_xiaofang/xiaofang/Assets/Obi/Scripts/Common/Collisions/ObiColliderWorld.cs
杨号敬 bcc74f0465 add
2024-12-18 02:18:45 +08:00

647 lines
24 KiB
C#

using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.InteropServices;
namespace Obi
{
public class ObiResourceHandle<T> where T : class
{
public T owner = null; /**< reference to the owner instance*/
public int index = -1; /**< index of this resource in the collision world.*/
private int referenceCount = 0; /**< amount of references to this handle. Can be used to clean up any associated resources after it reaches zero.*/
public bool isValid
{
get { return index >= 0; }
}
public void Invalidate()
{
index = -1;
referenceCount = 0;
}
public void Reference()
{
referenceCount++;
}
public bool Dereference()
{
return --referenceCount == 0;
}
public ObiResourceHandle(int index = -1)
{
this.index = index;
owner = null;
}
}
public class ObiColliderHandle : ObiResourceHandle<ObiColliderBase>
{
public ObiColliderHandle(int index = -1) : base(index) { }
}
public class ObiForceZoneHandle : ObiResourceHandle<ObiForceZone>
{
public ObiForceZoneHandle(int index = -1) : base(index) { }
}
public class ObiCollisionMaterialHandle : ObiResourceHandle<ObiCollisionMaterial>
{
public ObiCollisionMaterialHandle(int index = -1) : base(index) { }
}
public class ObiRigidbodyHandle : ObiResourceHandle<ObiRigidbodyBase>
{
public ObiRigidbodyHandle(int index = -1) : base(index) { }
}
public class ObiColliderWorld
{
[NonSerialized] public List<IColliderWorldImpl> implementations;
[NonSerialized] public List<ObiColliderHandle> colliderHandles; // list of collider handles, used by ObiCollider components to retrieve them.
[NonSerialized] public ObiNativeColliderShapeList colliderShapes; // list of collider shapes.
[NonSerialized] public ObiNativeAabbList colliderAabbs; // list of collider bounds.
[NonSerialized] public ObiNativeAffineTransformList colliderTransforms; // list of collider transforms.
[NonSerialized] public List<ObiForceZoneHandle> forceZoneHandles; // list of collider handles, used by ObiForceZone components to retrieve them.
[NonSerialized] public ObiNativeForceZoneList forceZones; // list of collider force zones.
[NonSerialized] public List<ObiCollisionMaterialHandle> materialHandles; // list of material handles, used by ObiCollisionMaterial components to retrieve them.
[NonSerialized] public ObiNativeCollisionMaterialList collisionMaterials; // list of collision materials.
[NonSerialized] public List<ObiRigidbodyHandle> rigidbodyHandles; // list of rigidbody handles, used by ObiRigidbody components to retrieve them.
[NonSerialized] public ObiNativeRigidbodyList rigidbodies; // list of rigidbodies.
[NonSerialized] public ObiTriangleMeshContainer triangleMeshContainer;
[NonSerialized] public ObiEdgeMeshContainer edgeMeshContainer;
[NonSerialized] public ObiDistanceFieldContainer distanceFieldContainer;
[NonSerialized] public ObiHeightFieldContainer heightFieldContainer;
private List<ObiColliderHandle> collidersToCreate;
private List<ObiColliderHandle> collidersToDestroy;
private List<ObiForceZoneHandle> forceZonesToCreate;
private List<ObiForceZoneHandle> forceZonesToDestroy;
private List<ObiRigidbodyHandle> rigidbodiesToCreate;
private List<ObiRigidbodyHandle> rigidbodiesToDestroy;
private bool updatedThisFrame = false;
private static ObiColliderWorld instance;
public static ObiColliderWorld GetInstance()
{
if (instance == null)
{
instance = new ObiColliderWorld();
instance.Initialize();
}
return instance;
}
private void Initialize()
{
// Allocate all lists:
if (implementations == null)
implementations = new List<IColliderWorldImpl>();
if (colliderHandles == null)
colliderHandles = new List<ObiColliderHandle>();
if (colliderShapes == null)
colliderShapes = new ObiNativeColliderShapeList();
if (colliderAabbs == null)
colliderAabbs = new ObiNativeAabbList();
if (colliderTransforms == null)
colliderTransforms = new ObiNativeAffineTransformList();
if (forceZoneHandles == null)
forceZoneHandles = new List<ObiForceZoneHandle>();
if (forceZones == null)
forceZones = new ObiNativeForceZoneList();
if (materialHandles == null)
materialHandles = new List<ObiCollisionMaterialHandle>();
if (collisionMaterials == null)
collisionMaterials = new ObiNativeCollisionMaterialList();
if (rigidbodyHandles == null)
rigidbodyHandles = new List<ObiRigidbodyHandle>();
if (rigidbodies == null)
rigidbodies = new ObiNativeRigidbodyList();
if (triangleMeshContainer == null)
triangleMeshContainer = new ObiTriangleMeshContainer();
if (edgeMeshContainer == null)
edgeMeshContainer = new ObiEdgeMeshContainer();
if (distanceFieldContainer == null)
distanceFieldContainer = new ObiDistanceFieldContainer();
if (heightFieldContainer == null)
heightFieldContainer = new ObiHeightFieldContainer();
if (collidersToCreate == null)
collidersToCreate = new List<ObiColliderHandle>();
if (collidersToDestroy == null)
collidersToDestroy = new List<ObiColliderHandle>();
if (forceZonesToCreate == null)
forceZonesToCreate = new List<ObiForceZoneHandle>();
if (forceZonesToDestroy == null)
forceZonesToDestroy = new List<ObiForceZoneHandle>();
if (rigidbodiesToCreate == null)
rigidbodiesToCreate = new List<ObiRigidbodyHandle>();
if (rigidbodiesToDestroy == null)
rigidbodiesToDestroy = new List<ObiRigidbodyHandle>();
}
private void Destroy()
{
updatedThisFrame = false;
for (int i = 0; i < implementations.Count; ++i)
{
implementations[i].SetColliders(colliderShapes, colliderAabbs, colliderTransforms);
implementations[i].UpdateWorld(0);
}
// Invalidate all handles:
if (colliderHandles != null)
foreach (var handle in colliderHandles)
handle.Invalidate();
if (rigidbodyHandles != null)
foreach (var handle in rigidbodyHandles)
handle.Invalidate();
if (materialHandles != null)
foreach (var handle in materialHandles)
handle.Invalidate();
if (forceZoneHandles != null)
foreach (var handle in forceZoneHandles)
handle.Invalidate();
// Dispose of all lists:
implementations = null;
colliderHandles = null;
rigidbodyHandles = null;
materialHandles = null;
forceZoneHandles = null;
collidersToCreate = null;
collidersToDestroy = null;
forceZonesToCreate = null;
forceZonesToDestroy = null;
rigidbodiesToCreate = null;
rigidbodiesToDestroy = null;
colliderShapes?.Dispose();
colliderAabbs?.Dispose();
colliderTransforms?.Dispose();
forceZones?.Dispose();
collisionMaterials?.Dispose();
rigidbodies?.Dispose();
triangleMeshContainer?.Dispose();
edgeMeshContainer?.Dispose();
distanceFieldContainer?.Dispose();
heightFieldContainer?.Dispose();
instance = null;
}
private void DestroyIfUnused()
{
// when there are no data and no implementations, the world gets destroyed.
if (colliderHandles.Count == 0 &&
rigidbodyHandles.Count == 0 &&
forceZoneHandles.Count == 0 &&
materialHandles.Count == 0 &&
implementations.Count == 0)
Destroy();
}
public void RegisterImplementation(IColliderWorldImpl impl)
{
if (!implementations.Contains(impl))
implementations.Add(impl);
}
public void UnregisterImplementation(IColliderWorldImpl impl)
{
implementations.Remove(impl);
DestroyIfUnused();
}
public ObiColliderHandle CreateCollider()
{
var handle = new ObiColliderHandle();
// in-editor, we create data right away since the simulation is not running.
if (!Application.isPlaying)
CreateColliderData(handle);
else
collidersToCreate.Add(handle);
return handle;
}
public ObiForceZoneHandle CreateForceZone()
{
var handle = new ObiForceZoneHandle();
// in-editor, we create data right away since the simulation is not running.
if (!Application.isPlaying)
CreateForceZoneData(handle);
else
forceZonesToCreate.Add(handle);
return handle;
}
public ObiRigidbodyHandle CreateRigidbody()
{
var handle = new ObiRigidbodyHandle();
// in-editor, we create data right away since the simulation is not running.
if (!Application.isPlaying)
CreateRigidbodyData(handle);
else
rigidbodiesToCreate.Add(handle);
return handle;
}
public ObiCollisionMaterialHandle CreateCollisionMaterial()
{
var handle = new ObiCollisionMaterialHandle(materialHandles.Count);
materialHandles.Add(handle);
collisionMaterials.Add(new CollisionMaterial());
return handle;
}
public ObiTriangleMeshHandle GetOrCreateTriangleMesh(Mesh mesh)
{
return triangleMeshContainer.GetOrCreateTriangleMesh(mesh);
}
public void DestroyTriangleMesh(ObiTriangleMeshHandle meshHandle)
{
triangleMeshContainer.DestroyTriangleMesh(meshHandle);
}
public ObiEdgeMeshHandle GetOrCreateEdgeMesh(EdgeCollider2D collider)
{
return edgeMeshContainer.GetOrCreateEdgeMesh(collider);
}
public void DestroyEdgeMesh(ObiEdgeMeshHandle meshHandle)
{
edgeMeshContainer.DestroyEdgeMesh(meshHandle);
}
public ObiDistanceFieldHandle GetOrCreateDistanceField(ObiDistanceField df)
{
return distanceFieldContainer.GetOrCreateDistanceField(df);
}
public void DestroyDistanceField(ObiDistanceFieldHandle dfHandle)
{
distanceFieldContainer.DestroyDistanceField(dfHandle);
}
public ObiHeightFieldHandle GetOrCreateHeightField(TerrainData hf)
{
return heightFieldContainer.GetOrCreateHeightField(hf);
}
public void DestroyHeightField(ObiHeightFieldHandle hfHandle)
{
heightFieldContainer.DestroyHeightField(hfHandle);
}
public void DestroyCollider(ObiColliderHandle handle)
{
// Destroy data right away if no simulation is running.
if (!Application.isPlaying || implementations.Count == 0)
DestroyColliderData(handle);
else
{
// In case the handle is in the creation queue, just remove it.
if (!collidersToCreate.Remove(handle))
collidersToDestroy.Add(handle);
}
}
public void DestroyForceZone(ObiForceZoneHandle handle)
{
// Destroy data right away if no simulation is running.
if (!Application.isPlaying || implementations.Count == 0)
DestroyForceZoneData(handle);
else
{
// In case the handle is in the creation queue, just remove it.
if (!forceZonesToCreate.Remove(handle))
forceZonesToDestroy.Add(handle);
}
}
public void DestroyRigidbody(ObiRigidbodyHandle handle)
{
// Destroy data right away if no simulation is running.
if (!Application.isPlaying || implementations.Count == 0)
DestroyRigidbodyData(handle);
else
{
// In case the handle is in the creation queue, just remove it.
if (!rigidbodiesToCreate.Remove(handle))
rigidbodiesToDestroy.Add(handle);
}
}
public void DestroyCollisionMaterial(ObiCollisionMaterialHandle handle)
{
if (collisionMaterials != null && handle != null && handle.isValid && handle.index < materialHandles.Count)
{
int index = handle.index;
int lastIndex = materialHandles.Count - 1;
// swap all collider info:
materialHandles.Swap(index, lastIndex);
collisionMaterials.Swap(index, lastIndex);
// update the index of the handle we swapped with:
materialHandles[index].index = index;
// invalidate our handle:
// (after updating the swapped one!
// in case there's just one handle in the array,
// we need to write -1 after 0)
handle.Invalidate();
// remove last index:
materialHandles.RemoveAt(lastIndex);
collisionMaterials.count--;
DestroyIfUnused();
}
}
private void DestroyColliderData (ObiColliderHandle handle)
{
if (colliderShapes != null && handle != null && handle.isValid && handle.index < colliderHandles.Count)
{
int index = handle.index;
int lastIndex = colliderHandles.Count - 1;
// swap all collider info:
colliderHandles.Swap(index, lastIndex);
colliderShapes.Swap(index, lastIndex);
colliderAabbs.Swap(index, lastIndex);
colliderTransforms.Swap(index, lastIndex);
// update the index of the handle we swapped with:
colliderHandles[index].index = index;
// force other colliders to update next frame, as the index of the data they reference
// (eg the mesh in a MeshCollider) may have changed as a result of deleting this collider's data.
for (int i = 0; i < colliderHandles.Count; ++i)
colliderHandles[i].owner.ForceUpdate();
// invalidate our handle:
// (after updating the swapped one!
// in case there's just one handle in the array,
// we need to write -1 after 0)
handle.Invalidate();
// remove last index:
colliderHandles.RemoveAt(lastIndex);
colliderShapes.count--;
colliderAabbs.count--;
colliderTransforms.count--;
DestroyIfUnused();
}
}
private void DestroyForceZoneData(ObiForceZoneHandle handle)
{
if (forceZones != null && handle != null && handle.isValid && handle.index < forceZoneHandles.Count)
{
int index = handle.index;
int lastIndex = forceZoneHandles.Count - 1;
// swap all force zone info:
forceZoneHandles.Swap(index, lastIndex);
forceZones.Swap(index, lastIndex);
// update the index of the handle we swapped with:
forceZoneHandles[index].index = index;
// invalidate our handle:
// (after updating the swapped one!
// in case there's just one handle in the array,
// we need to write -1 after 0)
handle.Invalidate();
// remove last index:
forceZoneHandles.RemoveAt(lastIndex);
forceZones.count--;
DestroyIfUnused();
}
}
private void DestroyRigidbodyData(ObiRigidbodyHandle handle)
{
if (rigidbodies != null && handle != null && handle.isValid && handle.index < rigidbodyHandles.Count)
{
int index = handle.index;
int lastIndex = rigidbodyHandles.Count - 1;
// swap all collider info:
rigidbodyHandles.Swap(index, lastIndex);
rigidbodies.Swap(index, lastIndex);
// update the index of the handle we swapped with:
rigidbodyHandles[index].index = index;
// invalidate our handle:
// (after updating the swapped one!
// in case there's just one handle in the array,
// we need to write -1 after 0)
handle.Invalidate();
// remove last index:
rigidbodyHandles.RemoveAt(lastIndex);
rigidbodies.count--;
DestroyIfUnused();
}
}
private void CreateColliderData(ObiColliderHandle handle)
{
handle.index = colliderHandles.Count;
colliderHandles.Add(handle);
colliderShapes.Add(new ColliderShape { materialIndex = -1, rigidbodyIndex = -1, dataIndex = -1 });
colliderAabbs.Add(new Aabb());
colliderTransforms.Add(new AffineTransform());
}
private void CreateForceZoneData(ObiForceZoneHandle handle)
{
handle.index = forceZoneHandles.Count;
forceZoneHandles.Add(handle);
forceZones.Add(new ForceZone());
}
private void CreateRigidbodyData(ObiRigidbodyHandle handle)
{
handle.index = rigidbodyHandles.Count;
rigidbodyHandles.Add(handle);
rigidbodies.Add(new ColliderRigidbody());
}
public void FlushHandleBuffers()
{
// First process destruction, then process creation.
// In case we create a handle and then destroy it,
// we should enqueue it for destruction only if it's not in the creation queue.
// If it is, just remove if from the creation queue.
if (collidersToDestroy != null)
{
foreach (var handle in collidersToDestroy)
DestroyColliderData(handle);
collidersToDestroy?.Clear();
}
if (forceZonesToDestroy != null)
{
foreach (var handle in forceZonesToDestroy)
DestroyForceZoneData(handle);
forceZonesToDestroy?.Clear();
}
if (rigidbodiesToDestroy != null)
{
foreach (var handle in rigidbodiesToDestroy)
DestroyRigidbodyData(handle);
rigidbodiesToDestroy?.Clear();
}
if (collidersToCreate != null)
{
foreach (var handle in collidersToCreate)
CreateColliderData(handle);
collidersToCreate?.Clear();
}
if (forceZonesToCreate != null)
{
foreach (var handle in forceZonesToCreate)
CreateForceZoneData(handle);
forceZonesToCreate?.Clear();
}
if (rigidbodiesToCreate != null)
{
foreach (var handle in rigidbodiesToCreate)
CreateRigidbodyData(handle);
rigidbodiesToCreate?.Clear();
}
}
public void UpdateWorld(float deltaTime)
{
if (updatedThisFrame)
return;
updatedThisFrame = true;
// ensure all objects have valid handles.
// May destroy the world if it's empty,
// so we next check that handle/implementations are not null.
FlushHandleBuffers();
// update all colliders:
if (colliderHandles != null)
for (int i = 0; i < colliderHandles.Count; ++i)
colliderHandles[i].owner.UpdateIfNeeded();
// update all force zones:
if (forceZoneHandles != null)
for (int i = 0; i < forceZoneHandles.Count; ++i)
forceZoneHandles[i].owner.UpdateIfNeeded();
// update rigidbodies:
if (rigidbodyHandles != null)
for (int i = 0; i < rigidbodyHandles.Count; ++i)
rigidbodyHandles[i].owner.UpdateIfNeeded(deltaTime);
// update implementations:
if (implementations != null)
for (int i = 0; i < implementations.Count; ++i)
{
if (implementations[i].referenceCount > 0)
{
// set arrays:
implementations[i].SetColliders(colliderShapes, colliderAabbs, colliderTransforms);
implementations[i].SetForceZones(forceZones);
implementations[i].SetRigidbodies(rigidbodies);
implementations[i].SetCollisionMaterials(collisionMaterials);
implementations[i].SetTriangleMeshData(triangleMeshContainer.headers, triangleMeshContainer.bihNodes, triangleMeshContainer.triangles, triangleMeshContainer.vertices);
implementations[i].SetEdgeMeshData(edgeMeshContainer.headers, edgeMeshContainer.bihNodes, edgeMeshContainer.edges, edgeMeshContainer.vertices);
implementations[i].SetDistanceFieldData(distanceFieldContainer.headers, distanceFieldContainer.dfNodes);
implementations[i].SetHeightFieldData(heightFieldContainer.headers, heightFieldContainer.samples);
// update world implementation:
implementations[i].UpdateWorld(deltaTime);
}
}
}
public void FrameStart()
{
updatedThisFrame = false;
}
public void UpdateCollisionMaterials()
{
if (implementations != null)
for (int i = 0; i < implementations.Count; ++i)
{
if (implementations[i].referenceCount > 0)
{
implementations[i].SetCollisionMaterials(collisionMaterials);
}
}
}
public void UpdateRigidbodyVelocities(ObiSolver solver)
{
if (solver != null && solver.initialized)
{
int count = Mathf.Min(rigidbodyHandles.Count, solver.rigidbodyLinearDeltas.count);
for (int i = 0; i < count; ++i)
rigidbodyHandles[i].owner.UpdateVelocities(solver.rigidbodyLinearDeltas[i], solver.rigidbodyAngularDeltas[i]);
}
solver.rigidbodyLinearDeltas.WipeToZero();
solver.rigidbodyAngularDeltas.WipeToZero();
solver.rigidbodyLinearDeltas.Upload();
solver.rigidbodyAngularDeltas.Upload();
}
}
}