296 lines
14 KiB
C++
296 lines
14 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:
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// 碎片沿裂纹网格分离,初速 = 径向 × 距离指数衰减(只有命中点
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// 周边的碎片被推动,远处几乎原地悬置)+ 沿命中法线轻微外推
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// (朝弹侧剥落)+ 微弱上抛——重力是塌落的主导,整体呈
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// "裂纹分离 → 孔洞塌落 → 碎块堆在墙脚"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)→ 按网格把墙体积切成 N 个碎片
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// 实体(共享一份程序化立方体模型 + Dynamic Box 刚体),初速记入
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// 待办表
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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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//
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// 碎片不挂脚本:单一 WallFracture 集中管理全部碎片的施速/寿命/
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// 清理(一帧 spawn 几十个实体,每颗一个脚本实例纯属浪费——
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// Unity 也用同一个 Explosion 脚本管一片 Fragments)。
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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(程序化 CreateCube 资产)+
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// RigidBody(下一帧对账建 body;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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// 墙消失,碎片群从命中点径向飞散、翻滚、落地堆积,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> // CreateCube(门面只前向声明)
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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 <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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// 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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// ---- 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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// 碎片网格:每轴切几刀(总碎片 = x*y*z;占位档位 = 每碎片
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// 一实体,网格 8*6*1=48 起步,中等规模才考虑 instanced draw)
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pb.Field("GridX", &m_GridX, 8);
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pb.Field("GridY", &m_GridY, 6);
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pb.Field("GridZ", &m_GridZ, 1);
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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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ApplyPendingVelocities();
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AgeAndCleanup(dt);
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}
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private:
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// ---- 触发碎裂:藏墙 + 切网格 + 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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m_HitNormal = hitNormal;
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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:立方体模型半边长 0.5(单位体),墙尺寸 =
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// Transform 世界缩放;碎片尺寸 = 墙尺寸 / 网格
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const auto& wall = Transform();
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const glm::vec3 wallPos = wall.GetWorldPosition();
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const glm::quat wallRot = wall.GetWorldRotationQuat();
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const glm::vec3 wallSize = wall.GetWorldScale();
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const glm::ivec3 grid{m_GridX, m_GridY, m_GridZ};
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const glm::vec3 fragSize = wallSize /
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glm::vec3{std::max(1, m_GridX), std::max(1, m_GridY),
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std::max(1, m_GridZ)};
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// 共享一份程序化立方体(缓存去重:同参数全场景一把 mesh)
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const Engine::ModelRef brick =
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App().GetAssets().CreateCube(0.5f, 140, 92, 72);
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for (int i = 0; i < grid.x; ++i) {
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for (int j = 0; j < grid.y; ++j) {
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for (int k = 0; k < grid.z; ++k) {
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// 单元中心(墙局部)→ 世界(墙旋转/平移搬运;
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// 加单元内抖动避免完美网格的假感)
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const glm::vec3 cell{
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(i + 0.5f) * fragSize.x - wallSize.x * 0.5f,
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(j + 0.5f) * fragSize.y - wallSize.y * 0.5f,
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(k + 0.5f) * fragSize.z - wallSize.z * 0.5f};
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const glm::vec3 jitter{
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Rand(-0.3f, 0.3f) * fragSize.x,
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Rand(-0.3f, 0.3f) * fragSize.y,
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Rand(-0.3f, 0.3f) * fragSize.z};
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const glm::vec3 pos =
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wallPos + wallRot * (cell + jitter);
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auto frag = Spawn("fragment");
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auto& tr = frag.GetComponent<
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Engine::ECS::TransformComponent>();
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tr.SetPosition(pos);
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// 随机小倾角:落地堆积不齐整,视觉更像碎块
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tr.SetRotationQuat(glm::quat(glm::vec3{
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glm::radians(Rand(-30.0f, 30.0f)),
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glm::radians(Rand(-180.0f, 180.0f)),
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glm::radians(Rand(-30.0f, 30.0f))}));
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tr.SetScale(fragSize);
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auto& fmr =
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frag.AddComponent<
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Engine::ECS::MeshRendererComponent>();
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fmr.model = brick;
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// Dynamic Box:boxHalfExtents 默认 0.5(单位体)
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// × Transform 缩放 = 恰好碎片尺寸,无需改字段
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auto& frb =
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frag.AddComponent<
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Engine::ECS::RigidBodyComponent>();
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frb.type =
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Engine::ECS::RigidBodyComponent::BodyType::Dynamic;
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frb.collider =
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Engine::ECS::RigidBodyComponent::ColliderType::Box;
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frb.mass = 0.4f;
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frb.friction = 0.7f;
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frb.restitution = 0.05f;
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// 碎裂初速(玻璃式,非爆炸):离命中点越远越
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// 接近静止(指数衰减)——只有孔洞周边的碎片被
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// 冲击波推动,整体呈"裂纹分离→重力塌落";
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// 法线外推让碎片朝弹侧剥出,而非向墙内挤压
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glm::vec3 dir = pos - hitPoint;
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const f32 len = glm::length(dir);
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if (len < 1e-3f) {
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dir = glm::vec3{Rand(-1.0f, 1.0f), 0.6f,
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Rand(-1.0f, 1.0f)};
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} else {
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dir /= len;
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}
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const f32 falloff = std::exp(-len * m_Falloff);
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const glm::vec3 vel =
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dir * m_BurstSpeed * falloff *
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Rand(0.4f, 1.1f) +
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hitNormal * m_NormalPop * Rand(0.3f, 0.8f) +
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glm::vec3{0.0f, m_UpBias * Rand(0.0f, 0.5f),
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0.0f};
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// 总量上限:超限立即回收最老碎片(防泄漏的
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// 兜底闸;寿命清理才是常态回收)
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const u32 bits = BitsOf(frag);
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if (m_Fragments.size() >=
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static_cast<size_t>(m_MaxFragments)) {
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Destroy(EntityFromBits(m_Fragments.front().bits));
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m_Fragments.erase(m_Fragments.begin());
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}
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m_Fragments.push_back({bits, vel, 0.0f});
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}
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}
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}
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}
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// ---- 施速待办:body 建好(bodyValid)即注入,勿重复 ----
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void ApplyPendingVelocities() {
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auto& registry = App().GetScene().GetRegistry();
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for (auto it = m_Fragments.begin();
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it != m_Fragments.end();) {
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if (it->applied) { ++it; continue; }
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const ECS::Entity e = EntityFromBits(it->bits);
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if (!registry.valid(e)) { // 实体没了(外部销毁)
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it = m_Fragments.erase(it);
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continue;
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}
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const auto* rb = registry.try_get<
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Engine::ECS::RigidBodyComponent>(e);
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if (rb && rb->bodyValid) {
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App().GetPhysics().SetLinearVelocity(it->bits,
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it->velocity);
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it->applied = true;
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}
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++it; // body 未建:留待下一帧(对账晚一帧必到)
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}
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}
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// ---- 寿命清理:到期 Destroy(延迟队列,遍历安全)----
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void AgeAndCleanup(f32 dt) {
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auto& registry = App().GetScene().GetRegistry();
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for (auto it = m_Fragments.begin();
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it != m_Fragments.end();) {
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it->age += dt;
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if (it->age < m_Lifetime) { ++it; continue; }
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const ECS::Entity e = EntityFromBits(it->bits);
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if (registry.valid(e)) {
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Destroy(e);
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}
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it = m_Fragments.erase(it);
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}
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}
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static f32 Rand(f32 lo, f32 hi) {
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thread_local std::mt19937 rng{std::random_device{}()};
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return std::uniform_real_distribution<f32>(lo, hi)(rng);
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}
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struct Fragment {
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u32 bits = 0; // PhysicsWorld 键(实体位模式)
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glm::vec3 velocity{0.0f};// 待施初速(body 建好后注入)
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f32 age = 0.0f; // 存活秒数(寿命清理用)
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bool applied = false; // 初速已注入
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};
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int m_GridX = 8;
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int m_GridY = 6;
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int m_GridZ = 1;
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f32 m_BurstSpeed = 1.2f;
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f32 m_Falloff = 1.0f;
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f32 m_NormalPop = 0.4f;
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f32 m_UpBias = 0.3f;
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f32 m_Lifetime = 6.0f;
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int m_MaxFragments = 128;
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f32 m_MinImpactSpeed = 2.0f;
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glm::vec3 m_HitNormal{0.0f, 0.0f, 1.0f}; // 命中法线(剥落方向)
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bool m_Fired = false; // 一次性触发保护
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std::vector<Fragment> m_Fragments; // 活碎片簿记
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};
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} // namespace
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ENGINE_REGISTER_SCRIPT(WallFracture)
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