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

179 lines
6.0 KiB
C#

using UnityEngine;
using System.Collections.Generic;
using Obi;
/**
* Sample component that makes a collider "grab" any particle it touches (regardless of which Actor it belongs to).
*/
[RequireComponent(typeof(ObiCollider))]
public class ObiContactGrabber : MonoBehaviour
{
public ObiSolver[] solvers = { };
public bool grabbed
{
get { return grabbedActors.Count > 0; }
}
/**
* Helper class that stores the index of a particle in the solver, its position in the grabber's local space, and its inverse mass previous to being grabbed.
* This makes it easy to tell if a particle has been grabbed, update its position while grabbing, and restore its mass after being released.
*/
private class GrabbedParticle : IEqualityComparer<GrabbedParticle>
{
public int index;
public float invMass;
public Vector3 localPosition;
public ObiSolver solver;
public GrabbedParticle(ObiSolver solver, int index, float invMass)
{
this.solver = solver;
this.index = index;
this.invMass = invMass;
}
public bool Equals(GrabbedParticle x, GrabbedParticle y)
{
return x.index == y.index;
}
public int GetHashCode(GrabbedParticle obj)
{
return index;
}
}
private Dictionary<ObiSolver, ObiNativeContactList> collisionEvents = new Dictionary<ObiSolver, ObiNativeContactList>(); /**< store the current collision event*/
private ObiCollider localCollider; /**< the collider on this gameObject.*/
private HashSet<GrabbedParticle> grabbedParticles = new HashSet<GrabbedParticle>(); /**< set to store all currently grabbed particles.*/
private HashSet<ObiActor> grabbedActors = new HashSet<ObiActor>(); /**< set of softbodies grabbed during this step.*/
private void Awake()
{
localCollider = GetComponent<ObiCollider>();
}
private void OnEnable()
{
if (solvers != null)
foreach (ObiSolver solver in solvers)
solver.OnCollision += Solver_OnCollision;
}
private void OnDisable()
{
if (solvers != null)
foreach (ObiSolver solver in solvers)
solver.OnCollision -= Solver_OnCollision;
}
private void Solver_OnCollision(object sender, ObiNativeContactList e)
{
collisionEvents[(ObiSolver)sender] = e;
}
private void UpdateParticleProperties()
{
// Update rest shape matching of all grabbed softbodies:
foreach (ObiActor actor in grabbedActors)
{
actor.UpdateParticleProperties();
}
}
/**
* Creates and stores a GrabbedParticle from the particle at the given index.
* Returns true if we sucessfully grabbed a particle, false if the particle was already grabbed.
*/
private bool GrabParticle(ObiSolver solver, int index)
{
GrabbedParticle p = new GrabbedParticle(solver, index, solver.invMasses[index]);
// in case this particle has not been grabbed yet:
if (!grabbedParticles.Contains(p))
{
Matrix4x4 solver2Grabber = transform.worldToLocalMatrix * solver.transform.localToWorldMatrix;
// record the particle's position relative to the grabber, and store it.
p.localPosition = solver2Grabber.MultiplyPoint3x4(solver.positions[index]);
grabbedParticles.Add(p);
// Set inv mass and velocity to zero:
solver.invMasses[index] = 0;
solver.velocities[index] = Vector4.zero;
return true;
}
return false;
}
/**
* Grabs all particles currently touching the grabber.
*/
public void Grab()
{
Release();
var world = ObiColliderWorld.GetInstance();
if (solvers != null && collisionEvents != null)
{
foreach (ObiSolver solver in solvers)
{
ObiNativeContactList collisionEvent;
if (collisionEvents.TryGetValue(solver, out collisionEvent))
{
foreach (Oni.Contact contact in collisionEvent)
{
// this one is an actual collision:
if (contact.distance < 0.01f)
{
var contactCollider = world.colliderHandles[contact.bodyB].owner;
int particleIndex = solver.simplices[contact.bodyA];
// if the current contact references our collider, proceed to grab the particle.
if (contactCollider == localCollider)
{
// try to grab the particle, if not already grabbed.
if (GrabParticle(solver, particleIndex))
grabbedActors.Add(solver.particleToActor[particleIndex].actor);
}
}
}
}
}
}
UpdateParticleProperties();
}
/**
* Releases all currently grabbed particles. This boils down to simply resetting their invMass.
*/
public void Release()
{
// Restore the inverse mass of all grabbed particles, so dynamics affect them.
foreach (GrabbedParticle p in grabbedParticles)
p.solver.invMasses[p.index] = p.invMass;
UpdateParticleProperties();
grabbedActors.Clear();
grabbedParticles.Clear();
}
/**
* Updates the position of the grabbed particles.
*/
private void FixedUpdate()
{
foreach (GrabbedParticle p in grabbedParticles)
{
Matrix4x4 grabber2Solver = p.solver.transform.worldToLocalMatrix * transform.localToWorldMatrix;
p.solver.positions[p.index] = grabber2Solver.MultiplyPoint3x4(p.localPosition);
}
}
}