using System.Collections.Generic; using UnityEngine; using static UnityEngine.UI.Image; namespace Lightbug.Utilities { /// /// An implementation of a PhysicsComponent for 3D physics. /// public sealed class PhysicsComponent3D : PhysicsComponent { /// /// Gets the Rigidbody associated with this object. /// public Rigidbody Rigidbody { get; private set; } = null; /// /// Gets an array with all the colliders associated with this object. /// public Collider Collider { get; private set; } = null; readonly ContactPoint[] _contactsBuffer = new ContactPoint[10]; readonly RaycastHit[] _hitsBuffer = new RaycastHit[10]; readonly Collider[] _overlapsBuffer = new Collider[10]; protected override void Awake() { base.Awake(); Collider = GetComponent(); } protected override void Start() { base.Start(); Rigidbody = GetComponent(); } void OnTriggerStay(Collider other) { if (ignoreCollisionMessages) return; if (!other.isTrigger) return; bool found = false; float fixedTime = Time.fixedTime; // Check if the trigger is contained inside the list for (int i = 0; i < Triggers.Count && !found; i++) { if (Triggers[i] != other) continue; found = true; var trigger = Triggers[i]; trigger.Update(fixedTime); Triggers[i] = trigger; } if (!found) Triggers.Add(new Trigger(other, Time.fixedTime)); } void OnTriggerExit(Collider other) { if (ignoreCollisionMessages) return; for (int i = Triggers.Count - 1; i >= 0; i--) { if (Triggers[i].collider3D == other) { Triggers.RemoveAt(i); break; } } } void OnCollisionEnter(Collision collision) { if (ignoreCollisionMessages) return; int bufferHits = collision.GetContacts(_contactsBuffer); // Add the contacts to the list for (int i = 0; i < bufferHits; i++) { ContactPoint contact = _contactsBuffer[i]; Contact outputContact = new Contact(true, contact, collision); Contacts.Add(outputContact); } } void OnCollisionStay(Collision collision) { if (ignoreCollisionMessages) return; int bufferHits = collision.GetContacts(_contactsBuffer); // Add the contacts to the list for (int i = 0; i < bufferHits; i++) { ContactPoint contact = _contactsBuffer[i]; Contact outputContact = new Contact(false, contact, collision); Contacts.Add(outputContact); } } protected override LayerMask GetCollisionLayerMask() { int objectLayer = gameObject.layer; LayerMask output = 0; for (int i = 0; i < 32; i++) { bool exist = !Physics.GetIgnoreLayerCollision(i, objectLayer); if (exist) output.value |= 1 << i; } return output; } public override void IgnoreCollision(in HitInfo hitInfo, bool ignore) { if (hitInfo.collider3D == null) return; Physics.IgnoreCollision(Collider, hitInfo.collider3D, ignore); } public override void IgnoreCollision(Transform otherTransform, bool ignore) { if (otherTransform == null) return; if (!otherTransform.TryGetComponent(out Collider collider)) return; Physics.IgnoreCollision(Collider, collider, ignore); } public void IgnoreCollision(Collider collider, bool ignore) { if (collider == null) return; Physics.IgnoreCollision(Collider, collider, ignore); } [System.Obsolete] public void IgnoreCollision(Collider collider, bool ignore, int layerMask) { if (collider == null) return; if (!CustomUtilities.BelongsToLayerMask(collider.gameObject.layer, layerMask)) return; Physics.IgnoreCollision(Collider, collider, ignore); } public override void IgnoreLayerCollision(int targetLayer, bool ignore) { Physics.IgnoreLayerCollision(gameObject.layer, targetLayer, ignore); if (ignore) CollisionLayerMask &= ~(1 << targetLayer); else CollisionLayerMask |= (1 << targetLayer); } public override void IgnoreLayerMaskCollision(LayerMask layerMask, bool ignore) { int layerMaskValue = layerMask.value; int currentLayer = 1; for (int i = 0; i < 32; i++) { bool exist = (layerMaskValue & currentLayer) > 0; if (exist) IgnoreLayerCollision(i, ignore); currentLayer <<= 1; } if (ignore) CollisionLayerMask &= ~(layerMask.value); else CollisionLayerMask |= (layerMask.value); } #region Physics queries protected override int InternalRaycast(Vector3 origin, Vector3 castDisplacement, int layerMask, bool ignoreTriggers, bool allowOverlaps) { return Physics.RaycastNonAlloc( origin, Vector3.Normalize(castDisplacement), _hitsBuffer, castDisplacement.magnitude, layerMask, ignoreTriggers ? QueryTriggerInteraction.Ignore : QueryTriggerInteraction.Collide ); } protected override int InternalSphereCast(Vector3 center, float radius, Vector3 castDisplacement, int layerMask, bool ignoreTriggers, bool allowOverlaps) { return Physics.SphereCastNonAlloc( center, radius, Vector3.Normalize(castDisplacement), _hitsBuffer, castDisplacement.magnitude, layerMask, ignoreTriggers ? QueryTriggerInteraction.Ignore : QueryTriggerInteraction.Collide ); } protected override int InternalCapsuleCast(Vector3 bottom, Vector3 top, float radius, Vector3 castDisplacement, int layerMask, bool ignoreTriggers, bool allowOverlaps) { return Physics.CapsuleCastNonAlloc( bottom, top, radius, Vector3.Normalize(castDisplacement), _hitsBuffer, castDisplacement.magnitude, layerMask, ignoreTriggers ? QueryTriggerInteraction.Ignore : QueryTriggerInteraction.Collide ); } protected override int InternalBoxCast(Vector3 center, Vector3 size, Vector3 castDisplacement, Quaternion orientation, int layerMask, bool ignoreTriggers, bool allowOverlaps) { return Physics.BoxCastNonAlloc( center, size / 2f, Vector3.Normalize(castDisplacement), _hitsBuffer, orientation, castDisplacement.magnitude, layerMask, ignoreTriggers ? QueryTriggerInteraction.Ignore : QueryTriggerInteraction.Collide ); } #endregion #region Overlaps protected override int InternalOverlapSphere(Vector3 center, float radius, int layerMask, bool ignoreTriggers) { return Physics.OverlapSphereNonAlloc( center, radius, _overlapsBuffer, layerMask, ignoreTriggers ? QueryTriggerInteraction.Ignore : QueryTriggerInteraction.Collide ); } protected override int InternalOverlapCapsule(Vector3 bottom, Vector3 top, float radius, int layerMask, bool ignoreTriggers) { return Physics.OverlapCapsuleNonAlloc( bottom, top, radius, _overlapsBuffer, layerMask, ignoreTriggers ? QueryTriggerInteraction.Ignore : QueryTriggerInteraction.Collide ); } protected override int InternalOverlapBox(Vector3 center, Vector3 size, Quaternion orientation, int layerMask, bool ignoreTriggers) { return Physics.OverlapBoxNonAlloc( center, size / 2f, _overlapsBuffer, orientation, layerMask, ignoreTriggers ? QueryTriggerInteraction.Ignore : QueryTriggerInteraction.Collide ); } #endregion protected override int FilterOverlaps(int overlaps, LayerMask ignoredLayerMask, HitFilterDelegate hitFilter) { int filteredOverlaps = overlaps; for (int i = 0; i < overlaps; i++) { var hitCollider = _overlapsBuffer[i]; if (hitCollider.transform.IsChildOf(transform)) { filteredOverlaps--; continue; } if (hitFilter != null) { if (!hitFilter.Invoke(hitCollider.transform)) { filteredOverlaps--; continue; } } // Tell the physics engine to ignore this collider if it belongs to the "ignoredLayerMask" mask. if (CustomUtilities.BelongsToLayerMask(hitCollider.gameObject.layer, ignoredLayerMask)) IgnoreCollision(hitCollider, true); } return filteredOverlaps; } protected override void GetClosestHit(out HitInfo hitInfo, int hits, Vector3 castDisplacement, in HitInfoFilter filter, bool allowOverlaps, HitFilterDelegate hitFilter) { var closestRaycastHit = new RaycastHit(); closestRaycastHit.distance = Mathf.Infinity; var hit = false; HitsBuffer.Clear(); for (int i = 0; i < hits; i++) { var raycastHit = _hitsBuffer[i]; if (!PerformHitCheck(ref raycastHit, in filter, allowOverlaps, hitFilter)) continue; hit = true; var thisHitInfo = new HitInfo(ref raycastHit, Vector3.Normalize(castDisplacement)); HitsBuffer.Add(thisHitInfo); if (raycastHit.distance < closestRaycastHit.distance) { closestRaycastHit = raycastHit; } } if (hit) hitInfo = new HitInfo(ref closestRaycastHit, Vector3.Normalize(castDisplacement)); else hitInfo = new HitInfo(); } protected override List GetAllHits(int hits, Vector3 castDisplacement, in HitInfoFilter filter, bool allowOverlaps, HitFilterDelegate hitFilter) { HitsBuffer.Clear(); for (int i = 0; i < hits; i++) { var raycastHit = _hitsBuffer[i]; if (!PerformHitCheck(ref raycastHit, in filter, allowOverlaps, hitFilter)) continue; var thisHitInfo = new HitInfo(ref raycastHit, Vector3.Normalize(castDisplacement)); HitsBuffer.Add(thisHitInfo); } return HitsBuffer; } bool PerformHitCheck(ref RaycastHit raycastHit, in HitInfoFilter filter, bool allowOverlaps, HitFilterDelegate hitFilter) { var raycastHitDistance = raycastHit.distance; var raycastHitCollider = raycastHit.collider; if (raycastHitCollider.transform.IsChildOf(transform)) return false; if (hitFilter != null) if (!hitFilter.Invoke(raycastHitCollider.transform)) return false; if (!allowOverlaps && raycastHitDistance == 0) return false; if (raycastHitDistance < filter.minimumDistance || raycastHitDistance > filter.maximumDistance) return false; if (filter.ignoreRigidbodies && raycastHitCollider.attachedRigidbody != null) return false; return true; } public override bool CheckCollisionsWith(GameObject gameObject) { if (!gameObject.TryGetComponent(out Collider collider)) return false; return !Physics.GetIgnoreCollision(Collider, collider); } } }