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

72 lines
3.0 KiB
C#

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;
namespace Obi
{
/// <summary>
/// Updater class that will perform simulation during LateUpdate(). This is highly unphysical and should be avoided whenever possible.
/// This updater does not make any accuracy guarantees when it comes to two-way coupling with rigidbodies.
/// It is only provided for the odd case when there's no way to perform simulation with a fixed timestep.
/// If in doubt, use the ObiFixedUpdater component instead.
/// </summary>
[AddComponentMenu("Physics/Obi/Obi Late Updater", 802)]
public class ObiLateUpdater : ObiUpdater
{
/// <summary>
/// Smoothing factor fo the timestep (smoothDelta). Values closer to 1 will yield stabler simulation, but it will be off-sync with rendering.
/// </summary>
[Tooltip("Smoothing factor fo the timestep (smoothDelta). Values closer to 1 will yield stabler simulation, but it will be off-sync with rendering.")]
[Range(0,1)]
public float deltaSmoothing = 0.95f;
/// <summary>
/// Target timestep used to advance the simulation. The updater will interpolate this value with Time.deltaTime to find the actual timestep used for each frame.
/// </summary>
[Tooltip("Target timestep used to advance the simulation. The updater will interpolate this value with Time.deltaTime to find the actual timestep used for each frame.")]
private float smoothDelta = 0.02f;
/// <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;
private void OnValidate()
{
smoothDelta = Mathf.Max(0.0001f, smoothDelta);
substeps = Mathf.Max(1, substeps);
}
private void Update()
{
PrepareFrame();
}
private void LateUpdate()
{
if (Time.deltaTime > 0)
{
if (Application.isPlaying)
{
// smooth out timestep:
smoothDelta = Mathf.Lerp(Time.deltaTime, smoothDelta, deltaSmoothing);
BeginStep(smoothDelta);
float substepDelta = smoothDelta / (float)substeps;
// Divide the step into multiple smaller substeps:
for (int i = 0; i < substeps; ++i)
Substep(smoothDelta, substepDelta, substeps - i);
EndStep(substepDelta);
}
Interpolate(smoothDelta, smoothDelta);
}
}
}
}