Merge branch 'main' of https://gitea.deprived.dev/Sveskejuice/fgm24
This commit is contained in:
commit
63ce875dfc
File diff suppressed because it is too large
Load Diff
|
@ -0,0 +1,7 @@
|
|||
fileFormatVersion: 2
|
||||
guid: a2f35f1528d14a74697feb586c5f86f2
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -101,6 +101,9 @@ public class RopeSimulator : MonoBehaviour
|
|||
|
||||
var colliderComponent = ropeCollider.AddComponent<CircleCollider2D>();
|
||||
colliderComponent.radius = ropeRadius;
|
||||
|
||||
var rigidBody = ropeCollider.AddComponent<Rigidbody2D>();
|
||||
rigidBody.isKinematic = true;
|
||||
}
|
||||
CreateOrderArray();
|
||||
}
|
||||
|
@ -221,23 +224,31 @@ public class RopeSimulator : MonoBehaviour
|
|||
moveDir.Normalize();
|
||||
|
||||
Vector2 initialPos = new Vector2(point.position.x, point.position.y);
|
||||
bool shouldBreak = false;
|
||||
for (int i = 0 ; i < stepsRequired; i++)
|
||||
{
|
||||
Vector2 newPos = Vector2.MoveTowards(new Vector2(point.position.x, point.position.y), new Vector2(position.x, position.y), collisionCheckDist);
|
||||
point.position.Set(newPos.x, newPos.y, point.position.z);
|
||||
Collider2D collider = Physics2D.OverlapCircle(point.position, ropeRadius, staticColliderMask);
|
||||
if (collider == null) continue;
|
||||
|
||||
// A static collider was met, dont move any further
|
||||
Vector2 resolvedPos = collider.ClosestPoint(initialPos);
|
||||
foreach (var collider in Physics2D.OverlapCircleAll(point.position, ropeRadius, staticColliderMask))
|
||||
{
|
||||
if (collider == null) continue;
|
||||
if (collider.isTrigger) continue;
|
||||
|
||||
if (Vector2.Distance(initialPos, resolvedPos) < ignoreResolveThreshold) continue;
|
||||
// A static collider was met, dont move any further
|
||||
Vector2 resolvedPos = collider.ClosestPoint(initialPos);
|
||||
|
||||
Vector2 penetrationDir = (resolvedPos - new Vector2(point.position.x, point.position.y)).normalized;
|
||||
Vector2 finalPos = resolvedPos - penetrationDir * ropeRadius;
|
||||
//Debug.Log($"resolved pos: {point.position}->{finalPos}");
|
||||
point.position.Set(finalPos.x, finalPos.y, point.position.z);
|
||||
break;
|
||||
if (Vector2.Distance(initialPos, resolvedPos) < ignoreResolveThreshold) continue;
|
||||
|
||||
Vector2 penetrationDir = (resolvedPos - new Vector2(point.position.x, point.position.y)).normalized;
|
||||
Vector2 finalPos = resolvedPos - penetrationDir * ropeRadius;
|
||||
//Debug.Log($"resolved pos: {point.position}->{finalPos}");
|
||||
point.position.Set(finalPos.x, finalPos.y, point.position.z);
|
||||
shouldBreak = true;
|
||||
break;
|
||||
}
|
||||
if (shouldBreak)
|
||||
break;
|
||||
}
|
||||
|
||||
// Move z position
|
||||
|
@ -246,22 +257,26 @@ public class RopeSimulator : MonoBehaviour
|
|||
|
||||
private void HandleStaticCollidersOfPoint(Point p)
|
||||
{
|
||||
Collider2D hitCollider = Physics2D.OverlapCircle(p.position, ropeRadius, staticColliderMask);
|
||||
if (hitCollider == null) return;
|
||||
foreach (var hitCollider in Physics2D.OverlapCircleAll(p.position, ropeRadius, staticColliderMask))
|
||||
{
|
||||
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;
|
||||
// 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;
|
||||
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);
|
||||
p.position.Set(finalPos.x, finalPos.y, p.position.z);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
void CreateOrderArray()
|
||||
|
|
Loading…
Reference in New Issue