153 lines
4.7 KiB
C#
153 lines
4.7 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Lightbug.Utilities
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{
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/// <summary>
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/// An implementation of a ColliderComponent for 3D colliders.
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/// </summary>
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public abstract class ColliderComponent3D : ColliderComponent
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{
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#pragma warning disable CS0108 // Member hides inherited member; missing new keyword
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protected Collider collider = null;
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#pragma warning restore CS0108 // Member hides inherited member; missing new keyword
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public RaycastHit[] UnfilteredHits { get; protected set; } = new RaycastHit[20];
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public List<RaycastHit> FilteredHits { get; protected set; } = new List<RaycastHit>(10);
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public Collider[] UnfilteredOverlaps { get; protected set; } = new Collider[20];
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public List<Collider> FilteredOverlaps { get; protected set; } = new List<Collider>(10);
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public PhysicMaterial Material
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{
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get => collider.sharedMaterial;
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set => collider.sharedMaterial = value;
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}
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protected abstract int InternalOverlapBody(Vector3 position, Quaternion rotation, Collider[] unfilteredResults, List<Collider> filteredResults, OverlapFilterDelegate3D filter);
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public sealed override int OverlapBody(Vector3 position, Quaternion rotation)
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{
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return InternalOverlapBody(position, rotation, UnfilteredOverlaps, FilteredOverlaps, null);
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}
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public override bool ComputePenetration(ref Vector3 position, ref Quaternion rotation, PenetrationDelegate Action)
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{
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int overlaps = OverlapBody(position, rotation);
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if (overlaps == 0)
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return false;
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for (int i = 0; i < overlaps; i++)
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{
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var otherCollider = FilteredOverlaps[i];
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// if (otherCollider == collider)
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// continue;
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if (otherCollider.transform.IsChildOf(collider.transform)) // <---- New
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continue;
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if(Physics.GetIgnoreLayerCollision(gameObject.layer,collider.gameObject.layer) is false)
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continue;
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if (otherCollider.isTrigger)
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continue;
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var overlapped = Physics.ComputePenetration(
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collider,
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position,
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rotation,
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otherCollider,
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otherCollider.transform.position,
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otherCollider.transform.rotation,
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out Vector3 direction,
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out float distance
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);
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if (!overlapped)
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continue;
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Action?.Invoke(ref position, ref rotation, otherCollider.transform, direction, distance);
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}
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return true;
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}
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protected bool InternalHitFilter(RaycastHit raycastHit)
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{
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if (raycastHit.collider == collider)
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return false;
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if (raycastHit.collider.isTrigger)
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return false;
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return true;
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}
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protected bool InternalOverlapFilter(Collider collider)
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{
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if (collider == this.collider)
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return false;
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if (collider.isTrigger)
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return false;
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return true;
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}
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protected int FilterValidOverlaps(int hits, Collider[] unfilteredOverlaps, List<Collider> filteredOverlaps, OverlapFilterDelegate3D Filter)
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{
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filteredOverlaps.Clear();
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for (int i = 0; i < hits; i++)
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{
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Collider collider = unfilteredOverlaps[i];
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// User-defined filter
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if (Filter != null)
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{
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bool validHit = Filter(collider);
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if (!validHit)
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continue;
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}
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filteredOverlaps.Add(collider);
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}
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return filteredOverlaps.Count;
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}
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protected override void Awake()
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{
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base.Awake();
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PhysicMaterial material = new PhysicMaterial("Frictionless 3D");
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material.dynamicFriction = 0f;
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material.staticFriction = 0f;
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material.frictionCombine = PhysicMaterialCombine.Minimum;
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material.bounceCombine = PhysicMaterialCombine.Minimum;
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material.bounciness = 0f;
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collider.sharedMaterial = material;
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collider.hideFlags = HideFlags.NotEditable;
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}
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protected override void OnEnable()
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{
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collider.enabled = true;
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}
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protected override void OnDisable()
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{
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collider.enabled = false;
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}
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}
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}
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