalculate gravity * dt for every body; just cache it ahead of time.
gravityDt = Gravity * dt;
//Since these callbacks don't use per-body damping values, we can precalculate everything.
linearDampingDt = MathF.Pow(MathHelper.Clamp(1 - LinearDamping, 0, 1), dt);
angularDampingDt = MathF.Pow(MathHelper.Clamp(1 - AngularDamping, 0, 1), dt);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void IntegrateVelocity(int bodyIndex, in RigidPose pose, in BodyInertia localInertia, int workerIndex, ref BodyVelocity velocity)
{
//Note that we avoid accelerating kinematics. Kinematics are any body with an inverse mass of zero (so a mass of ~infinity). No force can move them.
if (localInertia.InverseMass > 0)
{
velocity.Linear = (velocity.Linear + gravityDt) * linearDampingDt;
velocity.Angular = velocity.Angular * angularDampingDt;
}
//Implementation sidenote: Why aren't kinematics all bundled together separately from dynamics to avoid this per-body condition?
//Because kinematics can have a velocity- that is what distinguishes them from a static object. The solver must read velocities of all bodies involved in a constraint.
//Under ideal conditions, those bodies will be near in memory to increase the chances of a cache hit. If kinematics are separately bundled, the the number of cache
//misses necessarily increases. Slowing down the solver in order to speed up the pose integrator is a really, really bad trade, especially when the benefit is a few ALU ops.
//Note that you CAN technically modify the pose in IntegrateVelocity by directly accessing it through the Simulation.Bodies.ActiveSet.Poses, it just requires a little care and isn't directly exposed.
//If the PositionFirstTimestepper is being used, then the pose integrator has already integrated the pose.
//If the PositionLastTimestepper or SubsteppingTimestepper are in use, the pose has not yet been integrated.
//If your pose modification depends on the order of integration, you'll want to take this into account.
//This is also a handy spot to implement things like position dependent gravity or per-body damping.
}
}
public struct DemoNarrowPhaseCallbacks : INarrowPhaseCallbacks
{
public SpringSettings ContactSpringiness;
public void Initialize(Simulation simulation)
{
//Use a default if the springiness value wasn't initialized.
if (ContactSpringiness.AngularFrequency == 0 && ContactSpringiness.TwiceDampingRatio == 0)
ContactSpringiness = new SpringSettings(30, 1);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool AllowContactGeneration(int workerIndex, CollidableReference a, CollidableReference b)
{
//While the engine won't even try creating pairs between statics at all, it will ask about kinematic-kinematic pairs.
//Those pairs cannot emit constraints since both involved bodies have infinite inertia. Since most of the demos don't need
//to collect information about kinematic-kinematic pairs, we'll require that at least one of the bodies needs to be dynamic.
return a.Mobility == CollidableMobility.Dynamic || b.Mobility == CollidableMobility.Dynamic;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool AllowContactGeneration(int workerIndex, CollidablePair pair, int childIndexA, int childIndexB)
{
return true;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool ConfigureContactManifold<TManifold>(int workerIndex, CollidablePair pair, ref TManifold manifold, out PairMaterialProperties pairMaterial) where TManifold : struct, IContactManifold<TManifold>
{
pairMaterial.FrictionCoefficient = 1f;
pairMaterial.MaximumRecoveryVelocity = 2f;
pairMaterial.SpringSettings = ContactSpringiness;
return true;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool ConfigureContactManifold(int workerIndex, CollidablePair pair, int childIndexA, int childIndexB, ref ConvexContactManifold manifold)
{
return true;
}
public void Dispose()
{
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 797b78425bbe4587bf1af94093daf985
timeCreated: 1706613055

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@@ -1,4 +1,8 @@
using UnityEngine;
using BepuPhysics;
using BepuPhysics.Constraints;
using BepuUtilities.Memory;
using Demos;
using UnityEngine;
namespace Script.battle.mode
{
@@ -9,23 +13,27 @@ namespace Script.battle.mode
public class GWorldSceneMode:GBaseMode<GWorldSceneModeInput>
{
public GameObject ball;
public GameObject[] balls = null;
// public override void OnSyncLoad()
// {
// base.OnSyncLoad();
// Instantiate(ball,this.transform);
// }
private Simulation _simulation;
public override void OnSyncLoad()
{
// BufferPool pool = new BufferPool();
// Simulation.Create(pool, new DemoNarrowPhaseCallbacks(), new DemoPoseIntegratorCallbacks(new System.Numerics.Vector3(0, -10, 0)), new PositionFirstTimestepper());
}
public override void OnSyncUpdate(int dt, JNFrameInfo frame, GWorldSceneModeInput input)
{
if (frame.Index > 0)
{
var ballNode = Instantiate(ball,this.transform);
var index = GetSync().nRandomInt(0, balls.Length - 1);
Debug.Log(index);
var ballNode = Instantiate(balls[index],this.transform);
var transformPosition = ballNode.transform.position;
ballNode.transform.position = new Vector3(transformPosition.x,transformPosition.y,GetSync().nRandomInt(-3,3));
ballNode.transform.position = new Vector3(GetSync().nRandomFloat(-6,6),transformPosition.y,GetSync().nRandomFloat(-6,6));
}
Debug.Log("OnSyncUpdate");
// _simulation.Timestep(dt);
}
}