├── 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: -------------------------------------------------------------------------------- 1 | -------------------------------------------------------------------------------- /SimpleUnityPhysics/Library/AssetImportState: -------------------------------------------------------------------------------- 1 | 5;0;6;0;0 -------------------------------------------------------------------------------- /SimpleUnityPhysics/ProjectSettings/ProjectVersion.txt: -------------------------------------------------------------------------------- 1 | m_EditorVersion: 2017.1.0f3 2 | -------------------------------------------------------------------------------- /SimpleUnityPhysics/Library/ScriptAssemblies/BuiltinAssemblies.stamp: -------------------------------------------------------------------------------- 1 | 0000.595f8e18.0000 2 | 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-------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /SimpleUnityPhysics/Assets/SimpleUnityPhysics/Example/PhysicsDemo.cs: -------------------------------------------------------------------------------- 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 | } 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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 -------------------------------------------------------------------------------- /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 | } -------------------------------------------------------------------------------- /SimpleUnityPhysics/Library/CurrentLayout.dwlt: 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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 | --------------------------------------------------------------------------------