MegaRopeDeform.cs 15 KB

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  1. using UnityEngine;
  2. using System.Collections.Generic;
  3. // We only need do vertical movement for first draft
  4. [AddComponentMenu("Modifiers/Rope Deform")]
  5. public class MegaRopeDeform : MegaModifier
  6. {
  7. public override string ModName() { return "RopeDeform"; }
  8. public override string GetHelpURL() { return "?page_id=1524"; }
  9. public float floorOff = 0.0f; // floor offset
  10. public int NumMasses = 8; // masses
  11. public MegaSoft2D soft = new MegaSoft2D();
  12. public float timeStep = 0.01f;
  13. public float Mass = 10.0f; // Mass of system
  14. public MegaAxis axis = MegaAxis.Z;
  15. public AnimationCurve stiffnessCrv = new AnimationCurve(new Keyframe(0, 1), new Keyframe(1, 1));
  16. public float stiffspring = 1.0f;
  17. public float stiffdamp = 0.1f;
  18. public float spring = 1.0f;
  19. public float damp = 1.0f;
  20. public float off = 0.0f;
  21. public bool init = false;
  22. public float SpringCompress = 1.0f;
  23. public bool BendSprings = true;
  24. public bool Constraints = true;
  25. public float DampingRatio = 0.5f;
  26. public int pconl;
  27. public int pconr;
  28. public bool DisplayDebug = true;
  29. public int drawsteps = 20;
  30. public float boxsize = 0.01f;
  31. public Transform left;
  32. public Transform right;
  33. public float weight = 0.0f;
  34. public float weightPos = 0.5f;
  35. public Vector2[] masspos;
  36. int ax;
  37. float minx;
  38. float width;
  39. // We could add a rotate just lerp a normal etc
  40. // y is minor axis
  41. public override Vector3 Map(int i, Vector3 p)
  42. {
  43. p = tm.MultiplyPoint3x4(p);
  44. // We could precalc this
  45. float alpha = (p[ax] - minx) / width;
  46. // Cubic from rope for this
  47. Vector2 y = Interp1a(alpha); //masses[m].p.y + ((masses[m + 1].p.y - masses[m].p.y) * a);
  48. p.y += y.y + (off * 0.01f);
  49. p[ax] = y.x;
  50. return invtm.MultiplyPoint3x4(p);
  51. }
  52. public override bool ModLateUpdate(MegaModContext mc)
  53. {
  54. ax = (int)axis;
  55. minx = bbox.min[ax];
  56. width = bbox.max[ax] - bbox.min[ax];
  57. if ( init || NumMasses != soft.masses.Count )
  58. {
  59. init = false;
  60. Init();
  61. }
  62. AddWeight();
  63. UpdateRope();
  64. return Prepare(mc);
  65. }
  66. public override bool Prepare(MegaModContext mc)
  67. {
  68. return true;
  69. }
  70. public void Build(MegaModContext mc)
  71. {
  72. }
  73. // Do physics
  74. public void UpdateRope()
  75. {
  76. if ( soft != null )
  77. {
  78. soft.Update();
  79. for ( int i = 0; i < soft.masses.Count; i++ )
  80. {
  81. masspos[i + 1] = soft.masses[i].pos;
  82. soft.masses[i].forcec = Vector2.zero;
  83. }
  84. masspos[0] = soft.masses[0].pos - (soft.masses[1].pos - soft.masses[0].pos);
  85. masspos[masspos.Length - 1] = soft.masses[soft.masses.Count - 1].pos + (soft.masses[soft.masses.Count - 1].pos - soft.masses[soft.masses.Count - 2].pos);
  86. if ( left != null ) //&& pconl != null )
  87. {
  88. Vector3 p = transform.worldToLocalMatrix.MultiplyPoint(left.position);
  89. soft.constraints[pconl].pos.x = p[ax];
  90. soft.constraints[pconl].pos.y = p.y;
  91. }
  92. if ( right != null ) //&& pconr != null )
  93. {
  94. Vector3 p = transform.worldToLocalMatrix.MultiplyPoint(right.position);
  95. soft.constraints[pconr].pos.x = p[ax];
  96. soft.constraints[pconr].pos.y = p.y;
  97. }
  98. }
  99. }
  100. public void Init()
  101. {
  102. if ( soft.masses == null )
  103. soft.masses = new List<Mass2D>();
  104. soft.masses.Clear();
  105. float ms = Mass / (float)(NumMasses);
  106. int ax = (int)axis;
  107. Vector2 pos = Vector2.zero;
  108. damp = (DampingRatio * 0.45f) * (2.0f * Mathf.Sqrt(ms * spring));
  109. for ( int i = 0; i < NumMasses; i++ )
  110. {
  111. float alpha = (float)i / (float)(NumMasses - 1);
  112. pos.x = Mathf.Lerp(bbox.min[ax], bbox.max[ax], alpha);
  113. Mass2D rm = new Mass2D(ms, pos);
  114. soft.masses.Add(rm);
  115. }
  116. masspos = new Vector2[soft.masses.Count + 2];
  117. for ( int i = 0; i < soft.masses.Count; i++ )
  118. masspos[i + 1] = soft.masses[i].pos;
  119. if ( soft.springs == null )
  120. soft.springs = new List<Spring2D>();
  121. soft.springs.Clear();
  122. if ( soft.constraints == null )
  123. soft.constraints = new List<Constraint2D>();
  124. soft.constraints.Clear();
  125. for ( int i = 0; i < soft.masses.Count - 1; i++ )
  126. {
  127. Spring2D spr = new Spring2D(i, i + 1, spring, damp, soft);
  128. //float len = spr.restLen;
  129. spr.restLen *= SpringCompress;
  130. soft.springs.Add(spr);
  131. if ( Constraints )
  132. {
  133. // Do we use restLen or len here?
  134. Constraint2D lcon = Constraint2D.CreateLenCon(i, i + 1, spr.restLen);
  135. soft.constraints.Add(lcon);
  136. }
  137. }
  138. if ( BendSprings )
  139. {
  140. int gap = 2;
  141. for ( int i = 0; i < soft.masses.Count - gap; i++ )
  142. {
  143. float alpha = (float)i / (float)soft.masses.Count;
  144. Spring2D spr = new Spring2D(i, i + gap, stiffspring * stiffnessCrv.Evaluate(alpha), stiffdamp * stiffnessCrv.Evaluate(alpha), soft);
  145. soft.springs.Add(spr);
  146. Constraint2D lcon = Constraint2D.CreateLenCon(i, i + gap, spr.restLen);
  147. soft.constraints.Add(lcon);
  148. }
  149. }
  150. // Apply fixed end constraints
  151. Constraint2D pcon;
  152. pos.x = bbox.min[ax];
  153. pos.y = 0.0f;
  154. pcon = Constraint2D.CreatePointCon(0, pos);
  155. pconl = soft.constraints.Count;
  156. soft.constraints.Add(pcon);
  157. pos.x = bbox.max[ax];
  158. pcon = Constraint2D.CreatePointCon(soft.masses.Count - 1, pos);
  159. pconr = soft.constraints.Count;
  160. soft.constraints.Add(pcon);
  161. soft.DoConstraints();
  162. }
  163. void DrawSpline(int steps) //, float t)
  164. {
  165. if ( soft.masses != null && soft.masses.Count != 0 )
  166. {
  167. Vector3 prevPt = Interp1a(0.0f);
  168. if ( ax == 2 )
  169. {
  170. float x = prevPt.x;
  171. prevPt.x = prevPt.z;
  172. prevPt.z = x;
  173. }
  174. for ( int i = 1; i <= steps; i++ )
  175. {
  176. if ( (i & 1) == 1 )
  177. Gizmos.color = Color.white;
  178. else
  179. Gizmos.color = Color.black;
  180. float pm = (float)i / (float)steps;
  181. Vector3 currPt = Interp1a(pm);
  182. if ( ax == 2 )
  183. {
  184. float x = currPt.x;
  185. currPt.x = currPt.z;
  186. currPt.z = x;
  187. }
  188. Gizmos.DrawLine(prevPt, currPt);
  189. prevPt = currPt;
  190. }
  191. }
  192. }
  193. public void OnDrawGizmos()
  194. {
  195. Display();
  196. }
  197. // Mmm should be in gizmo code
  198. void Display()
  199. {
  200. Gizmos.matrix = transform.localToWorldMatrix;
  201. if ( DisplayDebug && soft != null && soft.masses != null )
  202. {
  203. DrawSpline(drawsteps); //, vel * 0.0f);
  204. Vector3 p = Vector3.zero;
  205. Gizmos.color = Color.yellow;
  206. for ( int i = 0; i < soft.masses.Count; i++ )
  207. {
  208. if ( ax == 0 )
  209. {
  210. p.x = soft.masses[i].pos.x;
  211. p.y = soft.masses[i].pos.y; // + (off * 0.01f);
  212. p.z = 0.0f;
  213. }
  214. else
  215. {
  216. p.z = soft.masses[i].pos.x;
  217. p.y = soft.masses[i].pos.y; // + (off * 0.01f);
  218. p.x = 0.0f;
  219. }
  220. Gizmos.DrawCube(p, Vector3.one * boxsize * 0.1f);
  221. }
  222. if ( weightPos >= 0.0f && weightPos < 100.0f )
  223. {
  224. Gizmos.color = Color.blue;
  225. Vector2 pos = Interp1a(weightPos * 0.01f);
  226. if ( ax == 0 )
  227. {
  228. p.x = pos.x;
  229. p.y = pos.y; // + (off * 0.01f);
  230. p.z = 0.0f;
  231. }
  232. else
  233. {
  234. p.z = pos.x;
  235. p.y = pos.y; // + (off * 0.01f);
  236. p.x = 0.0f;
  237. }
  238. Gizmos.DrawCube(p, Vector3.one * boxsize * 0.2f);
  239. }
  240. }
  241. Gizmos.matrix = Matrix4x4.identity;
  242. }
  243. // Spline interp etc
  244. public Vector2 Interp1(float t)
  245. {
  246. int numSections = soft.masses.Count - 3;
  247. int currPt = Mathf.Min(Mathf.FloorToInt(t * (float)numSections), numSections - 1);
  248. float u = t * (float)numSections - (float)currPt;
  249. Vector2 a = soft.masses[currPt].pos;
  250. Vector2 b = soft.masses[currPt + 1].pos;
  251. Vector2 c = soft.masses[currPt + 2].pos;
  252. Vector2 d = soft.masses[currPt + 3].pos;
  253. return 0.5f * ((-a + 3f * b - 3f * c + d) * (u * u * u) + (2f * a - 5f * b + 4f * c - d) * (u * u) + (-a + c) * u + 2f * b);
  254. }
  255. // Need to build coefs after sim then this becomes faster
  256. public Vector2 Interp1a(float t)
  257. {
  258. int numSections = masspos.Length - 3;
  259. int currPt = Mathf.Min(Mathf.FloorToInt(t * (float)numSections), numSections - 1);
  260. float u = t * (float)numSections - (float)currPt;
  261. Vector2 a = masspos[currPt];
  262. Vector2 b = masspos[currPt + 1];
  263. Vector2 c = masspos[currPt + 2];
  264. Vector2 d = masspos[currPt + 3];
  265. return 0.5f * ((-a + 3f * b - 3f * c + d) * (u * u * u) + (2f * a - 5f * b + 4f * c - d) * (u * u) + (-a + c) * u + 2f * b);
  266. }
  267. void AddWeight()
  268. {
  269. if ( weightPos >= 0.0f && weightPos < 100.0f )
  270. {
  271. float num = (float)(soft.masses.Count - 1);
  272. int m1 = (int)(num * weightPos * 0.01f);
  273. int m2 = m1 + 1;
  274. float alpha = ((float)num * weightPos * 0.01f) - (float)m1;
  275. Vector3 frc = Vector2.zero;
  276. frc.y = weight * (1.0f - alpha);
  277. soft.masses[m1].forcec = frc;
  278. frc.y = weight * alpha;
  279. soft.masses[m2].forcec = frc;
  280. }
  281. }
  282. public float GetPos(float alpha)
  283. {
  284. Vector2 p = Interp1a(alpha);
  285. return p.y;
  286. }
  287. public Vector2 GetPos2(float alpha)
  288. {
  289. return Interp1a(alpha);
  290. }
  291. public Vector2 GetPos3(float v)
  292. {
  293. for ( int i = 1; i < masspos.Length - 1; i++ )
  294. {
  295. if ( v > masspos[i].x && v < masspos[i + 1].x )
  296. {
  297. float u = (v - masspos[i].x) / (masspos[i + 1].x - masspos[i].x);
  298. Vector2 a = masspos[i - 1];
  299. Vector2 b = masspos[i];
  300. Vector2 c = masspos[i + 1];
  301. Vector2 d = masspos[i + 2];
  302. return 0.5f * ((-a + 3f * b - 3f * c + d) * (u * u * u) + (2f * a - 5f * b + 4f * c - d) * (u * u) + (-a + c) * u + 2f * b);
  303. }
  304. }
  305. return Vector2.zero;
  306. }
  307. public Vector2 SetWeight(float v, float weight)
  308. {
  309. for ( int i = 1; i < masspos.Length - 2; i++ )
  310. {
  311. if ( v > masspos[i].x && v < masspos[i + 1].x )
  312. {
  313. float u = (v - masspos[i].x) / (masspos[i + 1].x - masspos[i].x);
  314. Vector2 a = masspos[i - 1];
  315. Vector2 b = masspos[i];
  316. Vector2 c = masspos[i + 1];
  317. Vector2 d = masspos[i + 2];
  318. Vector2 frc = Vector2.zero;
  319. frc.y = weight * (1.0f - u);
  320. soft.masses[i - 1].forcec = frc;
  321. frc.y = weight * u;
  322. soft.masses[i].forcec = frc;
  323. return 0.5f * ((-a + 3.0f * b - 3.0f * c + d) * (u * u * u) + (2.0f * a - 5.0f * b + 4.0f * c - d) * (u * u) + (-a + c) * u + 2.0f * b);
  324. }
  325. }
  326. return Vector2.zero;
  327. }
  328. }
  329. static class AABB_Triangle_Intersection
  330. {
  331. static void FINDMINMAX(float x0, float x1, float x2, out float min, out float max)
  332. {
  333. min = max = x0;
  334. if ( x1 < min ) min = x1;
  335. if ( x1 > max ) max = x1;
  336. if ( x2 < min ) min = x2;
  337. if ( x2 > max ) max = x2;
  338. }
  339. static bool planeBoxOverlap(Vector3 normal, Vector3 vert, Vector3 maxbox)
  340. {
  341. Vector3 vmin, vmax;
  342. float v = vert.x;
  343. if ( normal.x > 0.0f )
  344. {
  345. vmin.x = -maxbox.x - v;
  346. vmax.x = maxbox.x - v;
  347. }
  348. else
  349. {
  350. vmin.x = maxbox.x - v;
  351. vmax.x = -maxbox.x - v;
  352. }
  353. v = vert.y;
  354. if ( normal.y > 0.0f )
  355. {
  356. vmin.y = -maxbox.y - v;
  357. vmax.y = maxbox.y - v;
  358. }
  359. else
  360. {
  361. vmin.y = maxbox.y - v;
  362. vmax.y = -maxbox.y - v;
  363. }
  364. v = vert.z;
  365. if ( normal.z > 0.0f )
  366. {
  367. vmin.z = -maxbox.z - v;
  368. vmax.z = maxbox.z - v;
  369. }
  370. else
  371. {
  372. vmin.z = maxbox.z - v;
  373. vmax.z = -maxbox.z - v;
  374. }
  375. if ( Vector3.Dot(normal, vmin) > 0.0f ) return false;
  376. if ( Vector3.Dot(normal, vmax) >= 0.0f ) return true;
  377. return false;
  378. }
  379. public static bool TriangleBoxOverlap(Vector3 A, Vector3 B, Vector3 C, Bounds Box)
  380. {
  381. return triBoxOverlap(Box.center, Box.extents, new Vector3[] { A, B, C });
  382. }
  383. static bool triBoxOverlap(Vector3 boxcenter, Vector3 boxhalfsize, Vector3[] triverts)
  384. {
  385. float min, max, p0, p1, p2, rad;
  386. Vector3 v0 = triverts[0] - boxcenter;
  387. Vector3 v1 = triverts[1] - boxcenter;
  388. Vector3 v2 = triverts[2] - boxcenter;
  389. Vector3 e0 = v1 - v0;
  390. Vector3 e1 = v2 - v1;
  391. Vector3 e2 = v0 - v2;
  392. float fex = Mathf.Abs(e0.x);
  393. float fey = Mathf.Abs(e0.y);
  394. float fez = Mathf.Abs(e0.z);
  395. #region AXISTEST_X01(e0.z, e0.y, fez, fey);
  396. {
  397. p0 = e0.z * v0.y - e0.y * v0.z;
  398. p2 = e0.z * v2.y - e0.y * v2.z;
  399. if ( p0 < p2 ) { min = p0; max = p2; } else { min = p2; max = p0; }
  400. rad = fez * boxhalfsize.y + fey * boxhalfsize.z;
  401. if ( min > rad || max < -rad ) return false;
  402. }
  403. #endregion
  404. //Debug.Log("post axis");
  405. #region AXISTEST_Y02(e0.z, e0.x, fez, fex);
  406. {
  407. p0 = -e0.z * v0.x + e0.x * v0.z;
  408. p2 = -e0.z * v2.x + e0.x * v2.z;
  409. if ( p0 < p2 ) { min = p0; max = p2; } else { min = p2; max = p0; }
  410. rad = fez * boxhalfsize.x + fex * boxhalfsize.z;
  411. if ( min > rad || max < -rad ) return false;
  412. }
  413. #endregion
  414. #region AXISTEST_Z12(e0.y, e0.x, fey, fex);
  415. {
  416. p1 = e0.y * v1.x - e0.x * v1.y;
  417. p2 = e0.y * v2.x - e0.x * v2.y;
  418. if ( p2 < p1 ) { min = p2; max = p1; } else { min = p1; max = p2; }
  419. rad = fey * boxhalfsize.x + fex * boxhalfsize.y;
  420. if ( min > rad || max < -rad ) return false;
  421. }
  422. #endregion
  423. fex = Mathf.Abs(e1.x);
  424. fey = Mathf.Abs(e1.y);
  425. fez = Mathf.Abs(e1.z);
  426. #region AXISTEST_X01(e1.z, e1.y, fez, fey);
  427. {
  428. p0 = e1.z * v0.y - e1.y * v0.z;
  429. p2 = e1.z * v2.y - e1.y * v2.z;
  430. if ( p0 < p2 ) { min = p0; max = p2; } else { min = p2; max = p0; }
  431. rad = fez * boxhalfsize.y + fey * boxhalfsize.z;
  432. if ( min > rad || max < -rad ) return false;
  433. }
  434. #endregion
  435. #region AXISTEST_Y02(e1.z, e1.x, fez, fex);
  436. {
  437. p0 = -e1.z * v0.x + e1.x * v0.z;
  438. p2 = -e1.z * v2.x + e1.x * v2.z;
  439. if ( p0 < p2 ) { min = p0; max = p2; } else { min = p2; max = p0; }
  440. rad = fez * boxhalfsize.x + fex * boxhalfsize.z;
  441. if ( min > rad || max < -rad ) return false;
  442. }
  443. #endregion
  444. #region AXISTEST_Z0(e1.y, e1.x, fey, fex)
  445. {
  446. p0 = e1.y * v0.x - e1.x * v0.y;
  447. p1 = e1.y * v1.x - e1.x * v1.y;
  448. if ( p0 < p1 ) { min = p0; max = p1; } else { min = p1; max = p0; }
  449. rad = fey * boxhalfsize.x + fex * boxhalfsize.y;
  450. if ( min > rad || max < -rad ) return false;
  451. }
  452. #endregion
  453. fex = Mathf.Abs(e2.x);
  454. fey = Mathf.Abs(e2.y);
  455. fez = Mathf.Abs(e2.z);
  456. #region AXISTEST_X2(e2.z, e2.y, fez, fey);
  457. {
  458. p0 = e2.z * v0.y - e2.y * v0.z;
  459. p1 = e2.z * v1.y - e2.y * v1.z;
  460. if ( p0 < p1 ) { min = p0; max = p1; } else { min = p1; max = p0; }
  461. rad = fez * boxhalfsize.y + fey * boxhalfsize.z;
  462. if ( min > rad || max < -rad ) return false;
  463. }
  464. #endregion
  465. #region AXISTEST_Y1(e2.z, e2.x, fez, fex);
  466. {
  467. p0 = -e2.z * v0.x + e2.x * v0.z;
  468. p1 = -e2.z * v1.x + e2.x * v1.z;
  469. if ( p0 < p1 ) { min = p0; max = p1; } else { min = p1; max = p0; }
  470. rad = fez * boxhalfsize.z + fex * boxhalfsize.z;
  471. if ( min > rad || max < -rad ) return false;
  472. }
  473. #endregion
  474. #region AXISTEST_Z12(e2.y, e2.x, fey, fex);
  475. {
  476. p1 = e2.y * v1.x - e2.x * v1.y;
  477. p2 = e2.y * v2.x - e2.x * v2.y;
  478. if ( p2 < p1 ) { min = p2; max = p1; } else { min = p1; max = p2; }
  479. rad = fey * boxhalfsize.x + fex * boxhalfsize.y;
  480. if ( min > rad || max < -rad ) return false;
  481. }
  482. #endregion
  483. FINDMINMAX(v0.x, v1.x, v2.x, out min, out max);
  484. if ( min > boxhalfsize.x || max < -boxhalfsize.x ) return false;
  485. FINDMINMAX(v0.y, v1.y, v2.y, out min, out max);
  486. if ( min > boxhalfsize.y || max < -boxhalfsize.y ) return false;
  487. FINDMINMAX(v0.z, v1.z, v2.z, out min, out max);
  488. if ( min > boxhalfsize.z || max < -boxhalfsize.z ) return false;
  489. Vector3 normal = Vector3.Cross(e0, e1);
  490. if ( !planeBoxOverlap(normal, v0, boxhalfsize) ) return false; // -NJMP-
  491. return true;
  492. }
  493. }