forked from BilalY/Rasagar
228 lines
8.3 KiB
Markdown
228 lines
8.3 KiB
Markdown
|
# Scripting in the Water System
|
||
|
|
||
|
## Access Water Surface height
|
||
|
|
||
|
You can add buoyancy to the water simulation with a script that queries the height of the water surface.
|
||
|
|
||
|
To do this, enable **Script Interactions** in the water surface you want to query (see [Settings and properties related to the Water System](settings-and-properties-related-to-the-water-system.md#scriptinteractions)).
|
||
|
|
||
|
The [WaterSearchParameters](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@14.0/api/UnityEngine.Rendering.HighDefinition.WaterSearchParameters.html) struct makes water height queries possible.
|
||
|
|
||
|
### One object
|
||
|
|
||
|
![](Images/water-22.2-onebuoyancy.png)<br/>
|
||
|
|
||
|
This is an example script to float one object on a water surface.
|
||
|
|
||
|
```
|
||
|
using UnityEngine;
|
||
|
using UnityEngine.Rendering.HighDefinition;
|
||
|
|
||
|
public class FitToWaterSurface : MonoBehaviour
|
||
|
{
|
||
|
public WaterSurface targetSurface = null;
|
||
|
|
||
|
// Internal search params
|
||
|
WaterSearchParameters searchParameters = new WaterSearchParameters();
|
||
|
WaterSearchResult searchResult = new WaterSearchResult();
|
||
|
|
||
|
// Update is called once per frame
|
||
|
void Update()
|
||
|
{
|
||
|
if (targetSurface != null)
|
||
|
{
|
||
|
// Build the search parameters
|
||
|
searchParameters.startPositionWS = searchResult.candidateLocationWS;
|
||
|
searchParameters.targetPositionWS = gameObject.transform.position;
|
||
|
searchParameters.error = 0.01f;
|
||
|
searchParameters.maxIterations = 8;
|
||
|
|
||
|
// Do the search
|
||
|
if (targetSurface.ProjectPointOnWaterSurface(searchParameters, out searchResult))
|
||
|
{
|
||
|
Debug.Log(searchResult.projectedPositionWS);
|
||
|
gameObject.transform.position = searchResult.projectedPositionWS;
|
||
|
}
|
||
|
else Debug.LogError("Can't Find Projected Position");
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
```
|
||
|
|
||
|
|
||
|
### Multiple objects (with Burst)
|
||
|
|
||
|
![](Images/water-22.2-multibuoyancy.png)<br/>
|
||
|
|
||
|
This is an example script to float an array of objects on a water surface using the [Burst compiler](https://docs.unity3d.com/Packages/com.unity.burst@1.8/manual/index.html).
|
||
|
|
||
|
|
||
|
```
|
||
|
using System.Collections.Generic;
|
||
|
using Unity.Collections;
|
||
|
using Unity.Jobs;
|
||
|
using Unity.Mathematics;
|
||
|
using UnityEngine;
|
||
|
using UnityEngine.Rendering.HighDefinition;
|
||
|
|
||
|
public class FitToWaterSurface_Burst : MonoBehaviour
|
||
|
{
|
||
|
// Public parameters
|
||
|
public int resolution = 50;
|
||
|
public WaterSurface waterSurface = null;
|
||
|
|
||
|
// List of internal cubes
|
||
|
List<GameObject> cubes = new List<GameObject>();
|
||
|
|
||
|
// Input job parameters
|
||
|
NativeArray<float3> targetPositionBuffer;
|
||
|
|
||
|
// Output job parameters
|
||
|
NativeArray<float> errorBuffer;
|
||
|
NativeArray<float3> candidatePositionBuffer;
|
||
|
NativeArray<float3> projectedPositionWSBuffer;
|
||
|
NativeArray<float3> normalWSBuffer;
|
||
|
NativeArray<float3> directionBuffer;
|
||
|
NativeArray<int> stepCountBuffer;
|
||
|
|
||
|
// Start is called before the first frame update
|
||
|
void Start()
|
||
|
{
|
||
|
// Allocate the buffers
|
||
|
targetPositionBuffer = new NativeArray<float3>(resolution * resolution, Allocator.Persistent);
|
||
|
errorBuffer = new NativeArray<float>(resolution * resolution, Allocator.Persistent);
|
||
|
candidatePositionBuffer = new NativeArray<float3>(resolution * resolution, Allocator.Persistent);
|
||
|
projectedPositionWSBuffer = new NativeArray<float3>(resolution * resolution, Allocator.Persistent);
|
||
|
normalWSBuffer = new NativeArray<float3>(resolution * resolution, Allocator.Persistent);
|
||
|
directionBuffer = new NativeArray<float3>(resolution * resolution, Allocator.Persistent);
|
||
|
stepCountBuffer = new NativeArray<int>(resolution * resolution, Allocator.Persistent);
|
||
|
|
||
|
for (int y = 0; y < resolution; ++y)
|
||
|
{
|
||
|
for (int x = 0; x < resolution; ++x)
|
||
|
{
|
||
|
GameObject newCube = GameObject.CreatePrimitive(PrimitiveType.Cube);
|
||
|
newCube.transform.parent = this.transform;
|
||
|
newCube.transform.localPosition = new Vector3(x * 5, 0.0f, y * 5);
|
||
|
cubes.Add(newCube);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Update is called once per frame
|
||
|
void Update()
|
||
|
{
|
||
|
if (waterSurface == null)
|
||
|
return;
|
||
|
// Try to get the simulation data if available
|
||
|
WaterSimSearchData simData = new WaterSimSearchData();
|
||
|
if (!waterSurface.FillWaterSearchData(ref simData))
|
||
|
return;
|
||
|
|
||
|
// Fill the input positions
|
||
|
int numElements = resolution * resolution;
|
||
|
for (int i = 0; i < numElements; ++i)
|
||
|
targetPositionBuffer[i] = cubes[i].transform.position;
|
||
|
|
||
|
// Prepare the first band
|
||
|
WaterSimulationSearchJob searchJob = new WaterSimulationSearchJob();
|
||
|
|
||
|
// Assign the simulation data
|
||
|
searchJob.simSearchData = simData;
|
||
|
|
||
|
// Fill the input data
|
||
|
searchJob.targetPositionWSBuffer = targetPositionBuffer;
|
||
|
searchJob.startPositionWSBuffer = targetPositionBuffer;
|
||
|
searchJob.maxIterations = 8;
|
||
|
searchJob.error = 0.01f;
|
||
|
searchJob.includeDeformation = true;
|
||
|
searchJob.excludeSimulation = false;
|
||
|
|
||
|
searchJob.errorBuffer = errorBuffer;
|
||
|
searchJob.candidateLocationWSBuffer = candidatePositionBuffer;
|
||
|
searchJob.projectedPositionWSBuffer = projectedPositionWSBuffer;
|
||
|
searchJob.normalWSBuffer = normalWSBuffer;
|
||
|
searchJob.directionBuffer = directionBuffer;
|
||
|
searchJob.stepCountBuffer = stepCountBuffer;
|
||
|
|
||
|
// Schedule the job with one Execute per index in the results array and only 1 item per processing batch
|
||
|
JobHandle handle = searchJob.Schedule(numElements, 1);
|
||
|
handle.Complete();
|
||
|
|
||
|
// Fill the input positions
|
||
|
for (int i = 0; i < numElements; ++i)
|
||
|
cubes[i].transform.position = projectedPositionWSBuffer[i];
|
||
|
}
|
||
|
|
||
|
private void OnDestroy()
|
||
|
{
|
||
|
targetPositionBuffer.Dispose();
|
||
|
errorBuffer.Dispose();
|
||
|
candidatePositionBuffer.Dispose();
|
||
|
projectedPositionWSBuffer.Dispose();
|
||
|
normalWSBuffer.Dispose();
|
||
|
directionBuffer.Dispose();
|
||
|
stepCountBuffer.Dispose();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
```
|
||
|
|
||
|
## Access Water Surface normal
|
||
|
|
||
|
The normal of the water surface at a given point can be queried as an additional output when accessing height. To do this, set the following variable in the search parameter struct sent to the system.
|
||
|
```
|
||
|
searchParameters.outputNormal = true;
|
||
|
```
|
||
|
|
||
|
Then the result can be used, for example to align an object along the surface of the water
|
||
|
```
|
||
|
gameObject.transform.LookAt(searchResult.projectedPositionWS + searchResult.normalWS, Vector3.up);
|
||
|
```
|
||
|
|
||
|
When using the Burst version of the API as in the sample above, don't forget to allocate the array to store normal result.
|
||
|
This following script contains only the relevant lines to add to the one above to support querying normals.
|
||
|
```
|
||
|
public class FitToWaterSurface_Burst : MonoBehaviour
|
||
|
{
|
||
|
NativeArray<float3> normalWSBuffer;
|
||
|
|
||
|
void Start()
|
||
|
{
|
||
|
normalWSBuffer = new NativeArray<float3>(resolution * resolution, Allocator.Persistent);
|
||
|
}
|
||
|
|
||
|
void Update()
|
||
|
{
|
||
|
searchJob.outputNormal = true;
|
||
|
searchJob.normalWSBuffer = normalWSBuffer;
|
||
|
}
|
||
|
|
||
|
private void OnDestroy()
|
||
|
{
|
||
|
normalWSBuffer.Dispose();
|
||
|
}
|
||
|
}
|
||
|
```
|
||
|
|
||
|
## Synchronizing Water Surfaces
|
||
|
|
||
|
When working with multiple water surfaces, it can be useful to synchronize the water simulation of each of the surface.
|
||
|
In a multiplayer game, this can ensure all clients have a water simulation that is running in sync.
|
||
|
You can achieve this by using one of the two following APIs;
|
||
|
|
||
|
```cs
|
||
|
water.simulationStart = DateTime.Now; // HDRP will compute the water simulation as if the game just started
|
||
|
water.simulationTime = 0; // Set the exact simulation time in seconds
|
||
|
```
|
||
|
|
||
|
Alternatively, if you have a reference water surface, you can make sure other existing surfaces are synchronized with this one by copying the simulation time value:
|
||
|
|
||
|
```cs
|
||
|
water.simulationStart = referenceSurface.simulationStart;
|
||
|
water.simulationTime = referenceSurface.simulationTime;
|
||
|
```
|
||
|
|
||
|
The `simulationStart` API works with absolute time data, which simplifies synchronization when sending the value over the network, as you don't have to account for the latency.
|
||
|
Using the `simulationTime` gives you direct access to the time value used to compute the result of the water simulation and is useful when synchronizing surfaces locally.
|