Files
2025-05-29 22:31:40 +03:00

70 lines
2.1 KiB
C#

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;
namespace Obi
{
/// <summary>
/// Updater class that will perform simulation during FixedUpdate(). This is the most physically correct updater,
/// and the one to be used in most cases. Also allows to perform substepping, greatly improving convergence.
[AddComponentMenu("Physics/Obi/Obi Fixed Updater", 801)]
[ExecuteInEditMode]
public class ObiFixedUpdater : ObiUpdater
{
/// <summary>
/// Each FixedUpdate() call will be divided into several substeps. Performing more substeps will greatly improve the accuracy/convergence speed of the simulation.
/// Increasing the amount of substeps is more effective than increasing the amount of constraint iterations.
/// </summary>
[Tooltip("Amount of substeps performed per FixedUpdate. Increasing the amount of substeps greatly improves accuracy and convergence speed.")]
public int substeps = 4;
[NonSerialized] private float accumulatedTime;
private void OnValidate()
{
substeps = Mathf.Max(1, substeps);
}
private void OnEnable()
{
accumulatedTime = 0;
}
private void OnDisable()
{
Physics.autoSimulation = true;
}
private void FixedUpdate()
{
ObiProfiler.EnableProfiler();
PrepareFrame();
BeginStep(Time.fixedDeltaTime);
float substepDelta = Time.fixedDeltaTime / (float)substeps;
// Divide the step into multiple smaller substeps:
for (int i = 0; i < substeps; ++i)
Substep(Time.fixedDeltaTime, substepDelta, substeps-i);
EndStep(substepDelta);
ObiProfiler.DisableProfiler();
accumulatedTime -= Time.fixedDeltaTime;
}
private void Update()
{
accumulatedTime += Time.deltaTime;
ObiProfiler.EnableProfiler();
Interpolate(Time.fixedDeltaTime, accumulatedTime);
ObiProfiler.DisableProfiler();
}
}
}