Files
HauntedBloodlines/Assets/Obi/Scripts/Common/Utils/Forces/ObiSphericalForceZone.cs
2025-05-29 22:31:40 +03:00

64 lines
1.9 KiB
C#

using UnityEngine;
using System;
namespace Obi
{
public class ObiSphericalForceZone : ObiExternalForce
{
public float radius = 5;
public bool radial = true;
public override void ApplyForcesToActor(ObiActor actor)
{
float sqrRadius = radius * radius;
float finalIntensity = intensity + GetTurbulence(turbulence);
Matrix4x4 l2sTransform = actor.solver.transform.worldToLocalMatrix * transform.localToWorldMatrix;
Vector4 center = l2sTransform.MultiplyPoint3x4(Vector4.zero);
Vector4 forward = l2sTransform.MultiplyVector(Vector3.forward);
// Calculate force intensity for each actor particle:
for (int i = 0; i < actor.activeParticleCount; ++i){
Vector4 distanceVector = actor.solver.positions[actor.solverIndices[i]] - center;
float sqrMag = distanceVector.sqrMagnitude;
float falloff = Mathf.Clamp01((sqrRadius - sqrMag) / sqrRadius);
Vector4 force;
if (radial)
force = distanceVector/(Mathf.Sqrt(sqrMag) + float.Epsilon) * falloff * finalIntensity;
else
force = forward * falloff * finalIntensity;
if (actor.usesCustomExternalForces)
actor.solver.wind[actor.solverIndices[i]] += force;
else
actor.solver.externalForces[actor.solverIndices[i]] += force;
}
}
public void OnDrawGizmosSelected()
{
Gizmos.matrix = transform.localToWorldMatrix;
Gizmos.color = new Color(0,0.7f,1,1);
Gizmos.DrawWireSphere(Vector3.zero,radius);
float turb = GetTurbulence(1);
if (!radial){
ObiUtils.DrawArrowGizmo(radius + turb,radius*0.2f,radius*0.3f,radius*0.2f);
}else{
Gizmos.DrawLine(new Vector3(0,0,-radius*0.5f)*turb,new Vector3(0,0,radius*0.5f)*turb);
Gizmos.DrawLine(new Vector3(0,-radius*0.5f,0)*turb,new Vector3(0,radius*0.5f,0)*turb);
Gizmos.DrawLine(new Vector3(-radius*0.5f,0,0)*turb,new Vector3(radius*0.5f,0,0)*turb);
}
}
}
}