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https://gitee.com/jisol/jisol-game/
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提交代码
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fileFormatVersion: 2
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guid: d2b94b429bbc44d6952a716c15b9e637
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timeCreated: 1706686833
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using System;
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using System.Numerics;
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using BepuPhysics;
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using BepuPhysics.Collidables;
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namespace Plugins.JNGame.BepuPhysics.Components
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{
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public abstract class BPhysicsBase : UnityEngine.MonoBehaviour
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{
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//世界索引
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public int worldIndex = 0;
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protected BodyHandle BodyId;
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protected StaticHandle StaticBodyId;
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//是否静态
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public Boolean isStatic = false;
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public JNBepuPhysics Physics
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{
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get
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{
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JNBepuPhysics.Physics.TryGetValue(worldIndex, out var value);
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return value;
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}
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}
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protected void AddDynamic<TShape>(TShape shape,BodyInertia shapeInertia) where TShape : unmanaged, IShape
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{
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var sphereIndex = this.Physics.Simulation.Shapes.Add(shape);
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var transformPosition = transform.position;
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var transformRotation = transform.rotation;
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var spherePose = new RigidPose(new Vector3(transformPosition.x,transformPosition.y,transformPosition.z), new Quaternion(transformRotation.x,transformRotation.y,transformRotation.z,transformRotation.w));
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BodyId = this.Physics.Simulation.Bodies.Add(BodyDescription.CreateDynamic(spherePose,
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shapeInertia,
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new CollidableDescription(sphereIndex, 0.01f),
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new BodyActivityDescription(0.01f)));
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}
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protected void AddStatic<TShape>(TShape shape) where TShape : unmanaged, IShape
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{
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var transformPosition = transform.position;
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var transformRotation = transform.rotation;
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StaticBodyId = this.Physics.Simulation.Statics.Add(
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new StaticDescription(new Vector3(transformPosition.x, transformPosition.y, transformPosition.z),
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new Quaternion(transformRotation.x,transformRotation.y,transformRotation.z,transformRotation.w),
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new CollidableDescription(this.Physics.Simulation.Shapes.Add(shape), 0.01f)));
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}
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public void OnPhysicsUpdate(float dt)
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{
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if (this.Physics == null) return;
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if (this.isStatic) return;
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this.Physics.Simulation.Bodies.GetDescription(this.BodyId,out var info);
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//同步位置
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var transform1 = transform;
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transform1.position =
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new UnityEngine.Vector3(info.Pose.Position.X, info.Pose.Position.Y, info.Pose.Position.Z);
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//同步旋转
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transform1.rotation =
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new UnityEngine.Quaternion(info.Pose.Orientation.X, info.Pose.Orientation.Y, info.Pose.Position.Z,info.Pose.Orientation.W);
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}
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}
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}
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fileFormatVersion: 2
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guid: 3e204f22f96e497ab13682ad13267883
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timeCreated: 1706687376
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using BepuPhysics;
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using BepuPhysics.Collidables;
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using UnityEngine;
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using NotImplementedException = System.NotImplementedException;
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using Quaternion = System.Numerics.Quaternion;
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using Vector3 = System.Numerics.Vector3;
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namespace Plugins.JNGame.BepuPhysics.Components
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{
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public class BPhysicsBox : BPhysicsBase
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{
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private BodyHandle bodyId;
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void Awake()
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{
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if (this.Physics == null) return;
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Debug.Log("BPhysicsSphere");
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this.Physics.Shapes.Add(this);
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var localScale = transform.localScale;
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var sphereBox = new Box(localScale.x,localScale.y,localScale.z);
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if (this.isStatic)
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{
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this.AddStatic(sphereBox);
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}
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else
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{
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sphereBox.ComputeInertia(0.5f, out var inertia);
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this.AddDynamic(sphereBox,inertia);
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}
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}
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}
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}
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fileFormatVersion: 2
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guid: 2f56304910dd4846981c5f978f90ebf6
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timeCreated: 1706690344
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using BepuPhysics.Collidables;
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using UnityEngine;
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namespace Plugins.JNGame.BepuPhysics.Components
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{
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public class BPhysicsSphere : BPhysicsBase
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{
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void Awake()
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{
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if (this.Physics == null) return;
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Debug.Log("BPhysicsSphere");
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this.Physics.Shapes.Add(this);
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var sphereShape = new Sphere(transform.localScale.x / 2);
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sphereShape.ComputeInertia(0.5f, out var sphereInertia);
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this.AddDynamic(sphereShape,sphereInertia);
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}
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}
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}
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fileFormatVersion: 2
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guid: 98c11bfd0d424f98a6634403fca61c34
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timeCreated: 1706686910
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namespace Plugins.JNGame.BepuPhysics.Components
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{
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public enum BShape
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{
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/// <summary> Sphere shape type </summary>
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Sphere = 1,
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}
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}
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fileFormatVersion: 2
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guid: 499b044e9991435ab5054521c2833c00
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timeCreated: 1706686981
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46
JNFrame/Assets/Plugins/JNGame/BepuPhysics/JNBepuPhysics.cs
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JNFrame/Assets/Plugins/JNGame/BepuPhysics/JNBepuPhysics.cs
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using System.Collections.Generic;
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using BepuPhysics;
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using BepuPhysics.Collidables;
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using BepuUtilities;
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using BepuUtilities.Memory;
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using Plugins.JNGame.BepuPhysics.Components;
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using Plugins.JNGame.BepuPhysics.Utilities;
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using UnityEngine;
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using Vector3 = System.Numerics.Vector3;
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namespace Plugins.JNGame.BepuPhysics
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{
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public class JNBepuPhysics
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{
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public static Dictionary<int,JNBepuPhysics> Physics = new();
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private UnityEngine.Vector3 _gravity = new (0,10,0);
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public Simulation Simulation { get; protected set; }
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public BufferPool BufferPool { get; private set; }
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public List<BPhysicsBase> Shapes = new();
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public JNBepuPhysics(int index = 0)
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{
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Debug.Log($"初始化物理引擎");
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Physics[index] = this;
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BufferPool = new BufferPool();
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Simulation = Simulation.Create(BufferPool,new JNNarrowPhaseCallbacks(),new JNPoseIntegratorCallbacks(new Vector3(_gravity.x, -_gravity.y, _gravity.z)),new PositionFirstTimestepper());
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}
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//更新
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public void OnUpdate(float dt)
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{
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Simulation.Timestep(dt);
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Shapes.ForEach(shapes =>
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{
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shapes.OnPhysicsUpdate(dt);
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});
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}
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}
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}
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fileFormatVersion: 2
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guid: 99bf23b7fe9748f1a3e20d10104d3d85
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timeCreated: 1706683683
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3
JNFrame/Assets/Plugins/JNGame/BepuPhysics/Utilities.meta
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3
JNFrame/Assets/Plugins/JNGame/BepuPhysics/Utilities.meta
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fileFormatVersion: 2
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guid: 7c60528953194e20af106b83b9e746de
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timeCreated: 1706683642
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using System;
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using BepuPhysics;
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using BepuPhysics.Collidables;
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using BepuPhysics.CollisionDetection;
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using BepuPhysics.Constraints;
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using System.Runtime.CompilerServices;
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using System.Numerics;
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using BepuUtilities;
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namespace Plugins.JNGame.BepuPhysics.Utilities
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{
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public struct JNPoseIntegratorCallbacks : IPoseIntegratorCallbacks
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{
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/// <summary>
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/// Gravity to apply to dynamic bodies in the simulation.
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/// </summary>
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public Vector3 Gravity;
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/// <summary>
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/// 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.
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/// </summary>
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public float LinearDamping;
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/// <summary>
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/// 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.
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/// </summary>
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public float AngularDamping;
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Vector3 gravityDt;
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float linearDampingDt;
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float angularDampingDt;
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public AngularIntegrationMode AngularIntegrationMode => AngularIntegrationMode.Nonconserving;
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public void Initialize(Simulation simulation)
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{
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//In this demo, we don't need to initialize anything.
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//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.
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}
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/// <summary>
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/// Creates a new set of simple callbacks for the demos.
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/// </summary>
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/// <param name="gravity">Gravity to apply to dynamic bodies in the simulation.</param>
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/// <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>
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/// <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>
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public JNPoseIntegratorCallbacks(Vector3 gravity, float linearDamping = .03f, float angularDamping = .03f) : this()
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{
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Gravity = gravity;
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LinearDamping = linearDamping;
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AngularDamping = angularDamping;
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}
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public void PrepareForIntegration(float dt)
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{
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//No reason to recalculate gravity * dt for every body; just cache it ahead of time.
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gravityDt = Gravity * dt;
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//Since these callbacks don't use per-body damping values, we can precalculate everything.
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linearDampingDt = MathF.Pow(MathHelper.Clamp(1 - LinearDamping, 0, 1), dt);
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angularDampingDt = MathF.Pow(MathHelper.Clamp(1 - AngularDamping, 0, 1), dt);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void IntegrateVelocity(int bodyIndex, in RigidPose pose, in BodyInertia localInertia, int workerIndex, ref BodyVelocity velocity)
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{
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//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.
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if (localInertia.InverseMass > 0)
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{
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velocity.Linear = (velocity.Linear + gravityDt) * linearDampingDt;
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velocity.Angular = velocity.Angular * angularDampingDt;
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}
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//Implementation sidenote: Why aren't kinematics all bundled together separately from dynamics to avoid this per-body condition?
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//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.
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//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
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//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.
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//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.
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//If the PositionFirstTimestepper is being used, then the pose integrator has already integrated the pose.
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//If the PositionLastTimestepper or SubsteppingTimestepper are in use, the pose has not yet been integrated.
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//If your pose modification depends on the order of integration, you'll want to take this into account.
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//This is also a handy spot to implement things like position dependent gravity or per-body damping.
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}
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}
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public struct JNNarrowPhaseCallbacks : INarrowPhaseCallbacks
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{
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public SpringSettings ContactSpringiness;
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public void Initialize(Simulation simulation)
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{
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//Use a default if the springiness value wasn't initialized.
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if (ContactSpringiness.AngularFrequency == 0 && ContactSpringiness.TwiceDampingRatio == 0)
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ContactSpringiness = new SpringSettings(30, 1);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public bool AllowContactGeneration(int workerIndex, CollidableReference a, CollidableReference b)
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{
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//While the engine won't even try creating pairs between statics at all, it will ask about kinematic-kinematic pairs.
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//Those pairs cannot emit constraints since both involved bodies have infinite inertia. Since most of the demos don't need
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//to collect information about kinematic-kinematic pairs, we'll require that at least one of the bodies needs to be dynamic.
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return a.Mobility == CollidableMobility.Dynamic || b.Mobility == CollidableMobility.Dynamic;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public bool AllowContactGeneration(int workerIndex, CollidablePair pair, int childIndexA, int childIndexB)
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{
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return true;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public bool ConfigureContactManifold<TManifold>(int workerIndex, CollidablePair pair,
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ref TManifold manifold, out PairMaterialProperties pairMaterial)
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where TManifold : struct, IContactManifold<TManifold>
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{
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pairMaterial.FrictionCoefficient = 1f;
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pairMaterial.MaximumRecoveryVelocity = 2f;
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pairMaterial.SpringSettings = ContactSpringiness;
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return true;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public bool ConfigureContactManifold(int workerIndex, CollidablePair pair, int childIndexA, int childIndexB,
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ref ConvexContactManifold manifold)
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{
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return true;
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}
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public void Dispose()
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{
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 12d59c2959b546898001fd2ee9c2533d
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timeCreated: 1706683943
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