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ddc971d497 | ||
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622e37e486 |
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||||
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public static class FunctionLibrary
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||||
{
|
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public delegate Vector3 Function(float u, float v, float y);
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public enum FunctionName { Wave, MultiWave, Ripple, Sphere, Torus }
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{
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{
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Vector3 p;
|
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|
||||
p.y = Sin(PI * (u + v + t));
|
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p.z = v;
|
||||
return p;
|
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}
|
||||
|
||||
public static Vector3 MultiWave(float u, float v, float t)
|
||||
{
|
||||
Vector3 p;
|
||||
p.x = u;
|
||||
p.y = Sin(PI * (u + 0.5f * t));
|
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p.y += 0.5f * Sin(2f * PI * (v + t));
|
||||
p.y += Sin(PI * (u + v + 0.25f * t));
|
||||
p.y *= 1f / 2.5f;
|
||||
p.z = v;
|
||||
return p;
|
||||
}
|
||||
|
||||
public static Vector3 Ripple(float u, float v, float t)
|
||||
{
|
||||
var d = Sqrt(u * u + v * v);
|
||||
Vector3 p;
|
||||
p.x = u;
|
||||
p.y = Sin(PI * (4f * d - t));
|
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p.y /= 1f + 10f * d;
|
||||
p.z = v;
|
||||
return p;
|
||||
}
|
||||
|
||||
public static Vector3 Sphere(float u, float v, float t)
|
||||
{
|
||||
float r = 0.9f + 0.1f * Sin(PI * (6f * u + 4f * v + t));
|
||||
float s = r * Cos(0.5f * PI * v);
|
||||
Vector3 p;
|
||||
p.x = s * Sin(PI * u);
|
||||
p.y = r * Sin(0.5f * PI * v);
|
||||
p.z = s * Cos(PI * u);
|
||||
return p;
|
||||
}
|
||||
|
||||
public static Vector3 Torus(float u, float v, float t)
|
||||
{
|
||||
float r1 = 0.7f + 0.1f * Sin(PI * (6f * u + 0.5f * t));
|
||||
float r2 = 0.15f + 0.05f * Sin(PI * (8f * u + 4f * v + 2f * t));
|
||||
float s = r1 + r2 * Cos(PI * v);
|
||||
Vector3 p;
|
||||
p.x = s * Sin(PI * u);
|
||||
p.y = r2 * Sin(PI * v);
|
||||
p.z = s * Cos(PI * u);
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|
||||
|
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public class Graph : MonoBehaviour
|
||||
{
|
||||
[SerializeField]
|
||||
Transform pointPrefab = default;
|
||||
|
||||
[SerializeField, Range(10, 100)]
|
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int resolution = 10;
|
||||
|
||||
[SerializeField]
|
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FunctionLibrary.FunctionName function = default;
|
||||
|
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Transform[] points;
|
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|
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private void Awake()
|
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{
|
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var step = 2f / resolution;
|
||||
var scale = Vector3.one * step;
|
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points = new Transform[resolution * resolution];
|
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for (int i = 0; i < points.Length; i++)
|
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{
|
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Transform point = Instantiate(pointPrefab);
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point.localScale = scale;
|
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point.SetParent(transform, false);
|
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points[i] = point;
|
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}
|
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}
|
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|
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private void Update()
|
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{
|
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FunctionLibrary.Function f = FunctionLibrary.GetFunction(function);
|
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var time = Time.time;
|
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var step = 2.0f / resolution;
|
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var v = 0.5f * step - 1f;
|
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for (int i = 0, x = 0, z = 0; i < points.Length; i++, x++)
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{
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if (x == resolution)
|
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{
|
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x = 0;
|
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z += 1;
|
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v = (z + 0.5f) * step - 1f;
|
||||
}
|
||||
float u = (x + 0.5f) * step - 1f;
|
||||
points[i].localPosition = f(u, v, time);
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using UnityEngine;
|
||||
|
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public class MovingSphere : MonoBehaviour
|
||||
{
|
||||
[SerializeField, Range(0f, 100f)]
|
||||
private float maxSpeed = 10f;
|
||||
|
||||
[SerializeField, Range(0f, 100f)]
|
||||
private float maxAcceleration = 10f, maxAirAcceleration = 1f;
|
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|
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[SerializeField, Range(0f, 10f)]
|
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|
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|
||||
[SerializeField, Range(0, 5)]
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|
||||
|
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[SerializeField, Range(0f, 90f)]
|
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|
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|
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private Rigidbody body;
|
||||
|
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private Vector3 desiredVelocity = new Vector3(0f, 0f, 0f);
|
||||
private bool desiredJump = false;
|
||||
|
||||
private int groundContactCount;
|
||||
private bool onGround => groundContactCount > 0;
|
||||
private int jumpPhase;
|
||||
private Vector3 velocity;
|
||||
private Vector3 contactNormal;
|
||||
private float minGroundDotProduct;
|
||||
|
||||
private void OnValidate()
|
||||
{
|
||||
minGroundDotProduct = Mathf.Cos(maxGroundAngle * Mathf.Deg2Rad);
|
||||
}
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
body = GetComponent<Rigidbody>();
|
||||
OnValidate();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
Vector2 playerInput;
|
||||
playerInput.x = Input.GetAxis("Horizontal");
|
||||
playerInput.y = Input.GetAxis("Vertical");
|
||||
playerInput = Vector2.ClampMagnitude(playerInput, 1f);
|
||||
desiredVelocity = new Vector3(playerInput.x, 0f, playerInput.y) * maxSpeed;
|
||||
|
||||
desiredJump |= Input.GetButtonDown("Jump");
|
||||
}
|
||||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
UpdateState();
|
||||
|
||||
AdjustVelocity();
|
||||
|
||||
if (desiredJump)
|
||||
{
|
||||
desiredJump = false;
|
||||
Jump();
|
||||
}
|
||||
|
||||
body.velocity = velocity;
|
||||
|
||||
ClearState();
|
||||
}
|
||||
|
||||
private void UpdateState()
|
||||
{
|
||||
velocity = body.velocity;
|
||||
if (onGround)
|
||||
{
|
||||
jumpPhase = 0;
|
||||
if (groundContactCount > 1)
|
||||
{
|
||||
contactNormal.Normalize();
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}
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}
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{
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contactNormal = Vector3.up;
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}
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}
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private void OnCollisionEnter(Collision collision)
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{
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EvaluateCollision(collision);
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}
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private void OnCollisionStay(Collision collision)
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{
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EvaluateCollision(collision);
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private void EvaluateCollision(Collision collision)
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{
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for (int i = 0; i < collision.contactCount; i++)
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{
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var normal = collision.GetContact(i).normal;
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if (normal.y >= minGroundDotProduct)
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{
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groundContactCount += 1;
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contactNormal += normal;
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}
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}
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}
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private void Jump()
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{
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if (onGround || jumpPhase < maxAirJumps)
|
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{
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jumpPhase++;
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||||
float jumpSpeed = Mathf.Sqrt(-2f * Physics.gravity.y * jumpHeight);
|
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float alignedSpeed = Vector3.Dot(velocity, contactNormal);
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if (alignedSpeed > 0f)
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{
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jumpSpeed = Mathf.Max(jumpSpeed - alignedSpeed, 0f);
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}
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velocity += contactNormal * jumpSpeed;
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}
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}
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private void AdjustVelocity()
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{
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Vector3 xAxis = ProjectOnContactPlane(Vector3.right).normalized;
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Vector3 zAxis = ProjectOnContactPlane(Vector3.forward).normalized;
|
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float currentX = Vector3.Dot(velocity, xAxis);
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float currentZ = Vector3.Dot(velocity, zAxis);
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||||
float acceleration = onGround ? maxAcceleration : maxAirAcceleration;
|
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float maxSpeedChange = acceleration * Time.deltaTime;
|
||||
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||||
float newX =
|
||||
Mathf.MoveTowards(currentX, desiredVelocity.x, maxSpeedChange);
|
||||
float newZ =
|
||||
Mathf.MoveTowards(currentZ, desiredVelocity.z, maxSpeedChange);
|
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||||
velocity += xAxis * (newX - currentX) + zAxis * (newZ - currentZ);
|
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}
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private Vector3 ProjectOnContactPlane(Vector3 vector)
|
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{
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return vector - contactNormal * Vector3.Dot(vector, contactNormal);
|
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}
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void ClearState()
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{
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groundContactCount = 0;
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contactNormal = Vector3.zero;
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}
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@@ -1,14 +1,5 @@
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@@ -29,13 +20,6 @@
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"key": "MoveElements.s_CoordinateSpace",
|
||||
"value": "{\"m_Value\":0}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEditor.ProBuilder.Actions.DetachFaces+DetachSetting, Unity.ProBuilder.Editor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "DetachFaces.target",
|
||||
"value": "{\"m_Value\":0}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.ProBuilder.ExtrudeMethod, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "editor.extrudeMethod",
|
||||
"value": "{\"m_Value\":2}"
|
||||
}
|
||||
]
|
||||
}
|
||||
}
|
||||
@@ -4,7 +4,7 @@
|
||||
PlayerSettings:
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m_ObjectHideFlags: 0
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||||
serializedVersion: 20
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||||
productGUID: 17204c54151362a45a7bbdb4e293141c
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productGUID: 0e84fdf2766f65b408b878c2492b3a6f
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||||
AndroidProfiler: 0
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||||
AndroidFilterTouchesWhenObscured: 0
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AndroidEnableSustainedPerformanceMode: 0
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@@ -13,7 +13,7 @@ PlayerSettings:
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useOnDemandResources: 0
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accelerometerFrequency: 60
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companyName: DefaultCompany
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||||
productName: Tutorials-Movement-SlidingASphere
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productName: Tutorials-Basics-MathematicalSurfaces
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defaultCursor: {fileID: 0}
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cursorHotspot: {x: 0, y: 0}
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||||
m_SplashScreenBackgroundColor: {r: 0.13725491, g: 0.12156863, b: 0.1254902, a: 1}
|
||||
|
||||
Reference in New Issue
Block a user