rope with gravity effect

This commit is contained in:
Sveske Juice 2024-02-02 17:47:40 -08:00
parent 5e36616873
commit 8b10b735c9
4 changed files with 38 additions and 21 deletions

View File

@ -1515,7 +1515,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 27ac133d9e10e544ba603e07122e3359, type: 3} m_Script: {fileID: 11500000, guid: 27ac133d9e10e544ba603e07122e3359, type: 3}
m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
gravity: 0 gravity: 15
solveIterations: 10 solveIterations: 10
constrainStickMinLength: 0 constrainStickMinLength: 0
start: {fileID: 1451580753} start: {fileID: 1451580753}
@ -1530,6 +1530,7 @@ MonoBehaviour:
serializedVersion: 2 serializedVersion: 2
m_Bits: 1 m_Bits: 1
pullForce: 65 pullForce: 65
xyGravityDampScalor: 1
lineRenderer: {fileID: 1973576218} lineRenderer: {fileID: 1973576218}
testPos: {x: 0, y: 0} testPos: {x: 0, y: 0}
--- !u!120 &1973576218 --- !u!120 &1973576218

View File

@ -33,7 +33,6 @@ public class HealthComponent : MonoBehaviour, ISquezeDamageReceiver
public void TakeSquezeDamage(float squezeDamage) public void TakeSquezeDamage(float squezeDamage)
{ {
Debug.Log($"Taking {squezeDamage}");
if (squezeDamage < minThreshold) return; if (squezeDamage < minThreshold) return;
TakeDamage((int) Mathf.Round(squezeDamage * squezeDamageScalor)); TakeDamage((int) Mathf.Round(squezeDamage * squezeDamageScalor));

View File

@ -3,10 +3,10 @@ using UnityEngine;
[System.Serializable] [System.Serializable]
public class Point public class Point
{ {
public Vector2 position, prevPosition; public Vector3 position, prevPosition;
public bool locked; public bool locked;
public Point(Vector2 position, bool locked = false) public Point(Vector3 position, bool locked = false)
{ {
this.position = position; this.position = position;
this.prevPosition = position; this.prevPosition = position;

View File

@ -47,6 +47,9 @@ public class RopeSimulator : MonoBehaviour
[SerializeField, Range(0f, 100f)] [SerializeField, Range(0f, 100f)]
float pullForce = 20f; float pullForce = 20f;
[SerializeField]
float xyGravityDampScalor = 1f;
[Header("Rendering")] [Header("Rendering")]
[SerializeField] LineRenderer lineRenderer; [SerializeField] LineRenderer lineRenderer;
@ -75,7 +78,7 @@ public class RopeSimulator : MonoBehaviour
builder.AddPoint(new Point(start.position, locked: true)); builder.AddPoint(new Point(start.position, locked: true));
for (int i = 1; i < subDivision; i++) for (int i = 1; i < subDivision; i++)
{ {
Vector2 pointPos = Vector2.Lerp(start.position, end.position, (float)i / (float)subDivision); Vector3 pointPos = Vector3.Lerp(start.position, end.position, (float)i / (float)subDivision);
//Debug.Log($"pos: {pointPos}, t={i / subDivision}"); //Debug.Log($"pos: {pointPos}, t={i / subDivision}");
Debug.DrawRay(pointPos, (end.position - start.position).normalized); Debug.DrawRay(pointPos, (end.position - start.position).normalized);
builder.AddPoint(new Point(pointPos)); builder.AddPoint(new Point(pointPos));
@ -93,6 +96,7 @@ public class RopeSimulator : MonoBehaviour
{ {
GameObject ropeCollider = new GameObject("Rope Collider"); GameObject ropeCollider = new GameObject("Rope Collider");
ropeCollider.transform.parent = ropeCollidersParent; ropeCollider.transform.parent = ropeCollidersParent;
ropeCollider.transform.position = point.position;
ropeCollider.layer = LayerMask.NameToLayer("Rope"); ropeCollider.layer = LayerMask.NameToLayer("Rope");
var colliderComponent = ropeCollider.AddComponent<CircleCollider2D>(); var colliderComponent = ropeCollider.AddComponent<CircleCollider2D>();
@ -129,7 +133,7 @@ public class RopeSimulator : MonoBehaviour
if (overshoot > 0) if (overshoot > 0)
{ {
//start.position = prevStartPos; //start.position = prevStartPos;
Vector2 pullDirection = (rope.points.ElementAt(1).position - new Vector2(start.position.x, start.position.y)).normalized; Vector2 pullDirection = (rope.points.ElementAt(1).position - start.position).normalized;
start.gameObject.GetComponent<Rigidbody2D>().AddForce(pullDirection * overshoot * pullForce); start.gameObject.GetComponent<Rigidbody2D>().AddForce(pullDirection * overshoot * pullForce);
} }
@ -146,6 +150,15 @@ public class RopeSimulator : MonoBehaviour
var positions = rope.points.Select(p => new Vector3(p.position.x, p.position.y, 0f)).ToArray(); var positions = rope.points.Select(p => new Vector3(p.position.x, p.position.y, 0f)).ToArray();
lineRenderer.positionCount = positions.Length; lineRenderer.positionCount = positions.Length;
lineRenderer.SetPositions(positions); lineRenderer.SetPositions(positions);
// 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);
}
} }
private void OnDrawGizmos() private void OnDrawGizmos()
@ -165,9 +178,9 @@ public class RopeSimulator : MonoBehaviour
{ {
if (!p.locked) if (!p.locked)
{ {
Vector2 positionBeforeUpdate = p.position; Vector3 positionBeforeUpdate = p.position;
p.position += p.position - p.prevPosition; p.position += p.position - p.prevPosition;
p.position += Vector2.down * gravity * Time.deltaTime * Time.deltaTime; p.position.z -= gravity * Time.deltaTime * Time.deltaTime;
p.prevPosition = positionBeforeUpdate; p.prevPosition = positionBeforeUpdate;
} }
} }
@ -182,8 +195,8 @@ public class RopeSimulator : MonoBehaviour
continue; continue;
} }
Vector2 stickCentre = (stick.A.position + stick.B.position) / 2; Vector3 stickCentre = (stick.A.position + stick.B.position) / 2;
Vector2 stickDir = (stick.A.position - stick.B.position).normalized; Vector3 stickDir = (stick.A.position - stick.B.position).normalized;
float length = (stick.A.position - stick.B.position).magnitude; float length = (stick.A.position - stick.B.position).magnitude;
if (length > stick.desiredLength || constrainStickMinLength) if (length > stick.desiredLength || constrainStickMinLength)
@ -201,16 +214,17 @@ public class RopeSimulator : MonoBehaviour
} }
} }
private void TryMovePointToPosition(Point point, Vector2 position) private void TryMovePointToPosition(Point point, Vector3 position)
{ {
Vector2 moveDir = position - point.position; Vector2 moveDir = new Vector2(position.x, position.y) - new Vector2(point.position.x, point.position.y);
int stepsRequired = (int) Mathf.Ceil(moveDir.magnitude / collisionCheckDist); int stepsRequired = (int) Mathf.Ceil(moveDir.magnitude / collisionCheckDist);
moveDir.Normalize(); moveDir.Normalize();
Vector2 initialPos = point.position;
Vector2 initialPos = new Vector2(point.position.x, point.position.y);
for (int i = 0 ; i < stepsRequired; i++) for (int i = 0 ; i < stepsRequired; i++)
{ {
Vector2 newPos = Vector2.MoveTowards(point.position, position, collisionCheckDist); Vector2 newPos = Vector2.MoveTowards(new Vector2(point.position.x, point.position.y), new Vector2(position.x, position.y), collisionCheckDist);
point.position = newPos; point.position.Set(newPos.x, newPos.y, point.position.z);
Collider2D collider = Physics2D.OverlapCircle(point.position, ropeRadius, staticColliderMask); Collider2D collider = Physics2D.OverlapCircle(point.position, ropeRadius, staticColliderMask);
if (collider == null) continue; if (collider == null) continue;
@ -219,13 +233,15 @@ public class RopeSimulator : MonoBehaviour
if (Vector2.Distance(initialPos, resolvedPos) < ignoreResolveThreshold) continue; if (Vector2.Distance(initialPos, resolvedPos) < ignoreResolveThreshold) continue;
Vector2 penetrationDir = (resolvedPos - point.position).normalized; Vector2 penetrationDir = (resolvedPos - new Vector2(point.position.x, point.position.y)).normalized;
Vector2 finalPos = resolvedPos - penetrationDir * ropeRadius; Vector2 finalPos = resolvedPos - penetrationDir * ropeRadius;
//Debug.Log($"resolved pos: {point.position}->{finalPos}"); //Debug.Log($"resolved pos: {point.position}->{finalPos}");
point.position = finalPos; point.position.Set(finalPos.x, finalPos.y, point.position.z);
//point.prevPosition = finalPos;
break; break;
} }
// Move z position
point.position.z = position.z;
} }
private void HandleStaticCollidersOfPoint(Point p) private void HandleStaticCollidersOfPoint(Point p)
@ -234,8 +250,9 @@ public class RopeSimulator : MonoBehaviour
if (hitCollider == null) return; if (hitCollider == null) return;
// Register the squeze force this rope particle is squezing the collider // Register the squeze force this rope particle is squezing the collider
Vector2 resolvedPos = hitCollider.ClosestPoint(p.position); Vector2 pointPos = new Vector2(p.position.x, p.position.y);
Vector2 penetration = resolvedPos - p.position; Vector2 resolvedPos = hitCollider.ClosestPoint(pointPos);
Vector2 penetration = resolvedPos - pointPos;
Vector2 finalPos = resolvedPos - penetration.normalized * ropeRadius; Vector2 finalPos = resolvedPos - penetration.normalized * ropeRadius;
float squezeForce; float squezeForce;
@ -244,7 +261,7 @@ public class RopeSimulator : MonoBehaviour
else else
colliderToSquezeForce[hitCollider] = squezeForce + penetration.magnitude; colliderToSquezeForce[hitCollider] = squezeForce + penetration.magnitude;
p.position = finalPos; p.position.Set(finalPos.x, finalPos.y, p.position.z);
} }
void CreateOrderArray() void CreateOrderArray()