542 lines
25 KiB
C++
542 lines
25 KiB
C++
//
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// WallFracture.cpp:侧线A 验收脚本——可碎墙 + 碎片刚体群 + 寿命清理。
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//
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// 碎裂语义 = 玻璃/陶瓷式("碎掉"),非爆炸飞散,碎片几何 = 2D
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// Voronoi 分割:
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// 碎裂瞬间在墙面上撒种子点(命中点周边加密 → 孔洞周围碎片小、
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// 远处碎片大,玻璃碎的典型分布),对每颗种子做垂直平分线半平面
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// 交集得到不规则凸多边形 cell,沿墙厚挤出成凸棱柱——碎片在碎裂
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// 前一刻完美拼合成整面墙,碎开后沿裂纹分离。碰撞形状不走 Box,
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// 直接用 MeshCollider(Dynamic → Jolt ConvexHull,数据源 = 网格
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// CPU 位置副本,PhysicsWorld::BuildMeshShape)→ 不规则碎片连
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// 碰撞体都是真的,落地翻滚/堆积接触自然。
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//
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// 初速 = 径向 × 距离指数衰减(只有命中点周边的碎片被推动,远处
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// 几乎原地悬置)+ 沿命中法线轻微外推(朝弹侧剥落)+ 微弱上抛
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// ——重力是塌落的主导,整体呈"裂纹分离 → 孔洞塌落 → 碎块堆在
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// 墙脚"的观感。
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//
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// WallFracture(挂墙实体:Static Box 刚体 + MeshRenderer 立方体):
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// OnCollisionEnter(Dynamic 体以足够速度命中)→ 触发一次:
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// 藏墙(MeshRenderer/RigidBody.active = false,PhysicsWorld 对账
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// 自然消化:不渲染 + body 销毁)→ Voronoi 切分 → 每碎片运行时
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// 构建独立 ParsedModel(AssetManager::LoadModel(path, parsed)
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// 同步 GPU 构建,缓存去重)+ spawn 碎片实体
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// OnUpdate:碎片簿记——body 建好(下一帧 Step 对账,同 Bullet
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// OnCreate 施速的时序契约)即统一施加初速;寿命到期统一 Destroy;
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// 总量上限防泄漏
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// 碎片模型生命周期:每代唯一缓存键(形状每次随机)+ 碎片销毁的
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// 下一帧 UnloadModelByPath 回收(Destroy 帧尾延迟,本帧渲染收集
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// 仍引用模型,同帧卸载 = 渲染悬空)+ OnDestroy 兜底
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//
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// 占位局限(真碎片资产接入后本路径退役):碎片网格顶点按墙世界
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// 尺寸烘焙、碎片实体复用墙 world pos/rot(scale 恒 1,防 ConvexHull
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// 顶点二次缩放)——墙须无旋转摆放。
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//
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// 覆盖的引擎设施:
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// - Spawn()/Destroy():帧内即时创建 / 帧尾延迟销毁
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// - 组件运行时装配:MeshRenderer(运行时 ParsedModel 程序化资产)+
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// RigidBody(MeshCollider → ConvexHull;active=false 对账销毁)
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// - OnCollisionEnter:命中点/法线 + 对方实线速度查询
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// - SetLinearVelocity:body 建好后的初速注入
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//
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// 验收步骤:编辑器摆一堵墙(MeshRenderer = procedural://cube +
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// RigidBody Static Box + 挂 WallFracture,缩放即墙尺寸)→ 场景里
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// 任意实体挂 TestShoot → Play → RMB 飞行瞄准墙体 → 左键射击:
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// 墙沿裂纹碎成不规则碎片,孔洞周边碎块小、飞散明显,边缘大块
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// 塌落堆积在墙脚,若干秒后清空。
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//
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#include <Engine/Scripting/Script.h>
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#include <Engine/Core/Application.h>
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#include <Engine/Core/Types.h>
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#include <Engine/Assets/AssetManager.h> // LoadModel(门面只前向声明)
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#include <Engine/Renderer/Model.h> // ParsedModel/ParsedMesh(程序化碎片几何)
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#include <Engine/Renderer/Vertex.h> // Vertex 聚合布局
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#include <Engine/Physics/PhysicsWorld.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/quaternion.hpp>
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#include <algorithm>
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#include <cmath>
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#include <random>
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using namespace Engine; // u32/f32/Entity 等基础类型 + 门面(同 TestShoot)
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namespace {
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// bits(PhysicsWorld 键)→ 实体(还原位模式;用前自行 valid 校验)
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ECS::Entity EntityFromBits(u32 bits) {
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return static_cast<ECS::Entity>(bits);
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}
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// 碎片模型代序号(全局递增):每代碎片一组唯一缓存键 → 每次
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// 命中都重新随机生成形状(命中点量化键会让同位置重复命中
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// 复用首次几何——缓存去重把新几何丢弃,碎片就"固定"了)
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u32 s_GenSeq = 0;
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// 实体句柄 → bits(EntityBits() 只覆盖自身绑定实体,碎片簿记
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// 需要任意实体的同款换算)
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u32 BitsOf(const ECS::EntityHandle& e) {
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return static_cast<u32>(
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entt::to_integral(static_cast<entt::entity>(e)));
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}
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// ---- 2D Voronoi(碎裂裂纹)----
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//
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// cell = 相对其它种子的垂直平分线半平面交集,初始域 = 墙面矩形。
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// Sutherland–Hodgman 凸多边形裁剪:保留靠近 p 的一侧
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//(dot(a,x) <= b,a = normalize(q-p),b = dot(a,p)+|q-p|/2)。
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// 输入多边形须 CCW(初始矩形即 CCW,裁剪保序)。
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std::vector<glm::vec2> ClipByBisector(std::vector<glm::vec2> poly,
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const glm::vec2& p,
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const glm::vec2& q) {
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const glm::vec2 d = q - p;
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const f32 len = glm::length(d);
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if (len < 1e-6f) return poly;
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const glm::vec2 a = d / len;
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const f32 b = glm::dot(a, p) + 0.5f * len;
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std::vector<glm::vec2> out;
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out.reserve(poly.size() + 1);
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for (size_t i = 0; i < poly.size(); ++i) {
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const glm::vec2& c = poly[i];
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const glm::vec2& n = poly[(i + 1) % poly.size()];
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const f32 dc = glm::dot(a, c) - b;
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const f32 dn = glm::dot(a, n) - b;
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if (dc <= 0.0f) out.push_back(c);
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if ((dc < 0.0f) != (dn < 0.0f)) { // 边跨越裁剪线 → 求交点
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const f32 t = dc / (dc - dn);
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out.push_back(c + t * (n - c));
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}
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}
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return out;
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}
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// 种子 p 的 Voronoi cell(域 = [-hw,hw]×[-hh,hh] 的墙面矩形)
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std::vector<glm::vec2> VoronoiCell(const glm::vec2& p,
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const std::vector<glm::vec2>& seeds,
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f32 hw, f32 hh) {
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std::vector<glm::vec2> poly = {
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{-hw, -hh}, {hw, -hh}, {hw, hh}, {-hw, hh}};
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for (const glm::vec2& q : seeds) {
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if (glm::dot(q - p, q - p) < 1e-10f) continue; // 自身
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poly = ClipByBisector(std::move(poly), p, q);
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if (poly.size() < 3) return {}; // 退化(最小间距保护,罕见)
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}
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return poly;
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}
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// cell(CCW 凸多边形,墙局部 XY)沿 z ∈ [-hz, +hz] 挤出成棱柱:
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// 顶/底面 fan 三角化 + 侧面逐边 quad,per-face 法线。返回 mesh
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// 数据;cpuPositions 单独回传(ConvexHull 物理数据源)。
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struct PrismMesh {
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std::vector<Engine::Vertex> vertices;
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std::vector<u32> indices;
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std::vector<glm::vec3> cpuPositions;
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};
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PrismMesh CellToPrism(const std::vector<glm::vec2>& cell, f32 hz) {
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PrismMesh m;
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const size_t n = cell.size();
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const size_t topBase = 0;
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const size_t botBase = n;
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m.vertices.reserve(n * 2);
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for (const glm::vec2& p : cell) {
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const Engine::Vertex v{
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{p.x, p.y, hz}, {0.0f, 0.0f, 1.0f},
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{p.x, p.y}, {1.0f, 0.0f, 0.0f}};
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m.vertices.push_back(v);
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}
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for (const glm::vec2& p : cell) {
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const Engine::Vertex v{
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{p.x, p.y, -hz}, {0.0f, 0.0f, -1.0f},
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{p.x, p.y}, {1.0f, 0.0f, 0.0f}};
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m.vertices.push_back(v);
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}
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// top fan(CCW 从 +Z 看朝外)+ bottom fan(反向)
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for (size_t i = 1; i + 1 < n; ++i) {
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m.indices.push_back(topBase);
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m.indices.push_back(topBase + i);
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m.indices.push_back(topBase + i + 1);
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m.indices.push_back(botBase);
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m.indices.push_back(botBase + i + 1);
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m.indices.push_back(botBase + i);
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}
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// 侧面:(i, N+i, N+i+1, i+1)——外法线 = CCW 边的右侧法向
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for (size_t i = 0; i < n; ++i) {
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const size_t j = (i + 1) % n;
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const glm::vec2 e = cell[j] - cell[i];
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const f32 el = glm::length(e);
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const glm::vec3 sn = el > 1e-6f
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? glm::vec3{e.y / el, -e.x / el, 0.0f}
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: glm::vec3{0.0f, -1.0f, 0.0f};
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const size_t b = m.vertices.size();
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const Engine::Vertex q0{
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{cell[i].x, cell[i].y, hz}, sn,
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{0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}};
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const Engine::Vertex q1{
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{cell[i].x, cell[i].y, -hz}, sn,
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{0.0f, 1.0f}, {1.0f, 0.0f, 0.0f}};
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const Engine::Vertex q2{
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{cell[j].x, cell[j].y, -hz}, sn,
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{1.0f, 1.0f}, {1.0f, 0.0f, 0.0f}};
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const Engine::Vertex q3{
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{cell[j].x, cell[j].y, hz}, sn,
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{1.0f, 0.0f}, {1.0f, 0.0f, 0.0f}};
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m.vertices.push_back(q0);
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m.vertices.push_back(q1);
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m.vertices.push_back(q2);
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m.vertices.push_back(q3);
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m.indices.insert(m.indices.end(),
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{u32(b), u32(b + 1), u32(b + 2),
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u32(b), u32(b + 2), u32(b + 3)});
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}
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// 物理凸包数据源(BuildMeshShape Dynamic 分支逐顶点收集)
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m.cpuPositions.reserve(m.vertices.size());
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for (const auto& v : m.vertices) {
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m.cpuPositions.push_back(v.position);
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}
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return m;
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}
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// ---- 可碎墙(挂墙实体;触发后自管一整批碎片)----
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class WallFracture final : public Engine::Scripting::ScriptBehavior {
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public:
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const char* Name() const override { return "WallFracture"; }
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void DeclareParams(Engine::Scripting::ParamBuilder& pb) override {
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// Voronoi 种子数 = 碎片数(40% 在命中点半径内加密 → 孔洞
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// 周边碎块小、边缘大块的玻璃碎分布;最小间距防碎片退化)
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pb.Field("Count", &m_Count, 30);
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pb.Field("SeedRadius", &m_SeedRadius, 0.9f); // 加密半径 m
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pb.Field("MinSeedDist", &m_MinSeedDist, 0.12f); // 种子最小间距 m
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// 玻璃/陶瓷式碎裂(裂纹分离 + 重力塌落),非爆炸飞散:
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// 初速 = 命中点径向 × 距离指数衰减(近动远不动)+ 法线
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// 轻微外推(剥落)+ 微弱上抛;重力是塌落的主导
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pb.Field("BurstSpeed", &m_BurstSpeed, 1.2f); // 近点径向初速 m/s
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pb.Field("Falloff", &m_Falloff, 1.0f); // 距离衰减率 1/m
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pb.Field("NormalPop", &m_NormalPop, 0.4f); // 法线外推 m/s
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pb.Field("UpBias", &m_UpBias, 0.3f); // 上抛偏置 m/s
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pb.Field("Lifetime", &m_Lifetime, 6.0f); // 碎片寿命(秒)
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pb.Field("MaxFragments", &m_MaxFragments, 128); // 活碎片上限
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pb.Field("MinImpactSpeed", &m_MinImpactSpeed, 2.0f); // 触发阈值
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}
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void OnCollisionEnter(u32 other, const glm::vec3& point,
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const glm::vec3& normal) override {
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if (m_Fired) return;
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// 触发条件:对方是活的 Dynamic 刚体且速度够快(过滤
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// 静止贴靠/角色轻碰——子弹/抛体必中)
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auto& scene = App().GetScene();
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const ECS::Entity otherE = EntityFromBits(other);
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if (!scene.GetRegistry().valid(otherE)) return;
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const auto* otherRb =
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scene.GetRegistry().try_get<Engine::ECS::RigidBodyComponent>(
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otherE);
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if (!otherRb ||
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otherRb->type !=
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Engine::ECS::RigidBodyComponent::BodyType::Dynamic) {
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return;
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}
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const f32 speed = glm::length(
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App().GetPhysics().GetLinearVelocity(other));
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if (speed < m_MinImpactSpeed) return;
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Fire(point, normal);
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}
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void OnUpdate(f32 dt) override {
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ApplyPendingUnload();
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ApplyPendingVelocities();
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AgeAndCleanup(dt);
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}
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// 墙销毁(PIE stop 换血 / 手动删除):碎片实体由场景清亡处理,
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// 独占碎片模型统一批量回收(模型不被快照恢复的场景引用——
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// 唯一代键;批量接口内部 GPU 停飞后再销毁)
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void OnDestroy() override {
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std::vector<std::string> paths;
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paths.reserve(m_Fragments.size() + m_PendingUnload.size());
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for (const Fragment& f : m_Fragments) {
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if (!f.modelPath.empty()) paths.push_back(f.modelPath);
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}
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m_Fragments.clear();
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paths.insert(paths.end(),
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std::make_move_iterator(m_PendingUnload.begin()),
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std::make_move_iterator(m_PendingUnload.end()));
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m_PendingUnload.clear();
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App().GetAssets().UnloadModelsByPaths(paths);
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}
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private:
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// ---- 触发碎裂:藏墙 + Voronoi 切分 + spawn 碎片群 ----
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void Fire(const glm::vec3& hitPoint, const glm::vec3& hitNormal) {
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m_Fired = true;
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// 藏墙:渲染/拾取跳过 + body 对账销毁(组件级 active,
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// 与 Unity Renderer.enabled + Rigidbody 摘除同语义)
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if (auto* mr = TryGetComponent<
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Engine::ECS::MeshRendererComponent>()) {
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mr->active = false;
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}
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if (auto* rb = TryGetComponent<
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Engine::ECS::RigidBodyComponent>()) {
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rb->active = false;
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}
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// 墙几何:碎片网格顶点按墙世界尺寸烘焙(墙面 = XY 平面,
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// 厚度沿 Z;墙须无旋转摆放,见头注释占位局限)
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const auto& wall = Transform();
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const glm::vec3 wallPos = wall.GetWorldPosition();
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const glm::vec3 wallSize = wall.GetWorldScale();
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const f32 hw = 0.5f * wallSize.x;
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const f32 hh = 0.5f * wallSize.y;
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const f32 hz = 0.5f * wallSize.z;
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// 命中点 → 墙局部(逆旋转 + 平移),XY 即裂纹平面坐标
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const glm::quat invRot = glm::conjugate(
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wall.GetWorldRotationQuat());
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const glm::vec3 localHit = invRot * (hitPoint - wallPos);
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const glm::vec2 uvHit{localHit.x, localHit.y};
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// ---- 种子:40% 命中点半径内加密 + 60% 全墙均匀,最小
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// 间距拒绝采样(防碎片退化为细条)----
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const u32 count = std::clamp(m_Count, 4, 96);
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const u32 nearCount = count * 2 / 5;
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std::vector<glm::vec2> seeds;
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seeds.reserve(count);
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const f32 minD2 = m_MinSeedDist * m_MinSeedDist;
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auto tryPush = [&](const glm::vec2& s) {
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if (s.x < -hw || s.x > hw || s.y < -hh || s.y > hh) return;
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for (const glm::vec2& e : seeds) {
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if (glm::dot(e - s, e - s) < minD2) return;
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}
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seeds.push_back(s);
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};
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// 命中点周边:均匀盘采样(sqrt(Rand) 面积均匀)
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for (u32 i = 0; i < nearCount * 12 && seeds.size() < nearCount;
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++i) {
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const f32 a = Rand(0.0f, glm::two_pi<f32>());
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const f32 r = m_SeedRadius * std::sqrt(Rand(0.0f, 1.0f));
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tryPush(uvHit + r * glm::vec2{std::cos(a), std::sin(a)});
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}
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// 全墙均匀补足(同款拒绝采样)
|
||
for (u32 i = 0; i < count * 12 && seeds.size() < count; ++i) {
|
||
tryPush({Rand(-hw, hw), Rand(-hh, hh)});
|
||
}
|
||
if (seeds.size() < 4) return; // 墙面太小采样失败:不碎
|
||
|
||
// ---- 每种子 → cell → 棱柱 mesh → ParsedModel ----
|
||
// 唯一代键(见 s_GenSeq 注释):形状每次随机;模型回收走
|
||
// Fragment.modelPath + 待卸载队列(ApplyPendingUnload)
|
||
const std::string keyBase =
|
||
"procedural://vorfrag/" +
|
||
std::to_string(s_GenSeq++) + '/';
|
||
// 砖色 baseColor(glTF baseColorFactor 语义:rgb 乘进 albedo)
|
||
const glm::vec4 brick{140.0f / 255.0f, 92.0f / 255.0f,
|
||
72.0f / 255.0f, 1.0f};
|
||
|
||
auto& assets = App().GetAssets();
|
||
std::vector<Engine::ModelRef> refs;
|
||
std::vector<glm::vec3> centroids; // 碎片质心(世界系,初速径向用)
|
||
std::vector<std::string> paths; // 模型缓存键(回收用,与 refs 对齐)
|
||
refs.reserve(seeds.size());
|
||
centroids.reserve(seeds.size());
|
||
paths.reserve(seeds.size());
|
||
for (size_t s = 0; s < seeds.size(); ++s) {
|
||
const std::vector<glm::vec2> cell =
|
||
VoronoiCell(seeds[s], seeds, hw, hh);
|
||
if (cell.size() < 3) {
|
||
refs.push_back({}); // 退化 cell:占位,spawn 跳过
|
||
centroids.emplace_back();
|
||
paths.emplace_back();
|
||
continue;
|
||
}
|
||
PrismMesh pm = CellToPrism(cell, hz);
|
||
glm::vec2 c2{0.0f};
|
||
for (const glm::vec2& p : cell) c2 += p;
|
||
c2 /= static_cast<f32>(cell.size());
|
||
centroids.push_back(
|
||
wallPos + wall.GetWorldRotationQuat() *
|
||
glm::vec3{c2.x, c2.y, 0.0f});
|
||
|
||
Engine::ParsedModel parsed;
|
||
parsed.path = keyBase + std::to_string(s);
|
||
Engine::ParsedMesh& mesh =
|
||
parsed.meshes.emplace_back();
|
||
mesh.vertices = std::move(pm.vertices);
|
||
mesh.lods.push_back(std::move(pm.indices));
|
||
mesh.cpuPositions = std::move(pm.cpuPositions);
|
||
mesh.name = "frag" + std::to_string(s);
|
||
mesh.params.baseColor = brick;
|
||
|
||
const Engine::ModelRef ref =
|
||
assets.LoadModel(parsed.path, std::move(parsed));
|
||
refs.push_back(ref);
|
||
paths.push_back(parsed.path);
|
||
}
|
||
|
||
// ---- spawn 碎片实体:pos/rot 复用墙位姿(mesh 已真尺寸,
|
||
// scale 恒 1 防 ConvexHull 顶点二次缩放),碎裂瞬间完美
|
||
// 拼合墙面,动起来后沿裂纹自然分离 ----
|
||
for (size_t s = 0; s < refs.size(); ++s) {
|
||
if (!refs[s].Valid()) continue;
|
||
|
||
auto frag = Spawn("fragment");
|
||
auto& tr = frag.GetComponent<
|
||
Engine::ECS::TransformComponent>();
|
||
tr.SetPosition(wallPos);
|
||
tr.SetRotationQuat(wall.GetWorldRotationQuat());
|
||
tr.SetScale(glm::vec3{1.0f});
|
||
|
||
auto& fmr =
|
||
frag.AddComponent<
|
||
Engine::ECS::MeshRendererComponent>();
|
||
fmr.model = refs[s];
|
||
|
||
// Dynamic MeshCollider → ConvexHull(数据源 = 刚上传
|
||
// 的 cpuPositions;Box 字段不参与 Mesh 形状)
|
||
auto& frb =
|
||
frag.AddComponent<
|
||
Engine::ECS::RigidBodyComponent>();
|
||
frb.type =
|
||
Engine::ECS::RigidBodyComponent::BodyType::Dynamic;
|
||
frb.collider =
|
||
Engine::ECS::RigidBodyComponent::ColliderType::Mesh;
|
||
frb.mass = 0.3f;
|
||
frb.friction = 0.7f;
|
||
frb.restitution = 0.05f;
|
||
|
||
// 碎裂初速(玻璃式,非爆炸):径向 = 碎片质心 - 命中点,
|
||
// 离命中点越远越接近静止(指数衰减)——只有孔洞周边的
|
||
// 碎片被冲击波推动;法线外推让碎片朝弹侧剥出
|
||
glm::vec3 dir = centroids[s] - hitPoint;
|
||
const f32 len = glm::length(dir);
|
||
if (len < 1e-3f) {
|
||
dir = glm::vec3{Rand(-1.0f, 1.0f), 0.6f,
|
||
Rand(-1.0f, 1.0f)};
|
||
} else {
|
||
dir /= len;
|
||
}
|
||
const f32 falloff = std::exp(-len * m_Falloff);
|
||
const glm::vec3 vel =
|
||
dir * m_BurstSpeed * falloff *
|
||
Rand(0.4f, 1.1f) +
|
||
hitNormal * m_NormalPop * Rand(0.3f, 0.8f) +
|
||
glm::vec3{0.0f, m_UpBias * Rand(0.0f, 0.5f),
|
||
0.0f};
|
||
|
||
// 总量上限:超限立即回收最老碎片(防泄漏的兜底闸;
|
||
// 寿命清理才是常态回收)。模型延迟一帧卸载
|
||
const u32 bits = BitsOf(frag);
|
||
if (m_Fragments.size() >=
|
||
static_cast<size_t>(m_MaxFragments)) {
|
||
Destroy(EntityFromBits(m_Fragments.front().bits));
|
||
if (!m_Fragments.front().modelPath.empty()) {
|
||
m_PendingUnload.push_back(
|
||
std::move(m_Fragments.front().modelPath));
|
||
}
|
||
m_Fragments.erase(m_Fragments.begin());
|
||
}
|
||
m_Fragments.push_back(
|
||
Fragment{bits, vel, 0.0f, false, paths[s]});
|
||
}
|
||
}
|
||
|
||
// ---- 模型回收:延迟一帧 + 批量停飞卸载(Destroy 是帧尾延迟,
|
||
// 碎片实体本帧渲染收集仍会引用模型;下一帧实体已灭,但上一帧
|
||
// 提交的命令缓冲仍可能引用顶点缓冲/sampler——批量接口先
|
||
// WaitDeviceIdle 再销毁,与资产重建换绑同一引擎先例)----
|
||
void ApplyPendingUnload() {
|
||
App().GetAssets().UnloadModelsByPaths(m_PendingUnload);
|
||
m_PendingUnload.clear();
|
||
}
|
||
|
||
// ---- 施速待办:body 建好(bodyValid)即注入,勿重复 ----
|
||
void ApplyPendingVelocities() {
|
||
auto& registry = App().GetScene().GetRegistry();
|
||
for (auto it = m_Fragments.begin();
|
||
it != m_Fragments.end();) {
|
||
if (it->applied) { ++it; continue; }
|
||
const ECS::Entity e = EntityFromBits(it->bits);
|
||
if (!registry.valid(e)) { // 实体没了(外部销毁)
|
||
// 模型是独占资源(一代一键),实体没了模型也回收
|
||
if (!it->modelPath.empty()) {
|
||
m_PendingUnload.push_back(
|
||
std::move(it->modelPath));
|
||
}
|
||
it = m_Fragments.erase(it);
|
||
continue;
|
||
}
|
||
const auto* rb = registry.try_get<
|
||
Engine::ECS::RigidBodyComponent>(e);
|
||
if (rb && rb->bodyValid) {
|
||
App().GetPhysics().SetLinearVelocity(it->bits,
|
||
it->velocity);
|
||
it->applied = true;
|
||
}
|
||
++it; // body 未建:留待下一帧(对账晚一帧必到)
|
||
}
|
||
}
|
||
|
||
// ---- 寿命清理:到期 Destroy(延迟队列,遍历安全)----
|
||
void AgeAndCleanup(f32 dt) {
|
||
auto& registry = App().GetScene().GetRegistry();
|
||
for (auto it = m_Fragments.begin();
|
||
it != m_Fragments.end();) {
|
||
it->age += dt;
|
||
if (it->age < m_Lifetime) { ++it; continue; }
|
||
const ECS::Entity e = EntityFromBits(it->bits);
|
||
if (registry.valid(e)) {
|
||
Destroy(e);
|
||
}
|
||
// 模型延迟一帧卸载(本帧渲染收集还引用它)
|
||
if (!it->modelPath.empty()) {
|
||
m_PendingUnload.push_back(std::move(it->modelPath));
|
||
}
|
||
it = m_Fragments.erase(it);
|
||
}
|
||
}
|
||
|
||
static f32 Rand(f32 lo, f32 hi) {
|
||
thread_local std::mt19937 rng{std::random_device{}()};
|
||
return std::uniform_real_distribution<f32>(lo, hi)(rng);
|
||
}
|
||
|
||
struct Fragment {
|
||
u32 bits = 0; // PhysicsWorld 键(实体位模式)
|
||
glm::vec3 velocity{0.0f};// 待施初速(body 建好后注入)
|
||
f32 age = 0.0f; // 存活秒数(寿命清理用)
|
||
bool applied = false; // 初速已注入
|
||
std::string modelPath; // 独占模型缓存键(回收时按路径卸载)
|
||
};
|
||
|
||
int m_Count = 30;
|
||
f32 m_SeedRadius = 0.9f;
|
||
f32 m_MinSeedDist = 0.12f;
|
||
f32 m_BurstSpeed = 1.2f;
|
||
f32 m_Falloff = 1.0f;
|
||
f32 m_NormalPop = 0.4f;
|
||
f32 m_UpBias = 0.3f;
|
||
f32 m_Lifetime = 6.0f;
|
||
int m_MaxFragments = 128;
|
||
f32 m_MinImpactSpeed = 2.0f;
|
||
|
||
bool m_Fired = false; // 一次性触发保护
|
||
std::vector<Fragment> m_Fragments; // 活碎片簿记
|
||
// 待卸载模型路径(碎片销毁的下一帧执行——Destroy 帧尾延迟,
|
||
// 本帧渲染收集仍引用模型,同帧卸载会渲染悬空指针)
|
||
std::vector<std::string> m_PendingUnload;
|
||
};
|
||
|
||
} // namespace
|
||
|
||
ENGINE_REGISTER_SCRIPT(WallFracture)
|