diff options
Diffstat (limited to 'examples/UnityExample/Assets/Scripts/CubeFamily.cs')
| -rw-r--r-- | examples/UnityExample/Assets/Scripts/CubeFamily.cs | 202 |
1 files changed, 202 insertions, 0 deletions
diff --git a/examples/UnityExample/Assets/Scripts/CubeFamily.cs b/examples/UnityExample/Assets/Scripts/CubeFamily.cs new file mode 100644 index 0000000..fda0760 --- /dev/null +++ b/examples/UnityExample/Assets/Scripts/CubeFamily.cs @@ -0,0 +1,202 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using System.Runtime.InteropServices; +using UnityEngine; + + +public class CubeFamily : MonoBehaviour +{ + public void Initialize(CubeAsset asset) + { + // Blast asset creation + _cubeAsset = asset; + + NvBlastAssetDesc desc = _cubeAsset.solverAssetDesc; + _blastAsset = new NvBlastAsset(desc); + Debug.Log(_blastAsset.leafChunkCount); + + // Actual Cubes + var cubePrefab = Resources.Load<GameObject>("CubePrefab"); + _cubes = new GameObject[desc.chunkCount]; + for (int i = 0; i < desc.chunkCount; ++i) + { + GameObject cube = GameObject.Instantiate<GameObject>(cubePrefab); + cube.transform.parent = transform; + cube.transform.localScale = _cubeAsset.chunks[i].extents; + cube.transform.localPosition = _cubeAsset.chunks[i].position; + cube.transform.localRotation = Quaternion.identity; + cube.SetActive(false); + Color color = Color.HSVToRGB(UnityEngine.Random.Range(0f, 1f), 0.42f, 1.0f); + cube.GetComponent<Renderer>().material.color = color; + _cubes[i] = cube; + } + + // First actor + _blastFamily = new NvBlastFamily(_blastAsset); + + NvBlastActorDesc actorDesc = new NvBlastActorDesc(); + actorDesc.uniformInitialBondHealth = 1.0f; + actorDesc.uniformInitialLowerSupportChunkHealth = 1.0f; + var actor = new NvBlastActor(_blastFamily, actorDesc); + Debug.Log(actor.visibleChunkCount); + + OnActorCreated(actor, Vector3.zero, Quaternion.identity); + + // Reserved buffers + _fractureBuffers = new NvBlastFractureBuffers(); + _fractureBuffers.chunkFractures = Marshal.AllocHGlobal((int)desc.chunkCount * Marshal.SizeOf(typeof(NvBlastChunkFractureData))); + _fractureBuffers.bondFractures = Marshal.AllocHGlobal((int)desc.bondCount * Marshal.SizeOf(typeof(NvBlastBondFractureData))); + _leafChunkCount = (uint)_blastAsset.leafChunkCount; + _newActorsBuffer = Marshal.AllocHGlobal((int)_leafChunkCount * Marshal.SizeOf(typeof(IntPtr))); + } + + private void OnActorCreated(NvBlastActor actor, Vector3 localPosition, Quaternion localRotation) + { + var rigidBodyGO = new GameObject("RigidActor"); + rigidBodyGO.transform.SetParent(this.transform, false); + var rigidbody = rigidBodyGO.AddComponent<Rigidbody>(); + rigidbody.transform.localPosition = localPosition; + rigidbody.transform.localRotation = localRotation; + + // chunks + var chunkIndices = actor.visibleChunkIndices; + foreach (var chunkIndex in chunkIndices) + { + var chunkCube = _cubes[chunkIndex]; + chunkCube.transform.SetParent(rigidbody.transform, false); + chunkCube.SetActive(true); + } + + // search for static chunks + var graphNodeIndices = actor.graphNodeIndices; + var chunkGraph = _blastAsset.chunkGraph; + foreach(var node in graphNodeIndices) + { + var chunkIndex = Marshal.ReadInt32(chunkGraph.chunkIndices, Marshal.SizeOf(typeof(UInt32)) * (int)node); + var chunkCube = _cubeAsset.chunks[chunkIndex]; + if(chunkCube.isStatic) + { + rigidbody.isKinematic = true; + break; + } + } + + actor.userData = rigidbody; + _actors.Add(rigidbody, actor); + } + + private void OnActorDestroyed(NvBlastActor actor) + { + var chunkIndices = actor.visibleChunkIndices; + foreach (var chunkIndex in chunkIndices) + { + var chunkCube = _cubes[chunkIndex]; + chunkCube.transform.SetParent(transform, false); + chunkCube.SetActive(false); + } + + var rigidbody = (actor.userData as Rigidbody); + _actors.Remove(rigidbody); + Destroy(rigidbody.gameObject); + actor.userData = null; + } + + public void ApplyRadialDamage(Vector3 position, float minRadius, float maxRadius, float compressive) + { + var hits = Physics.OverlapSphere(position, maxRadius); + foreach (var hit in hits) + { + var rb = hit.GetComponentInParent<Rigidbody>(); + if (rb != null) + { + ApplyRadialDamage(rb, position, minRadius, maxRadius, compressive); + } + } + } + + public bool ApplyRadialDamage(Rigidbody rb, Vector3 position, float minRadius, float maxRadius, float compressive) + { + if (_actors.ContainsKey(rb)) + { + Vector3 localPosition = rb.transform.InverseTransformPoint(position); + ApplyRadialDamage(_actors[rb], localPosition, minRadius, maxRadius, compressive); + return true; + } + return false; + } + + private void ApplyRadialDamage(NvBlastActor actor, Vector3 localPosition, float minRadius, float maxRadius, float compressive) + { + _fractureBuffers.chunkFractureCount = _cubeAsset.solverAssetDesc.chunkCount; + _fractureBuffers.bondFractureCount = _cubeAsset.solverAssetDesc.bondCount; + + NvBlastExtRadialDamageDesc desc = new NvBlastExtRadialDamageDesc(); + desc.minRadius = minRadius; + desc.maxRadius = maxRadius; + desc.compressive = compressive; + desc.p0 = localPosition.x; + desc.p1 = localPosition.y; + desc.p2 = localPosition.z; + + if (actor.DamageRadialFalloff(_fractureBuffers, desc, 1, null)) + { + Split(actor); + } + } + + private void Split(NvBlastActor actor) + { + NvBlastActorSplitEvent split = new NvBlastActorSplitEvent(); + split.newActors = _newActorsBuffer; + var count = actor.Split(split, _leafChunkCount); + + Vector3 localPosition = Vector3.zero; + Quaternion localRotation = Quaternion.identity; + + if (split.deletedActor != IntPtr.Zero) + { + if (actor.userData != null) + { + var parentRigidbody = (actor.userData as Rigidbody); + localPosition = parentRigidbody.transform.localPosition; + localRotation = parentRigidbody.transform.localRotation; + } + OnActorDestroyed(actor); + } + for (int i = 0; i < count; i++) + { + int elementSize = Marshal.SizeOf(typeof(IntPtr)); + var ptr = Marshal.ReadIntPtr(split.newActors, elementSize * i); + OnActorCreated(new NvBlastActor(_blastFamily, ptr), localPosition, localRotation); + } + } + + private void OnDestroy() + { + if (_fractureBuffers != null) + { + Marshal.FreeHGlobal(_fractureBuffers.chunkFractures); + Marshal.FreeHGlobal(_fractureBuffers.bondFractures); + _fractureBuffers = null; + } + + if (_newActorsBuffer != IntPtr.Zero) + { + Marshal.FreeHGlobal(_newActorsBuffer); + } + + _actors.Clear(); + _blastFamily = null; + _blastAsset = null; + } + + private CubeAsset _cubeAsset; + private NvBlastAsset _blastAsset; + private NvBlastFamily _blastFamily; + private Dictionary<Rigidbody, NvBlastActor> _actors = new Dictionary<Rigidbody, NvBlastActor>(); + private GameObject[] _cubes; + private NvBlastFractureBuffers _fractureBuffers; + private IntPtr _newActorsBuffer; + private uint _leafChunkCount; +}
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