Net.Like.Xue.Tokyo/Assets/Plugins/Character Controller Pro/Utilities/Scripts/ColliderComponent3D.cs

153 lines
4.7 KiB
C#

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