Class GraphicalSmoothingUtility
Utility functions for smoothing the motion of rigid bodies' graphical representations when physics steps at a lower frequency than rendering.
Namespace: Unity.Physics.GraphicsIntegration
Syntax
public static class GraphicalSmoothingUtility
Methods
BuildLocalToWorld(Int32, RigidTransform, Boolean, Boolean, NativeArray<NonUniformScale>, Boolean, NativeArray<Scale>, NativeArray<CompositeScale>)
Construct a LocalToWorld
matrix for a rigid body's graphical representation.
Declaration
public static LocalToWorld BuildLocalToWorld(int i, RigidTransform transform, bool hasAnyScale, bool hasNonUniformScale, NativeArray<NonUniformScale> nonUniformScales, bool hasScale, NativeArray<Scale> scales, NativeArray<CompositeScale> compositeScales)
Parameters
Type | Name | Description |
---|---|---|
Int32 | i | The index of the rigid body in the chunk. |
RigidTransform | transform | The body's world space transform. |
Boolean | hasAnyScale |
|
Boolean | hasNonUniformScale |
|
NativeArray<NonUniformScale> | nonUniformScales | The NonUniformScale values in the chunk, if any. |
Boolean | hasScale |
|
NativeArray<Scale> | scales | The Scale values in the chunk, if any. |
NativeArray<CompositeScale> | compositeScales | The CompositeScale values in the chunk, if any. |
Returns
Type | Description |
---|---|
LocalToWorld | A LocalToWorld matrix to use in place of those produced by default. |
Extrapolate(in RigidTransform, in PhysicsVelocity, in PhysicsMass, Single)
Compute a simple extrapolated transform for the graphical representation of a rigid body using its currentTransform
and currentVelocity
.
Because bodies' motion may change the next time physics steps (e.g., as the result of a collision), using this method can mis-predict their future locations, causing them to appear to snap into place the next time physics steps.
It generally results in a solid contact and kick from collisions, albeit with some interpenetration, as well as slight jitter on small, smooth velocity changes (e.g., the top of a parabolic arc).
Simulation: Graphical Extrapolation:
O (t=2) O (t=2)
(t=0) O / (t=0) O o
\ / o o
\ O (t=1) o O (t=1)
_________\/_________ ___________o________
o
Declaration
public static RigidTransform Extrapolate(in RigidTransform currentTransform, in PhysicsVelocity currentVelocity, in PhysicsMass mass, float timeAhead)
Parameters
Type | Name | Description |
---|---|---|
RigidTransform | currentTransform | The transform of the rigid body after physics has stepped (i.e., the value of its |
PhysicsVelocity | currentVelocity | The velocity of the rigid body after physics has stepped (i.e., the value of its PhysicsVelocity component). |
PhysicsMass | mass | The body's PhysicsMass component. |
Single | timeAhead | A value indicating how many seconds the current elapsed time for graphics is ahead of the elapsed time when physics last stepped. |
Returns
Type | Description |
---|---|
RigidTransform | An extrapolated transform for a rigid body's graphical representation, suitable for constructing its |
Interpolate(in RigidTransform, in RigidTransform, Single)
Compute a simple interpolated transform for the graphical representation of a rigid body between previousTransform
and currentTransform
.
Because bodies' motion is often deflected during a physics step when there is a contact event, using this method can make bodies appear to change direction before a collision is actually visible.
Simulation: Graphical Interpolation:
O (t=2) O (t=2)
(t=0) O / (t=0) O o
\ / o o
\ O (t=1) O (t=1)
_________\/_________ ____________________
(Note that for cartoons, an animator would use squash and stretch to force a body to make contact even if it is technically not hitting on a specific frame.) See InterpolateUsingVelocity(in RigidTransform, in PhysicsVelocity, in PhysicsVelocity, in PhysicsMass, Single, Single) for an alternative approach.
Declaration
public static RigidTransform Interpolate(in RigidTransform previousTransform, in RigidTransform currentTransform, float normalizedTimeAhead)
Parameters
Type | Name | Description |
---|---|---|
RigidTransform | previousTransform | The transform of the rigid body before physics stepped. |
RigidTransform | currentTransform | The transform of the rigid body after physics has stepped (i.e., the value of its |
Single | normalizedTimeAhead | A value in the range [0, 1] indicating how many seconds the current elapsed time for graphics is ahead of the elapsed time when physics last stepped, as a proportion of the fixed timestep used by physics. |
Returns
Type | Description |
---|---|
RigidTransform | An interpolated transform for a rigid body's graphical representation, suitable for constructing its |
InterpolateUsingVelocity(in RigidTransform, in PhysicsVelocity, in PhysicsVelocity, in PhysicsMass, Single, Single)
Compute an interpolated transform for the graphical representation of a rigid body between its previous transform and current transform, integrating forward using an interpolated velocity value.
This method tries to achieve a compromise between the visual artifacts of Interpolate(in RigidTransform, in RigidTransform, Single) and Extrapolate(in RigidTransform, in PhysicsVelocity, in PhysicsMass, Single).
While integrating forward using previousVelocity
alone would exhibit behavior similar to Extrapolate(in RigidTransform, in PhysicsVelocity, in PhysicsMass, Single), doing so in conjunction with previousTransform
results in smoother motion for small velocity changes.
Collisions can still appear premature when physics has a low tick rate, however, as when using Interpolate(in RigidTransform, in RigidTransform, Single).
Declaration
public static RigidTransform InterpolateUsingVelocity(in RigidTransform previousTransform, in PhysicsVelocity previousVelocity, in PhysicsVelocity currentVelocity, in PhysicsMass mass, float timeAhead, float normalizedTimeAhead)
Parameters
Type | Name | Description |
---|---|---|
RigidTransform | previousTransform | The transform of the rigid body before physics stepped. |
PhysicsVelocity | previousVelocity | The velocity of the rigid body before physics stepped. |
PhysicsVelocity | currentVelocity | The velocity of the rigid body after physics has stepped (i.e., the value of its PhysicsVelocity component). |
PhysicsMass | mass | The body's PhysicsMass component. |
Single | timeAhead | A value indicating how many seconds the current elapsed time for graphics is ahead of the elapsed time when physics last stepped. |
Single | normalizedTimeAhead | A value in the range [0, 1] indicating how many seconds the current elapsed time for graphics is ahead of the elapsed time when physics last stepped, as a proportion of the fixed timestep used by physics. |
Returns
Type | Description |
---|---|
RigidTransform | An interpolated transform for a rigid body's graphical representation, suitable for constructing its |