fgm24/Assets/Scripts/Rope/RopeSimulator.cs

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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Unity.Netcode;
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using UnityEngine;
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using UnityEngine.Assertions;
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public class RopeSimulator : NetworkBehaviour
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{
[SerializeField]
private float gravity = 10;
[SerializeField]
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private int solveIterations = 10;
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[SerializeField]
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private bool constrainStickMinLength;
[SerializeField]
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public RopeJoint start, end;
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[SerializeField]
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float subDivision = 50f;
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[SerializeField]
float collisionCheckDist = 0.5f;
[SerializeField, Range(0f, 1f)]
float distBetweenRopePoints = 0.1f;
[SerializeField, Range(0.01f, 1f)]
float ropeRadius;
[SerializeField]
float ignoreResolveThreshold = 0.08f;
[SerializeField]
LayerMask staticColliderMask;
[SerializeField, Range(0f, 100f)]
float pullForce = 20f;
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[SerializeField]
float xyGravityDampScalor = 1f;
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[SerializeField, Range(0f, 20f)]
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public float ropeExtendSpeed, ropeShrinkSpeed;
public float squezeDamage = 1f;
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public AnimationCurve swingSpeedToDamageMultiplier;
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[SerializeField]
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public float ropeMaxLength, ropeMinLength;
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[Header("Rope Colliders")]
[SerializeField] GameObject colliderPrefab;
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[SerializeField] string colliderTag = "Rope";
[SerializeField] Transform ropeCollidersParent;
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[Header("Rendering")]
[SerializeField] LineRenderer lineRenderer;
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[Header("Animaion")]
[SerializeField] float pullAnimationOvershootThreshold = 0.2f;
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[Header("Netcode")]
private const int k_rngSeed = 6969;
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private const float k_sendRopeDataRPCThreshold = 0.1f;
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private const float k_ropeReconciliateThreshold = 0.25f;
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private System.Random rng = new System.Random(k_rngSeed);
private int[] order;
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public float Overshoot => rope.CalculateLengthOvershoot();
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public bool InSwingMode => start.locked || end.locked;
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public Rope rope;
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Dictionary<Collider2D, float> colliderToSquezeForce = new();
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public static RopeSimulator instance;
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private bool IsInitialized => start != null || end != null;
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private void Awake()
{
if (instance == null)
{
instance = this;
}
else
{
Destroy(instance);
}
}
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private void OnEnable()
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{
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GameManager.OnPlayersReady += PlayersReady;
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}
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private void OnDisable()
{
GameManager.OnPlayersReady -= PlayersReady;
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}
public void PlayersReady(GameObject[] players)
{
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BuildRope(players[0].GetComponent<RopeJoint>(), players[1].GetComponent<RopeJoint>());
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}
public void BuildRope(RopeJoint start, RopeJoint end)
{
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Assert.IsNotNull(start);
Assert.IsNotNull(end);
// Sanity check if rope simulator was initialized before - we are re-building the rope
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if (this.start != null)
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{
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this.start.playerInput.ropeLengthExtend -= ExtendRope;
this.start.playerInput.ropeLengthShrinken -= ShrinkenRope;
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}
if (this.end != null)
{
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this.end.playerInput.ropeLengthExtend -= ExtendRope;
this.end.playerInput.ropeLengthShrinken -= ShrinkenRope;
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}
this.start = start;
this.end = end;
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Rebuild();
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this.start.playerInput.ropeLengthShrinken += ShrinkenRope;
this.end.playerInput.ropeLengthShrinken += ShrinkenRope;
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this.start.playerInput.ropeLengthExtend += ExtendRope;
this.end.playerInput.ropeLengthExtend += ExtendRope;
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}
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void ShrinkenRope(int playerNumber)
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{
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int prevSubDivision = (int) subDivision;
subDivision -= ropeShrinkSpeed * Time.deltaTime;
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subDivision = Mathf.Clamp(subDivision, ropeMinLength, ropeMaxLength);
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// Only shrinken if the numeric value has changed
if (prevSubDivision - (int) subDivision <= 0) return;
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// Shrink from rope point after start rope joint
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List<Point> newPoints = new(rope.points.Length - 1);
for (int i = 0; i < (rope.points.Length - 1); i++)
{
newPoints.Add(rope.points[i]);
}
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var builder = new RopeBuilder(newPoints, new List<Stick>());
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// Re-gen sticks
for (int i = 0; i < (int) subDivision; i++)
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{
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builder.ConnectPointsWithDesiredLength(i, i + 1, distBetweenRopePoints);
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}
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rope = builder.Build();
RebuildRopeColliders();
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CreateOrderArray();
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}
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void ExtendRope(int playerNumber)
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{
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int prevSubDivision = (int)subDivision;
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subDivision += ropeExtendSpeed * Time.deltaTime;
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subDivision = Mathf.Clamp(subDivision, ropeMinLength, ropeMaxLength);
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// Only extend if the numeric value has changed
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if (prevSubDivision - (int) subDivision >= 0) return;
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// Extend from rope point after start rope point
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List<Point> newPoints = new (rope.points.Length + 1);
newPoints.Add(new Point(rope.points[1].position));
for (int i = 1; i < rope.points.Length; i++)
{
newPoints.Add(rope.points[i]);
}
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var builder = new RopeBuilder(newPoints, new List<Stick>());
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// Re-gen sticks
for (int i = 0; i < (int)subDivision; i++)
{
//Debug.Log($"Reg-gen stick. from: {i} to {i + 1}, with dist: {distBetweenRopePoints}");
builder.ConnectPointsWithDesiredLength(i, i + 1, distBetweenRopePoints);
}
rope = builder.Build();
RebuildRopeColliders();
CreateOrderArray();
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}
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public override void OnDestroy()
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{
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base.OnDestroy();
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// May never have been initialized
if (!IsInitialized) return;
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start.playerInput.ropeLengthShrinken -= ShrinkenRope;
end.playerInput.ropeLengthShrinken -= ShrinkenRope;
start.playerInput.ropeLengthExtend -= ExtendRope;
end.playerInput.ropeLengthExtend -= ExtendRope;
}
private void Rebuild()
{
Debug.Log("rebuild");
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RopeBuilder builder = new RopeBuilder();
builder.AddPoint(new Point(start.position, locked: true));
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// Build rope points
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for (int i = 1; i < (int) subDivision; i++)
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{
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Vector3 pointPos = Vector3.Lerp(start.position, end.position, (float)i / Mathf.Floor(subDivision));
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Debug.DrawRay(pointPos, (end.position - start.position).normalized);
builder.AddPoint(new Point(pointPos));
}
builder.AddPoint(new Point(end.position, locked: true));
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// Connect rope points
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for (int i = 0; i < (int) subDivision; i++)
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{
builder.ConnectPointsWithDesiredLength(i, i + 1, desiredLength: distBetweenRopePoints);
}
rope = builder.Build();
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RebuildRopeColliders();
CreateOrderArray();
}
private void RebuildRopeColliders()
{
for (int i = 0; i < ropeCollidersParent.childCount; i++)
{
Destroy(ropeCollidersParent.GetChild(i));
}
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foreach (var point in rope.points)
{
GameObject ropeCollider = Instantiate(colliderPrefab);
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ropeCollider.transform.parent = ropeCollidersParent;
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ropeCollider.transform.position = point.position;
ropeCollider.tag = colliderTag;
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ropeCollider.layer = LayerMask.NameToLayer("Rope");
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ropeCollider.GetComponent<CircleCollider2D>().radius = ropeRadius;
var rigidBody = ropeCollider.GetComponent<Rigidbody2D>();
rigidBody.isKinematic = true;
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}
}
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private void DrawRope()
{
// Update line renderer
List<Vector3> positions = new List<Vector3>(ropeCollidersParent.childCount);
for (int i = 0; i < ropeCollidersParent.childCount; i++)
{
positions.Add(ropeCollidersParent.GetChild(i).position);
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}
lineRenderer.positionCount = positions.Count;
lineRenderer.SetPositions(positions.ToArray());
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}
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[Rpc(SendTo.NotServer)]
private void ServerRopeDataReceivedRpc(NetworkRope nrope)
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{
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Debug.Log($"Received rope data from server: {nrope}");
Rope serverRope = Rope.FromNetworkRope(nrope, distBetweenRopePoints);
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float diff = Rope.CalcDiff(this.rope, serverRope);
Debug.Log(diff);
if (diff > k_ropeReconciliateThreshold)
{
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Debug.LogWarning("Reconciliating rope!");
this.rope = serverRope;
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Debug.Log(Rope.CalcDiff(this.rope, serverRope));
}
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}
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private void Update()
{
if (!IsInitialized)
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return;
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colliderToSquezeForce.Clear();
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rope.points.First().position = start.position;
rope.points.Last().position = end.position;
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float ropeDiff = Simulate(Time.fixedDeltaTime);
if (IsServer && ropeDiff > k_sendRopeDataRPCThreshold)
{
Debug.Log($"Sending rope to client");
NetworkRope nrope = Rope.ToNetworkRope(this.rope);
// Send server rope to client for reconciliation
ServerRopeDataReceivedRpc(nrope);
}
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// Update the rope collider positions
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for (int i = 0; i < rope.points.Length; i++)
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{
ropeCollidersParent.GetChild(i).position = rope.points[i].position;
}
// Handle static colliders
foreach (var point in rope.points)
{
if (point.locked) continue;
HandleStaticCollidersOfPoint(point);
}
// Constrain start transform based on overshoot
float overshoot = rope.CalculateLengthOvershoot();
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PlayerPullAnimation(overshoot);
PullPlayers(overshoot);
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// Handle squeze kills
foreach (var collider in colliderToSquezeForce)
{
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ISquezeDamageReceiver squezeDamageReceiver = collider.Key.transform.root.GetComponent<ISquezeDamageReceiver>();
if (squezeDamageReceiver == null)
squezeDamageReceiver = collider.Key.GetComponent<ISquezeDamageReceiver>();
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if (squezeDamageReceiver == null) continue;
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float swingMultiplier = InSwingMode ? swingSpeedToDamageMultiplier.Evaluate((start.locked ? end : start).body.velocity.magnitude) : 1f;
squezeDamageReceiver.TakeSquezeDamage(collider.Value * squezeDamage * swingMultiplier);
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}
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// Handle xy dampening on z gravity
foreach (var point in rope.points)
{
if (point.position.z >= 0f) continue;
Vector2 newXYPos = Vector2.MoveTowards(new Vector2(point.position.x, point.position.y), new Vector2(point.prevPosition.x, point.prevPosition.y), Mathf.Abs(point.position.z * xyGravityDampScalor));
point.position.Set(newXYPos.x, newXYPos.y, 0f);
}
DrawRope();
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}
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private void PlayerPullAnimation(float overshoot)
{
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//if (overshoot > pullAnimationOvershootThreshold)
//{
// float startDot = Vector2.Dot((start.position - rope.points[1].position).normalized, start.playerInput.movement);
// if (startDot > 0.35f)
// {
// start.playerAnimationHandler?.animator.SetBool("IsPulling", true);
// }
// float endDot = Vector2.Dot((end.position - rope.points[rope.points.Count - 2].position).normalized, end.playerInput.movement);
// if (endDot > 0.35f)
// {
// end.playerAnimationHandler?.animator.SetBool("IsPulling", true);
// }
//}
//else
//{
// start.playerAnimationHandler?.animator.SetBool("IsPulling", false);
// end.playerAnimationHandler?.animator.SetBool("IsPulling", false);
//}
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}
private void PullPlayers(float overshoot)
{
if (overshoot <= 0f) return;
//start.position = prevStartPos;
float divider = !start.locked && !end.locked ? 2f : 1f;
if (!start.locked)
{
Vector2 pullDirection = (rope.points[1].position - start.position).normalized;
Vector2 force = pullDirection * overshoot * (pullForce / divider);
start.body.AddForce(force);
}
else
{
start.body.velocity *= 0;
}
if (!end.locked)
{
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Vector2 pullDirection = (rope.points[rope.points.Length - 2].position - end.position).normalized;
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Vector2 force = pullDirection * overshoot * (pullForce / divider);
end.body.AddForce(force);
}
else
{
end.body.velocity *= 0;
}
}
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private void OnDrawGizmos()
{
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return;
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if (IsInitialized) return;
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if (!Application.isPlaying) return;
foreach (var point in rope.points)
{
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//Debug.Log($"pos: {point.position}");
Gizmos.DrawSphere(point.position, ropeRadius);
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}
}
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float Simulate(float dt)
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{
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float diff = 0f;
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foreach (Point p in rope.points)
{
if (!p.locked)
{
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Vector3 positionBeforeUpdate = p.position;
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p.position += p.position - p.prevPosition;
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p.position.z -= gravity * dt * dt;
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diff += Mathf.Abs(Vector3.Distance(p.prevPosition, p.position));
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p.prevPosition = positionBeforeUpdate;
}
}
for (int i = 0; i < solveIterations; i++)
{
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for (int s = 0; s < rope.sticks.Length; s++)
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{
Stick stick = rope.sticks[order[s]];
if (stick.dead)
continue;
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Vector3 stickCentre = (stick.A.position + stick.B.position) / 2;
Vector3 stickDir = (stick.A.position - stick.B.position).normalized;
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float length = Vector2.Distance(stick.A.position, stick.B.position);
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if (length > stick.desiredLength || constrainStickMinLength)
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{
if (!stick.A.locked)
{
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TryMovePointToPosition(stick.A, stickCentre + stickDir * stick.desiredLength / 2);
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}
if (!stick.B.locked)
{
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TryMovePointToPosition(stick.B, stickCentre - stickDir * stick.desiredLength / 2);
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}
}
}
}
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return diff;
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}
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private void TryMovePointToPosition(Point point, Vector3 position)
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{
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Vector2 moveDir = new Vector2(position.x, position.y) - new Vector2(point.position.x, point.position.y);
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int stepsRequired = (int) Mathf.Ceil(moveDir.magnitude / collisionCheckDist);
moveDir.Normalize();
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Vector2 initialPos = new Vector2(point.position.x, point.position.y);
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bool shouldBreak = false;
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for (int i = 0 ; i < stepsRequired; i++)
{
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Vector2 newPos = Vector2.MoveTowards(new Vector2(point.position.x, point.position.y), new Vector2(position.x, position.y), collisionCheckDist);
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point.position.Set(newPos.x, newPos.y, point.position.z);
foreach (var collider in Physics2D.OverlapCircleAll(point.position, ropeRadius, staticColliderMask))
{
if (collider == null) continue;
if (collider.isTrigger) continue;
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// A static collider was met, dont move any further
Vector2 resolvedPos = collider.ClosestPoint(initialPos);
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if (Vector2.Distance(initialPos, resolvedPos) < ignoreResolveThreshold) continue;
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Vector2 penetrationDir = (resolvedPos - new Vector2(point.position.x, point.position.y)).normalized;
Vector2 finalPos = resolvedPos - penetrationDir * ropeRadius;
//Debug.Log($"resolved pos: {point.position}->{finalPos}");
point.position.Set(finalPos.x, finalPos.y, point.position.z);
shouldBreak = true;
break;
}
if (shouldBreak)
break;
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}
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// Move z position
point.position.z = position.z;
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}
private void HandleStaticCollidersOfPoint(Point p)
{
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foreach (var hitCollider in Physics2D.OverlapCircleAll(p.position, ropeRadius*1.1f, staticColliderMask))
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{
if (hitCollider == null) continue;
if (hitCollider.isTrigger) continue;
// Register the squeze force this rope particle is squezing the collider
Vector2 pointPos = new Vector2(p.position.x, p.position.y);
Vector2 resolvedPos = hitCollider.ClosestPoint(pointPos);
Vector2 penetration = resolvedPos - pointPos;
Vector2 finalPos = resolvedPos - penetration.normalized * ropeRadius;
float squezeForce;
if (!colliderToSquezeForce.TryGetValue(hitCollider, out squezeForce))
colliderToSquezeForce.Add(hitCollider, squezeForce + penetration.magnitude);
else
colliderToSquezeForce[hitCollider] = squezeForce + penetration.magnitude;
p.position.Set(finalPos.x, finalPos.y, p.position.z);
}
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}
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void CreateOrderArray()
{
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order = new int[rope.sticks.Length];
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for (int i = 0; i < order.Length; i++)
{
order[i] = i;
}
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ShuffleArray(order, rng);
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}
public static T[] ShuffleArray<T>(T[] array, System.Random prng)
{
int elementsRemainingToShuffle = array.Length;
int randomIndex = 0;
while (elementsRemainingToShuffle > 1)
{
// Choose a random element from array
randomIndex = prng.Next(0, elementsRemainingToShuffle);
T chosenElement = array[randomIndex];
// Swap the randomly chosen element with the last unshuffled element in the array
elementsRemainingToShuffle--;
array[randomIndex] = array[elementsRemainingToShuffle];
array[elementsRemainingToShuffle] = chosenElement;
}
return array;
}
}