PhysicsManagerWindData.cs 15 KB

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  1. // Magica Cloth.
  2. // Copyright (c) MagicaSoft, 2020-2022.
  3. // https://magicasoft.jp
  4. using Unity.Mathematics;
  5. using UnityEngine;
  6. namespace MagicaCloth
  7. {
  8. /// <summary>
  9. /// 風データ
  10. /// </summary>
  11. public class PhysicsManagerWindData : PhysicsManagerAccess
  12. {
  13. /// <summary>
  14. /// 風タイプ
  15. /// </summary>
  16. public enum WindType
  17. {
  18. None = 0,
  19. Direction,
  20. Area,
  21. }
  22. /// <summary>
  23. /// 形状タイプ
  24. /// </summary>
  25. public enum ShapeType
  26. {
  27. Box = 0,
  28. Sphere = 1,
  29. }
  30. /// <summary>
  31. /// 風向き
  32. /// </summary>
  33. public enum DirectionType
  34. {
  35. OneDirection = 0, // 一定方向
  36. Radial = 1, // 放射状
  37. }
  38. /// <summary>
  39. /// 風フラグビット
  40. /// </summary>
  41. public const uint Flag_Enable = 0x00000001; // 有効フラグ
  42. public const uint Flag_Addition = 0x00000002; // 加算モード
  43. /// <summary>
  44. /// 風データ
  45. /// </summary>
  46. public struct WindData
  47. {
  48. /// <summary>
  49. /// フラグビットデータ
  50. /// </summary>
  51. public uint flag;
  52. /// <summary>
  53. /// 風タイプ
  54. /// </summary>
  55. public WindType windType;
  56. /// <summary>
  57. /// 形状
  58. /// </summary>
  59. public ShapeType shapeType;
  60. /// <summary>
  61. /// 連動トランスフォームインデックス
  62. /// </summary>
  63. public int transformIndex;
  64. /// <summary>
  65. /// 風エリアのサイズ(トランスフォームのローカル軸サイズ)
  66. /// 球形の場合はxに半径
  67. /// </summary>
  68. public float3 areaSize;
  69. /// <summary>
  70. /// 風量
  71. /// </summary>
  72. public float main;
  73. /// <summary>
  74. /// 乱流率(0.0-1.0)
  75. /// </summary>
  76. public float turbulence;
  77. /// <summary>
  78. /// 振動の周期(1.0が基準)
  79. /// </summary>
  80. public float frequency;
  81. /// <summary>
  82. /// 風の中心位置(-1.0 - +1.0)
  83. /// </summary>
  84. //public float3 anchor;
  85. /// <summary>
  86. /// 現在の風の方向(ローカル)
  87. /// </summary>
  88. public float3 direction;
  89. /// <summary>
  90. /// 風向きのタイプ
  91. /// </summary>
  92. public DirectionType directionType;
  93. /// <summary>
  94. /// 風エリアの体積
  95. /// </summary>
  96. public float areaVolume;
  97. /// <summary>
  98. /// 風エリアの最大距離
  99. /// </summary>
  100. public float areaLength;
  101. /// <summary>
  102. /// 減衰カーブ
  103. /// </summary>
  104. public CurveParam attenuation;
  105. /// <summary>
  106. /// フラグ判定
  107. /// </summary>
  108. /// <param name="flag"></param>
  109. /// <returns></returns>
  110. public bool IsFlag(uint flag)
  111. {
  112. return (this.flag & flag) != 0;
  113. }
  114. /// <summary>
  115. /// フラグ設定
  116. /// </summary>
  117. /// <param name="flag"></param>
  118. /// <param name="sw"></param>
  119. public void SetFlag(uint flag, bool sw)
  120. {
  121. if (sw)
  122. this.flag |= flag;
  123. else
  124. this.flag &= ~flag;
  125. }
  126. /// <summary>
  127. /// 有効フラグの設定
  128. /// </summary>
  129. /// <param name="sw"></param>
  130. public void SetEnable(bool sw)
  131. {
  132. if (sw)
  133. flag |= Flag_Enable;
  134. else
  135. flag &= ~Flag_Enable;
  136. }
  137. /// <summary>
  138. /// データが有効か判定する
  139. /// </summary>
  140. /// <returns></returns>
  141. public bool IsActive()
  142. {
  143. return (flag & Flag_Enable) != 0;
  144. }
  145. }
  146. //=========================================================================================
  147. /// <summary>
  148. /// 風データリスト
  149. /// </summary>
  150. public FixedNativeList<WindData> windDataList;
  151. //=========================================================================================
  152. /// <summary>
  153. /// 初期設定
  154. /// </summary>
  155. public override void Create()
  156. {
  157. windDataList = new FixedNativeList<WindData>();
  158. }
  159. /// <summary>
  160. /// 破棄
  161. /// </summary>
  162. public override void Dispose()
  163. {
  164. if (windDataList == null)
  165. return;
  166. windDataList.Dispose();
  167. }
  168. //=========================================================================================
  169. public int CreateWind(
  170. WindType windType, ShapeType shapeType, float3 areaSize, bool addition, float main, float turbulence, float frequency,
  171. float3 direction, DirectionType directinType, float areaVolume, float areaLength, BezierParam attenuation
  172. )
  173. {
  174. var data = new WindData();
  175. uint flag = Flag_Enable;
  176. flag |= addition ? Flag_Addition : 0;
  177. data.flag = flag;
  178. data.windType = windType;
  179. data.shapeType = shapeType;
  180. data.transformIndex = -1;
  181. data.areaSize = areaSize;
  182. data.main = main;
  183. data.turbulence = turbulence;
  184. data.frequency = frequency;
  185. //data.anchor = math.clamp(anchor, -1, 1);
  186. data.direction = direction; // local
  187. data.directionType = directinType;
  188. data.areaVolume = areaVolume;
  189. data.areaLength = areaLength;
  190. data.attenuation.Setup(attenuation);
  191. int windId = windDataList.Add(data);
  192. return windId;
  193. }
  194. public void RemoveWind(int windId)
  195. {
  196. if (windId >= 0)
  197. {
  198. windDataList.Remove(windId);
  199. }
  200. }
  201. /// <summary>
  202. /// 風の有効フラグ切り替え
  203. /// </summary>
  204. /// <param name="windId"></param>
  205. /// <param name="sw"></param>
  206. public void SetEnable(int windId, bool sw, Transform target)
  207. {
  208. if (windId >= 0)
  209. {
  210. WindData data = windDataList[windId];
  211. data.SetEnable(sw);
  212. // 連動トランスフォームを登録/解除
  213. if (sw)
  214. {
  215. if (data.transformIndex == -1)
  216. {
  217. data.transformIndex = Bone.AddBone(target);
  218. }
  219. }
  220. else
  221. {
  222. if (data.transformIndex >= 0)
  223. {
  224. Bone.RemoveBone(data.transformIndex);
  225. data.transformIndex = -1;
  226. }
  227. }
  228. windDataList[windId] = data;
  229. }
  230. }
  231. /// <summary>
  232. /// 風が有効状態か判定する
  233. /// </summary>
  234. /// <param name="windId"></param>
  235. /// <returns></returns>
  236. public bool IsActive(int windId)
  237. {
  238. if (windId >= 0)
  239. return windDataList[windId].IsActive();
  240. else
  241. return false;
  242. }
  243. /// <summary>
  244. /// 風の状態フラグ設定
  245. /// </summary>
  246. /// <param name="windId"></param>
  247. /// <param name="flag"></param>
  248. /// <param name="sw"></param>
  249. public void SetFlag(int windId, uint flag, bool sw)
  250. {
  251. if (windId < 0)
  252. return;
  253. WindData data = windDataList[windId];
  254. data.SetFlag(flag, sw);
  255. windDataList[windId] = data;
  256. }
  257. public void SetParameter(
  258. int windId, float3 areaSize, bool addition, float main, float turbulence, float frequency,
  259. float3 direction, float areaVolume, float areaLength, BezierParam attenuation
  260. )
  261. {
  262. if (windId < 0)
  263. return;
  264. WindData data = windDataList[windId];
  265. data.SetFlag(Flag_Addition, addition);
  266. data.areaSize = areaSize;
  267. data.main = main;
  268. data.turbulence = turbulence;
  269. data.frequency = frequency;
  270. //data.anchor = math.clamp(anchor, -1, 1);
  271. data.direction = direction; // local
  272. data.areaVolume = areaVolume;
  273. data.areaLength = areaLength;
  274. data.attenuation.Setup(attenuation);
  275. windDataList[windId] = data;
  276. }
  277. public int Count
  278. {
  279. get
  280. {
  281. if (windDataList == null)
  282. return 0;
  283. return windDataList.Count;
  284. }
  285. }
  286. //=========================================================================================
  287. /// <summary>
  288. /// 座標をもとに風の力を計算して返す
  289. /// </summary>
  290. /// <param name="time"></param>
  291. /// <param name="noiseBasePos"></param>
  292. /// <param name="mainDir"></param>
  293. /// <param name="main"></param>
  294. /// <param name="turbulence"></param>
  295. /// <param name="frequency"></param>
  296. /// <param name="randomScale"></param>
  297. /// <returns></returns>
  298. internal static float3 CalcWindForce(float time, float2 noiseBasePos, float3 mainDir, float main, float turbulence, float frequency, float randomScale)
  299. {
  300. // 風量による計算比率
  301. float ratio = main / 30.0f; // 風速30を基準
  302. // 風向きのランダム角度(風量に比例する)
  303. float rang = 15.0f + 15.0f * ratio;
  304. // 風向きの周期
  305. float dirFreq = 1.0f + 2.0f * ratio; // 1.0 - 3.0
  306. dirFreq *= frequency;
  307. // 方向ノイズ
  308. var noisePos1 = noiseBasePos.xy;
  309. var noisePos2 = noiseBasePos.yx;
  310. noisePos1.x += time * dirFreq; // 周期(数値を高くするとランダム性が増す)2.0f?
  311. noisePos2.y += time * dirFreq; // 周期(数値を高くするとランダム性が増す)2.0f?
  312. var nv1 = noise.snoise(noisePos1); // -1.0f~1.0f
  313. var nv2 = noise.snoise(noisePos2); // -1.0f~1.0f
  314. // 方向のランダム性
  315. var ang1 = math.radians(nv1 * rang);
  316. var ang2 = math.radians(nv2 * rang);
  317. ang1 *= turbulence; // 乱流率
  318. ang2 *= turbulence; // 乱流率
  319. var rq = quaternion.Euler(ang1, ang2, 0.0f); // XY
  320. var dirq = MathUtility.AxisQuaternion(mainDir);
  321. float3 wdir = math.forward(math.mul(dirq, rq));
  322. // 風力ノイズ
  323. var noisePos3 = noiseBasePos * 6.36913f;
  324. //noisePos3.x += time * frequency;
  325. noisePos3.x += time * (1.0f + 1.0f * ratio) * frequency;
  326. //float nv = noise.snoise(noisePos3); // -1.0f~1.0f
  327. float nv = noise.cnoise(noisePos3); // -1.0f~1.0f
  328. // 風力のランダム性
  329. float scl = math.max(nv * randomScale, -1.0f); // scale
  330. main += main * scl;
  331. // 最終合成
  332. float3 force = wdir * main;
  333. return force;
  334. }
  335. //=========================================================================================
  336. #if false // 風の計算はすべてチーム処理へ移動
  337. /// <summary>
  338. /// 風の更新
  339. /// </summary>
  340. public void UpdateWind()
  341. {
  342. var job = new UpdateWindJob()
  343. {
  344. dtime = manager.UpdateTime.DeltaTime,
  345. elapsedTime = Time.time,
  346. bonePosList = Bone.bonePosList.ToJobArray(),
  347. boneRotList = Bone.boneRotList.ToJobArray(),
  348. windData = windDataList.ToJobArray(),
  349. };
  350. Compute.MasterJob = job.Schedule(windDataList.Length, 1, Compute.MasterJob);
  351. }
  352. [BurstCompile]
  353. struct UpdateWindJob : IJobParallelFor
  354. {
  355. public float dtime;
  356. public float elapsedTime;
  357. [Unity.Collections.ReadOnly]
  358. public NativeArray<float3> bonePosList;
  359. [Unity.Collections.ReadOnly]
  360. public NativeArray<quaternion> boneRotList;
  361. public NativeArray<WindData> windData;
  362. // 風データごと
  363. public void Execute(int index)
  364. {
  365. var wdata = windData[index];
  366. if (wdata.IsActive() == false || wdata.transformIndex < 0)
  367. return;
  368. // コンポーネント姿勢
  369. var bpos = bonePosList[wdata.transformIndex];
  370. var brot = boneRotList[wdata.transformIndex];
  371. // 風量による計算比率
  372. float ratio = wdata.main / 30.0f; // 風速30を基準
  373. // 周期(風向きが変わる速度)
  374. float freq = 1.0f + 2.0f * ratio; // 1.0 - 3.0
  375. // 風向きのランダム角度
  376. float rang = 15.0f + 15.0f * ratio; // 15 - 30
  377. // ノイズ参照
  378. var noisePos1 = new float2(bpos.x, bpos.z) * 0.1f;
  379. var noisePos2 = new float2(bpos.x, bpos.z) * 0.1f;
  380. noisePos1.x += elapsedTime * freq; // 周期(数値を高くするとランダム性が増す)2.0f?
  381. noisePos2.y += elapsedTime * freq; // 周期(数値を高くするとランダム性が増す)2.0f?
  382. var nv1 = noise.snoise(noisePos1); // -1.0f~1.0f
  383. var nv2 = noise.snoise(noisePos2); // -1.0f~1.0f
  384. // 方向のランダム性
  385. var ang1 = math.radians(nv1 * rang);
  386. var ang2 = math.radians(nv2 * rang);
  387. ang1 *= wdata.turbulence; // 乱流率
  388. ang2 *= wdata.turbulence; // 乱流率
  389. var rq = quaternion.Euler(ang1, ang2, 0.0f); // XY
  390. var dir = math.forward(math.mul(brot, rq)); // ランダムはローカル回転
  391. wdata.direction = dir;
  392. // 書き戻し
  393. windData[index] = wdata;
  394. }
  395. }
  396. #endif
  397. }
  398. }