├── SimpleUnityPhysics
├── Library
│ ├── BuildPlayer.prefs
│ ├── AssetImportState
│ ├── ScriptAssemblies
│ │ ├── BuiltinAssemblies.stamp
│ │ ├── Assembly-CSharp.dll
│ │ └── Assembly-CSharp.dll.mdb
│ ├── LibraryFormatVersion.txt
│ ├── ScriptMapper
│ ├── ShaderCache.db
│ ├── assetDatabase3
│ ├── expandedItems
│ ├── shadercompiler-UnityShaderCompiler.exe0.log
│ ├── AnnotationManager
│ ├── MonoManager.asset
│ ├── AssetServerCacheV3
│ ├── AssetVersioning.db
│ ├── BuildSettings.asset
│ ├── ProjectSettings.asset
│ ├── EditorUserSettings.asset
│ ├── SpriteAtlasDatabase.asset
│ ├── CurrentMaximizeLayout.dwlt
│ ├── EditorUserBuildSettings.asset
│ ├── InspectorExpandedItems.asset
│ ├── LastSceneManagerSetup.txt
│ ├── UnityAssemblies
│ │ ├── UnityEditor.dll
│ │ ├── UnityEngine.dll
│ │ ├── UnityEngine.UI.dll
│ │ ├── nunit.framework.dll
│ │ ├── UnityEngine.HoloLens.dll
│ │ ├── UnityEngine.Timeline.dll
│ │ ├── UnityEngine.Analytics.dll
│ │ ├── UnityEngine.Networking.dll
│ │ ├── UnityEngine.TestRunner.dll
│ │ ├── UnityEngine.Analytics.xml
│ │ ├── version.txt
│ │ ├── UnityEngine.TestRunner.xml
│ │ ├── UnityEngine.HoloLens.xml
│ │ └── UnityEngine.Timeline.xml
│ ├── metadata
│ │ ├── 12
│ │ │ └── 12fd8a0055b84bb59e84c9835a37e333
│ │ ├── 21
│ │ │ ├── 21eff446d50eaf44a85985cd4c0b6fa1
│ │ │ └── 21eff446d50eaf44a85985cd4c0b6fa1.info
│ │ ├── 26
│ │ │ ├── 2682a692a2be7e14e901a738c7806da0
│ │ │ └── 2682a692a2be7e14e901a738c7806da0.info
│ │ ├── 32
│ │ │ ├── 32188fd89022c154c81befa2f0e00be0
│ │ │ ├── 328cc881519068e4eb7db4bb907ad2d9
│ │ │ ├── 328cc881519068e4eb7db4bb907ad2d9.info
│ │ │ └── 32188fd89022c154c81befa2f0e00be0.info
│ │ ├── 38
│ │ │ ├── 38c8faf1788024c02930a0c68a6e0edc
│ │ │ └── 38c8faf1788024c02930a0c68a6e0edc.info
│ │ ├── 40
│ │ │ ├── 405b9b51bb344a128608d968297df79c
│ │ │ └── 405b9b51bb344a128608d968297df79c.info
│ │ ├── 41
│ │ │ └── 4113173d5e95493ab8765d7b08371de4
│ │ ├── 44
│ │ │ ├── 44071444469fb634580192722233b52b
│ │ │ └── 44071444469fb634580192722233b52b.info
│ │ ├── 49
│ │ │ ├── 49f5766d0d4954f44b85d4bbd7131677
│ │ │ └── 49f5766d0d4954f44b85d4bbd7131677.info
│ │ ├── 51
│ │ │ ├── 517af1b5b81b93b43b9745d58f017562
│ │ │ └── 517af1b5b81b93b43b9745d58f017562.info
│ │ ├── 53
│ │ │ ├── 53ebcfaa2e1e4e2dbc85882cd5a73fa1
│ │ │ └── 53ebcfaa2e1e4e2dbc85882cd5a73fa1.info
│ │ ├── 56
│ │ │ ├── 561c0a78b3062b141a7a1fbbfae1aa3e
│ │ │ └── 561c0a78b3062b141a7a1fbbfae1aa3e.info
│ │ ├── 57
│ │ │ ├── 5782f9e9e6e0bb94bac99aeea24814fc
│ │ │ └── 5782f9e9e6e0bb94bac99aeea24814fc.info
│ │ ├── 69
│ │ │ ├── 6981461fe431401459211818212a29cf
│ │ │ └── 6981461fe431401459211818212a29cf.info
│ │ ├── 73
│ │ │ └── 739bbd9f364b4268874f9fd86ab3beef
│ │ ├── 76
│ │ │ └── 7668179ede524d6396c8b7d84461ea29
│ │ ├── 80
│ │ │ ├── 80a3616ca19596e4da0f10f14d241e9f
│ │ │ └── 80a3616ca19596e4da0f10f14d241e9f.info
│ │ ├── 83
│ │ │ ├── 8382b2bb260241859771b69b7f377a8d
│ │ │ └── 8382b2bb260241859771b69b7f377a8d.info
│ │ ├── 84
│ │ │ ├── 844f815391db42d49455cbf1a7bfc434
│ │ │ ├── 84ca94c19f25ae14d83aa41bb3654390
│ │ │ ├── 844f815391db42d49455cbf1a7bfc434.info
│ │ │ └── 84ca94c19f25ae14d83aa41bb3654390.info
│ │ ├── 85
│ │ │ ├── 852e56802eb941638acbb491814497b0
│ │ │ └── 852e56802eb941638acbb491814497b0.info
│ │ ├── 86
│ │ │ ├── 86f4de9468454445ac2f39e207fafa3a
│ │ │ └── 86f4de9468454445ac2f39e207fafa3a.info
│ │ ├── 87
│ │ │ └── 870353891bb340e2b2a9c8707e7419ba
│ │ ├── 90
│ │ │ ├── 9078b7128e594410d9b89e5b24cffd01
│ │ │ └── 9078b7128e594410d9b89e5b24cffd01.info
│ │ ├── 94
│ │ │ ├── 9406dac62bc2ebd4a9e34b6666765229
│ │ │ └── 9406dac62bc2ebd4a9e34b6666765229.info
│ │ ├── 97
│ │ │ ├── 97decbdab0634cdd991f8d23ddf0dead
│ │ │ └── 97decbdab0634cdd991f8d23ddf0dead.info
│ │ ├── 00
│ │ │ ├── 00000000000000001000000000000000
│ │ │ ├── 00000000000000002000000000000000
│ │ │ ├── 00000000000000003000000000000000
│ │ │ ├── 00000000000000004000000000000000
│ │ │ ├── 00000000000000004100000000000000
│ │ │ ├── 00000000000000005000000000000000
│ │ │ ├── 00000000000000005100000000000000
│ │ │ ├── 00000000000000006000000000000000
│ │ │ ├── 00000000000000006100000000000000
│ │ │ ├── 00000000000000007000000000000000
│ │ │ ├── 00000000000000007100000000000000
│ │ │ ├── 00000000000000008000000000000000
│ │ │ ├── 00000000000000009000000000000000
│ │ │ ├── 0000000000000000a000000000000000
│ │ │ ├── 0000000000000000a100000000000000
│ │ │ ├── 0000000000000000b000000000000000
│ │ │ ├── 0000000000000000c000000000000000
│ │ │ ├── 00000000000000005000000000000000.info
│ │ │ ├── 00000000000000003000000000000000.info
│ │ │ ├── 00000000000000007000000000000000.info
│ │ │ ├── 00000000000000001000000000000000.info
│ │ │ ├── 00000000000000002000000000000000.info
│ │ │ ├── 00000000000000004000000000000000.info
│ │ │ ├── 00000000000000004100000000000000.info
│ │ │ ├── 00000000000000006000000000000000.info
│ │ │ ├── 00000000000000006100000000000000.info
│ │ │ ├── 00000000000000008000000000000000.info
│ │ │ ├── 00000000000000009000000000000000.info
│ │ │ ├── 0000000000000000a000000000000000.info
│ │ │ ├── 0000000000000000c000000000000000.info
│ │ │ ├── 00000000000000005100000000000000.info
│ │ │ ├── 00000000000000007100000000000000.info
│ │ │ ├── 0000000000000000a100000000000000.info
│ │ │ └── 0000000000000000b000000000000000.info
│ │ ├── 0d
│ │ │ ├── 0d3bb855445e36e479c85976fc88383a
│ │ │ └── 0d3bb855445e36e479c85976fc88383a.info
│ │ ├── 1c
│ │ │ └── 1c6d1fbb51834b64847b1b73a75bfc77
│ │ ├── 2f
│ │ │ ├── 2fe3476eabbbb6c448e6b55a2cc471f5
│ │ │ └── 2fe3476eabbbb6c448e6b55a2cc471f5.info
│ │ ├── 3a
│ │ │ ├── 3a9e2bc0d6eb4894d82af567906efc9a
│ │ │ └── 3a9e2bc0d6eb4894d82af567906efc9a.info
│ │ ├── 4b
│ │ │ ├── 4b3fa4bde7f1451a8218c03ee6a8ded8
│ │ │ ├── 4ba2329b63d54f0187bcaa12486b1b0f
│ │ │ ├── 4ba2329b63d54f0187bcaa12486b1b0f.info
│ │ │ └── 4b3fa4bde7f1451a8218c03ee6a8ded8.info
│ │ ├── 5f
│ │ │ └── 5f32cd94baa94578a686d4b9d6b660f7
│ │ ├── 6a
│ │ │ ├── 6a10b2909283487f913b00d94cd3faf5
│ │ │ └── 6a10b2909283487f913b00d94cd3faf5.info
│ │ ├── 6b
│ │ │ ├── 6bd89f8ee97bf3246826a75f31c02219
│ │ │ └── 6bd89f8ee97bf3246826a75f31c02219.info
│ │ ├── 7e
│ │ │ ├── 7e654a24f77ddf841806741bd9d91fbc
│ │ │ └── 7e654a24f77ddf841806741bd9d91fbc.info
│ │ ├── 8e
│ │ │ ├── 8e0cd8ed44d4412cbe0642067abc9e44
│ │ │ ├── 8e7066e382b0fc749b25dbb1a3004dfe
│ │ │ ├── 8e0cd8ed44d4412cbe0642067abc9e44.info
│ │ │ └── 8e7066e382b0fc749b25dbb1a3004dfe.info
│ │ ├── ad
│ │ │ ├── adebbd281f1a4ef3a30be7f21937e02f
│ │ │ └── adebbd281f1a4ef3a30be7f21937e02f.info
│ │ ├── b2
│ │ │ ├── b2b693dffac3a4433b3114fea0b7fd4e
│ │ │ ├── b2bead50dbf86924f8e51f03ddbebf70
│ │ │ ├── b2bead50dbf86924f8e51f03ddbebf70.info
│ │ │ └── b2b693dffac3a4433b3114fea0b7fd4e.info
│ │ ├── c1
│ │ │ ├── c11a686ee0a6d4144805585ad7c340fb
│ │ │ └── c11a686ee0a6d4144805585ad7c340fb.info
│ │ ├── d0
│ │ │ ├── d05b96cee66e14240838de167097537a
│ │ │ └── d05b96cee66e14240838de167097537a.info
│ │ ├── d9
│ │ │ ├── d91035c548f23744c9bfb107348ed1c0
│ │ │ └── d91035c548f23744c9bfb107348ed1c0.info
│ │ ├── dc
│ │ │ └── dc443db3e92b4983b9738c1131f555cb
│ │ ├── e1
│ │ │ ├── e1007cd261c84053beb0c3537782908d
│ │ │ └── e1007cd261c84053beb0c3537782908d.info
│ │ ├── e6
│ │ │ ├── e6e6d728614117e489ac5b04cafa9a8f
│ │ │ └── e6e6d728614117e489ac5b04cafa9a8f.info
│ │ ├── f5
│ │ │ ├── f5f67c52d1564df4a8936ccd202a3bd8
│ │ │ └── f5f67c52d1564df4a8936ccd202a3bd8.info
│ │ └── f7
│ │ │ ├── f70555f144d8491a825f0804e09c671c
│ │ │ ├── f7b54ff4a43d4fcf81b4538b678e0bcc
│ │ │ └── f70555f144d8491a825f0804e09c671c.info
│ ├── ShaderCache
│ │ ├── 0
│ │ │ ├── 078d8cd32dfc81fce4bfcaebec5ecc83.bin
│ │ │ └── 09cb9d0762b49c34345ad2160c432b70.bin
│ │ ├── 1
│ │ │ ├── 100bd73b3200cefc7cd32442b92eba4a.bin
│ │ │ ├── 13a519f0b8ba51a23880defd247a6f8b.bin
│ │ │ └── 16e1a9be7574e6178ded21a3018014e1.bin
│ │ ├── 2
│ │ │ ├── 23d8f733d2477c14247db03d7e17dc57.bin
│ │ │ ├── 24ed528f3179862d2f1674ae04779e01.bin
│ │ │ ├── 253dd93f06f7d4e6a753196c136f8d7d.bin
│ │ │ ├── 265a6899e4a50fda3a83a21e6d661c71.bin
│ │ │ ├── 293b69a336734d8162d4ca826b9ca936.bin
│ │ │ └── 2f1969157804ca1737438d0190c66812.bin
│ │ ├── 3
│ │ │ ├── 31cea7da6c406fdc199c60302768235c.bin
│ │ │ └── 3ca56305943eb1dcb20ed07c09028add.bin
│ │ ├── 4
│ │ │ └── 4a265dc507f939338cc96ec482101194.bin
│ │ ├── 5
│ │ │ ├── 52c22ff2bddc497a19c5a29069d54312.bin
│ │ │ ├── 57a64fde09732c341809ff995d085d4c.bin
│ │ │ ├── 5ace36d4bef0d96ec66dfa6d54865dab.bin
│ │ │ └── 5b63cb87aedcb7584ef09c21b8a190c3.bin
│ │ ├── 6
│ │ │ └── 66f12691464effc800c3200cd5825e2d.bin
│ │ ├── 7
│ │ │ ├── 703fa551bb95e82b29a69b53663326cd.bin
│ │ │ ├── 747c25c90ccb2e55df6425b37fec5f58.bin
│ │ │ ├── 7a8fbbc688b24e66d2c2a7b04221c81e.bin
│ │ │ ├── 7c6d3b8016208ef936dbc86e5647cb8c.bin
│ │ │ ├── 7d20fd394f3ee067816aeadfeb20adaf.bin
│ │ │ └── 7fe7a15aa8de8f6dda16ebeb58dc4032.bin
│ │ ├── 8
│ │ │ ├── 80364dca7e5fc7c21117a0db3609dd3b.bin
│ │ │ └── 8cf31657b17329419f8dfb0d50ab8894.bin
│ │ ├── 9
│ │ │ ├── 93eb680e5e4ba8023316f4fec23eb216.bin
│ │ │ ├── 9ac966e5652295d5503fd9c9f422ce26.bin
│ │ │ └── 9db3564da1eb5c05932a6546c3324cd4.bin
│ │ ├── a
│ │ │ ├── a14e2d64cce9a52140435ab2a150c8d4.bin
│ │ │ ├── a41f27b20b25491f2f85fd65b9f8a34e.bin
│ │ │ ├── a7c2d8b23cf01ba8c6b238e14b3adbad.bin
│ │ │ └── ad6e6e3bee4f7b671ad21de2a2958e06.bin
│ │ ├── b
│ │ │ ├── b23dd3f74d8bfda31f812871cc5ed6d2.bin
│ │ │ └── bf7a539547a4e1c49192e1ee6196d40b.bin
│ │ ├── c
│ │ │ ├── c062aca652172d390610877c1456e4e0.bin
│ │ │ ├── c29a6c2ac49b0a0d07f539515dcb0a80.bin
│ │ │ ├── c92366995013e72cc1fd3292035b73f8.bin
│ │ │ └── ccb9d445d0e73fe13b36b07a2a628204.bin
│ │ ├── d
│ │ │ ├── d7acf5f72cf7b3bba07e0ff91eb12a7a.bin
│ │ │ ├── dad7d11dc6dc635934c0c59349a7863b.bin
│ │ │ └── df1031532db8931fb764546a3d6ffb5e.bin
│ │ ├── e
│ │ │ ├── e0cc85faffc686494a385989403eca08.bin
│ │ │ └── ea819251e900f0f25051847b4c97c2c9.bin
│ │ └── f
│ │ │ ├── f04a9b47488db80fffaea3361cf091ea.bin
│ │ │ ├── f4744bcb8e14a1571e774d189ec761d9.bin
│ │ │ ├── f82fc545de13c22b2a776c247b313efd.bin
│ │ │ ├── feb514932a7380737e6a8561cf2166d9.bin
│ │ │ ├── fed0eb5b152204c1c052f9b4268f51bc.bin
│ │ │ ├── fede59b79675ddb30b7474e0967a1c21.bin
│ │ │ └── ffd1d5a27655f0e39ddf225cada28231.bin
│ └── CurrentLayout.dwlt
├── ProjectSettings
│ ├── ProjectVersion.txt
│ ├── TagManager.asset
│ ├── TimeManager.asset
│ ├── AudioManager.asset
│ ├── InputManager.asset
│ ├── NavMeshAreas.asset
│ ├── DynamicsManager.asset
│ ├── EditorSettings.asset
│ ├── GraphicsSettings.asset
│ ├── NetworkManager.asset
│ ├── ProjectSettings.asset
│ ├── QualitySettings.asset
│ ├── Physics2DSettings.asset
│ ├── ClusterInputManager.asset
│ ├── EditorBuildSettings.asset
│ └── UnityConnectSettings.asset
├── .vs
│ ├── SimpleUnityPhysics
│ │ └── v14
│ │ │ └── .suo
│ └── SimpleUnityPhysics.Editor
│ │ └── v14
│ │ └── .suo
├── Assets
│ └── SimpleUnityPhysics
│ │ ├── Example
│ │ ├── SimplePhysicsDemo.unity
│ │ └── PhysicsDemo.cs
│ │ ├── Bone.cs
│ │ ├── SimplePhysics.cs
│ │ └── SimpleRigidbody3D.cs
├── SimpleUnityPhysics.sln
├── SimpleUnityPhysics.csproj
└── SimpleUnityPhysics.Editor.csproj
├── SimpleUnityPhysics.unitypackage
├── README.md
└── LICENSE
/SimpleUnityPhysics/Library/BuildPlayer.prefs:
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1 |
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/SimpleUnityPhysics/Library/AssetImportState:
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1 | 5;0;6;0;0
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1 | m_EditorVersion: 2017.1.0f3
2 |
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1 | 0000.595f8e18.0000
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2 | unityForwardCompatibleVersion: 40
3 |
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1 | Base path: C:/Other/unity56/Editor/Data
2 | Cmd: initializeCompiler
3 |
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/SimpleUnityPhysics/Library/LastSceneManagerSetup.txt:
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1 | sceneSetups:
2 | - path: Assets/SimpleUnityPhysics/Example/SimplePhysicsDemo.unity
3 | isLoaded: 1
4 | isActive: 1
5 |
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/README.md:
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1 | # SimpleUnityPhysics
2 | A custom physics engine for Unity3D. Designed for a genetic algorithm so 10 seconds of simulation can run in a few milliseconds on a average computer.
3 |
4 | See [proclife.blogspot.com](http://proclife.blogspot.com) for an example of something that can be done with this
5 |
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/SimpleUnityPhysics/Assets/SimpleUnityPhysics/Example/PhysicsDemo.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using SimpleUnityPhysics;
5 |
6 | public class PhysicsDemo : MonoBehaviour {
7 |
8 | public SimplePhysics physics;
9 |
10 | void Start ()
11 | {
12 | timeAtLastUpdate = Time.time;
13 | }
14 |
15 |
16 | float timeAtLastUpdate;
17 |
18 | void Update () {
19 | if (Time.time - timeAtLastUpdate >= physics.dt)
20 | {
21 | physics.StepSimulation(SimplePhysics.SimulationType.Interactable);
22 | timeAtLastUpdate = Time.time;
23 | }
24 | }
25 | }
26 |
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1 |
2 |
3 |
4 |
5 | UnityEngine.Analytics
6 |
7 |
8 |
9 | Automatically create and send analytics events based on a variety of triggers.
10 |
11 |
12 |
13 |
14 | Name of the event.
15 |
16 |
17 |
18 |
19 | Trigger the instrumented event.
20 |
21 |
22 |
23 |
24 |
--------------------------------------------------------------------------------
/SimpleUnityPhysics/Library/UnityAssemblies/version.txt:
--------------------------------------------------------------------------------
1 | 2017.1.0f3:3.1.0.0
2 | StandaloneWindows
3 | C:/Other/unity56/Editor/Data/Managed/UnityEditor.dll
4 | C:/Other/unity56/Editor/Data/Managed/UnityEngine.dll
5 | C:/Other/unity56/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll
6 | C:/Other/unity56/Editor/Data/UnityExtensions/Unity/Networking/UnityEngine.Networking.dll
7 | C:/Other/unity56/Editor/Data/UnityExtensions/Unity/TestRunner/UnityEngine.TestRunner.dll
8 | C:/Other/unity56/Editor/Data/UnityExtensions/Unity/TestRunner/net35/unity-custom/nunit.framework.dll
9 | C:/Other/unity56/Editor/Data/UnityExtensions/Unity/Timeline/RuntimeEditor/UnityEngine.Timeline.dll
10 | C:/Other/unity56/Editor/Data/UnityExtensions/Unity/UnityAnalytics/UnityEngine.Analytics.dll
11 | C:/Other/unity56/Editor/Data/UnityExtensions/Unity/UnityHoloLens/RuntimeEditor/UnityEngine.HoloLens.dll
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/SimpleUnityPhysics/SimpleUnityPhysics.sln:
--------------------------------------------------------------------------------
1 |
2 | Microsoft Visual Studio Solution File, Format Version 12.00
3 | # Visual Studio 2015
4 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SimpleUnityPhysics", "SimpleUnityPhysics.csproj", "{DEE576F2-76CD-367A-7AD3-B7B875E971EE}"
5 | EndProject
6 | Global
7 | GlobalSection(SolutionConfigurationPlatforms) = preSolution
8 | Debug|Any CPU = Debug|Any CPU
9 | Release|Any CPU = Release|Any CPU
10 | EndGlobalSection
11 | GlobalSection(ProjectConfigurationPlatforms) = postSolution
12 | {DEE576F2-76CD-367A-7AD3-B7B875E971EE}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
13 | {DEE576F2-76CD-367A-7AD3-B7B875E971EE}.Debug|Any CPU.Build.0 = Debug|Any CPU
14 | {DEE576F2-76CD-367A-7AD3-B7B875E971EE}.Release|Any CPU.ActiveCfg = Release|Any CPU
15 | {DEE576F2-76CD-367A-7AD3-B7B875E971EE}.Release|Any CPU.Build.0 = Release|Any CPU
16 | EndGlobalSection
17 | GlobalSection(SolutionProperties) = preSolution
18 | HideSolutionNode = FALSE
19 | EndGlobalSection
20 | EndGlobal
21 |
--------------------------------------------------------------------------------
/LICENSE:
--------------------------------------------------------------------------------
1 | MIT License
2 |
3 | Copyright (c) 2017 Phylliida Dev
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
--------------------------------------------------------------------------------
/SimpleUnityPhysics/Assets/SimpleUnityPhysics/Bone.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | namespace SimpleUnityPhysics
5 | {
6 | public class Bone : MonoBehaviour
7 | {
8 | public SimpleRigidbody3D other;
9 |
10 | [HideInInspector]
11 | public SimpleRigidbody3D myRigidbody;
12 |
13 | public bool render = true;
14 |
15 |
16 | public void Awake()
17 | {
18 | myRigidbody = GetComponent();
19 | initialDistance = Vector3.Distance(myRigidbody.transform.position, other.transform.position);
20 | }
21 |
22 | [HideInInspector]
23 | public float initialDistance = 0.0f;
24 |
25 | [HideInInspector]
26 | public float prevDistance;
27 |
28 | [HideInInspector]
29 | public float distance;
30 |
31 | public void Start()
32 | {
33 | distance = initialDistance;
34 | prevDistance = distance;
35 | }
36 |
37 |
38 | static Material lineMaterial;
39 | static void CreateLineMaterial()
40 | {
41 | if (!lineMaterial)
42 | {
43 | // Unity has a built-in shader that is useful for drawing
44 | // simple colored things.
45 | Shader shader = Shader.Find("Hidden/Internal-Colored");
46 | lineMaterial = new Material(shader);
47 | lineMaterial.hideFlags = HideFlags.HideAndDontSave;
48 | // Turn on alpha blending
49 | lineMaterial.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
50 | lineMaterial.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
51 | // Turn backface culling off
52 | lineMaterial.SetInt("_Cull", (int)UnityEngine.Rendering.CullMode.Off);
53 | // Turn off depth writes
54 | lineMaterial.SetInt("_ZWrite", 0);
55 | }
56 | }
57 | // Will be called after all regular rendering is done
58 | public void OnRenderObject()
59 | {
60 | if (!render)
61 | {
62 | return;
63 | }
64 | CreateLineMaterial();
65 | // Apply the line material
66 | lineMaterial.SetPass(0);
67 |
68 | //GL.PushMatrix();
69 | // Set transformation matrix for drawing to
70 | // match our transform
71 | //GL.MultMatrix(transform.localToWorldMatrix);
72 |
73 | // Draw lines
74 | GL.Begin(GL.LINES);
75 | GL.Color(new Color(0, 0, 0, 1));
76 | // One vertex at transform position
77 | Vector3 me = myRigidbody.transform.position;
78 | Vector3 ot = other.transform.position;
79 | GL.Vertex3(me.x, me.y, me.z);
80 | // Another vertex at edge of circle
81 | GL.Vertex3(ot.x, ot.y, ot.z);
82 | GL.End();
83 | //GL.PopMatrix();
84 | }
85 | }
86 | }
--------------------------------------------------------------------------------
/SimpleUnityPhysics/Library/UnityAssemblies/UnityEngine.TestRunner.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 | UnityEngine.TestRunner
6 |
7 |
8 |
9 | A MonoBehaviour test needs to implement this interface.
10 |
11 |
12 |
13 |
14 | Indicates when the test is considered finished.
15 |
16 |
17 |
18 |
19 | Interface for the method that implements the prebuild step.
20 |
21 |
22 |
23 |
24 | Setup method that is automatically called before the test run.
25 |
26 |
27 |
28 |
29 | LogAssert allows you to expect Unity log messages that would normally cause the test to fail.
30 |
31 |
32 |
33 |
34 | Set this property to true to prevent unexpected error log messages from triggering an assertion. This property is set to false by default.
35 |
36 |
37 |
38 |
39 | Expect a log message of a specfic type. If an error, assertion or exception log is expected, the test will not fail. The test will fail if a log message is expected but does not appear.
40 |
41 | Log type.
42 | Log message to expect.
43 |
44 |
45 |
46 | Expect a log message of a specfic type. If an error, assertion or exception log is expected, the test will not fail. The test will fail if a log message is expected but does not appear.
47 |
48 | Log type.
49 | Log message to expect.
50 |
51 |
52 |
53 | Triggers an assert if any logs have been received that were not expected. Returns without asserting if all logs received so far have been registered as expected.
54 |
55 |
56 |
57 |
58 | Wrapper for running tests that are imlpemented as MonoBehaviours.
59 |
60 |
61 |
62 |
63 | Allows to define a setup method for the test that will be invoked before the test run is started.
64 |
65 |
66 |
67 |
68 | Points to a class that imlpements TestTools.IPrebuildSetup. The method from TestTools.IPrebuildSetup will be executed before the test run is initiated.
69 |
70 | Type of the class implementing TestTools.IPrebuildSetup.
71 |
72 |
73 |
74 | Platforms the tests can run on.
75 |
76 |
77 |
78 |
79 | For specifying platforms to run on.
80 |
81 |
82 |
83 |
84 | Excluded platforms.
85 |
86 |
87 |
88 |
89 | Included platforms.
90 |
91 |
92 |
93 |
94 | Special type of a unit test that allows to yield from test in order to skip frames when the test is running.
95 |
96 |
97 |
98 |
99 |
--------------------------------------------------------------------------------
/SimpleUnityPhysics/SimpleUnityPhysics.csproj:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 | Debug
5 | AnyCPU
6 | 10.0.20506
7 | 2.0
8 | {DEE576F2-76CD-367A-7AD3-B7B875E971EE}
9 | Library
10 | Assembly-CSharp
11 | 512
12 | {E097FAD1-6243-4DAD-9C02-E9B9EFC3FFC1};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}
13 | .NETFramework
14 | v3.5
15 | Unity Subset v3.5
16 |
17 |
18 | Game:1
19 | StandaloneWindows:5
20 | 2017.1.0f3
21 |
22 |
23 | 4
24 |
25 |
26 | pdbonly
27 | false
28 | Temp\UnityVS_bin\Debug\
29 | Temp\UnityVS_obj\Debug\
30 | prompt
31 | 4
32 | DEBUG;TRACE;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_6_OR_NEWER;UNITY_2017_1_OR_NEWER;UNITY_2017_1_0;UNITY_2017_1;UNITY_2017;UNITY_ANALYTICS;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_GENERICS;ENABLE_PVR_GI;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_RUNTIME_NAVMESH_BUILDING;ENABLE_SPRITERENDERER_FLIPPING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_DIRECTOR;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_COLLAB_SOFTLOCKS;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_USE_WEBREQUEST;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_WEBSOCKET_CLIENT;ENABLE_DIRECTOR_AUDIO;ENABLE_TIMELINE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;ENABLE_NATIVE_ARRAY;ENABLE_SPRITE_MASKING;INCLUDE_DYNAMIC_GI;INCLUDE_GI;ENABLE_MONO_BDWGC;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;INCLUDE_PUBNUB;ENABLE_PLAYMODE_TESTS_RUNNER;ENABLE_VIDEO;ENABLE_RMGUI;ENABLE_CUSTOM_RENDER_TEXTURE;ENABLE_STYLE_SHEETS;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_EVENT_QUEUE;ENABLE_CLUSTERINPUT;ENABLE_VR;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;NET_2_0_SUBSET;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;ENABLE_NATIVE_ARRAY_CHECKS;UNITY_TEAM_LICENSE;ENABLE_VSTU
33 | true
34 |
35 |
36 | pdbonly
37 | false
38 | Temp\UnityVS_bin\Release\
39 | Temp\UnityVS_obj\Release\
40 | prompt
41 | 4
42 | TRACE;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_6_OR_NEWER;UNITY_2017_1_OR_NEWER;UNITY_2017_1_0;UNITY_2017_1;UNITY_2017;UNITY_ANALYTICS;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_GENERICS;ENABLE_PVR_GI;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_RUNTIME_NAVMESH_BUILDING;ENABLE_SPRITERENDERER_FLIPPING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_DIRECTOR;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_COLLAB_SOFTLOCKS;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_USE_WEBREQUEST;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_WEBSOCKET_CLIENT;ENABLE_DIRECTOR_AUDIO;ENABLE_TIMELINE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;ENABLE_NATIVE_ARRAY;ENABLE_SPRITE_MASKING;INCLUDE_DYNAMIC_GI;INCLUDE_GI;ENABLE_MONO_BDWGC;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;INCLUDE_PUBNUB;ENABLE_PLAYMODE_TESTS_RUNNER;ENABLE_VIDEO;ENABLE_RMGUI;ENABLE_CUSTOM_RENDER_TEXTURE;ENABLE_STYLE_SHEETS;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_EVENT_QUEUE;ENABLE_CLUSTERINPUT;ENABLE_VR;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;NET_2_0_SUBSET;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;ENABLE_NATIVE_ARRAY_CHECKS;UNITY_TEAM_LICENSE;ENABLE_VSTU
43 | true
44 |
45 |
46 |
47 |
48 |
49 |
50 |
51 |
52 |
53 |
54 |
55 | Library\UnityAssemblies\UnityEditor.dll
56 |
57 |
58 | Library\UnityAssemblies\UnityEngine.dll
59 |
60 |
61 | Library\UnityAssemblies\UnityEngine.UI.dll
62 |
63 |
64 | Library\UnityAssemblies\UnityEngine.Networking.dll
65 |
66 |
67 | Library\UnityAssemblies\UnityEngine.TestRunner.dll
68 |
69 |
70 | Library\UnityAssemblies\nunit.framework.dll
71 |
72 |
73 | Library\UnityAssemblies\UnityEngine.Timeline.dll
74 |
75 |
76 | Library\UnityAssemblies\UnityEngine.Analytics.dll
77 |
78 |
79 | Library\UnityAssemblies\UnityEngine.HoloLens.dll
80 |
81 |
82 |
83 |
84 |
85 |
86 |
87 |
88 |
89 |
90 |
--------------------------------------------------------------------------------
/SimpleUnityPhysics/SimpleUnityPhysics.Editor.csproj:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 | Debug
5 | AnyCPU
6 | 10.0.20506
7 | 2.0
8 | {0E29C788-5C73-5F1E-B567-22B9D82CBC38}
9 | Library
10 | Assembly-CSharp-Editor
11 | 512
12 | {E097FAD1-6243-4DAD-9C02-E9B9EFC3FFC1};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}
13 | .NETFramework
14 | v3.5
15 | Unity Full v3.5
16 |
17 | Editor:5
18 | StandaloneWindows:5
19 | 2017.1.0f3
20 |
21 | 4
22 |
23 |
24 | pdbonly
25 | false
26 | Temp\UnityVS_bin\Debug\
27 | Temp\UnityVS_obj\Debug\
28 | prompt
29 | 4
30 | DEBUG;TRACE;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_6_OR_NEWER;UNITY_2017_1_OR_NEWER;UNITY_2017_1_0;UNITY_2017_1;UNITY_2017;UNITY_ANALYTICS;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_GENERICS;ENABLE_PVR_GI;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_RUNTIME_NAVMESH_BUILDING;ENABLE_SPRITERENDERER_FLIPPING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_DIRECTOR;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_COLLAB_SOFTLOCKS;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_USE_WEBREQUEST;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_WEBSOCKET_CLIENT;ENABLE_DIRECTOR_AUDIO;ENABLE_TIMELINE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;ENABLE_NATIVE_ARRAY;ENABLE_SPRITE_MASKING;INCLUDE_DYNAMIC_GI;INCLUDE_GI;ENABLE_MONO_BDWGC;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;INCLUDE_PUBNUB;ENABLE_PLAYMODE_TESTS_RUNNER;ENABLE_VIDEO;ENABLE_RMGUI;ENABLE_CUSTOM_RENDER_TEXTURE;ENABLE_STYLE_SHEETS;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_EVENT_QUEUE;ENABLE_CLUSTERINPUT;ENABLE_VR;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;NET_2_0_SUBSET;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;ENABLE_NATIVE_ARRAY_CHECKS;UNITY_TEAM_LICENSE;ENABLE_VSTU
31 | true
32 |
33 |
34 | pdbonly
35 | false
36 | Temp\UnityVS_bin\Release\
37 | Temp\UnityVS_obj\Release\
38 | prompt
39 | 4
40 | TRACE;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_6_OR_NEWER;UNITY_2017_1_OR_NEWER;UNITY_2017_1_0;UNITY_2017_1;UNITY_2017;UNITY_ANALYTICS;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_GENERICS;ENABLE_PVR_GI;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_RUNTIME_NAVMESH_BUILDING;ENABLE_SPRITERENDERER_FLIPPING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_DIRECTOR;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_COLLAB_SOFTLOCKS;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_USE_WEBREQUEST;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_WEBSOCKET_CLIENT;ENABLE_DIRECTOR_AUDIO;ENABLE_TIMELINE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;ENABLE_NATIVE_ARRAY;ENABLE_SPRITE_MASKING;INCLUDE_DYNAMIC_GI;INCLUDE_GI;ENABLE_MONO_BDWGC;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;INCLUDE_PUBNUB;ENABLE_PLAYMODE_TESTS_RUNNER;ENABLE_VIDEO;ENABLE_RMGUI;ENABLE_CUSTOM_RENDER_TEXTURE;ENABLE_STYLE_SHEETS;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_EVENT_QUEUE;ENABLE_CLUSTERINPUT;ENABLE_VR;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;NET_2_0_SUBSET;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;ENABLE_NATIVE_ARRAY_CHECKS;UNITY_TEAM_LICENSE;ENABLE_VSTU
41 | true
42 |
43 |
44 |
45 |
46 |
47 |
48 |
49 |
50 |
51 |
52 |
53 | Library\UnityAssemblies\UnityEditor.dll
54 |
55 |
56 | Library\UnityAssemblies\UnityEngine.dll
57 |
58 |
59 | Library\UnityAssemblies\UnityEditor.Advertisements.dll
60 |
61 |
62 | Library\UnityAssemblies\UnityEngine.UI.dll
63 |
64 |
65 | Library\UnityAssemblies\UnityEditor.UI.dll
66 |
67 |
68 | Library\UnityAssemblies\UnityEngine.Networking.dll
69 |
70 |
71 | Library\UnityAssemblies\UnityEditor.Networking.dll
72 |
73 |
74 | Library\UnityAssemblies\UnityEditor.TestRunner.dll
75 |
76 |
77 | Library\UnityAssemblies\UnityEngine.TestRunner.dll
78 |
79 |
80 | Library\UnityAssemblies\nunit.framework.dll
81 |
82 |
83 | Library\UnityAssemblies\UnityEngine.Timeline.dll
84 |
85 |
86 | Library\UnityAssemblies\UnityEditor.Timeline.dll
87 |
88 |
89 | Library\UnityAssemblies\UnityEditor.TreeEditor.dll
90 |
91 |
92 | Library\UnityAssemblies\UnityEngine.Analytics.dll
93 |
94 |
95 | Library\UnityAssemblies\UnityEditor.Analytics.dll
96 |
97 |
98 | Library\UnityAssemblies\UnityEditor.HoloLens.dll
99 |
100 |
101 | Library\UnityAssemblies\UnityEngine.HoloLens.dll
102 |
103 |
104 | Library\UnityAssemblies\UnityEditor.Purchasing.dll
105 |
106 |
107 | Library\UnityAssemblies\UnityEditor.VR.dll
108 |
109 |
110 | Library\UnityAssemblies\UnityEditor.Graphs.dll
111 |
112 |
113 | Library\UnityAssemblies\UnityEditor.WindowsStandalone.Extensions.dll
114 |
115 |
116 | Library\UnityAssemblies\SyntaxTree.VisualStudio.Unity.Bridge.dll
117 |
118 |
119 |
120 |
121 | {DEE576F2-76CD-367A-7AD3-B7B875E971EE}
122 | SimpleUnityPhysics
123 |
124 |
125 |
126 |
127 |
128 |
129 |
130 |
131 |
--------------------------------------------------------------------------------
/SimpleUnityPhysics/Library/UnityAssemblies/UnityEngine.HoloLens.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 | UnityEngine.HoloLens
6 |
7 |
8 |
9 | This component enables control over properties attached to AudioSource components for spatial sound in Unity.
10 |
11 |
12 |
13 |
14 | Describes room size to for audio effects.
15 |
16 |
17 |
18 |
19 | Describes room size to for audio effects.
20 |
21 |
22 |
23 |
24 | A BaseInputModule designed for HoloLens input.
25 |
26 |
27 |
28 |
29 | Defines the number of pixels of emulated mouse movement when a value of positive or negative 1 is reported by the device for a navigation gesture.
30 |
31 |
32 |
33 |
34 | Controls the number of seconds that taps (emulated mouse clicks) will leave any tapped UI object in the Pressed state for better user feedback.
35 |
36 |
37 |
38 |
39 | See BaseInputModule.
40 |
41 |
42 |
43 |
44 | See BaseInputModule.
45 |
46 |
47 |
48 |
49 | See BaseInputModule.
50 |
51 |
52 |
53 |
54 | See BaseInputModule.
55 |
56 |
57 |
58 |
59 | The base class for all spatial mapping components.
60 |
61 |
62 |
63 |
64 | This property specifies whether or not collision data will be generated when computing the surface mesh's triangulation. (Read Only)
65 |
66 |
67 |
68 |
69 | Specifies if the component should listen and respond to spatial surface changes.
70 |
71 |
72 |
73 |
74 | The half extents of the bounding box from its center.
75 |
76 |
77 |
78 |
79 | The level of detail that should be used when generating surface meshes.
80 |
81 |
82 |
83 |
84 | The number of frames to keep a surface mesh alive for before destroying it after the system has determined that its real world counterpart has been removed.
85 |
86 |
87 |
88 |
89 | The time in seconds between system queries for changes in physical space.
90 |
91 |
92 |
93 |
94 | The radius of the bounding sphere volume.
95 |
96 |
97 |
98 |
99 | The GameObject that should be the parent of all the component's surface mesh game objects.
100 |
101 |
102 |
103 |
104 | The surface observer volume to use when querying the system for changes in physical space.
105 |
106 |
107 |
108 |
109 | The number of triangles per cubic meter or level of detail that should be used when creating a surface mesh.
110 |
111 |
112 |
113 |
114 | Generates surface meshes with the maximum amount of triangles.
115 |
116 |
117 |
118 |
119 | Generates surface meshes with as few triangles as possible.
120 |
121 |
122 |
123 |
124 | Generates a medium quality surface mesh.
125 |
126 |
127 |
128 |
129 | This method is called when the system notifies the spatial mapping component that a surface has been removed.
130 |
131 |
132 |
133 |
134 |
135 |
136 | This method will be called by the system when the surface data has been generated.
137 |
138 |
139 |
140 |
141 |
142 |
143 |
144 |
145 | The surface observer volume type to use when querying the system for changes in physical space.
146 |
147 |
148 |
149 |
150 | An axis aligned bounding box volume.
151 |
152 |
153 |
154 |
155 | A sphere bounding volume.
156 |
157 |
158 |
159 |
160 | Creates and manages the GameObjects that represent spatial surfaces. A MeshFilter and MeshCollider will automatically be added to these game objects so that holograms can interact with physical surfaces.
161 |
162 |
163 |
164 |
165 | Enables/Disables MeshCollider components on all spatial surfaces associated with the SpatialMappingCollider component instance.
166 |
167 |
168 |
169 |
170 | Sets the layer on all spatial surfaces associated with the SpatialMappingCollider component instance.
171 |
172 |
173 |
174 |
175 | Sets the PhysicMaterial on all spatial surfaces associated with the SpatialMappingCollider component instance.
176 |
177 |
178 |
179 |
180 | Creates and manages the GameObjects that represent spatial surfaces. A MeshFilter, MeshRenderer, and material will automatically be added to these GameObjects so that the spatial surface can be visualized.
181 |
182 |
183 |
184 |
185 | A Material applied to all surface meshes to enable occlusion of holograms by real world objects.
186 |
187 |
188 |
189 |
190 | Controls which Material will be used when rendering a surface mesh.
191 |
192 |
193 |
194 |
195 | A material that can be used to visualize the spatial surface.
196 |
197 |
198 |
199 |
200 | Specifies how to render the spatial surfaces associated with the SpatialMappingRenderer component instance.
201 |
202 |
203 |
204 |
205 | Disables all MeshRenderer components associated with the SpatialMappingRenderer component instance.
206 |
207 |
208 |
209 |
210 | Indicates that the Occlusion material should be used to render the surfaces.
211 |
212 |
213 |
214 |
215 | Indicates that the Visualization material should be used to render the surfaces.
216 |
217 |
218 |
219 |
220 |
--------------------------------------------------------------------------------
/SimpleUnityPhysics/Assets/SimpleUnityPhysics/SimplePhysics.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using UnityEngine.Profiling;
5 | namespace SimpleUnityPhysics
6 | {
7 | public class SimplePhysics : MonoBehaviour
8 | {
9 |
10 | public float dt = 0.01f;
11 | public int itersPerFrame = 10;
12 | public int collisionIters = 3;
13 | public int boneIters = 5;
14 | public float friction = 0.99f;
15 |
16 |
17 | Vector3[] initialPositions;
18 |
19 | Bone[] bones;
20 | SimpleRigidbody3D[] rigidbodies;
21 |
22 | void Awake()
23 | {
24 | rigidbodies = FindObjectsOfType();
25 |
26 | bones = FindObjectsOfType();
27 |
28 | initialPositions = new Vector3[rigidbodies.Length];
29 |
30 | for (int i = 0; i < rigidbodies.Length; i++)
31 | {
32 | initialPositions[i] = rigidbodies[i].transform.position;
33 | }
34 |
35 | ResetSimulation();
36 |
37 | foreach (SimpleRigidbody3D rigidbody in rigidbodies)
38 | {
39 | rigidbody.distances = new float[rigidbodies.Length];
40 | }
41 |
42 |
43 |
44 | foreach (Bone bone in FindObjectsOfType())
45 | {
46 | HashSet newConnectedComponent = new HashSet();
47 |
48 | newConnectedComponent.Add(bone.myRigidbody);
49 | newConnectedComponent.Add(bone.other);
50 |
51 |
52 | if (bone.myRigidbody.connectedComponent != null)
53 | {
54 | newConnectedComponent.UnionWith(bone.myRigidbody.connectedComponent);
55 | }
56 |
57 | if (bone.other.connectedComponent != null)
58 | {
59 | newConnectedComponent.UnionWith(bone.other.connectedComponent);
60 | }
61 |
62 |
63 |
64 | bone.myRigidbody.connectedComponent = newConnectedComponent;
65 | bone.other.connectedComponent = newConnectedComponent;
66 | }
67 |
68 | }
69 |
70 | public Vector3 gravity = new Vector3(0, -9.81f, 0);
71 |
72 | public static void VectorAfterNormalForce(float forceX, float forceY, float forceZ, float normalX, float normalY, float normalZ, out float resX, out float resY, out float resZ)
73 | {
74 | float rejX, rejY, rejZ;
75 | SimpleRigidbody3D.VectorRejection(forceX, forceY, forceZ, normalX, normalY, normalZ, out rejX, out rejY, out rejZ);
76 |
77 | float projX, projY, projZ;
78 | SimpleRigidbody3D.VectorProjection(forceX, forceY, forceZ, normalX, normalY, normalZ, out projX, out projY, out projZ);
79 |
80 | float dotProd = forceX * normalX + forceY * normalY + forceZ * normalZ;
81 |
82 | float pointingInSameDirection = dotProd / Mathf.Abs(dotProd);
83 | // Not pointing in same direction
84 | if (pointingInSameDirection <= 0.0f)
85 | {
86 | resX = rejX;
87 | resY = rejY;
88 | resZ = rejZ;
89 | }
90 | // Pointing in same direction
91 | else
92 | {
93 | resX = rejX + projX;
94 | resY = rejY + projY;
95 | resZ = rejZ + projZ;
96 | }
97 | }
98 |
99 | void DoTick()
100 | {
101 | foreach (SimpleRigidbody3D rigi in rigidbodies)
102 | {
103 | rigi.UpdateMe();
104 | }
105 |
106 | for (int i = 0; i < boneIters; i++)
107 | {
108 | foreach (Bone bone in bones)
109 | {
110 | float prevDistance = bone.prevDistance;
111 | ApplyBone(bone.myRigidbody, bone.other, bone.distance, ref prevDistance, 0.001f);
112 | bone.prevDistance = prevDistance;
113 | }
114 | }
115 | }
116 |
117 |
118 |
119 |
120 | public void ApplyBone(SimpleRigidbody3D left, SimpleRigidbody3D right, float desiredDist, ref float prevDistance, float distThreshold)
121 | {
122 | if (left == right) { return; }
123 |
124 | float pdx = left.tmpX - right.tmpX;
125 | float pdy = left.tmpY - right.tmpY;
126 | float pdz = left.tmpZ - right.tmpZ;
127 |
128 | float distanceNow = Mathf.Sqrt(pdx * pdx + pdy * pdy + pdz * pdz);
129 |
130 | // float distanceNow = Vector3f.Distance(left.tmpPosition, right.tmpPosition);
131 |
132 | bool changing = false;
133 | if (Mathf.Abs(desiredDist - distanceNow) >= distThreshold)
134 | {
135 | changing = true;
136 | }
137 | else
138 | {
139 | prevDistance = desiredDist;
140 | return;
141 | }
142 |
143 |
144 | float npdx, npdy, npdz;
145 |
146 | SimpleRigidbody3D.Normalize(pdx, pdy, pdz, out npdx, out npdy, out npdz);
147 |
148 | float normX, normY, normZ;
149 |
150 | float normLen = ((distanceNow - desiredDist) / Mathf.Abs(desiredDist - distanceNow));
151 |
152 | normX = npdx * normLen;
153 | normY = npdy * normLen;
154 | normZ = npdz * normLen;
155 |
156 | if (changing)
157 | {
158 | float myNotNormX, myNotNormY, myNotNormZ;
159 | VectorAfterNormalForce(left.velocityX, left.velocityY, left.velocityZ, -normX, -normY, -normZ, out myNotNormX, out myNotNormY, out myNotNormZ);
160 |
161 | float otherNotAlongX, otherNotAlongY, otherNotAlongZ;
162 | VectorAfterNormalForce(right.velocityX, right.velocityY, right.velocityZ, normX, normY, normZ, out otherNotAlongX, out otherNotAlongY, out otherNotAlongZ);
163 |
164 | float myAlongNormX = left.velocityX - myNotNormX;
165 | float myAlongNormY = left.velocityY - myNotNormY;
166 | float myAlongNormZ = left.velocityZ - myNotNormZ;
167 |
168 | float otherAlongNormX = right.velocityX - otherNotAlongX;
169 | float otherAlongNormY = right.velocityY - otherNotAlongY;
170 | float otherAlongNormZ = right.velocityZ - otherNotAlongZ;
171 |
172 | float avgAlongNormX = (myAlongNormX + otherAlongNormX) / 2.0f;
173 | float avgAlongNormY = (myAlongNormY + otherAlongNormY) / 2.0f;
174 | float avgAlongNormZ = (myAlongNormZ + otherAlongNormZ) / 2.0f;
175 |
176 | float colNormMoveX = npdx;
177 | float colNormMoveY = npdy;
178 | float colNormMoveZ = npdz;
179 |
180 |
181 | left.velocityX = myNotNormX + avgAlongNormX;
182 | left.velocityY = myNotNormY + avgAlongNormY;
183 | left.velocityZ = myNotNormZ + avgAlongNormZ;
184 |
185 | right.velocityX = otherNotAlongX + avgAlongNormX;
186 | right.velocityY = otherNotAlongY + avgAlongNormY;
187 | right.velocityZ = otherNotAlongZ + avgAlongNormZ;
188 |
189 | if (prevDistance != desiredDist)
190 | {
191 | right.velocityX += -colNormMoveX * (desiredDist - prevDistance);
192 | right.velocityY += -colNormMoveY * (desiredDist - prevDistance);
193 | right.velocityZ += -colNormMoveZ * (desiredDist - prevDistance);
194 |
195 | left.velocityX += colNormMoveX * (desiredDist - prevDistance);
196 | left.velocityY += colNormMoveY * (desiredDist - prevDistance);
197 | left.velocityZ += colNormMoveZ * (desiredDist - prevDistance);
198 | }
199 | prevDistance = distanceNow;
200 | }
201 | else
202 | {
203 | prevDistance = desiredDist;
204 | }
205 |
206 | }
207 |
208 | public void ResetSimulation()
209 | {
210 | for (int i = 0; i < rigidbodies.Length; i++)
211 | {
212 | rigidbodies[i].tmpX = initialPositions[i].x;
213 | rigidbodies[i].tmpY = initialPositions[i].y;
214 | rigidbodies[i].tmpZ = initialPositions[i].z;
215 | }
216 |
217 | foreach (SimpleRigidbody3D rigid in rigidbodies)
218 | {
219 | rigid.ResetMe();
220 | }
221 |
222 | foreach (Bone bone in bones)
223 | {
224 | bone.Start();
225 | }
226 | }
227 |
228 | public enum SimulationType
229 | {
230 | Interactable,
231 | Visable,
232 | Simulated
233 | }
234 |
235 | public void StepSimulation(SimulationType simulationType)
236 | {
237 | if (simulationType == SimulationType.Interactable)
238 | {
239 | foreach (SimpleRigidbody3D thing in rigidbodies)
240 | {
241 | Vector3 thingPos = new Vector3(thing.tmpX, thing.tmpY, thing.tmpZ);
242 | if (thingPos != thing.transform.position)
243 | {
244 | Vector3 dMe = thing.transform.position - thingPos;
245 | thing.velocityX += (dMe / 4.0f).x;
246 | thing.velocityY += (dMe / 4.0f).y;
247 | thing.velocityZ += (dMe / 4.0f).z;
248 |
249 | thing.tmpX = thing.transform.position.x;
250 | thing.tmpY = thing.transform.position.y;
251 | thing.tmpZ = thing.transform.position.z;
252 | }
253 | }
254 |
255 | DoTick();
256 |
257 | foreach (SimpleRigidbody3D thing in rigidbodies)
258 | {
259 | thing.transform.position = new Vector3(thing.tmpX, thing.tmpY, thing.tmpZ);
260 | }
261 | }
262 | else if (simulationType == SimulationType.Visable)
263 | {
264 | DoTick();
265 |
266 | foreach (SimpleRigidbody3D thing in rigidbodies)
267 | {
268 | thing.transform.position = new Vector3(thing.tmpX, thing.tmpY, thing.tmpZ);
269 | }
270 | }
271 | else // if(simulationType == SimulationType.Simulated)
272 | {
273 | DoTick();
274 | }
275 | }
276 |
277 |
278 | public string saveConfigName = "scene.json";
279 | }
280 | }
--------------------------------------------------------------------------------
/SimpleUnityPhysics/Assets/SimpleUnityPhysics/SimpleRigidbody3D.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 |
5 | namespace SimpleUnityPhysics
6 | {
7 | public class SimpleRigidbody3D : MonoBehaviour
8 | {
9 | [HideInInspector]
10 | SimplePhysics time;
11 | [HideInInspector]
12 | List otherColliders;
13 | [HideInInspector]
14 | List staticColliders;
15 | [HideInInspector]
16 | public Vector3 initialPosition;
17 | [HideInInspector]
18 | public float tmpX, tmpY, tmpZ;
19 |
20 |
21 | public void Awake()
22 | {
23 | initialPosition = transform.position;
24 | tmpX = transform.position.x;
25 | tmpY = transform.position.y;
26 | tmpZ = transform.position.z;
27 |
28 | Collider[] otherThings = FindObjectsOfType();
29 | otherColliders = new List();
30 | staticColliders = new List();
31 |
32 | foreach (SimpleRigidbody3D rigi in FindObjectsOfType())
33 | {
34 | if (rigi == this)
35 | {
36 | continue;
37 | }
38 | otherColliders.Add(rigi);
39 | }
40 |
41 | for (int i = 0; i < otherThings.Length; i++)
42 | {
43 | if (otherThings[i].GetComponent() != null)
44 | {
45 | staticColliders.Add(otherThings[i].GetComponent());
46 | }
47 | }
48 |
49 |
50 | time = FindObjectOfType();
51 | radius = transform.localScale.x / 2.0f;
52 |
53 | }
54 |
55 | [HideInInspector]
56 | public float[] distances;
57 |
58 | [HideInInspector]
59 | public HashSet connectedComponent;
60 |
61 | [HideInInspector]
62 | public float velocityX, velocityY, velocityZ;
63 |
64 | [HideInInspector]
65 | public float radius = 1.0f;
66 |
67 | // See https://en.wikipedia.org/wiki/Vector_projection
68 |
69 | public static void Normalize(float x, float y, float z, out float nx, out float ny, out float nz)
70 | {
71 | float mag = x * x + y * y + z * z;
72 | if (mag == 0)
73 | {
74 | nx = x;
75 | ny = y;
76 | nz = z;
77 | }
78 | else
79 | {
80 | mag = Mathf.Sqrt(mag);
81 | nx = x / mag;
82 | ny = y / mag;
83 | nz = z / mag;
84 | }
85 | }
86 |
87 | public static void VectorProjection(float ax, float ay, float az, float bx, float by, float bz, out float x, out float y, out float z)
88 | {
89 | float nx, ny, nz;
90 | Normalize(bx, by, bz, out nx, out ny, out nz);
91 | float dot = ax * nx + ay * ny + az * nz;
92 | x = bx * dot;
93 | y = by * dot;
94 | z = bz * dot;
95 | }
96 |
97 | public static void VectorRejection(float ax, float ay, float az, float bx, float by, float bz, out float x, out float y, out float z)
98 | {
99 | float nx, ny, nz;
100 | Normalize(bx, by, bz, out nx, out ny, out nz);
101 | float dot = ax * nx + ay * ny + az * nz;
102 | x = ax - bx * dot;
103 | y = ay - by * dot;
104 | z = az - bz * dot;
105 | }
106 |
107 | // Accessing zero is slow for some reason?
108 |
109 | public bool SphereSphereCollision(SimpleRigidbody3D me, SimpleRigidbody3D other, out float pointX, out float pointY, out float pointZ, out float normalX, out float normalY, out float normalZ)
110 | {
111 | // Accessing properties of compoments are slow
112 | float myRadius = me.radius;
113 | float otherRadius = other.radius;
114 | // I need to do this because for some reason unity Vector3f.Distance is slow
115 | float dx = me.tmpX - other.tmpX;
116 | float dy = me.tmpY - other.tmpY;
117 | float dz = me.tmpZ - other.tmpZ;
118 | float distance = Mathf.Sqrt(dx * dx + dy * dy + dz * dz);
119 |
120 | float nx, ny, nz;
121 | Normalize(1, 1, 1, out nx, out ny, out nz);
122 |
123 | if (distance <= myRadius + otherRadius)
124 | {
125 | if (distance == 0.0f)
126 | {
127 | pointX = me.tmpX + nx / me.radius / 10.0f;
128 | pointY = me.tmpY + ny / me.radius / 10.0f;
129 | pointZ = me.tmpZ + nz / me.radius / 10.0f;
130 |
131 | float tmpNormalX = me.tmpX - pointX;
132 | float tmpNormalY = me.tmpY - pointY;
133 | float tmpNormalZ = me.tmpZ - pointZ;
134 |
135 | Normalize(tmpNormalX, tmpNormalY, tmpNormalZ, out normalX, out normalY, out normalZ);
136 | }
137 | else
138 | {
139 | pointX = (me.tmpX * myRadius + other.tmpX * otherRadius) / (myRadius + otherRadius);
140 | pointY = (me.tmpY * myRadius + other.tmpY * otherRadius) / (myRadius + otherRadius);
141 | pointZ = (me.tmpZ * myRadius + other.tmpZ * otherRadius) / (myRadius + otherRadius);
142 |
143 | float tmpNormalX = me.tmpX - pointX;
144 | float tmpNormalY = me.tmpY - pointY;
145 | float tmpNormalZ = me.tmpZ - pointZ;
146 |
147 | Normalize(tmpNormalX, tmpNormalY, tmpNormalZ, out normalX, out normalY, out normalZ);
148 | }
149 | return true;
150 | }
151 | else
152 | {
153 | pointX = 0; pointY = 0; pointZ = 0;
154 | normalX = 0; normalY = 0; normalZ = 0;
155 | return false;
156 | }
157 | }
158 |
159 | public bool SphereBoxCollision(SimpleRigidbody3D me, BoxCollider other, out float pointX, out float pointY, out float pointZ, out float normalX, out float normalY, out float normalZ)
160 | {
161 | Vector3 closePoint = other.ClosestPointOnBounds(new Vector3(me.tmpX, me.tmpY, me.tmpZ));
162 |
163 | float dx = me.tmpX - closePoint.x;
164 | float dy = me.tmpY - closePoint.y;
165 | float dz = me.tmpZ - closePoint.z;
166 | float distance = Mathf.Sqrt(dx * dx + dy * dy + dz * dz);
167 | if (distance <= me.radius)
168 | {
169 |
170 | float nx, ny, nz;
171 | Normalize(1, 1, 1, out nx, out ny, out nz);
172 |
173 | if (distance == 0.0f)
174 | {
175 |
176 | pointX = me.tmpX + nx / me.radius / 10.0f;
177 | pointY = me.tmpY + ny / me.radius / 10.0f;
178 | pointZ = me.tmpZ + nz / me.radius / 10.0f;
179 |
180 | float tmpNormalX = me.tmpX - pointX;
181 | float tmpNormalY = me.tmpY - pointY;
182 | float tmpNormalZ = me.tmpZ - pointZ;
183 |
184 | Normalize(tmpNormalX, tmpNormalY, tmpNormalZ, out normalX, out normalY, out normalZ);
185 | }
186 | else
187 | {
188 | pointX = closePoint.x;
189 | pointY = closePoint.y;
190 | pointZ = closePoint.z;
191 |
192 | float tmpNormalX = me.tmpX - pointX;
193 | float tmpNormalY = me.tmpY - pointY;
194 | float tmpNormalZ = me.tmpZ - pointZ;
195 |
196 | Normalize(tmpNormalX, tmpNormalY, tmpNormalZ, out normalX, out normalY, out normalZ);
197 | }
198 | return true;
199 | }
200 | else
201 | {
202 | pointX = 0; pointY = 0; pointZ = 0;
203 | normalX = 0; normalY = 0; normalZ = 0;
204 | return false;
205 | }
206 | }
207 |
208 | public bool FixCollisions()
209 | {
210 | bool fixedSomething = false;
211 | for (int i = 0; i < otherColliders.Count; i++)
212 | {
213 | SimpleRigidbody3D other = otherColliders[i];
214 | float colX, colY, colZ;
215 | float normX, normY, normZ;
216 |
217 | if (SphereSphereCollision(this, other, out colX, out colY, out colZ, out normX, out normY, out normZ))
218 | {
219 | fixedSomething = true;
220 |
221 | float newVelX, newVelY, newVelZ;
222 | SimplePhysics.VectorAfterNormalForce(velocityX, velocityY, velocityZ, normX, normY, normZ, out newVelX, out newVelY, out newVelZ);
223 | float lostVelX = velocityX - newVelX;
224 | float lostVelY = velocityY - newVelY;
225 | float lostVelZ = velocityZ - newVelZ;
226 |
227 | float otherNewVelX, otherNewVelY, otherNewVelZ;
228 | SimplePhysics.VectorAfterNormalForce(other.velocityX, other.velocityY, other.velocityZ, -normX, -normY, -normZ, out otherNewVelX, out otherNewVelY, out otherNewVelZ);
229 | float otherLostVelX = other.velocityX - otherNewVelX;
230 | float otherLostVelY = other.velocityY - otherNewVelY;
231 | float otherLostVelZ = other.velocityZ - otherNewVelZ;
232 |
233 | float avgLostVelX = (lostVelX + otherLostVelX) / 2.0f;
234 | float avgLostVelY = (lostVelY + otherLostVelY) / 2.0f;
235 | float avgLostVelZ = (lostVelZ + otherLostVelZ) / 2.0f;
236 |
237 | velocityX = newVelX * time.friction + avgLostVelX;
238 | velocityY = newVelY * time.friction + avgLostVelY;
239 | velocityZ = newVelZ * time.friction + avgLostVelZ;
240 |
241 | other.velocityX = otherNewVelX * time.friction + avgLostVelX;
242 | other.velocityY = otherNewVelY * time.friction + avgLostVelY;
243 | other.velocityZ = otherNewVelZ * time.friction + avgLostVelZ;
244 |
245 | float dx = colX - tmpX;
246 | float dy = colY - tmpY;
247 | float dz = colZ - tmpZ;
248 | float dist = Mathf.Sqrt(dx * dx + dy * dy + dz * dz);
249 |
250 |
251 | float moveOffsetX = normX * (radius - dist);
252 | float moveOffsetY = normY * (radius - dist);
253 | float moveOffsetZ = normZ * (radius - dist);
254 |
255 | tmpX += moveOffsetX;
256 | tmpY += moveOffsetY;
257 | tmpZ += moveOffsetZ;
258 |
259 | other.tmpX -= moveOffsetX;
260 | other.tmpY -= moveOffsetY;
261 | other.tmpZ -= moveOffsetZ;
262 | }
263 | }
264 |
265 | for (int i = 0; i < staticColliders.Count; i++)
266 | {
267 | BoxCollider other = staticColliders[i];
268 | float colX, colY, colZ;
269 | float normX, normY, normZ;
270 |
271 | if (SphereBoxCollision(this, other, out colX, out colY, out colZ, out normX, out normY, out normZ))
272 | {
273 | fixedSomething = true;
274 |
275 | float newVelX, newVelY, newVelZ;
276 | SimplePhysics.VectorAfterNormalForce(velocityX, velocityY, velocityZ, normX, normY, normZ, out newVelX, out newVelY, out newVelZ);
277 | velocityX = newVelX * time.friction;
278 | velocityY = newVelY * time.friction;
279 | velocityZ = newVelZ * time.friction;
280 |
281 |
282 | float dx = colX - tmpX;
283 | float dy = colY - tmpY;
284 | float dz = colZ - tmpZ;
285 | float dist = Mathf.Sqrt(dx * dx + dy * dy + dz * dz);
286 |
287 | float moveOffsetX = normX * (radius - dist);
288 | float moveOffsetY = normY * (radius - dist);
289 | float moveOffsetZ = normZ * (radius - dist);
290 |
291 | tmpX += moveOffsetX;
292 | tmpY += moveOffsetY;
293 | tmpZ += moveOffsetZ;
294 | }
295 | }
296 |
297 | return fixedSomething;
298 | }
299 |
300 | public void ResetMe()
301 | {
302 | velocityX = velocityY = velocityZ = 0;
303 | }
304 |
305 | public void UpdateMe()
306 | {
307 | for (int i = 0; i < time.itersPerFrame; i++)
308 | {
309 | float dt = time.dt / time.itersPerFrame;
310 |
311 | float accelerationX = time.gravity.x;
312 | float accelerationY = time.gravity.y;
313 | float accelerationZ = time.gravity.z;
314 |
315 |
316 | tmpX += velocityX * dt + 0.5f * accelerationX * dt * dt;
317 | tmpY += velocityY * dt + 0.5f * accelerationY * dt * dt;
318 | tmpZ += velocityZ * dt + 0.5f * accelerationZ * dt * dt;
319 |
320 | velocityX += accelerationX * dt;
321 | velocityY += accelerationY * dt;
322 | velocityZ += accelerationZ * dt;
323 |
324 | FixCollisions();
325 | }
326 |
327 | }
328 | }
329 | }
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/SimpleUnityPhysics/Library/UnityAssemblies/UnityEngine.Timeline.xml:
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1 |
2 |
3 |
4 |
5 | UnityEngine.Timeline
6 |
7 |
8 |
9 | Playable that controls the active state of a GameObject.
10 |
11 |
12 |
13 |
14 | GameObject to control it active state.
15 |
16 |
17 |
18 |
19 | The active state to set on the GameObject after the graph has been stopped
20 |
21 |
22 |
23 |
24 | The state of a GameObject's activeness when a PlayableGraph stops.
25 |
26 |
27 |
28 |
29 | Set the GameObject to active when the PlayableGraph stops.
30 |
31 |
32 |
33 |
34 | Set the GameObject to inactive when the PlayableGraph stops.
35 |
36 |
37 |
38 |
39 | Revert the GameObject to the active state it was before the PlayableGraph started.
40 |
41 |
42 |
43 |
44 | An activation track is a track that can be used to control the active state of a GameObject.
45 |
46 |
47 |
48 |
49 | Specifies what state to leave the GameObject in after the Timeline has finished playing.
50 |
51 |
52 |
53 |
54 | Specify what state to leave the GameObject in after the Timeline has finished playing.
55 |
56 |
57 |
58 |
59 | Set the GameObject to active.
60 |
61 |
62 |
63 |
64 | Set the GameObject to Inactive.
65 |
66 |
67 |
68 |
69 | Leave the GameObject in the state it was when the Timeline was stopped.
70 |
71 |
72 |
73 |
74 | Revert the GameObject to the state in was in before the Timeline was playing.
75 |
76 |
77 |
78 |
79 | A playable asset wrapper that represents a single AnimationClip clip in Timeline.
80 |
81 |
82 |
83 |
84 | The animation clip.
85 |
86 |
87 |
88 |
89 | Specify which fields should be matched when aligning offsets.
90 |
91 |
92 |
93 |
94 | The root motion position offset of the clip.
95 |
96 |
97 |
98 |
99 | The root motion rotation offset of the clip.
100 |
101 |
102 |
103 |
104 | Specifies to use matching options as defined by the track.
105 |
106 |
107 |
108 |
109 | Resets the root motion offsets to default values.
110 |
111 |
112 |
113 |
114 | A Timeline track used for playing back animations on an Animator.
115 |
116 |
117 |
118 |
119 | Specifies whether to apply track root motion offsets to all clips on the track.
120 |
121 |
122 |
123 |
124 | Specifies whether the Animation Track has clips, or is in infinite mode.
125 |
126 |
127 |
128 |
129 | Specifies which fields to match when aligning root motion offsets of clips.
130 |
131 |
132 |
133 |
134 | This represents the root motion position offset of a track in infinite mode.
135 |
136 |
137 |
138 |
139 | This represents the root motion rotation offset of a track in infinite mode.
140 |
141 |
142 |
143 |
144 | The root motion position offset of the entire track.
145 |
146 |
147 |
148 |
149 | The root motion rotation offset of the entire track.
150 |
151 |
152 |
153 |
154 | Creates a TimelineClip using an AnimationClip.
155 |
156 | Source animation clip of the resulting TimelineClip.
157 |
158 | A new TimelineClip which has an AnimationPlayableAsset asset attached.
159 |
160 |
161 |
162 |
163 | PlayableAsset wrapper for an AudioClip in Timeline.
164 |
165 |
166 |
167 |
168 | The audio clip this asset will generate a player for.
169 |
170 |
171 |
172 |
173 | A Timeline track that can play AudioClips.
174 |
175 |
176 |
177 |
178 | Create an TimelineClip for playing an AudioClip on this track.
179 |
180 | The audio clip to play.
181 |
182 | A TimelineClip with an AudioPlayableAsset asset.
183 |
184 |
185 |
186 |
187 | Describes the timeline features supported by clips representing this playable.
188 |
189 |
190 |
191 |
192 | All features are supported.
193 |
194 |
195 |
196 |
197 | The clip representing the playable supports blending between clips.
198 |
199 |
200 |
201 |
202 | The clip representing the playable supports initial local times greater than zero.
203 |
204 |
205 |
206 |
207 | The clip representing this playable supports clip extrapolation.
208 |
209 |
210 |
211 |
212 | The clip representing this playable supports loops.
213 |
214 |
215 |
216 |
217 | No features are supported.
218 |
219 |
220 |
221 |
222 | The clip representing this playable supports time scaling.
223 |
224 |
225 |
226 |
227 | Asset that generates playables for controlling time-related elements on a GameObject.
228 |
229 |
230 |
231 |
232 | Indicate if the playable will use Activation.
233 |
234 |
235 |
236 |
237 | Let the particle systems behave the same way on each execution.
238 |
239 |
240 |
241 |
242 | Indicates the active state of the gameObject when the Timeline is stopped.
243 |
244 |
245 |
246 |
247 | Prefab object that will be instantiated.
248 |
249 |
250 |
251 |
252 | Indicate whether to search the entire hierachy for controlable components.
253 |
254 |
255 |
256 |
257 | GameObject in the scene to control, or the parent of the instantiated prefab.
258 |
259 |
260 |
261 |
262 | Indicate if user wants to control PlayableDirectors.
263 |
264 |
265 |
266 |
267 | Indicates that whether Monobehaviours implementing ITimeControl on the gameObject will be controlled.
268 |
269 |
270 |
271 |
272 | Indicates if user wants to control ParticleSystems.
273 |
274 |
275 |
276 |
277 | A Track whose clips control time-related elements on a GameObject.
278 |
279 |
280 |
281 |
282 | Playable used to control other PlayableDirectors.
283 |
284 |
285 |
286 |
287 | The PlayableDirector to control.
288 |
289 |
290 |
291 |
292 | A group track is a container that allows tracks to be arranged in a hierarchical manner.
293 |
294 |
295 |
296 |
297 | Interface used to inform the Timeline Editor about potential property modifications that may occur while previewing.
298 |
299 |
300 |
301 |
302 | Add property modifications modified by an animation clip.
303 |
304 |
305 |
306 |
307 |
308 |
309 | Add property modifications modified by an animation clip.
310 |
311 |
312 |
313 |
314 |
315 |
316 | Add property modifications using the serialized property name.
317 |
318 |
319 |
320 |
321 |
322 |
323 | Add property modifications using the serialized property name.
324 |
325 |
326 |
327 |
328 |
329 |
330 | Add property modifications using the serialized property name.
331 |
332 |
333 |
334 |
335 |
336 |
337 | Add property modifications using the serialized property name.
338 |
339 |
340 |
341 |
342 |
343 |
344 | Add property modifications for a ScriptableObject.
345 |
346 |
347 |
348 |
349 |
350 |
351 | Removes the active GameObject from the modification stack, restoring the previous value.
352 |
353 |
354 |
355 |
356 | Sets the active game object for subsequent property modifications.
357 |
358 |
359 |
360 |
361 |
362 | Implement this interface in a PlayableAsset to specify which properties will be modified when Timeline is in preview mode.
363 |
364 |
365 |
366 |
367 | Called by the Timeline Editor to gather properties requiring preview.
368 |
369 |
370 |
371 |
372 |
373 |
374 | Interface that can be implemented by MonoBehaviours indicating that they receive time-related control calls from a PlayableGraph.
375 |
376 |
377 |
378 |
379 | Called when the associated Timeline clip becomes active.
380 |
381 |
382 |
383 |
384 | Called when the associated Timeline clip becomes deactivated.
385 |
386 |
387 |
388 |
389 | Called each frame the Timeline clip is active.
390 |
391 | The local time of the associated Timeline clip.
392 |
393 |
394 |
395 | Implement this interface to support advanced features of timeline clips.
396 |
397 |
398 |
399 |
400 | Returns a description of the features supported by clips representing playables implementing this interface.
401 |
402 |
403 |
404 |
405 | Attribute to apply to a ScriptPlayable class or property to indicate that it is not animatable.
406 |
407 |
408 |
409 |
410 | Playable that synchronizes a particle system simulation.
411 |
412 |
413 |
414 |
415 | Which particle system to control.
416 |
417 |
418 |
419 |
420 | A PlayableTrack is a track whose clips are custom playables.
421 |
422 |
423 |
424 |
425 | Creates a clip on the track with a custom playable asset attached, whose type is specified by T.
426 |
427 |
428 | A TimelineClip whose asset is of type T.
429 |
430 |
431 |
432 |
433 | Playable that controls and instantiates a Prefab.
434 |
435 |
436 |
437 |
438 | The instance of the prefab that has been generated for this playable.
439 |
440 |
441 |
442 |
443 | A PlayableAsset that represents a timeline.
444 |
445 |
446 |
447 |
448 | The length in seconds of the timeline.
449 |
450 |
451 |
452 |
453 | How the duration of a timeline is calculated.
454 |
455 |
456 |
457 |
458 | The length of the timeline when the durationMode is set to fixed length.
459 |
460 |
461 |
462 |
463 | Returns the the number of output tracks in the Timeline.
464 |
465 |
466 |
467 |
468 | Returns the number of tracks at the root level of the timeline.
469 |
470 |
471 |
472 |
473 | Allows you to create a track and add it to the Timeline.
474 |
475 | Track to parent to. This can be null.
476 | Name to give the track.
477 |
478 | The created track.
479 |
480 |
481 |
482 |
483 | Delete a clip from this timeline.
484 |
485 | The clip to delete.
486 |
487 | Returns true if the removal was successful.
488 |
489 |
490 |
491 |
492 | Deletes a track from a timeline, including all clips and subtracks.
493 |
494 | The track to delete. It must be owned by the Timeline.
495 |
496 | True if the track was deleted successfully.
497 |
498 |
499 |
500 |
501 | How the duration of the timeline is determined.
502 |
503 |
504 |
505 |
506 | The duration of the timeline is determined based on the clips present.
507 |
508 |
509 |
510 |
511 | The duration of the timeline is a fixed length.
512 |
513 |
514 |
515 |
516 | Retrives the output track from the given index.
517 |
518 | Index of the output track to retrieve. Must be between 0 and outputTrackCount.
519 |
520 |
521 |
522 | Gets a list of all output tracks in the Timeline.
523 |
524 |
525 |
526 |
527 | Retrieves at root track at the specified index.
528 |
529 | Index of the root track to get. Must be between 0 and rootTrackCount.
530 |
531 |
532 |
533 | Get an enumerable list of all root tracks.
534 |
535 |
536 |
537 |
538 | Represents a clip on the timeline.
539 |
540 |
541 |
542 |
543 | An AnimationClip containing animated parameters.
544 |
545 |
546 |
547 |
548 | Reference to a serializable IPlayableAsset representing the specialization of the clip.
549 |
550 |
551 |
552 |
553 | Feature capabilities supported by this clip.
554 |
555 |
556 |
557 |
558 | Time to start playing the clip at.
559 |
560 |
561 |
562 |
563 | The length in seconds of the clip.
564 |
565 |
566 |
567 |
568 | The end time of the clip.
569 |
570 |
571 |
572 |
573 | The length of the clip including extrapolation.
574 |
575 |
576 |
577 |
578 | The start time of the clip when extrapolation is considered.
579 |
580 |
581 |
582 |
583 | Does the clip have blend in?
584 |
585 |
586 |
587 |
588 | Does the clip have a non-zero blend out?
589 |
590 |
591 |
592 |
593 | Is the clip being extrapolated past it's end time?
594 |
595 |
596 |
597 |
598 | Is the clip being extrapolated before it's start time?
599 |
600 |
601 |
602 |
603 | Is the clip locked for editing?
604 |
605 |
606 |
607 |
608 | The extrapolation mode for time beyond the end of the clip.
609 |
610 |
611 |
612 |
613 | The extrapolation mode for the time before the start of the clip.
614 |
615 |
616 |
617 |
618 | The start time of the clip.
619 |
620 |
621 |
622 |
623 | The time scale of the clip.
624 |
625 |
626 |
627 |
628 | How the clip handles time outside it's start and end range.
629 |
630 |
631 |
632 |
633 | Lets the underlying asset handle extrapolated time values.
634 |
635 |
636 |
637 |
638 | Hold the time at the end value of the clip.
639 |
640 |
641 |
642 |
643 | Loop time values outside the start/end range.
644 |
645 |
646 |
647 |
648 | No extrapolation is applied.
649 |
650 |
651 |
652 |
653 | Converts from global time to a clips local time.
654 |
655 | Global time value.
656 |
657 | Time local to the clip.
658 |
659 |
660 |
661 |
662 | Converts from global time to a clips local time, ignoring extrapolation.
663 |
664 | Global time value.
665 |
666 | Unbound time value relative to the clip.
667 |
668 |
669 |
670 |
671 | Playable generated by a Timeline.
672 |
673 |
674 |
675 |
676 | A PlayableAsset Representing a track inside a timeline.
677 |
678 |
679 |
680 |
681 | Does this track have any clips?
682 |
683 |
684 |
685 |
686 | Is this track a subtrack?
687 |
688 |
689 |
690 |
691 | Mutes the track, excluding it from the generated PlayableGraph.
692 |
693 |
694 |
695 |
696 | A description of the outputs of the instantiated Playable.
697 |
698 |
699 |
700 |
701 | The owner of this track.
702 |
703 |
704 |
705 |
706 | The TimelineAsset this track belongs to.
707 |
708 |
709 |
710 |
711 | Creates a default clip for this track, where the clip's asset type is based on any TrackClipTypeAttributes marking the track.
712 |
713 |
714 | A new TimelineClip that is attached to the track.
715 |
716 |
717 |
718 |
719 | Creates a mixer used to blend playables generated by clips on the track.
720 |
721 | The graph to inject playables to.
722 | The GameObject that requested the graph.
723 | The number of playables from clips that will be mixed.
724 |
725 | A handle to the Playable representing the mixer.
726 |
727 |
728 |
729 |
730 | The list of subtracks or child tracks attached to this track.
731 |
732 |
733 | Child tracks owned directly by this object.
734 |
735 |
736 |
737 |
738 | Returns an enumerable list of clips owned by the track.
739 |
740 |
741 | The list of clips owned by the track.
742 |
743 |
744 |
745 |
746 | Extension methods for Track Assets.
747 |
748 |
749 |
750 |
751 | Gets the GroupTrack this track belongs to.
752 |
753 | The track asset.
754 |
755 | The parent GroupTrack or null if the Track is an override track, or root track.
756 |
757 |
758 |
759 |
760 | Assigns the track to the specified group track.
761 |
762 | The track to asset.
763 | The GroupTrack to assign the track to.
764 |
765 |
766 |
767 | Specifies the type of object that should be bound to a TrackAsset.
768 |
769 |
770 |
771 |
772 | Specifies the type of PlayableAsset or ScriptPlayables that this track can create clips representing.
773 |
774 |
775 |
776 |
777 | Attribute used to specify the color of the track and its clips inside the Timeline Editor.
778 |
779 |
780 |
781 |
782 | Specify the track color using [0-1] R,G,B values.
783 |
784 | Red value [0-1].
785 | Green value [0-1].
786 | Blue value [0-1].
787 |
788 |
789 |
790 |
--------------------------------------------------------------------------------