63 lines
3.2 KiB
C#
63 lines
3.2 KiB
C#
#if MODULE_ENTITIES
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using Pathfinding.Drawing;
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using Pathfinding.Util;
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using Unity.Burst;
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using Unity.Collections;
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using Unity.Entities;
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using Unity.Mathematics;
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using Unity.Transforms;
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using UnityEngine;
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namespace Pathfinding.ECS {
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[BurstCompile]
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public partial struct JobApplyGravity : IJobEntity {
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[ReadOnly]
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public NativeArray<RaycastHit> raycastHits;
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[ReadOnly]
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public NativeArray<RaycastCommand> raycastCommands;
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public CommandBuilder draw;
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public float dt;
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void ResolveGravity (RaycastHit hit, bool grounded, ref LocalTransform transform, in AgentMovementPlane movementPlane, ref GravityState gravityState) {
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var localPosition = movementPlane.value.ToPlane(transform.Position, out var currentElevation);
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if (grounded) {
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// Grounded
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// Make the vertical velocity fall off exponentially. This is reasonable from a physical standpoint as characters
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// are not completely stiff and touching the ground will not immediately negate all velocity downwards. The AI will
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// stop moving completely due to the raycast penetration test but it will still *try* to move downwards. This helps
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// significantly when moving down along slopes, because if the vertical velocity would be set to zero when the character
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// was grounded it would lead to a kind of 'bouncing' behavior (try it, it's hard to explain). Ideally this should
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// use a more physically correct formula but this is a good approximation and is much more performant. The constant
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// CONVERGENCE_SPEED in the expression below determines how quickly it converges but high values can lead to too much noise.
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const float CONVERGENCE_SPEED = 5f;
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gravityState.verticalVelocity *= math.max(0, 1 - CONVERGENCE_SPEED * dt);
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movementPlane.value.ToPlane(hit.point, out var hitElevation);
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var elevationDelta = gravityState.verticalVelocity * dt;
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const float VERTICAL_COLLISION_ADJUSTMENT_SPEED = 6f;
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if (hitElevation > currentElevation) {
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// Already below ground, only allow upwards movement
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currentElevation = Mathf.MoveTowards(currentElevation, hitElevation, VERTICAL_COLLISION_ADJUSTMENT_SPEED * math.sqrt(math.abs(hitElevation - currentElevation)) * dt);
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} else {
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// Was above the ground, allow downwards movement until we are at the ground
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currentElevation = math.max(hitElevation, currentElevation + elevationDelta);
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}
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} else {
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var elevationDelta = gravityState.verticalVelocity * dt;
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currentElevation += elevationDelta;
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}
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transform.Position = movementPlane.value.ToWorld(localPosition, currentElevation);
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}
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public void Execute (ref LocalTransform transform, in MovementSettings movementSettings, ref AgentMovementPlane movementPlane, ref GravityState gravityState, in AgentMovementPlaneSource movementPlaneSource, [Unity.Entities.EntityIndexInQuery] int entityIndexInQuery) {
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var hit = raycastHits[entityIndexInQuery];
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var hitAnything = math.any((float3)hit.normal != 0f);
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if (hitAnything && movementPlaneSource.value == MovementPlaneSource.Raycast) {
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movementPlane.value = movementPlane.value.MatchUpDirection(hit.normal);
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}
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ResolveGravity(hit, hitAnything, ref transform, in movementPlane, ref gravityState);
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}
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}
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}
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#endif
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