2024-02-19 21:00:36 +03:00

81 lines
2.8 KiB
C#

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using ArchimedsLab;
[RequireComponent(typeof(MeshFilter))]
public class FloatingGameEntityFlat : GameEntity
{
public Mesh buoyancyMesh;
/* These 4 arrays are cache array, preventing some operations to be done each frame. */
tri[] _triangles;
tri[] worldBuffer;
tri[] wetTris;
tri[] dryTris;
//These two variables will store the number of valid triangles in each cache arrays. They are different from array.Length !
uint nbrWet, nbrDry;
protected override void Awake()
{
base.Awake();
//By default, this script will take the render mesh to compute forces. You can override it, using a simpler mesh.
Mesh m = buoyancyMesh == null ? GetComponent<MeshFilter>().mesh : buoyancyMesh;
//Setting up the cache for the game. Here we use variables with a game-long lifetime.
WaterCutter.CookCache(m, ref _triangles, ref worldBuffer, ref wetTris, ref dryTris);
}
protected override void FixedUpdate()
{
base.FixedUpdate();
if (rb.IsSleeping())
return;
/* It's strongly advised to call these in the FixedUpdate function to prevent some weird behaviors */
//This will prepare static cache, modifying vertices using rotation and position offset.
WaterCutter.CookMesh(transform.position, transform.rotation, ref _triangles, ref worldBuffer);
/*
Now mesh ae reprensented in World position, we can split the mesh, and split tris that are partially submerged.
Here I use a very simple water model, already implemented in the DLL.
You can give your own. See the example in Examples/CustomWater.
*/
WaterCutter.SplitMesh(worldBuffer, ref wetTris, ref dryTris, out nbrWet, out nbrDry, WaterSurface.flatWater);
//This function will compute the forces depending on the triangles generated before.
Archimeds.ComputeAllForces(wetTris, dryTris, nbrWet, nbrDry, speed, rb);
}
#if UNITY_EDITOR
//Some visualizations for this buyoancy script.
protected override void OnDrawGizmos()
{
base.OnDrawGizmos();
if(!Application.isPlaying)
return;
Gizmos.color = Color.blue;
for(uint i = 0 ; i < nbrWet ; i++)
{
Gizmos.DrawLine(wetTris[i].a, wetTris[i].b);
Gizmos.DrawLine(wetTris[i].b, wetTris[i].c);
Gizmos.DrawLine(wetTris[i].a, wetTris[i].c);
}
Gizmos.color = Color.yellow;
for (uint i = 0; i < nbrDry; i++)
{
Gizmos.DrawLine(dryTris[i].a, dryTris[i].b);
Gizmos.DrawLine(dryTris[i].b, dryTris[i].c);
Gizmos.DrawLine(dryTris[i].a, dryTris[i].c);
}
}
#endif
}