fgm24/Assets/Scripts/Rope/RopeSimulator.cs

436 lines
14 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Unity.VisualScripting;
using UnityEditor.ShaderGraph.Drawing;
using UnityEngine;
using UnityEngine.Analytics;
using UnityEngine.Rendering;
using UnityUtils;
public class RopeSimulator : MonoBehaviour
{
[SerializeField]
private float gravity = 10;
[SerializeField]
private int solveIterations = 10;
[SerializeField]
private bool constrainStickMinLength;
[SerializeField]
RopeJoint start, end;
[SerializeField]
float subDivision = 50f;
[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]
Transform ropeCollidersParent;
[SerializeField]
LayerMask staticColliderMask;
[SerializeField, Range(0f, 100f)]
float pullForce = 20f;
[SerializeField]
float xyGravityDampScalor = 1f;
[SerializeField, Range(0f, 20f)]
public float ropeExtendSpeed, ropeShrinkSpeed;
public float squezeDamage = 1f;
[SerializeField]
public float ropeMaxLength, ropeMinLength;
[Header("Rendering")]
[SerializeField] LineRenderer lineRenderer;
int[] order;
Rope rope;
Dictionary<Collider2D, float> colliderToSquezeForce = new();
private void Start()
{
//rope = new RopeBuilder()
// .AddPoint(new Point(testPos, locked: true))
// .AddPoint(new Point(testPos.Add(x:5f)))
// .AddPoint(new Point(testPos.Add(x: 10f)))
// .AddPoint(new Point(testPos.Add(x: 15f)))
// .AddPoint(new Point(testPos.Add(x: 20f)))
// .ConnectPoints(0, 1)
// .ConnectPoints(1, 2)
// .ConnectPoints(2, 3)
// .ConnectPoints(3, 4)
// .Build();
Rebuild();
start.playerInput.ropeLengthShrinken += ShrinkenRope;
end.playerInput.ropeLengthShrinken += ShrinkenRope;
start.playerInput.ropeLengthExtend += ExtendRope;
end.playerInput.ropeLengthExtend += ExtendRope;
}
void ShrinkenRope(int playerNumber)
{
int prevSubDivision = (int) subDivision;
subDivision -= ropeShrinkSpeed * Time.deltaTime;
if (subDivision < ropeMinLength)
subDivision = ropeMinLength;
if (prevSubDivision - (int)subDivision <= 0) return;
// Shrink from start
rope.sticks.Clear();
rope.points.RemoveAt(1);
var builder = new RopeBuilder(rope.points, rope.sticks);
// Re-gen sticks
for (int i = 0; i < (int) subDivision; i++)
{
builder.ConnectPointsWithDesiredLength(i, i + 1, distBetweenRopePoints);
}
rope = builder.Build();
RebuildRopeColliders();
CreateOrderArray();
}
void ExtendRope(int playerNumber)
{
int prevSubDivision = (int)subDivision;
subDivision += ropeExtendSpeed * Time.deltaTime;
if (subDivision > ropeMaxLength)
subDivision = ropeMaxLength;
if (prevSubDivision - (int) subDivision >= 0) return;
// Extend from start
rope.points.Insert(1, new Point(rope.points[1].position));
rope.sticks.Clear();
// Ripple existing rope points
//for (int i = 2; i < (int) subDivision; i++)
//{
// rope.points[i].position = rope.points[i + 1].position;
//}
var builder = new RopeBuilder(rope.points, rope.sticks);
// Re-gen sticks
for (int i = 0; i < (int)subDivision; i++)
{
//Debug.Log($"Reg-gen stick. from: {i} to {i + 1}, with dist: {distBetweenRopePoints}");
builder.ConnectPointsWithDesiredLength(i, i + 1, distBetweenRopePoints);
}
rope = builder.Build();
RebuildRopeColliders();
CreateOrderArray();
}
private void OnDestroy()
{
start.playerInput.ropeLengthShrinken -= ShrinkenRope;
end.playerInput.ropeLengthShrinken -= ShrinkenRope;
start.playerInput.ropeLengthExtend -= ExtendRope;
end.playerInput.ropeLengthExtend -= ExtendRope;
}
private void Rebuild()
{
Debug.Log("rebuild");
RopeBuilder builder = new RopeBuilder();
builder.AddPoint(new Point(start.position, locked: true));
for (int i = 1; i < (int) subDivision; i++)
{
Vector3 pointPos = Vector3.Lerp(start.position, end.position, (float)i / (float)(int)subDivision);
//Debug.Log($"pos: {pointPos}, t={i / subDivision}");
Debug.DrawRay(pointPos, (end.position - start.position).normalized);
builder.AddPoint(new Point(pointPos));
}
builder.AddPoint(new Point(end.position, locked: true));
for (int i = 0; i < (int) subDivision; i++)
{
builder.ConnectPointsWithDesiredLength(i, i + 1, desiredLength: distBetweenRopePoints);
}
rope = builder.Build();
RebuildRopeColliders();
CreateOrderArray();
}
private void RebuildRopeColliders()
{
ropeCollidersParent.DestroyChildren();
foreach (var point in rope.points)
{
GameObject ropeCollider = new GameObject("Rope Collider");
ropeCollider.transform.parent = ropeCollidersParent;
ropeCollider.transform.position = point.position;
ropeCollider.layer = LayerMask.NameToLayer("Rope");
var colliderComponent = ropeCollider.AddComponent<CircleCollider2D>();
colliderComponent.radius = ropeRadius;
var rigidBody = ropeCollider.AddComponent<Rigidbody2D>();
rigidBody.isKinematic = true;
}
}
private void Update()
{
//Debug.Log($"overshoot: {rope.CalculateLengthOvershoot()}");
//ShrinkenRope(1);
//ExtendRope(0);
colliderToSquezeForce.Clear();
rope.points.First().position = start.position;
rope.points.Last().position = end.position;
Simulate();
// Update the rope collider positions
for (int i = 0; i < rope.points.Count; i++)
{
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();
if (overshoot > 0)
{
//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)
{
Vector2 pullDirection = (rope.points[rope.points.Count - 2].position - end.position).normalized;
Vector2 force = pullDirection * overshoot * (pullForce / divider);
end.body.AddForce(force);
}
else
{
end.body.velocity *= 0;
}
}
// Handle squeze kills
foreach (var collider in colliderToSquezeForce)
{
ISquezeDamageReceiver squezeDamageReceiver = collider.Key.transform.root.GetComponent<ISquezeDamageReceiver>();
if (squezeDamageReceiver == null)
squezeDamageReceiver = collider.Key.GetComponent<ISquezeDamageReceiver>();
if (squezeDamageReceiver == null) continue;
squezeDamageReceiver.TakeSquezeDamage(collider.Value * squezeDamage);
}
// Update line renderer
var positions = rope.points.Select(p => new Vector3(p.position.x, p.position.y, 0f)).ToArray();
lineRenderer.positionCount = positions.Length;
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()
{
if (!Application.isPlaying) return;
foreach (var point in rope.points)
{
//Debug.Log($"pos: {point.position}");
Gizmos.DrawSphere(point.position, ropeRadius);
}
}
void Simulate()
{
foreach (Point p in rope.points)
{
if (!p.locked)
{
Vector3 positionBeforeUpdate = p.position;
p.position += p.position - p.prevPosition;
p.position.z -= gravity * Time.deltaTime * Time.deltaTime;
p.prevPosition = positionBeforeUpdate;
}
}
for (int i = 0; i < solveIterations; i++)
{
for (int s = 0; s < rope.sticks.Count; s++)
{
Stick stick = rope.sticks[order[s]];
if (stick.dead)
{
continue;
}
Vector3 stickCentre = (stick.A.position + stick.B.position) / 2;
Vector3 stickDir = (stick.A.position - stick.B.position).normalized;
float length = Vector2.Distance(stick.A.position, stick.B.position);
if (length > stick.desiredLength || constrainStickMinLength)
{
if (!stick.A.locked)
{
TryMovePointToPosition(stick.A, stickCentre + stickDir * stick.desiredLength / 2);
}
if (!stick.B.locked)
{
TryMovePointToPosition(stick.B, stickCentre - stickDir * stick.desiredLength / 2);
}
}
}
}
}
private void TryMovePointToPosition(Point point, Vector3 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);
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);
foreach (var collider in Physics2D.OverlapCircleAll(point.position, ropeRadius, staticColliderMask))
{
if (collider == null) continue;
if (collider.isTrigger) continue;
// A static collider was met, dont move any further
Vector2 resolvedPos = collider.ClosestPoint(initialPos);
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
point.position.z = position.z;
}
private void HandleStaticCollidersOfPoint(Point p)
{
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;
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);
}
}
void CreateOrderArray()
{
order = new int[rope.sticks.Count];
for (int i = 0; i < order.Length; i++)
{
order[i] = i;
}
ShuffleArray(order, new System.Random());
}
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;
}
}