Commit 12119bb1 authored by xujr's avatar xujr

添加果汁物理效果

parent 7b30e35b
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using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
namespace UnitySimpleLiquid
{
[CustomEditor(typeof(LiquidContainer))]
public class LiquidContainerEditor : Editor
{
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
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{
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}
else
{
GUI.enabled = false;
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liquid.Volume = calculatedVolume;
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}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
namespace UnitySimpleLiquid
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[CustomEditor(typeof(SplitController))]
public class SplitControllerEditor : Editor
{
public override void OnInspectorGUI()
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace UnitySimpleLiquid
{
public class EndlessContainer : MonoBehaviour
{
private LiquidContainer liquidContainer;
private void Awake()
{
liquidContainer = GetComponent<LiquidContainer>();
}
// Update is called once per frame
void Update()
{
liquidContainer.FillAmountPercent = 1f;
}
}
}
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#pragma warning disable 0649
using UnityEngine;
namespace UnitySimpleLiquid
{
/// <summary>
/// Container with defined volume and liquid amount
/// Also controls liquid rendering (color, surface level, wobble effect)
/// </summary>
[ExecuteInEditMode]
public class LiquidContainer : MonoBehaviour
{
public MeshRenderer liquidRender;
private MeshFilter meshFilter;
[SerializeField]
[Tooltip("Material prefab (will replace material on mesh renderer)")]
private Material liquidMaterial;
[Header("Container settings")]
[SerializeField]
private GameObject cap;
[SerializeField]
[Tooltip("Is container open and can split?")]
private bool isOpen = true;
[Header("Liquid settings")]
[Tooltip("Smaller inertness - less still liquid")]
public float inertness = 50;
[SerializeField]
private Color liquidColor = Color.green;
[Range(0f, 1f)]
[SerializeField]
private float fillAmountPercent = 0.5f;
[Header("Container Volume")]
[SerializeField]
private bool customVolume;
private float volume = 1f;
private SplitController splitController;
public SplitController GetSplitController
{
get { return splitController; }
}
private void Start()
{
splitController = GetComponent<SplitController>();
}
#region Liquid Amount
// After this values shader might become unstable
private const float minFillAmount = 0.1f;
private const float maxFillAmount = 0.99f;
public bool IsOpen
{
get
{
return isOpen;
}
set
{
isOpen = value;
if (cap)
cap.SetActive(!value);
}
}
/// <summary>
/// Amount of liquid in percents [0,1]
/// </summary>
public float FillAmountPercent
{
get
{
return fillAmountPercent;
}
set
{
if (value > 0f)
fillAmountPercent = value;
else
fillAmountPercent = 0f;
UpdateSurfacePos();
}
}
/// <summary>
/// Amount of liquid in liters
/// </summary>
public float FillAmount
{
get
{
return fillAmountPercent * volume;
}
set
{
var newValuePercent = value / volume;
fillAmountPercent = Mathf.Clamp01(newValuePercent);
}
}
/// <summary>
/// Container volume in liters
/// </summary>
public float Volume
{
get
{
return volume;
}
set
{
volume = value;
}
}
/// <summary>
/// Volume is fixed and not calculated automatically
/// </summary>
public bool CustomVolume
{
get
{
return customVolume;
}
}
/// <summary>
/// Need to map fill amount for more stable results
/// </summary>
private float MappedFillAmount
{
get
{
return FillAmountPercent * (maxFillAmount - minFillAmount) + minFillAmount;
}
}
/// <summary>
/// Calculate container volume based on mesh bounds and transform size
/// </summary>
/// <returns>Container volume in liters</returns>
public float CalculateVolume()
{
var mesh = LiquidMesh;
if (!mesh)
return 0f;
var boundsSize = LiquidMesh.bounds.size;
var scale = transform.lossyScale;
return boundsSize.x * boundsSize.y * boundsSize.z *
scale.x * scale.y * scale.z * 1000;
}
#endregion
#region Liquid Surface
private Vector3 surfaceLevel;
/// <summary>
/// Surface level of liquid in world-space coordinates
/// </summary>
public Vector3 SurfaceLevel
{
get
{
return surfaceLevel;
}
set
{
surfaceLevel = value;
if (MaterialInstance)
MaterialInstance.SetVector(SurfaceLevelID, value);
}
}
private void UpdateSurfacePos()
{
if (fillAmountPercent > 0f)
{
SurfaceLevel = CalculateWoldSurfaceLevel();
liquidRender.enabled = true;
}
else
liquidRender.enabled = false;
}
private Vector3 CalculateWoldSurfaceLevel()
{
var bounds = liquidRender.bounds;
var min = bounds.min.y;
var max = bounds.max.y;
var howLow = 1f - Mathf.Abs(Vector3.Dot(Vector3.up, transform.up));
var mapped = howLow * 0.1f;
var surface = (MappedFillAmount + mapped * (1f - MappedFillAmount)) * (max - min) + min;
var center = bounds.center;
center.y = surface;
return center;
}
/// <summary>
/// Generate surface plane in world-space coordinates
/// </summary>
/// <returns></returns>
public Plane GenerateSurfacePlane()
{
return new Plane(-gravityDirection,
surfaceLevel.y - transform.position.y);
}
#endregion
#region Gravity
private Vector3 gravityDirection = Vector3.down;
/// <summary>
/// Direction which liquid trying to align to
/// </summary>
public Vector3 GravityDirection
{
get
{
return gravityDirection;
}
set
{
gravityDirection = value;
if (MaterialInstance)
MaterialInstance.SetVector(GravityDirectionID, value);
}
}
#endregion
#region Material Settings
private static int GravityDirectionID = Shader.PropertyToID("_GravityDirection");
private static int SurfaceLevelID = Shader.PropertyToID("_SurfaceLevel");
private Material materialInstance;
/// <summary>
/// Unique instance of liqud material bounded with mesh render
/// </summary>
public Material MaterialInstance
{
get
{
if (liquidRender == null)
return null;
// Check if there is valid material instance
if (materialInstance == null || liquidRender.sharedMaterial != materialInstance)
{
if (liquidMaterial != null)
materialInstance = new Material(liquidMaterial);
else
{
var shader = Shader.Find("Liquid/SimpleLiquidShader");
materialInstance = new Material(shader);
}
liquidRender.sharedMaterial = materialInstance;
}
return materialInstance;
}
}
/// <summary>
/// Shared mesh that represent liquids
/// </summary>
public Mesh LiquidMesh
{
get
{
if (meshFilter == null)
meshFilter = liquidRender?.GetComponent<MeshFilter>();
return meshFilter?.sharedMesh;
}
}
/// <summary>
/// Transparent color of the liquid
/// </summary>
public Color LiquidColor
{
get
{
return liquidColor;
}
set
{
liquidColor = value;
if (MaterialInstance)
MaterialInstance.color = liquidColor;
}
}
#endregion
#region Wobble Effect
private const float rotCoef = 0.2f;
private Vector3 lastPos, lastUp;
private Vector3 wobbleAcm;
private void UpdateWoble()
{
var velocity = (transform.position - lastPos) / Time.fixedDeltaTime;
var rotVelocity = (transform.up - lastUp) / Time.fixedDeltaTime;
wobbleAcm += velocity + rotVelocity * rotCoef;
wobbleAcm = Vector3.Lerp(wobbleAcm, Vector3.zero, Time.fixedDeltaTime);
var sin = Mathf.Sin(2 * Mathf.PI * Time.time) / inertness;
var wobble = wobbleAcm * sin;
//wobble = wobbleToAdd * (Mathf.Sin((1f + wobbleToAdd.magnitude) * 2 *Mathf.PI) * inertness);
Vector3 gravity;
if (fillAmountPercent > maxFillAmount && !isOpen)
gravity = Vector3.down;
else
gravity = (Vector3.down + wobble).normalized;
gravity.y = -1;
GravityDirection = gravity;
lastPos = transform.position;
lastUp = transform.up;
}
#endregion
#region Gizmos
private void OnDrawGizmosSelected()
{
// Draws liquid surface
UpdateSurfacePos();
var surfacePlane = GenerateSurfacePlane();
Gizmos.color = Color.green;
GizmosHelper.DrawPlaneGizmos(surfacePlane, transform);
}
#endregion
private void OnEnable()
{
// reset values for voble effect
lastPos = transform.position;
lastUp = transform.up;
}
private void Update()
{
if (liquidRender == null)
return;
// Update surface volume
UpdateSurfacePos();
// In case transform scale is changed - update volume
if (!customVolume)
volume = CalculateVolume();
if (Application.isPlaying)
UpdateWoble();
}
private void OnValidate()
{
if (liquidRender == null)
return;
LiquidColor = liquidColor;
FillAmountPercent = fillAmountPercent;
IsOpen = isOpen;
}
}
}
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#pragma warning disable 0649
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace UnitySimpleLiquid
{
/// <summary>
/// Calculates liquids splitting effect and transfer to other liquid containers
/// </summary>
public class SplitController : MonoBehaviour
{
public LiquidContainer liquidContainer;
[SerializeField]
private float bottleneckRadius = 0.1f;
public float BottleneckRadiusWorld { get; private set; }
[Tooltip("How fast liquid split from container")]
public float splitSpeed = 2f;
[Tooltip("Number number of objects the liquid will hit off and continue flowing")]
public int maxEdgeDrops = 4;
private int currentDrop;
public ParticleSystem particlesPrefab;
#region Particles
private ParticleSystem particles;
public ParticleSystem Particles
{
get
{
if (!particlesPrefab)
return null;
if (!particles)
particles = Instantiate(particlesPrefab, transform);
return particles;
}
}
private void StartEffect(Vector3 splitPos, float scale)
{
var particlesInst = Particles;
if (!particlesInst)
return;
var mainModule = particlesInst.main;
mainModule.startColor = liquidContainer.LiquidColor;
particlesInst.transform.localScale = Vector3.one * BottleneckRadiusWorld * scale;
particlesInst.transform.position = splitPos;
particlesInst.Play();
}
#endregion
#region Bottleneck
public Plane bottleneckPlane { get; private set; }
public Plane surfacePlane { get; private set; }
public Vector3 BottleneckPos { get; private set; }
private Plane GenerateBottleneckPlane()
{
if (!liquidContainer)
return new Plane();
var mesh = liquidContainer.LiquidMesh;
if (!mesh)
return new Plane();
var max = mesh.bounds.max.y;
return new Plane(liquidContainer.transform.up,
max * liquidContainer.transform.lossyScale.y);
}
private Vector3 GenerateBottleneckPos()
{
if (!liquidContainer)
return Vector3.zero;
var tr = liquidContainer.transform;
var pos = bottleneckPlane.normal * bottleneckPlane.distance + tr.position;
return pos;
}
private Vector3 GenerateBottleneckLowesPoint()
{
if (!liquidContainer)
return Vector3.zero;
// Calculate the direction vector of the bottlenecks slope
Vector3 bottleneckSlope = GetSlopeDirection(Vector3.up, bottleneckPlane.normal);
// Find a position along the slope the side of the bottleneck radius
Vector3 min = BottleneckPos + bottleneckSlope * BottleneckRadiusWorld;
return min;
}
#endregion
#region Gizmos
private void OnDrawGizmosSelected()
{
// Draws bottleneck direction and radius
var bottleneckPlane = GenerateBottleneckPlane();
BottleneckRadiusWorld = bottleneckRadius * transform.lossyScale.magnitude;
Gizmos.color = Color.red;
GizmosHelper.DrawPlaneGizmos(bottleneckPlane, transform);
// And bottleneck position
GizmosHelper.DrawSphereOnPlane(bottleneckPlane, BottleneckRadiusWorld, transform);
}
private void OnDrawGizmos()
{
// Draw a yellow sphere at the transform's position
if (raycasthit != Vector3.zero)
{
Gizmos.color = Color.yellow;
Gizmos.DrawSphere(raycasthit, 0.01f);
Gizmos.DrawSphere(raycastStart, 0.01f);
}
}
#endregion
#region Split Logic
private const float splashSize = 0.025f;
public bool IsSpliting { get; private set; }
private void CheckSpliting()
{
IsSpliting = false;
if (liquidContainer == null)
return;
// Do we have something to split?
if (liquidContainer.FillAmountPercent <= 0f)
return;
if (!liquidContainer.IsOpen)
return;
// Check if liquid is overflows
Vector3 overflowsPoint, lineVec;
var overflows = GeomUtils.PlanePlaneIntersection(out overflowsPoint, out lineVec,
bottleneckPlane, surfacePlane);
// Translate to contrainers world position
overflowsPoint += liquidContainer.transform.position;
if (overflows)
{
// Let's check if overflow point is inside bottleneck radius
var insideBottleneck = Vector3.Distance(overflowsPoint, BottleneckPos) < BottleneckRadiusWorld;
if (insideBottleneck)
{
// We are inside bottleneck - just start spliting from lowest bottleneck point
var minPoint = GenerateBottleneckLowesPoint();
SplitLogic(minPoint);
return;
}
}
if (BottleneckPos.y < overflowsPoint.y)
{
// Oh, looks like container is upside down - let's check it
var dot = Vector3.Dot(bottleneckPlane.normal, surfacePlane.normal);
if (dot < 0f)
{
// Yep, let's split from the bottleneck center
SplitLogic(BottleneckPos);
}
else
{
// Well, this weird, let's check if spliting point is even inside our liquid
var dist = liquidContainer.liquidRender.bounds.SqrDistance(overflowsPoint);
var inBounding = dist < 0.0001f;
if (inBounding)
{
// Yeah, we are inside liquid container
var minPoint = GenerateBottleneckLowesPoint();
SplitLogic(minPoint);
}
}
}
}
private void SplitLogic(Vector3 splitPos)
{
IsSpliting = true;
// Check rotation of liquid container
// It conttolls how many liquid we lost and particles size
var howLow = Vector3.Dot(Vector3.up, liquidContainer.transform.up);
var flowScale = 1f - (howLow + 1) * 0.5f + 0.2f;
var liquidStep = BottleneckRadiusWorld * splitSpeed * Time.deltaTime * flowScale;
var newLiquidAmmount = liquidContainer.FillAmountPercent - liquidStep;
// Check if amount is negative and change it to zero
if (newLiquidAmmount < 0f)
{
liquidStep = liquidContainer.FillAmountPercent;
newLiquidAmmount = 0f;
}
// Transfer liquid to other container (if possible)
liquidContainer.FillAmountPercent = newLiquidAmmount;
RaycastHit containerHit = FindLiquidContainer(splitPos, this.gameObject);
//RaycastHit is a struct which gives us everything we need
if (containerHit.collider != null)
{
TransferLiquid(containerHit, liquidStep, flowScale);
}
// Start particles effect
StartEffect(splitPos, flowScale);
}
//Used for Gizmo only
private Vector3 raycasthit;
private Vector3 raycastStart;
private void TransferLiquid(RaycastHit hit, float lostPercentAmount, float scale)
{
var liquid = hit.collider.GetComponent<SplitController>();
var otherBottleneck = liquid.GenerateBottleneckPos();
var radius = liquid.BottleneckRadiusWorld;
var hitPoint = hit.point;
// Does we touched bottleneck?
var insideRadius = Vector3.Distance(hitPoint, otherBottleneck) < radius + splashSize * scale;
if (insideRadius)
{
var lostAmount = liquidContainer.Volume * lostPercentAmount;
liquid.liquidContainer.FillAmount += lostAmount;
//color change in capacity
SendLiquidContainer(liquid.liquidContainer);
}
}
private RaycastHit FindLiquidContainer(Vector3 splitPos, GameObject ignoreCollision)
{
var ray = new Ray(splitPos, Vector3.down);
// Check all colliders under ours
var hits = Physics.SphereCastAll(ray, splashSize);
hits = hits.OrderBy((h) => h.distance).ToArray();
foreach (var hit in hits)
{
//Ignore ourself
if (!GameObject.ReferenceEquals(hit.collider.gameObject, ignoreCollision) && !hit.collider.isTrigger)
{
// does it even a split controller
var liquid = hit.collider.GetComponent<SplitController>();
if (liquid && liquid != this)
{
return hit;
}
//Something other than a liquid splitter is in the way
if (!liquid)
{
//If we have already dropped down off too many objects, break
if (currentDrop >= maxEdgeDrops)
{
//if we have rolled down too many objects, return empty hit
//This assumes at this point the liquid has "dried up" rather than pouring from the last valid point
return new RaycastHit();
}
//Simulate the liquid running off an object it hits and continuing down from the edge of the liquid
//Does not take velocity into account
//First get the slope direction
Vector3 slope = GetSlopeDirection(Vector3.up, hit.normal);
//Next we try to find the edge of the object the liquid would roll off
//This really only works for primitive objects, it would look weird on other stuff
Vector3 edgePosition = TryGetSlopeEdge(slope, hit);
if (edgePosition != Vector3.zero)
{
//edge position found, surface must be tilted
//Now we can try to transfer the liquid from this position
currentDrop++;
return FindLiquidContainer(edgePosition, hit.collider.gameObject);
}
return new RaycastHit();
}
}
}
return new RaycastHit();
}
#endregion
#region ChangeColor
//playerMultiply for faster color change
[Range(0, 2)]
[Tooltip("Mixing speed ratio of different colors")]
public float mixingSpeed = 1;
private void SendLiquidContainer(LiquidContainer lc)
{
//find the color and split speed
Color newColor = liquidContainer.LiquidColor;
float ss = liquidContainer.GetSplitController.splitSpeed;
//we find the coefficient of the volume of the tank and the volume of the incoming fluid
float volume = lc.Volume;
float koof = ss / (volume * 1000);
lc.LiquidColor = Color.Lerp(lc.LiquidColor, newColor, koof * mixingSpeed);
}
#endregion
#region Slope Logic
private float GetIdealRayCastDist(Bounds boundBox, Vector3 point, Vector3 slope)
{
Vector3 final = boundBox.min;
// X axis
if (slope.x > 0)
final.x = boundBox.max.x;
// Y axis
if (slope.y > 0)
final.y = boundBox.max.y;
// Z axis
if (slope.z > 0)
final.z = boundBox.max.z;
return Vector3.Distance(point, final);
}
private Vector3 GetSlopeDirection(Vector3 up, Vector3 normal)
{
//https://forum.unity.com/threads/making-a-player-slide-down-a-slope.469988/#post-3062204
return Vector3.Cross(Vector3.Cross(up, normal), normal).normalized;
}
private Vector3 TryGetSlopeEdge(Vector3 slope, RaycastHit hit)
{
Vector3 edgePosition = Vector3.zero;
// We need to pick a position outside of the object to raycast back towards it to find an edge.
// We need a position slightly down so it will hit the edge of the object
Vector3 moveDown = new Vector3(0f, -0.0001f, 0f);
// We also need to move the position outside of the objects bounding box, so we actually hit it
float dist = GetIdealRayCastDist(hit.collider.bounds, hit.point, slope);
Vector3 reverseRayPos = hit.point + moveDown + (slope * dist);
raycastStart = reverseRayPos;
Ray backwardsRay = new Ray(reverseRayPos, -slope);
RaycastHit[] revHits = Physics.RaycastAll(backwardsRay);
foreach (var revHit in revHits)
{
// https://answers.unity.com/questions/752382/how-to-compare-if-two-gameobjects-are-the-same-1.html
//We only want to get this position on the original object we hit off of
if (GameObject.ReferenceEquals(revHit.collider.gameObject, hit.collider.gameObject))
{
//We hit the object the liquid is running down!
raycasthit = edgePosition = revHit.point;
break;
}
}
return edgePosition;
}
#endregion
private void Update()
{
// Update bottleneck and surface from last update
bottleneckPlane = GenerateBottleneckPlane();
BottleneckPos = GenerateBottleneckPos();
surfacePlane = liquidContainer.GenerateSurfacePlane();
BottleneckRadiusWorld = bottleneckRadius * transform.lossyScale.magnitude;
// Now check spliting, starting from the top
currentDrop = 0;
CheckSpliting();
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace UnitySimpleLiquid
{
public static class GeomUtils
{
/// <summary>
/// Checks interesection of two planes
/// </summary>
/// <param name="linePoint">Point on the intersection line</param>
/// <param name="lineVec">Intersection direction</param>
/// <param name="plane1"></param>
/// <param name="plane2"></param>
/// <returns></returns>
public static bool PlanePlaneIntersection(out Vector3 linePoint, out Vector3 lineVec, Plane plane1, Plane plane2)
{
// https://forum.unity.com/threads/how-to-find-line-of-intersecting-planes.109458/#post-725977
linePoint = Vector3.zero;
lineVec = Vector3.zero;
//Get the normals of the planes.
Vector3 plane1Normal = plane1.normal;
Vector3 plane2Normal = plane2.normal;
lineVec = Vector3.Cross(plane1Normal, plane2Normal);
Vector3 ldir = Vector3.Cross(plane2Normal, lineVec);
float numerator = Vector3.Dot(plane1Normal, ldir);
if (Mathf.Abs(numerator) > 0.000001f)
{
var pos1 = plane1.normal * plane1.distance;
var pos2 = plane2.normal * plane2.distance;
Vector3 plane1ToPlane2 = pos1 - pos2;
float t = Vector3.Dot(plane1Normal, plane1ToPlane2) / numerator;
linePoint = pos2 + t * ldir;
return true;
}
return false;
}
/// <summary>
/// Map function to other scale
/// </summary>
/// <param name="x"></param>
/// <param name="in_min"></param>
/// <param name="in_max"></param>
/// <param name="out_min"></param>
/// <param name="out_max"></param>
/// <returns></returns>
public static float Map(float x, float in_min, float in_max, float out_min, float out_max)
{
// https://forum.unity.com/threads/mapping-or-scaling-values-to-a-new-range.180090/#post-2241099
return (x - in_min) * (out_max - out_min) / (in_max - in_min) + out_min;
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace UnitySimpleLiquid
{
public static class GizmosHelper
{
public static void DrawPlaneGizmos(Plane plane, Transform relativeTransform)
{
var pos = plane.normal * plane.distance + relativeTransform.position;
Gizmos.DrawLine(pos, pos + plane.normal * 0.1f);
}
public static void DrawSphereOnPlane(Plane plane, float radius, Transform relativeTransform)
{
var pos = plane.normal * plane.distance + relativeTransform.position;
Gizmos.DrawWireSphere(pos, radius);
}
}
}
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return o;
}
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float dotProd1 = dot(_SurfaceLevel - i.worldPos, _GravityDirection);
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