ProjectDDD/Packages/com.arongranberg.astar/Core/ECS/Jobs/JobApplyGravity.cs
2025-07-08 19:46:31 +09:00

63 lines
3.2 KiB
C#

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