去掉obi,使用自写绳索
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@@ -1,9 +0,0 @@
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fileFormatVersion: 2
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@@ -1,48 +0,0 @@
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using System;
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using UnityEngine;
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namespace Obi{
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public class ObiBoxShapeTracker2D : ObiShapeTracker
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{
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public ObiBoxShapeTracker2D(ObiCollider2D source, BoxCollider2D collider){
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this.source = source;
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this.collider = collider;
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}
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public override void UpdateIfNeeded (){
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BoxCollider2D box = collider as BoxCollider2D;
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var world = ObiColliderWorld.GetInstance();
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int index = source.Handle.index;
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// update collider:
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var shape = world.colliderShapes[index];
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shape.is2D = true;
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shape.type = ColliderShape.ShapeType.Box;
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shape.filter = source.Filter;
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shape.SetSign(source.Inverted);
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shape.isTrigger = box.isTrigger;
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shape.rigidbodyIndex = source.Rigidbody != null ? source.Rigidbody.Handle.index : -1;
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shape.materialIndex = source.CollisionMaterial != null ? source.CollisionMaterial.handle.index : -1;
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shape.forceZoneIndex = source.ForceZone != null ? source.ForceZone.Handle.index : -1;
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shape.contactOffset = source.Thickness + box.edgeRadius;
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shape.center = box.offset;
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shape.size = box.size;
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world.colliderShapes[index] = shape;
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// update bounds:
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var aabb = world.colliderAabbs[index];
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aabb.FromBounds(box.bounds, shape.contactOffset, true);
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world.colliderAabbs[index] = aabb;
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// update transform:
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var trfm = world.colliderTransforms[index];
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trfm.FromTransform2D(box.transform, source.Rigidbody as ObiRigidbody2D);
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world.colliderTransforms[index] = trfm;
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}
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}
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}
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@@ -1,12 +0,0 @@
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fileFormatVersion: 2
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guid: e3701e56c1528404daa61e704345b750
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timeCreated: 1501960568
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licenseType: Store
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||||
MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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userData:
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@@ -1,53 +0,0 @@
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using System;
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using UnityEngine;
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namespace Obi{
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public class ObiCapsuleShapeTracker2D : ObiShapeTracker
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{
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public ObiCapsuleShapeTracker2D(ObiCollider2D source, CapsuleCollider2D collider)
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{
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this.source = source;
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this.collider = collider;
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}
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public override void UpdateIfNeeded ()
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{
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CapsuleCollider2D capsule = collider as CapsuleCollider2D;
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// retrieve collision world and index:
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var world = ObiColliderWorld.GetInstance();
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int index = source.Handle.index;
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// update collider:
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var shape = world.colliderShapes[index];
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shape.is2D = true;
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shape.type = ColliderShape.ShapeType.Capsule;
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shape.filter = source.Filter;
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shape.SetSign(source.Inverted);
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shape.isTrigger = capsule.isTrigger;
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shape.rigidbodyIndex = source.Rigidbody != null ? source.Rigidbody.Handle.index : -1;
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shape.materialIndex = source.CollisionMaterial != null ? source.CollisionMaterial.handle.index : -1;
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shape.forceZoneIndex = source.ForceZone != null ? source.ForceZone.Handle.index : -1;
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shape.contactOffset = source.Thickness;
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shape.center = capsule.offset;
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Vector2 size = capsule.size;
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shape.size = new Vector4((capsule.direction == CapsuleDirection2D.Horizontal ? size.y : size.x) * 0.5f,
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Mathf.Max(size.x, size.y),
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capsule.direction == CapsuleDirection2D.Horizontal ? 0 : 1, 0);
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world.colliderShapes[index] = shape;
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// update bounds:
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var aabb = world.colliderAabbs[index];
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aabb.FromBounds(capsule.bounds, shape.contactOffset,true);
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world.colliderAabbs[index] = aabb;
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// update transform:
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var trfm = world.colliderTransforms[index];
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trfm.FromTransform2D(capsule.transform, source.Rigidbody as ObiRigidbody2D);
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world.colliderTransforms[index] = trfm;
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}
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}
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}
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@@ -1,12 +0,0 @@
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fileFormatVersion: 2
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guid: fe1cd08d83cfe4785b8d5bb8e0bd3dd9
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timeCreated: 1501961541
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licenseType: Store
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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userData:
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@@ -1,52 +0,0 @@
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using System;
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using UnityEngine;
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namespace Obi{
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public class ObiCircleShapeTracker2D : ObiShapeTracker
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{
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public ObiCircleShapeTracker2D(ObiCollider2D source, CircleCollider2D collider)
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{
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this.source = source;
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this.collider = collider;
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}
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public override void UpdateIfNeeded ()
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{
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CircleCollider2D sphere = collider as CircleCollider2D;
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// retrieve collision world and index:
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var world = ObiColliderWorld.GetInstance();
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int index = source.Handle.index;
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// update collider:
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var shape = world.colliderShapes[index];
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shape.is2D = true;
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shape.type = ColliderShape.ShapeType.Sphere;
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shape.filter = source.Filter;
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shape.SetSign(source.Inverted);
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shape.isTrigger = sphere.isTrigger;
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shape.rigidbodyIndex = source.Rigidbody != null ? source.Rigidbody.Handle.index : -1;
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shape.materialIndex = source.CollisionMaterial != null ? source.CollisionMaterial.handle.index : -1;
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shape.forceZoneIndex = source.ForceZone != null ? source.ForceZone.Handle.index : -1;
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shape.contactOffset = source.Thickness;
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shape.center = sphere.offset;
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shape.size = Vector3.one * sphere.radius;
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world.colliderShapes[index] = shape;
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// update bounds:
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var aabb = world.colliderAabbs[index];
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aabb.FromBounds(sphere.bounds, shape.contactOffset, true);
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world.colliderAabbs[index] = aabb;
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// update transform:
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var trfm = world.colliderTransforms[index];
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trfm.FromTransform2D(sphere.transform, source.Rigidbody as ObiRigidbody2D);
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world.colliderTransforms[index] = trfm;
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}
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}
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}
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@@ -1,12 +0,0 @@
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fileFormatVersion: 2
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||||
guid: 4290734bafa8c46d8862202365a9f83b
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||||
timeCreated: 1501960324
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||||
licenseType: Store
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||||
MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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@@ -1,72 +0,0 @@
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using System;
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using UnityEngine;
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using System.Runtime.InteropServices;
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namespace Obi{
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public class ObiEdgeShapeTracker2D : ObiShapeTracker
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{
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ObiEdgeMeshHandle handle;
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public ObiEdgeShapeTracker2D(ObiCollider2D source, EdgeCollider2D collider)
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{
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this.source = source;
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this.collider = collider;
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}
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public void UpdateEdgeData()
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{
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ObiColliderWorld.GetInstance().DestroyEdgeMesh(handle);
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}
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public override void UpdateIfNeeded (){
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EdgeCollider2D edgeCollider = collider as EdgeCollider2D;
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// retrieve collision world and index:
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var world = ObiColliderWorld.GetInstance();
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int index = source.Handle.index;
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// get or create the mesh:
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if (handle == null || !handle.isValid)
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{
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handle = world.GetOrCreateEdgeMesh(edgeCollider);
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handle.Reference();
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}
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// update collider:
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var shape = world.colliderShapes[index];
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shape.is2D = true;
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shape.type = ColliderShape.ShapeType.EdgeMesh;
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shape.filter = source.Filter;
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shape.SetSign(source.Inverted);
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shape.isTrigger = edgeCollider.isTrigger;
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shape.rigidbodyIndex = source.Rigidbody != null ? source.Rigidbody.Handle.index : -1;
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shape.materialIndex = source.CollisionMaterial != null ? source.CollisionMaterial.handle.index : -1;
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shape.forceZoneIndex = source.ForceZone != null ? source.ForceZone.Handle.index : -1;
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shape.center = edgeCollider.offset;
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shape.contactOffset = source.Thickness + edgeCollider.edgeRadius;
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shape.dataIndex = handle.index;
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world.colliderShapes[index] = shape;
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// update bounds:
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var aabb = world.colliderAabbs[index];
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aabb.FromBounds(edgeCollider.bounds, shape.contactOffset, true);
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world.colliderAabbs[index] = aabb;
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// update transform:
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var trfm = world.colliderTransforms[index];
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trfm.FromTransform2D(edgeCollider.transform, source.Rigidbody as ObiRigidbody2D);
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world.colliderTransforms[index] = trfm;
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}
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public override void Destroy()
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{
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base.Destroy();
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if (handle != null && handle.Dereference())
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ObiColliderWorld.GetInstance().DestroyEdgeMesh(handle);
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}
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}
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}
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@@ -1,12 +0,0 @@
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fileFormatVersion: 2
|
||||
guid: 2d2b0912e5ba74985bb209d365e52f4b
|
||||
timeCreated: 1502808634
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licenseType: Store
|
||||
MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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@@ -1,9 +0,0 @@
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||||
fileFormatVersion: 2
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guid: 3eba36295266249e08782d3327db66cd
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||||
folderAsset: yes
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timeCreated: 1503483325
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licenseType: Store
|
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DefaultImporter:
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,51 +0,0 @@
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using System;
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using UnityEngine;
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namespace Obi{
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public class ObiBoxShapeTracker : ObiShapeTracker
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{
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public ObiBoxShapeTracker(ObiCollider source, BoxCollider collider)
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{
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this.source = source;
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this.collider = collider;
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}
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public override void UpdateIfNeeded (){
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BoxCollider box = collider as BoxCollider;
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// retrieve collision world and index:
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var world = ObiColliderWorld.GetInstance();
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int index = source.Handle.index;
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// update collider:
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var shape = world.colliderShapes[index];
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shape.type = ColliderShape.ShapeType.Box;
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shape.filter = source.Filter;
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shape.SetSign(source.Inverted);
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shape.isTrigger = box.isTrigger;
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shape.rigidbodyIndex = source.Rigidbody != null ? source.Rigidbody.Handle.index : -1;
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shape.materialIndex = source.CollisionMaterial != null ? source.CollisionMaterial.handle.index : -1;
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shape.forceZoneIndex = source.ForceZone != null ? source.ForceZone.Handle.index : -1;
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shape.contactOffset = source.Thickness;
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shape.center = box.center;
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shape.size = box.size;
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world.colliderShapes[index] = shape;
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// update bounds:
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var aabb = world.colliderAabbs[index];
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aabb.FromBounds(box.bounds, shape.contactOffset);
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world.colliderAabbs[index] = aabb;
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// update transform:
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var trfm = world.colliderTransforms[index];
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trfm.FromTransform3D(box.transform, source.Rigidbody as ObiRigidbody);
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world.colliderTransforms[index] = trfm;
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}
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}
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}
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@@ -1,12 +0,0 @@
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fileFormatVersion: 2
|
||||
guid: 7f9acb590fcdd47838d4e1929e463712
|
||||
timeCreated: 1501960568
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
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defaultReferences: []
|
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,49 +0,0 @@
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using System;
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using UnityEngine;
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namespace Obi{
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public class ObiCapsuleShapeTracker : ObiShapeTracker
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{
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public ObiCapsuleShapeTracker(ObiCollider source, CapsuleCollider collider){
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this.collider = collider;
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this.source = source;
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}
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public override void UpdateIfNeeded (){
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CapsuleCollider capsule = collider as CapsuleCollider;
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// retrieve collision world and index:
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||||
var world = ObiColliderWorld.GetInstance();
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||||
int index = source.Handle.index;
|
||||
|
||||
// update collider:
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||||
var shape = world.colliderShapes[index];
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||||
shape.type = ColliderShape.ShapeType.Capsule;
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||||
shape.filter = source.Filter;
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||||
shape.SetSign(source.Inverted);
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||||
shape.isTrigger = capsule.isTrigger;
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||||
shape.rigidbodyIndex = source.Rigidbody != null ? source.Rigidbody.Handle.index : -1;
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||||
shape.materialIndex = source.CollisionMaterial != null ? source.CollisionMaterial.handle.index : -1;
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||||
shape.forceZoneIndex = source.ForceZone != null ? source.ForceZone.Handle.index : -1;
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||||
shape.contactOffset = source.Thickness;
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||||
shape.center = capsule.center;
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||||
shape.size = new Vector4(capsule.radius, capsule.height, capsule.direction, 0);
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||||
world.colliderShapes[index] = shape;
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||||
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||||
// update bounds:
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||||
var aabb = world.colliderAabbs[index];
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||||
aabb.FromBounds(capsule.bounds, shape.contactOffset);
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||||
world.colliderAabbs[index] = aabb;
|
||||
|
||||
// update transform:
|
||||
var trfm = world.colliderTransforms[index];
|
||||
trfm.FromTransform3D(capsule.transform, source.Rigidbody as ObiRigidbody);
|
||||
world.colliderTransforms[index] = trfm;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,12 +0,0 @@
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||||
fileFormatVersion: 2
|
||||
guid: ab81f697ad33c47c0b487129c7ef1761
|
||||
timeCreated: 1501961541
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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||||
@@ -1,52 +0,0 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Obi
|
||||
{
|
||||
|
||||
public class ObiCharacterControllerShapeTracker : ObiShapeTracker
|
||||
{
|
||||
|
||||
public ObiCharacterControllerShapeTracker(ObiCollider source, CharacterController collider)
|
||||
{
|
||||
this.collider = collider;
|
||||
this.source = source;
|
||||
}
|
||||
|
||||
public override void UpdateIfNeeded()
|
||||
{
|
||||
|
||||
CharacterController character = collider as CharacterController;
|
||||
|
||||
// retrieve collision world and index:
|
||||
var world = ObiColliderWorld.GetInstance();
|
||||
int index = source.Handle.index;
|
||||
|
||||
// update collider:
|
||||
var shape = world.colliderShapes[index];
|
||||
shape.type = ColliderShape.ShapeType.Capsule;
|
||||
shape.filter = source.Filter;
|
||||
shape.SetSign(source.Inverted);
|
||||
shape.isTrigger = character.isTrigger;
|
||||
shape.rigidbodyIndex = source.Rigidbody != null ? source.Rigidbody.Handle.index : -1;
|
||||
shape.materialIndex = source.CollisionMaterial != null ? source.CollisionMaterial.handle.index : -1;
|
||||
shape.forceZoneIndex = source.ForceZone != null ? source.ForceZone.Handle.index : -1;
|
||||
shape.contactOffset = source.Thickness;
|
||||
shape.center = character.center;
|
||||
shape.size = new Vector4(character.radius, character.height, 1, 0);
|
||||
world.colliderShapes[index] = shape;
|
||||
|
||||
// update bounds:
|
||||
var aabb = world.colliderAabbs[index];
|
||||
aabb.FromBounds(character.bounds, shape.contactOffset);
|
||||
world.colliderAabbs[index] = aabb;
|
||||
|
||||
// update transform:
|
||||
var trfm = world.colliderTransforms[index];
|
||||
trfm.FromTransform3D(character.transform, source.Rigidbody as ObiRigidbody);
|
||||
world.colliderTransforms[index] = trfm;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
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@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3c77ed89a210345ce9e9e549d11263db
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,88 +0,0 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Obi{
|
||||
|
||||
public class ObiDistanceFieldShapeTracker : ObiShapeTracker
|
||||
{
|
||||
public ObiDistanceField distanceField;
|
||||
ObiDistanceFieldHandle handle;
|
||||
|
||||
|
||||
public ObiDistanceFieldShapeTracker(ObiCollider source, Component collider, ObiDistanceField distanceField){
|
||||
|
||||
this.source = source;
|
||||
this.collider = collider;
|
||||
this.distanceField = distanceField;
|
||||
}
|
||||
|
||||
/**
|
||||
* Forces the tracker to update distance field data during the next call to UpdateIfNeeded().
|
||||
*/
|
||||
public void UpdateDistanceFieldData()
|
||||
{
|
||||
ObiColliderWorld.GetInstance().DestroyDistanceField(handle);
|
||||
}
|
||||
|
||||
public override void UpdateIfNeeded ()
|
||||
{
|
||||
|
||||
bool trigger = false;
|
||||
if (collider is Collider) trigger = ((Collider)collider).isTrigger;
|
||||
else if (collider is Collider2D) trigger = ((Collider2D)collider).isTrigger;
|
||||
|
||||
// retrieve collision world and index:
|
||||
var world = ObiColliderWorld.GetInstance();
|
||||
int index = source.Handle.index;
|
||||
|
||||
// decrease reference count of current handle if the df data it points to is different
|
||||
// than the df used by the collider:
|
||||
if (handle != null && handle.owner != distanceField)
|
||||
{
|
||||
if (handle.Dereference())
|
||||
world.DestroyDistanceField(handle);
|
||||
}
|
||||
|
||||
if (handle == null || !handle.isValid)
|
||||
{
|
||||
handle = world.GetOrCreateDistanceField(distanceField);
|
||||
handle.Reference();
|
||||
}
|
||||
|
||||
// update collider:
|
||||
var shape = world.colliderShapes[index];
|
||||
shape.type = ColliderShape.ShapeType.SignedDistanceField;
|
||||
shape.filter = source.Filter;
|
||||
shape.SetSign(source.Inverted);
|
||||
shape.isTrigger = trigger;
|
||||
shape.rigidbodyIndex = source.Rigidbody != null ? source.Rigidbody.Handle.index : -1;
|
||||
shape.materialIndex = source.CollisionMaterial != null ? source.CollisionMaterial.handle.index : -1;
|
||||
shape.forceZoneIndex = source.ForceZone != null ? source.ForceZone.Handle.index : -1;
|
||||
shape.contactOffset = source.Thickness;
|
||||
shape.dataIndex = handle.index;
|
||||
world.colliderShapes[index] = shape;
|
||||
|
||||
// update bounds:
|
||||
var aabb = world.colliderAabbs[index];
|
||||
aabb.FromBounds(distanceField.FieldBounds.Transform(source.transform.localToWorldMatrix), shape.contactOffset);
|
||||
world.colliderAabbs[index] = aabb;
|
||||
|
||||
// update transform:
|
||||
var trfm = world.colliderTransforms[index];
|
||||
trfm.FromTransform3D(source.transform, source.Rigidbody as ObiRigidbody);
|
||||
world.colliderTransforms[index] = trfm;
|
||||
}
|
||||
|
||||
public override void Destroy()
|
||||
{
|
||||
base.Destroy();
|
||||
|
||||
if (handle != null && handle.Dereference())
|
||||
ObiColliderWorld.GetInstance().DestroyDistanceField(handle);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b9b443b752c21400ca6cfc151526f107
|
||||
timeCreated: 1504879085
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,91 +0,0 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Obi{
|
||||
|
||||
public class ObiMeshShapeTracker : ObiShapeTracker
|
||||
{
|
||||
ObiTriangleMeshHandle handle;
|
||||
|
||||
public Mesh targetMesh
|
||||
{
|
||||
get {
|
||||
var mc = collider as MeshCollider;
|
||||
return mc?.sharedMesh;
|
||||
}
|
||||
}
|
||||
|
||||
public ObiMeshShapeTracker(ObiCollider source, MeshCollider collider){
|
||||
|
||||
this.source = source;
|
||||
this.collider = collider;
|
||||
}
|
||||
|
||||
/**
|
||||
* Forces the tracker to update mesh data during the next call to UpdateIfNeeded().
|
||||
*/
|
||||
public void UpdateMeshData()
|
||||
{
|
||||
ObiColliderWorld.GetInstance().DestroyTriangleMesh(handle);
|
||||
}
|
||||
|
||||
public override void UpdateIfNeeded ()
|
||||
{
|
||||
|
||||
MeshCollider meshCollider = collider as MeshCollider;
|
||||
|
||||
// retrieve collision world and index:
|
||||
var world = ObiColliderWorld.GetInstance();
|
||||
int index = source.Handle.index;
|
||||
|
||||
// decrease reference count of current handle if the mesh data it points to is different
|
||||
// than the mesh used by the collider:
|
||||
if (handle != null && handle.owner != meshCollider.sharedMesh)
|
||||
{
|
||||
if (handle.Dereference())
|
||||
world.DestroyTriangleMesh(handle);
|
||||
}
|
||||
|
||||
// get or create the mesh:
|
||||
if (handle == null || !handle.isValid)
|
||||
{
|
||||
handle = world.GetOrCreateTriangleMesh(meshCollider.sharedMesh);
|
||||
handle.Reference();
|
||||
}
|
||||
|
||||
// update collider:
|
||||
var shape = world.colliderShapes[index];
|
||||
shape.type = ColliderShape.ShapeType.TriangleMesh;
|
||||
shape.filter = source.Filter;
|
||||
shape.SetSign(source.Inverted);
|
||||
shape.isTrigger = meshCollider.isTrigger;
|
||||
shape.rigidbodyIndex = source.Rigidbody != null ? source.Rigidbody.Handle.index : -1;
|
||||
shape.materialIndex = source.CollisionMaterial != null ? source.CollisionMaterial.handle.index : -1;
|
||||
shape.forceZoneIndex = source.ForceZone != null ? source.ForceZone.Handle.index : -1;
|
||||
shape.contactOffset = source.Thickness;
|
||||
shape.dataIndex = handle.index;
|
||||
world.colliderShapes[index] = shape;
|
||||
|
||||
// update bounds:
|
||||
var aabb = world.colliderAabbs[index];
|
||||
aabb.FromBounds(meshCollider.bounds, shape.contactOffset);
|
||||
world.colliderAabbs[index] = aabb;
|
||||
|
||||
// update transform:
|
||||
var trfm = world.colliderTransforms[index];
|
||||
trfm.FromTransform3D(meshCollider.transform, source.Rigidbody as ObiRigidbody);
|
||||
world.colliderTransforms[index] = trfm;
|
||||
}
|
||||
|
||||
public override void Destroy()
|
||||
{
|
||||
base.Destroy();
|
||||
|
||||
if (handle != null && handle.Dereference())
|
||||
ObiColliderWorld.GetInstance().DestroyTriangleMesh(handle);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c955001531e3444fd9615a5272954dea
|
||||
timeCreated: 1502875710
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,20 +0,0 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Obi{
|
||||
|
||||
public abstract class ObiShapeTracker
|
||||
{
|
||||
protected ObiColliderBase source;
|
||||
protected Component collider;
|
||||
|
||||
public virtual void Destroy(){
|
||||
}
|
||||
|
||||
public abstract void UpdateIfNeeded ();
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5f455a735ac894ee7bddecd2b5a64ca8
|
||||
timeCreated: 1501960324
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,50 +0,0 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Obi{
|
||||
|
||||
public class ObiSphereShapeTracker : ObiShapeTracker
|
||||
{
|
||||
|
||||
public ObiSphereShapeTracker(ObiCollider source, SphereCollider collider)
|
||||
{
|
||||
this.source = source;
|
||||
this.collider = collider;
|
||||
}
|
||||
|
||||
public override void UpdateIfNeeded()
|
||||
{
|
||||
SphereCollider sphere = collider as SphereCollider;
|
||||
|
||||
// retrieve collision world and index:
|
||||
var world = ObiColliderWorld.GetInstance();
|
||||
int index = source.Handle.index;
|
||||
|
||||
// update collider:
|
||||
var shape = world.colliderShapes[index];
|
||||
shape.type = ColliderShape.ShapeType.Sphere;
|
||||
shape.filter = source.Filter;
|
||||
shape.SetSign(source.Inverted);
|
||||
shape.isTrigger = sphere.isTrigger;
|
||||
shape.rigidbodyIndex = source.Rigidbody != null ? source.Rigidbody.Handle.index : -1;
|
||||
shape.materialIndex = source.CollisionMaterial != null ? source.CollisionMaterial.handle.index : -1;
|
||||
shape.forceZoneIndex = source.ForceZone != null ? source.ForceZone.Handle.index : -1;
|
||||
shape.contactOffset = source.Thickness;
|
||||
shape.center = sphere.center;
|
||||
shape.size = Vector3.one * sphere.radius;
|
||||
world.colliderShapes[index] = shape;
|
||||
|
||||
// update bounds:
|
||||
var aabb = world.colliderAabbs[index];
|
||||
aabb.FromBounds(sphere.bounds, shape.contactOffset);
|
||||
world.colliderAabbs[index] = aabb;
|
||||
|
||||
// update transform:
|
||||
var trfm = world.colliderTransforms[index];
|
||||
trfm.FromTransform3D(sphere.transform, source.Rigidbody as ObiRigidbody);
|
||||
world.colliderTransforms[index] = trfm;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 221c651500acc4cbfa30ed329aebb822
|
||||
timeCreated: 1501960324
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,75 +0,0 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Obi{
|
||||
|
||||
public class ObiTerrainShapeTracker : ObiShapeTracker
|
||||
{
|
||||
ObiHeightFieldHandle handle;
|
||||
|
||||
public ObiTerrainShapeTracker(ObiCollider source, TerrainCollider collider){
|
||||
|
||||
this.source = source;
|
||||
this.collider = collider;
|
||||
}
|
||||
|
||||
public void UpdateHeightData()
|
||||
{
|
||||
ObiColliderWorld.GetInstance().DestroyHeightField(handle);
|
||||
}
|
||||
|
||||
public override void UpdateIfNeeded ()
|
||||
{
|
||||
|
||||
TerrainCollider terrain = collider as TerrainCollider;
|
||||
|
||||
// retrieve collision world and index:
|
||||
var world = ObiColliderWorld.GetInstance();
|
||||
int index = source.Handle.index;
|
||||
|
||||
int resolution = terrain.terrainData.heightmapResolution;
|
||||
|
||||
// get or create the heightfield:
|
||||
if (handle == null || !handle.isValid)
|
||||
{
|
||||
handle = world.GetOrCreateHeightField(terrain.terrainData);
|
||||
handle.Reference();
|
||||
}
|
||||
|
||||
// update collider:
|
||||
var shape = world.colliderShapes[index];
|
||||
shape.type = ColliderShape.ShapeType.Heightmap;
|
||||
shape.filter = source.Filter;
|
||||
shape.SetSign(source.Inverted);
|
||||
shape.isTrigger = terrain.isTrigger;
|
||||
shape.rigidbodyIndex = source.Rigidbody != null ? source.Rigidbody.Handle.index : -1;
|
||||
shape.materialIndex = source.CollisionMaterial != null ? source.CollisionMaterial.handle.index : -1;
|
||||
shape.forceZoneIndex = source.ForceZone != null ? source.ForceZone.Handle.index : -1;
|
||||
shape.contactOffset = source.Thickness;
|
||||
shape.dataIndex = handle.index;
|
||||
shape.size = terrain.terrainData.size;
|
||||
shape.center = new Vector4(resolution, resolution, resolution, resolution);
|
||||
world.colliderShapes[index] = shape;
|
||||
|
||||
// update bounds:
|
||||
var aabb = world.colliderAabbs[index];
|
||||
aabb.FromBounds(terrain.bounds, shape.contactOffset);
|
||||
world.colliderAabbs[index] = aabb;
|
||||
|
||||
// update transform:
|
||||
var trfm = world.colliderTransforms[index];
|
||||
trfm.FromTransform3D(terrain.transform, source.Rigidbody as ObiRigidbody);
|
||||
world.colliderTransforms[index] = trfm;
|
||||
}
|
||||
|
||||
public override void Destroy()
|
||||
{
|
||||
base.Destroy();
|
||||
|
||||
if (handle != null && handle.Dereference())
|
||||
ObiColliderWorld.GetInstance().DestroyHeightField(handle);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 601187ba897f54e20b787637df64e96b
|
||||
timeCreated: 1502808634
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,117 +0,0 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
|
||||
namespace Obi
|
||||
{
|
||||
|
||||
/**
|
||||
* Add this component to any Collider that you want to be considered by Obi.
|
||||
*/
|
||||
[ExecuteInEditMode]
|
||||
[RequireComponent(typeof(Collider))]
|
||||
public class ObiCollider : ObiColliderBase
|
||||
{
|
||||
|
||||
[SerializeProperty("sourceCollider")]
|
||||
[FormerlySerializedAs("SourceCollider")]
|
||||
[SerializeField] private Collider m_SourceCollider;
|
||||
|
||||
/// <summary>
|
||||
/// The Unity collider that this ObiCollider should mimic.
|
||||
/// </summary>
|
||||
/// This is automatically set when you first create the ObiCollider component, but you can override it afterwards.
|
||||
public Collider sourceCollider
|
||||
{
|
||||
set
|
||||
{
|
||||
if (value != null && value.gameObject != this.gameObject)
|
||||
{
|
||||
Debug.LogError("The Collider component must reside in the same GameObject as ObiCollider.");
|
||||
return;
|
||||
}
|
||||
|
||||
RemoveCollider();
|
||||
m_SourceCollider = value;
|
||||
AddCollider();
|
||||
|
||||
}
|
||||
get { return m_SourceCollider; }
|
||||
}
|
||||
|
||||
[SerializeProperty("distanceField")]
|
||||
[FormerlySerializedAs("distanceField")]
|
||||
[SerializeField] private ObiDistanceField m_DistanceField;
|
||||
|
||||
/// <summary>
|
||||
/// The distance field used by this collider.
|
||||
/// </summary>
|
||||
/// Setting a distance field will cause the collider to ignore its <see cref="m_SourceCollider"/> and use the distance field instead.
|
||||
public ObiDistanceField distanceField
|
||||
{
|
||||
set
|
||||
{
|
||||
if (m_DistanceField != value)
|
||||
{
|
||||
m_DistanceField = value;
|
||||
CreateTracker();
|
||||
}
|
||||
}
|
||||
get { return m_DistanceField; }
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates an OniColliderTracker of the appropiate type.
|
||||
*/
|
||||
protected override void CreateTracker()
|
||||
{
|
||||
|
||||
if (tracker != null)
|
||||
{
|
||||
tracker.Destroy();
|
||||
tracker = null;
|
||||
}
|
||||
|
||||
if (distanceField != null)
|
||||
tracker = new ObiDistanceFieldShapeTracker(this, m_SourceCollider, distanceField);
|
||||
else
|
||||
{
|
||||
|
||||
if (m_SourceCollider is SphereCollider)
|
||||
tracker = new ObiSphereShapeTracker(this, (SphereCollider)m_SourceCollider);
|
||||
else if (m_SourceCollider is BoxCollider)
|
||||
tracker = new ObiBoxShapeTracker(this, (BoxCollider)m_SourceCollider);
|
||||
else if (m_SourceCollider is CapsuleCollider)
|
||||
tracker = new ObiCapsuleShapeTracker(this, (CapsuleCollider)m_SourceCollider);
|
||||
else if (m_SourceCollider is CharacterController)
|
||||
tracker = new ObiCharacterControllerShapeTracker(this, (CharacterController)m_SourceCollider);
|
||||
else if (m_SourceCollider is TerrainCollider)
|
||||
tracker = new ObiTerrainShapeTracker(this, (TerrainCollider)m_SourceCollider);
|
||||
else if (m_SourceCollider is MeshCollider)
|
||||
tracker = new ObiMeshShapeTracker(this,(MeshCollider)m_SourceCollider);
|
||||
else
|
||||
Debug.LogWarning("Collider type not supported by Obi.");
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
protected override Component GetUnityCollider(ref bool enabled)
|
||||
{
|
||||
|
||||
if (m_SourceCollider != null)
|
||||
enabled = m_SourceCollider.enabled;
|
||||
|
||||
return m_SourceCollider;
|
||||
}
|
||||
|
||||
protected override void FindSourceCollider()
|
||||
{
|
||||
if (sourceCollider == null)
|
||||
sourceCollider = GetComponent<Collider>();
|
||||
else
|
||||
AddCollider();
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6757b231cedd544c583ef8aeaf773b2a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {fileID: 2800000, guid: 6da22d6bce08a4f3d86542bb903de689, type: 3}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,82 +0,0 @@
|
||||
using UnityEngine;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Obi
|
||||
{
|
||||
|
||||
/**
|
||||
* Add this component to any Collider that you want to be considered by Obi.
|
||||
*/
|
||||
[ExecuteInEditMode]
|
||||
[RequireComponent(typeof(Collider2D))]
|
||||
public class ObiCollider2D : ObiColliderBase
|
||||
{
|
||||
[SerializeProperty("SourceCollider")]
|
||||
[SerializeField] private Collider2D sourceCollider;
|
||||
|
||||
public Collider2D SourceCollider
|
||||
{
|
||||
set
|
||||
{
|
||||
if (value.gameObject != this.gameObject)
|
||||
{
|
||||
Debug.LogError("The Collider component must reside in the same GameObject as ObiCollider.");
|
||||
}
|
||||
else
|
||||
{
|
||||
sourceCollider = value;
|
||||
|
||||
RemoveCollider();
|
||||
AddCollider();
|
||||
}
|
||||
}
|
||||
get { return sourceCollider; }
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates an OniColliderTracker of the appropiate type.
|
||||
*/
|
||||
protected override void CreateTracker()
|
||||
{
|
||||
|
||||
if (tracker != null)
|
||||
{
|
||||
tracker.Destroy();
|
||||
tracker = null;
|
||||
}
|
||||
|
||||
if (sourceCollider is CircleCollider2D)
|
||||
tracker = new ObiCircleShapeTracker2D(this,(CircleCollider2D)sourceCollider);
|
||||
else if (sourceCollider is BoxCollider2D)
|
||||
tracker = new ObiBoxShapeTracker2D(this,(BoxCollider2D)sourceCollider);
|
||||
else if (sourceCollider is CapsuleCollider2D)
|
||||
tracker = new ObiCapsuleShapeTracker2D(this,(CapsuleCollider2D)sourceCollider);
|
||||
else if (sourceCollider is EdgeCollider2D)
|
||||
tracker = new ObiEdgeShapeTracker2D(this,(EdgeCollider2D)sourceCollider);
|
||||
else
|
||||
Debug.LogWarning("Collider2D type not supported by Obi.");
|
||||
|
||||
}
|
||||
|
||||
protected override Component GetUnityCollider(ref bool enabled)
|
||||
{
|
||||
|
||||
if (sourceCollider != null)
|
||||
enabled = sourceCollider.enabled;
|
||||
|
||||
return sourceCollider;
|
||||
}
|
||||
|
||||
protected override void FindSourceCollider()
|
||||
{
|
||||
if (SourceCollider == null)
|
||||
SourceCollider = GetComponent<Collider2D>();
|
||||
else
|
||||
AddCollider();
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7f6a9934a1a0f44e89ccbb25355461bb
|
||||
timeCreated: 1503509235
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {fileID: 2800000, guid: e7185d0557058412db2fc499de3a0739, type: 3}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,228 +0,0 @@
|
||||
using UnityEngine;
|
||||
using System;
|
||||
|
||||
namespace Obi
|
||||
{
|
||||
|
||||
/**
|
||||
* Implements common functionality for ObiCollider and ObiCollider2D.
|
||||
*/
|
||||
public abstract class ObiColliderBase : MonoBehaviour
|
||||
{
|
||||
|
||||
[SerializeProperty("Thickness")]
|
||||
[SerializeField] private float thickness = 0;
|
||||
|
||||
[SerializeProperty("Inverted")]
|
||||
[SerializeField] private bool inverted = false;
|
||||
|
||||
[SerializeProperty("CollisionMaterial")]
|
||||
[SerializeField] private ObiCollisionMaterial material;
|
||||
|
||||
[SerializeField] private int filter = ObiUtils.MakeFilter(ObiUtils.CollideWithEverything, 0);
|
||||
|
||||
public ObiCollisionMaterial CollisionMaterial
|
||||
{
|
||||
set
|
||||
{
|
||||
if (material != value)
|
||||
{
|
||||
material = value;
|
||||
ForceUpdate();
|
||||
}
|
||||
}
|
||||
get { return material; }
|
||||
}
|
||||
|
||||
public int Filter
|
||||
{
|
||||
set
|
||||
{
|
||||
if (filter != value)
|
||||
{
|
||||
filter = value;
|
||||
ForceUpdate();
|
||||
}
|
||||
}
|
||||
get { return filter; }
|
||||
}
|
||||
|
||||
public float Thickness
|
||||
{
|
||||
set
|
||||
{
|
||||
if (!Mathf.Approximately(thickness, value))
|
||||
{
|
||||
thickness = value;
|
||||
ForceUpdate();
|
||||
}
|
||||
}
|
||||
get { return thickness; }
|
||||
}
|
||||
|
||||
public bool Inverted
|
||||
{
|
||||
set
|
||||
{
|
||||
if (inverted != value)
|
||||
{
|
||||
inverted = value;
|
||||
ForceUpdate();
|
||||
}
|
||||
}
|
||||
get { return inverted; }
|
||||
}
|
||||
|
||||
public ObiShapeTracker Tracker
|
||||
{
|
||||
get { return tracker; }
|
||||
}
|
||||
|
||||
public ObiColliderHandle Handle
|
||||
{
|
||||
get
|
||||
{
|
||||
if (shapeHandle == null)
|
||||
FindSourceCollider();
|
||||
return shapeHandle;
|
||||
}
|
||||
}
|
||||
|
||||
public ObiForceZone ForceZone
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
|
||||
public ObiRigidbodyBase Rigidbody
|
||||
{
|
||||
get { return obiRigidbody; }
|
||||
}
|
||||
|
||||
protected ObiColliderHandle shapeHandle;
|
||||
protected ObiRigidbodyBase obiRigidbody;
|
||||
protected bool wasUnityColliderEnabled = true;
|
||||
|
||||
protected ObiShapeTracker tracker; /**< tracker object used to determine when to update the collider's shape*/
|
||||
|
||||
/**
|
||||
* Creates an OniColliderTracker of the appropiate type.
|
||||
*/
|
||||
protected abstract void CreateTracker();
|
||||
|
||||
protected abstract Component GetUnityCollider(ref bool enabled);
|
||||
|
||||
protected abstract void FindSourceCollider();
|
||||
|
||||
protected void CreateRigidbody()
|
||||
{
|
||||
|
||||
obiRigidbody = null;
|
||||
|
||||
// find the first rigidbody up our hierarchy:
|
||||
Rigidbody rb = GetComponentInParent<Rigidbody>();
|
||||
Rigidbody2D rb2D = GetComponentInParent<Rigidbody2D>();
|
||||
|
||||
// if we have an rigidbody above us, see if it has a ObiRigidbody component and add one if it doesn't:
|
||||
if (rb != null)
|
||||
{
|
||||
|
||||
obiRigidbody = rb.GetComponent<ObiRigidbody>();
|
||||
|
||||
if (obiRigidbody == null)
|
||||
obiRigidbody = rb.gameObject.AddComponent<ObiRigidbody>();
|
||||
|
||||
}
|
||||
else if (rb2D != null)
|
||||
{
|
||||
|
||||
obiRigidbody = rb2D.GetComponent<ObiRigidbody2D>();
|
||||
|
||||
if (obiRigidbody == null)
|
||||
obiRigidbody = rb2D.gameObject.AddComponent<ObiRigidbody2D>();
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private void OnTransformParentChanged()
|
||||
{
|
||||
CreateRigidbody();
|
||||
}
|
||||
|
||||
protected void AddCollider()
|
||||
{
|
||||
Component unityCollider = GetUnityCollider(ref wasUnityColliderEnabled);
|
||||
|
||||
if (unityCollider != null && (shapeHandle == null || !shapeHandle.isValid))
|
||||
{
|
||||
shapeHandle = ObiColliderWorld.GetInstance().CreateCollider();
|
||||
shapeHandle.owner = this;
|
||||
|
||||
// Create shape tracker:
|
||||
CreateTracker();
|
||||
|
||||
// Create rigidbody if necessary, and link ourselves to it:
|
||||
CreateRigidbody();
|
||||
}
|
||||
}
|
||||
|
||||
protected void RemoveCollider()
|
||||
{
|
||||
ObiColliderWorld.GetInstance().DestroyCollider(shapeHandle);
|
||||
|
||||
// Destroy shape tracker:
|
||||
if (tracker != null)
|
||||
{
|
||||
tracker.Destroy();
|
||||
tracker = null;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Flags the collider as needing to be updated from now on. If the object it's on has any editor static flag enabled,
|
||||
* the collider will be again flagged as *not* needing to be updated after its next update.
|
||||
*/
|
||||
public void ForceUpdate()
|
||||
{
|
||||
ObiColliderWorld.GetInstance().MarkColliderAsNeedingUpdate(shapeHandle);
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if the collider transform or its shape have changed any relevant property, and update their Oni counterparts.
|
||||
*/
|
||||
public void UpdateIfNeeded()
|
||||
{
|
||||
bool unityColliderEnabled = false;
|
||||
Component unityCollider = GetUnityCollider(ref unityColliderEnabled);
|
||||
|
||||
if (unityCollider != null)
|
||||
{
|
||||
// Only if this object is not static:
|
||||
if (tracker != null) //&& needsUpdate)
|
||||
{
|
||||
tracker.UpdateIfNeeded();
|
||||
}
|
||||
|
||||
// check isStatic, *after* updating the tracker at least once.
|
||||
if (unityCollider.gameObject.isStatic)
|
||||
ObiColliderWorld.GetInstance().MarkColliderAsNotNeedingUpdate(shapeHandle);
|
||||
}
|
||||
// If the unity collider is null but its handle is valid, the unity collider has been destroyed.
|
||||
else if (shapeHandle != null && shapeHandle.isValid)
|
||||
RemoveCollider();
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
// Initialize using the source collider specified by the user (or find an appropiate one).
|
||||
FindSourceCollider();
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
RemoveCollider();
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5a055da07c6fe4debad9680a4b251f7a
|
||||
timeCreated: 1503477796
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,704 +0,0 @@
|
||||
using UnityEngine;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Obi
|
||||
{
|
||||
public class ObiResourceHandle<T> where T : class
|
||||
{
|
||||
public T owner = null; /**< reference to the owner instance*/
|
||||
public int index = -1; /**< index of this resource in the collision world.*/
|
||||
private int referenceCount = 0; /**< amount of references to this handle. Can be used to clean up any associated resources after it reaches zero.*/
|
||||
|
||||
public bool isValid
|
||||
{
|
||||
get { return index >= 0; }
|
||||
}
|
||||
|
||||
public void Invalidate()
|
||||
{
|
||||
index = -1;
|
||||
referenceCount = 0;
|
||||
}
|
||||
|
||||
public void Reference()
|
||||
{
|
||||
referenceCount++;
|
||||
}
|
||||
|
||||
public bool Dereference()
|
||||
{
|
||||
return --referenceCount == 0;
|
||||
}
|
||||
|
||||
public ObiResourceHandle(int index = -1)
|
||||
{
|
||||
this.index = index;
|
||||
owner = null;
|
||||
}
|
||||
}
|
||||
|
||||
public class ObiColliderHandle : ObiResourceHandle<ObiColliderBase>
|
||||
{
|
||||
public ObiColliderHandle(int index = -1) : base(index) { }
|
||||
}
|
||||
public class ObiForceZoneHandle : ObiResourceHandle<ObiForceZone>
|
||||
{
|
||||
public ObiForceZoneHandle(int index = -1) : base(index) { }
|
||||
}
|
||||
public class ObiCollisionMaterialHandle : ObiResourceHandle<ObiCollisionMaterial>
|
||||
{
|
||||
public ObiCollisionMaterialHandle(int index = -1) : base(index) { }
|
||||
}
|
||||
public class ObiRigidbodyHandle : ObiResourceHandle<ObiRigidbodyBase>
|
||||
{
|
||||
public ObiRigidbodyHandle(int index = -1) : base(index) { }
|
||||
}
|
||||
|
||||
public class ObiColliderWorld
|
||||
{
|
||||
[NonSerialized] public List<IColliderWorldImpl> implementations;
|
||||
|
||||
[NonSerialized] public List<ObiColliderHandle> colliderHandles; // list of collider handles, used by ObiCollider components to retrieve them.
|
||||
[NonSerialized] public ObiNativeColliderShapeList colliderShapes; // list of collider shapes.
|
||||
[NonSerialized] public ObiNativeAabbList colliderAabbs; // list of collider bounds.
|
||||
[NonSerialized] public ObiNativeAffineTransformList colliderTransforms; // list of collider transforms.
|
||||
|
||||
[NonSerialized] public List<ObiForceZoneHandle> forceZoneHandles; // list of collider handles, used by ObiForceZone components to retrieve them.
|
||||
[NonSerialized] public ObiNativeForceZoneList forceZones; // list of collider force zones.
|
||||
|
||||
[NonSerialized] public List<ObiCollisionMaterialHandle> materialHandles; // list of material handles, used by ObiCollisionMaterial components to retrieve them.
|
||||
[NonSerialized] public ObiNativeCollisionMaterialList collisionMaterials; // list of collision materials.
|
||||
|
||||
[NonSerialized] public List<ObiRigidbodyHandle> rigidbodyHandles; // list of rigidbody handles, used by ObiRigidbody components to retrieve them.
|
||||
[NonSerialized] public ObiNativeRigidbodyList rigidbodies; // list of rigidbodies.
|
||||
|
||||
[NonSerialized] public ObiTriangleMeshContainer triangleMeshContainer;
|
||||
[NonSerialized] public ObiEdgeMeshContainer edgeMeshContainer;
|
||||
[NonSerialized] public ObiDistanceFieldContainer distanceFieldContainer;
|
||||
[NonSerialized] public ObiHeightFieldContainer heightFieldContainer;
|
||||
|
||||
private List<ObiColliderHandle> collidersToCreate;
|
||||
private List<ObiColliderHandle> collidersToDestroy;
|
||||
|
||||
private List<ObiForceZoneHandle> forceZonesToCreate;
|
||||
private List<ObiForceZoneHandle> forceZonesToDestroy;
|
||||
|
||||
private List<ObiRigidbodyHandle> rigidbodiesToCreate;
|
||||
private List<ObiRigidbodyHandle> rigidbodiesToDestroy;
|
||||
|
||||
public int collidersToUpdateCount { private set; get; } = 0; // amount of colliders that need to be updated. These are always grouped at the start of the collider arrays (handles, shapes, etc).
|
||||
|
||||
private bool dirty = false;
|
||||
|
||||
private static ObiColliderWorld instance;
|
||||
|
||||
public static ObiColliderWorld GetInstance()
|
||||
{
|
||||
if (instance == null)
|
||||
{
|
||||
instance = new ObiColliderWorld();
|
||||
instance.Initialize();
|
||||
}
|
||||
return instance;
|
||||
}
|
||||
|
||||
private void Initialize()
|
||||
{
|
||||
// Allocate all lists:
|
||||
if (implementations == null)
|
||||
implementations = new List<IColliderWorldImpl>();
|
||||
|
||||
if (colliderHandles == null)
|
||||
colliderHandles = new List<ObiColliderHandle>();
|
||||
if (colliderShapes == null)
|
||||
colliderShapes = new ObiNativeColliderShapeList();
|
||||
if (colliderAabbs == null)
|
||||
colliderAabbs = new ObiNativeAabbList();
|
||||
if (colliderTransforms == null)
|
||||
colliderTransforms = new ObiNativeAffineTransformList();
|
||||
|
||||
if (forceZoneHandles == null)
|
||||
forceZoneHandles = new List<ObiForceZoneHandle>();
|
||||
if (forceZones == null)
|
||||
forceZones = new ObiNativeForceZoneList();
|
||||
|
||||
if (materialHandles == null)
|
||||
materialHandles = new List<ObiCollisionMaterialHandle>();
|
||||
if (collisionMaterials == null)
|
||||
collisionMaterials = new ObiNativeCollisionMaterialList();
|
||||
|
||||
if (rigidbodyHandles == null)
|
||||
rigidbodyHandles = new List<ObiRigidbodyHandle>();
|
||||
if (rigidbodies == null)
|
||||
rigidbodies = new ObiNativeRigidbodyList();
|
||||
|
||||
if (triangleMeshContainer == null)
|
||||
triangleMeshContainer = new ObiTriangleMeshContainer();
|
||||
if (edgeMeshContainer == null)
|
||||
edgeMeshContainer = new ObiEdgeMeshContainer();
|
||||
if (distanceFieldContainer == null)
|
||||
distanceFieldContainer = new ObiDistanceFieldContainer();
|
||||
if (heightFieldContainer == null)
|
||||
heightFieldContainer = new ObiHeightFieldContainer();
|
||||
|
||||
if (collidersToCreate == null)
|
||||
collidersToCreate = new List<ObiColliderHandle>();
|
||||
if (collidersToDestroy == null)
|
||||
collidersToDestroy = new List<ObiColliderHandle>();
|
||||
|
||||
if (forceZonesToCreate == null)
|
||||
forceZonesToCreate = new List<ObiForceZoneHandle>();
|
||||
if (forceZonesToDestroy == null)
|
||||
forceZonesToDestroy = new List<ObiForceZoneHandle>();
|
||||
|
||||
if (rigidbodiesToCreate == null)
|
||||
rigidbodiesToCreate = new List<ObiRigidbodyHandle>();
|
||||
if (rigidbodiesToDestroy == null)
|
||||
rigidbodiesToDestroy = new List<ObiRigidbodyHandle>();
|
||||
}
|
||||
|
||||
private void Destroy()
|
||||
{
|
||||
dirty = false;
|
||||
for (int i = 0; i < implementations.Count; ++i)
|
||||
{
|
||||
implementations[i].SetColliders(colliderShapes, colliderAabbs, colliderTransforms);
|
||||
implementations[i].UpdateWorld(0);
|
||||
}
|
||||
|
||||
// Invalidate all handles:
|
||||
if (colliderHandles != null)
|
||||
foreach (var handle in colliderHandles)
|
||||
handle.Invalidate();
|
||||
|
||||
if (rigidbodyHandles != null)
|
||||
foreach (var handle in rigidbodyHandles)
|
||||
handle.Invalidate();
|
||||
|
||||
if (materialHandles != null)
|
||||
foreach (var handle in materialHandles)
|
||||
handle.Invalidate();
|
||||
|
||||
if (forceZoneHandles != null)
|
||||
foreach (var handle in forceZoneHandles)
|
||||
handle.Invalidate();
|
||||
|
||||
// Dispose of all lists:
|
||||
implementations = null;
|
||||
colliderHandles = null;
|
||||
rigidbodyHandles = null;
|
||||
materialHandles = null;
|
||||
forceZoneHandles = null;
|
||||
|
||||
collidersToCreate = null;
|
||||
collidersToDestroy = null;
|
||||
forceZonesToCreate = null;
|
||||
forceZonesToDestroy = null;
|
||||
rigidbodiesToCreate = null;
|
||||
rigidbodiesToDestroy = null;
|
||||
|
||||
colliderShapes?.Dispose();
|
||||
colliderAabbs?.Dispose();
|
||||
colliderTransforms?.Dispose();
|
||||
forceZones?.Dispose();
|
||||
collisionMaterials?.Dispose();
|
||||
rigidbodies?.Dispose();
|
||||
|
||||
triangleMeshContainer?.Dispose();
|
||||
edgeMeshContainer?.Dispose();
|
||||
distanceFieldContainer?.Dispose();
|
||||
heightFieldContainer?.Dispose();
|
||||
|
||||
instance = null;
|
||||
}
|
||||
|
||||
private void DestroyIfUnused()
|
||||
{
|
||||
// when there is no data and no implementations, the world gets destroyed.
|
||||
// don't check materialHandles.Count == 0, as these are scriptable objects and may outlive the world.
|
||||
if (colliderHandles.Count == 0 &&
|
||||
rigidbodyHandles.Count == 0 &&
|
||||
forceZoneHandles.Count == 0 &&
|
||||
implementations.Count == 0)
|
||||
|
||||
Destroy();
|
||||
}
|
||||
|
||||
public void RegisterImplementation(IColliderWorldImpl impl)
|
||||
{
|
||||
if (!implementations.Contains(impl))
|
||||
implementations.Add(impl);
|
||||
}
|
||||
|
||||
public void UnregisterImplementation(IColliderWorldImpl impl)
|
||||
{
|
||||
implementations.Remove(impl);
|
||||
DestroyIfUnused();
|
||||
}
|
||||
|
||||
public ObiColliderHandle CreateCollider()
|
||||
{
|
||||
var handle = new ObiColliderHandle();
|
||||
|
||||
// in-editor, we create data right away since the simulation is not running.
|
||||
if (!Application.isPlaying)
|
||||
CreateColliderData(handle);
|
||||
else
|
||||
collidersToCreate.Add(handle);
|
||||
|
||||
return handle;
|
||||
}
|
||||
|
||||
public ObiForceZoneHandle CreateForceZone()
|
||||
{
|
||||
var handle = new ObiForceZoneHandle();
|
||||
|
||||
// in-editor, we create data right away since the simulation is not running.
|
||||
if (!Application.isPlaying)
|
||||
CreateForceZoneData(handle);
|
||||
else
|
||||
forceZonesToCreate.Add(handle);
|
||||
|
||||
return handle;
|
||||
}
|
||||
|
||||
public ObiRigidbodyHandle CreateRigidbody()
|
||||
{
|
||||
var handle = new ObiRigidbodyHandle();
|
||||
|
||||
// in-editor, we create data right away since the simulation is not running.
|
||||
if (!Application.isPlaying)
|
||||
CreateRigidbodyData(handle);
|
||||
else
|
||||
rigidbodiesToCreate.Add(handle);
|
||||
|
||||
return handle;
|
||||
}
|
||||
|
||||
public ObiCollisionMaterialHandle CreateCollisionMaterial()
|
||||
{
|
||||
var handle = new ObiCollisionMaterialHandle(materialHandles.Count);
|
||||
materialHandles.Add(handle);
|
||||
|
||||
collisionMaterials.Add(new CollisionMaterial());
|
||||
|
||||
return handle;
|
||||
}
|
||||
|
||||
public ObiTriangleMeshHandle GetOrCreateTriangleMesh(Mesh mesh)
|
||||
{
|
||||
return triangleMeshContainer.GetOrCreateTriangleMesh(mesh);
|
||||
}
|
||||
|
||||
public void DestroyTriangleMesh(ObiTriangleMeshHandle meshHandle)
|
||||
{
|
||||
triangleMeshContainer.DestroyTriangleMesh(meshHandle);
|
||||
}
|
||||
|
||||
public ObiEdgeMeshHandle GetOrCreateEdgeMesh(EdgeCollider2D collider)
|
||||
{
|
||||
return edgeMeshContainer.GetOrCreateEdgeMesh(collider);
|
||||
}
|
||||
|
||||
public void DestroyEdgeMesh(ObiEdgeMeshHandle meshHandle)
|
||||
{
|
||||
edgeMeshContainer.DestroyEdgeMesh(meshHandle);
|
||||
}
|
||||
|
||||
public ObiDistanceFieldHandle GetOrCreateDistanceField(ObiDistanceField df)
|
||||
{
|
||||
return distanceFieldContainer.GetOrCreateDistanceField(df);
|
||||
}
|
||||
|
||||
public void DestroyDistanceField(ObiDistanceFieldHandle dfHandle)
|
||||
{
|
||||
distanceFieldContainer.DestroyDistanceField(dfHandle);
|
||||
}
|
||||
|
||||
public ObiHeightFieldHandle GetOrCreateHeightField(TerrainData hf)
|
||||
{
|
||||
return heightFieldContainer.GetOrCreateHeightField(hf);
|
||||
}
|
||||
|
||||
public void DestroyHeightField(ObiHeightFieldHandle hfHandle)
|
||||
{
|
||||
heightFieldContainer.DestroyHeightField(hfHandle);
|
||||
}
|
||||
|
||||
public void DestroyCollider(ObiColliderHandle handle)
|
||||
{
|
||||
// Destroy data right away if no simulation is running.
|
||||
if (!Application.isPlaying || implementations.Count == 0)
|
||||
DestroyColliderData(handle);
|
||||
else
|
||||
{
|
||||
// In case the handle is in the creation queue, just remove it.
|
||||
if (!collidersToCreate.Remove(handle))
|
||||
collidersToDestroy.Add(handle);
|
||||
}
|
||||
}
|
||||
|
||||
public void DestroyForceZone(ObiForceZoneHandle handle)
|
||||
{
|
||||
// Destroy data right away if no simulation is running.
|
||||
if (!Application.isPlaying || implementations.Count == 0)
|
||||
DestroyForceZoneData(handle);
|
||||
else
|
||||
{
|
||||
// In case the handle is in the creation queue, just remove it.
|
||||
if (!forceZonesToCreate.Remove(handle))
|
||||
forceZonesToDestroy.Add(handle);
|
||||
}
|
||||
}
|
||||
|
||||
public void DestroyRigidbody(ObiRigidbodyHandle handle)
|
||||
{
|
||||
// Destroy data right away if no simulation is running.
|
||||
if (!Application.isPlaying || implementations.Count == 0)
|
||||
DestroyRigidbodyData(handle);
|
||||
else
|
||||
{
|
||||
// In case the handle is in the creation queue, just remove it.
|
||||
if (!rigidbodiesToCreate.Remove(handle))
|
||||
rigidbodiesToDestroy.Add(handle);
|
||||
}
|
||||
}
|
||||
|
||||
public void DestroyCollisionMaterial(ObiCollisionMaterialHandle handle)
|
||||
{
|
||||
if (collisionMaterials != null && handle != null && handle.isValid && handle.index < materialHandles.Count)
|
||||
{
|
||||
int index = handle.index;
|
||||
int lastIndex = materialHandles.Count - 1;
|
||||
|
||||
// swap all collider info:
|
||||
materialHandles.Swap(index, lastIndex);
|
||||
collisionMaterials.Swap(index, lastIndex);
|
||||
|
||||
// update the index of the handle we swapped with:
|
||||
materialHandles[index].index = index;
|
||||
|
||||
// invalidate our handle:
|
||||
// (after updating the swapped one!
|
||||
// in case there's just one handle in the array,
|
||||
// we need to write -1 after 0)
|
||||
handle.Invalidate();
|
||||
|
||||
// remove last index:
|
||||
materialHandles.RemoveAt(lastIndex);
|
||||
collisionMaterials.count--;
|
||||
|
||||
DestroyIfUnused();
|
||||
}
|
||||
}
|
||||
|
||||
private void DestroyColliderData (ObiColliderHandle handle)
|
||||
{
|
||||
if (colliderShapes != null && handle != null && handle.isValid && handle.index < colliderHandles.Count)
|
||||
{
|
||||
int index = handle.index;
|
||||
int lastIndex = colliderHandles.Count - 1;
|
||||
|
||||
// swap all collider info:
|
||||
colliderHandles.Swap(index, lastIndex);
|
||||
colliderShapes.Swap(index, lastIndex);
|
||||
colliderAabbs.Swap(index, lastIndex);
|
||||
colliderTransforms.Swap(index, lastIndex);
|
||||
|
||||
// update the index of the handle we swapped with:
|
||||
colliderHandles[index].index = index;
|
||||
|
||||
// invalidate our handle:
|
||||
// (after updating the swapped one!
|
||||
// in case there's just one handle in the array,
|
||||
// we need to write -1 after 0)
|
||||
handle.Invalidate();
|
||||
|
||||
// remove last index:
|
||||
colliderHandles.RemoveAt(lastIndex);
|
||||
colliderShapes.count--;
|
||||
colliderAabbs.count--;
|
||||
colliderTransforms.count--;
|
||||
|
||||
// force all colliders to update next frame, as the index of the data they reference
|
||||
// (eg the mesh in a MeshCollider) may have changed as a result of deleting this collider's data.
|
||||
collidersToUpdateCount = colliderHandles.Count;
|
||||
|
||||
DestroyIfUnused();
|
||||
}
|
||||
}
|
||||
|
||||
private void DestroyForceZoneData(ObiForceZoneHandle handle)
|
||||
{
|
||||
if (forceZones != null && handle != null && handle.isValid && handle.index < forceZoneHandles.Count)
|
||||
{
|
||||
int index = handle.index;
|
||||
int lastIndex = forceZoneHandles.Count - 1;
|
||||
|
||||
// swap all force zone info:
|
||||
forceZoneHandles.Swap(index, lastIndex);
|
||||
forceZones.Swap(index, lastIndex);
|
||||
|
||||
// update the index of the handle we swapped with:
|
||||
forceZoneHandles[index].index = index;
|
||||
|
||||
// invalidate our handle:
|
||||
// (after updating the swapped one!
|
||||
// in case there's just one handle in the array,
|
||||
// we need to write -1 after 0)
|
||||
handle.Invalidate();
|
||||
|
||||
// remove last index:
|
||||
forceZoneHandles.RemoveAt(lastIndex);
|
||||
forceZones.count--;
|
||||
|
||||
DestroyIfUnused();
|
||||
}
|
||||
}
|
||||
|
||||
private void DestroyRigidbodyData(ObiRigidbodyHandle handle)
|
||||
{
|
||||
if (rigidbodies != null && handle != null && handle.isValid && handle.index < rigidbodyHandles.Count)
|
||||
{
|
||||
int index = handle.index;
|
||||
int lastIndex = rigidbodyHandles.Count - 1;
|
||||
|
||||
// swap all collider info:
|
||||
rigidbodyHandles.Swap(index, lastIndex);
|
||||
rigidbodies.Swap(index, lastIndex);
|
||||
|
||||
// update the index of the handle we swapped with:
|
||||
rigidbodyHandles[index].index = index;
|
||||
|
||||
// invalidate our handle:
|
||||
// (after updating the swapped one!
|
||||
// in case there's just one handle in the array,
|
||||
// we need to write -1 after 0)
|
||||
handle.Invalidate();
|
||||
|
||||
// remove last index:
|
||||
rigidbodyHandles.RemoveAt(lastIndex);
|
||||
rigidbodies.count--;
|
||||
|
||||
DestroyIfUnused();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private void CreateColliderData(ObiColliderHandle handle)
|
||||
{
|
||||
handle.index = colliderHandles.Count;
|
||||
colliderHandles.Add(handle);
|
||||
colliderShapes.Add(new ColliderShape { materialIndex = -1, rigidbodyIndex = -1, dataIndex = -1 });
|
||||
colliderAabbs.Add(new Aabb());
|
||||
colliderTransforms.Add(new AffineTransform());
|
||||
|
||||
MarkColliderAsNeedingUpdate(handle);
|
||||
}
|
||||
|
||||
private void CreateForceZoneData(ObiForceZoneHandle handle)
|
||||
{
|
||||
handle.index = forceZoneHandles.Count;
|
||||
forceZoneHandles.Add(handle);
|
||||
forceZones.Add(new ForceZone());
|
||||
}
|
||||
|
||||
private void CreateRigidbodyData(ObiRigidbodyHandle handle)
|
||||
{
|
||||
handle.index = rigidbodyHandles.Count;
|
||||
rigidbodyHandles.Add(handle);
|
||||
rigidbodies.Add(new ColliderRigidbody());
|
||||
}
|
||||
|
||||
public bool DoesColliderRequireToBeUpdated(ObiColliderHandle handle)
|
||||
{
|
||||
if (handle != null && handle.isValid &&
|
||||
handle.index < colliderHandles.Count && handle.index < collidersToUpdateCount)
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
public void MarkColliderAsNeedingUpdate(ObiColliderHandle handle)
|
||||
{
|
||||
if (colliderShapes != null && handle != null && handle.isValid &&
|
||||
handle.index < colliderHandles.Count && handle.index >= collidersToUpdateCount &&
|
||||
collidersToUpdateCount < colliderHandles.Count)
|
||||
{
|
||||
int index = handle.index;
|
||||
int lastIndex = collidersToUpdateCount;
|
||||
|
||||
// swap all collider info:
|
||||
colliderHandles.Swap(index, lastIndex);
|
||||
colliderShapes.Swap(index, lastIndex);
|
||||
colliderAabbs.Swap(index, lastIndex);
|
||||
colliderTransforms.Swap(index, lastIndex);
|
||||
|
||||
// update handles:
|
||||
colliderHandles[lastIndex].index = lastIndex;
|
||||
colliderHandles[index].index = index;
|
||||
|
||||
collidersToUpdateCount++;
|
||||
}
|
||||
}
|
||||
|
||||
public void MarkColliderAsNotNeedingUpdate(ObiColliderHandle handle)
|
||||
{
|
||||
if (colliderShapes != null && handle != null && handle.isValid &&
|
||||
handle.index < colliderHandles.Count && handle.index < collidersToUpdateCount)
|
||||
{
|
||||
int index = handle.index;
|
||||
int lastIndex = collidersToUpdateCount-1;
|
||||
|
||||
// swap all collider info:
|
||||
colliderHandles.Swap(index, lastIndex);
|
||||
colliderShapes.Swap(index, lastIndex);
|
||||
colliderAabbs.Swap(index, lastIndex);
|
||||
colliderTransforms.Swap(index, lastIndex);
|
||||
|
||||
// update handles:
|
||||
colliderHandles[lastIndex].index = lastIndex;
|
||||
colliderHandles[index].index = index;
|
||||
|
||||
collidersToUpdateCount--;
|
||||
}
|
||||
}
|
||||
|
||||
public void FlushHandleBuffers()
|
||||
{
|
||||
// First process destruction, then process creation.
|
||||
// In case we create a handle and then destroy it,
|
||||
// we should enqueue it for destruction only if it's not in the creation queue.
|
||||
// If it is, just remove if from the creation queue.
|
||||
|
||||
if (collidersToDestroy != null)
|
||||
{
|
||||
foreach (var handle in collidersToDestroy)
|
||||
DestroyColliderData(handle);
|
||||
collidersToDestroy?.Clear();
|
||||
}
|
||||
|
||||
if (forceZonesToDestroy != null)
|
||||
{
|
||||
foreach (var handle in forceZonesToDestroy)
|
||||
DestroyForceZoneData(handle);
|
||||
forceZonesToDestroy?.Clear();
|
||||
}
|
||||
|
||||
if (rigidbodiesToDestroy != null)
|
||||
{
|
||||
foreach (var handle in rigidbodiesToDestroy)
|
||||
DestroyRigidbodyData(handle);
|
||||
rigidbodiesToDestroy?.Clear();
|
||||
}
|
||||
|
||||
if (collidersToCreate != null)
|
||||
{
|
||||
foreach (var handle in collidersToCreate)
|
||||
CreateColliderData(handle);
|
||||
collidersToCreate?.Clear();
|
||||
}
|
||||
|
||||
if (forceZonesToCreate != null)
|
||||
{
|
||||
foreach (var handle in forceZonesToCreate)
|
||||
CreateForceZoneData(handle);
|
||||
forceZonesToCreate?.Clear();
|
||||
}
|
||||
|
||||
if (rigidbodiesToCreate != null)
|
||||
{
|
||||
foreach (var handle in rigidbodiesToCreate)
|
||||
CreateRigidbodyData(handle);
|
||||
rigidbodiesToCreate?.Clear();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void UpdateWorld(float deltaTime, bool updateDynamics = true)
|
||||
{
|
||||
if (!dirty)
|
||||
return;
|
||||
|
||||
dirty = false;
|
||||
|
||||
// ensure all objects have valid handles.
|
||||
// May destroy the world if it's empty,
|
||||
// so we next check that handle/implementations are not null.
|
||||
FlushHandleBuffers();
|
||||
|
||||
// update all colliders:
|
||||
if (colliderHandles != null)
|
||||
for (int i = 0; i < collidersToUpdateCount; ++i)
|
||||
colliderHandles[i].owner.UpdateIfNeeded();
|
||||
|
||||
// update all force zones:
|
||||
if (forceZoneHandles != null)
|
||||
for (int i = 0; i < forceZoneHandles.Count; ++i)
|
||||
forceZoneHandles[i].owner.UpdateIfNeeded();
|
||||
|
||||
// update rigidbodies:
|
||||
if (rigidbodyHandles != null && updateDynamics)
|
||||
for (int i = 0; i < rigidbodyHandles.Count; ++i)
|
||||
rigidbodyHandles[i].owner.UpdateIfNeeded(deltaTime);
|
||||
|
||||
// update implementations:
|
||||
if (implementations != null)
|
||||
for (int i = 0; i < implementations.Count; ++i)
|
||||
{
|
||||
if (implementations[i].referenceCount > 0)
|
||||
{
|
||||
// set arrays:
|
||||
implementations[i].SetColliders(colliderShapes, colliderAabbs, colliderTransforms);
|
||||
implementations[i].SetForceZones(forceZones);
|
||||
implementations[i].SetRigidbodies(rigidbodies);
|
||||
implementations[i].SetCollisionMaterials(collisionMaterials);
|
||||
implementations[i].SetTriangleMeshData(triangleMeshContainer.headers, triangleMeshContainer.bihNodes, triangleMeshContainer.triangles, triangleMeshContainer.vertices);
|
||||
implementations[i].SetEdgeMeshData(edgeMeshContainer.headers, edgeMeshContainer.bihNodes, edgeMeshContainer.edges, edgeMeshContainer.vertices);
|
||||
implementations[i].SetDistanceFieldData(distanceFieldContainer.headers, distanceFieldContainer.dfNodes);
|
||||
implementations[i].SetHeightFieldData(heightFieldContainer.headers, heightFieldContainer.samples);
|
||||
|
||||
// update world implementation:
|
||||
if (updateDynamics)
|
||||
implementations[i].UpdateWorld(deltaTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void SetDirty()
|
||||
{
|
||||
dirty = true;
|
||||
}
|
||||
|
||||
public void UpdateCollisionMaterials()
|
||||
{
|
||||
if (implementations != null)
|
||||
for (int i = 0; i < implementations.Count; ++i)
|
||||
{
|
||||
if (implementations[i].referenceCount > 0)
|
||||
{
|
||||
implementations[i].SetCollisionMaterials(collisionMaterials);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateRigidbodyVelocities(ObiSolver solver)
|
||||
{
|
||||
if (solver != null && solver.initialized)
|
||||
{
|
||||
int count = Mathf.Min(rigidbodyHandles.Count, solver.rigidbodyLinearDeltas.count);
|
||||
|
||||
for (int i = 0; i < count; ++i)
|
||||
rigidbodyHandles[i].owner.UpdateVelocities(solver.rigidbodyLinearDeltas[i], solver.rigidbodyAngularDeltas[i]);
|
||||
}
|
||||
|
||||
solver.rigidbodyLinearDeltas.WipeToZero();
|
||||
solver.rigidbodyAngularDeltas.WipeToZero();
|
||||
solver.rigidbodyLinearDeltas.Upload();
|
||||
solver.rigidbodyAngularDeltas.Upload();
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 72e79cbbc15cc42e1b3e0db8936d18a5
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,452 +0,0 @@
|
||||
using UnityEngine;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Obi
|
||||
{
|
||||
public class ObiResourceHandle<T> where T : class
|
||||
{
|
||||
public T owner = null; /**< reference to the owner instance*/
|
||||
public int index = -1; /**< index of this resource in the collision world.*/
|
||||
private int referenceCount = 0; /**< amount of references to this handle. Can be used to clean up any associated resources after it reaches zero.*/
|
||||
|
||||
public bool isValid
|
||||
{
|
||||
get { return index >= 0; }
|
||||
}
|
||||
|
||||
public void Invalidate()
|
||||
{
|
||||
index = -1;
|
||||
referenceCount = 0;
|
||||
}
|
||||
|
||||
public void Reference()
|
||||
{
|
||||
referenceCount++;
|
||||
}
|
||||
|
||||
public bool Dereference()
|
||||
{
|
||||
return --referenceCount == 0;
|
||||
}
|
||||
|
||||
public ObiResourceHandle(int index = -1)
|
||||
{
|
||||
this.index = index;
|
||||
owner = null;
|
||||
}
|
||||
}
|
||||
|
||||
public class ObiColliderHandle : ObiResourceHandle<ObiColliderBase>
|
||||
{
|
||||
public ObiColliderHandle(int index = -1) : base(index) { }
|
||||
}
|
||||
public class ObiCollisionMaterialHandle : ObiResourceHandle<ObiCollisionMaterial>
|
||||
{
|
||||
public ObiCollisionMaterialHandle(int index = -1) : base(index) { }
|
||||
}
|
||||
public class ObiRigidbodyHandle : ObiResourceHandle<ObiRigidbodyBase>
|
||||
{
|
||||
public ObiRigidbodyHandle(int index = -1) : base(index) { }
|
||||
}
|
||||
|
||||
[ExecuteInEditMode]
|
||||
public class ObiColliderWorld
|
||||
{
|
||||
[NonSerialized] public List<IColliderWorldImpl> implementations;
|
||||
|
||||
[NonSerialized] public List<ObiColliderHandle> colliderHandles; // list of collider handles, used by ObiCollider components to retrieve them.
|
||||
[NonSerialized] public ObiNativeColliderShapeList colliderShapes; // list of collider shapes.
|
||||
[NonSerialized] public ObiNativeAabbList colliderAabbs; // list of collider bounds.
|
||||
[NonSerialized] public ObiNativeAffineTransformList colliderTransforms; // list of collider transforms.
|
||||
|
||||
[NonSerialized] public List<ObiCollisionMaterialHandle> materialHandles;
|
||||
[NonSerialized] public ObiNativeCollisionMaterialList collisionMaterials; // list of collision materials.
|
||||
|
||||
[NonSerialized] public List<ObiRigidbodyHandle> rigidbodyHandles; // list of rigidbody handles, used by ObiRigidbody components to retrieve them.
|
||||
[NonSerialized] public ObiNativeRigidbodyList rigidbodies; // list of rigidbodies.
|
||||
|
||||
[NonSerialized] public ObiTriangleMeshContainer triangleMeshContainer;
|
||||
[NonSerialized] public ObiEdgeMeshContainer edgeMeshContainer;
|
||||
[NonSerialized] public ObiDistanceFieldContainer distanceFieldContainer;
|
||||
[NonSerialized] public ObiHeightFieldContainer heightFieldContainer;
|
||||
|
||||
private static ObiColliderWorld instance;
|
||||
|
||||
public static ObiColliderWorld GetInstance()
|
||||
{
|
||||
if (instance == null)
|
||||
{
|
||||
instance = new ObiColliderWorld();
|
||||
instance.Initialize();
|
||||
}
|
||||
return instance;
|
||||
}
|
||||
|
||||
private void Initialize()
|
||||
{
|
||||
// Allocate all lists:
|
||||
if (implementations == null)
|
||||
implementations = new List<IColliderWorldImpl>();
|
||||
|
||||
if (colliderHandles == null)
|
||||
colliderHandles = new List<ObiColliderHandle>();
|
||||
if (colliderShapes == null)
|
||||
colliderShapes = new ObiNativeColliderShapeList();
|
||||
if (colliderAabbs == null)
|
||||
colliderAabbs = new ObiNativeAabbList();
|
||||
if (colliderTransforms == null)
|
||||
colliderTransforms = new ObiNativeAffineTransformList();
|
||||
|
||||
if (materialHandles == null)
|
||||
materialHandles = new List<ObiCollisionMaterialHandle>();
|
||||
if (collisionMaterials == null)
|
||||
collisionMaterials = new ObiNativeCollisionMaterialList();
|
||||
|
||||
if (rigidbodyHandles == null)
|
||||
rigidbodyHandles = new List<ObiRigidbodyHandle>();
|
||||
if (rigidbodies == null)
|
||||
rigidbodies = new ObiNativeRigidbodyList();
|
||||
|
||||
if (triangleMeshContainer == null)
|
||||
triangleMeshContainer = new ObiTriangleMeshContainer();
|
||||
if (edgeMeshContainer == null)
|
||||
edgeMeshContainer = new ObiEdgeMeshContainer();
|
||||
if (distanceFieldContainer == null)
|
||||
distanceFieldContainer = new ObiDistanceFieldContainer();
|
||||
if (heightFieldContainer == null)
|
||||
heightFieldContainer = new ObiHeightFieldContainer();
|
||||
}
|
||||
|
||||
private void Destroy()
|
||||
{
|
||||
for (int i = 0; i < implementations.Count; ++i)
|
||||
{
|
||||
implementations[i].SetColliders(colliderShapes, colliderAabbs, colliderTransforms, 0);
|
||||
implementations[i].UpdateWorld(0);
|
||||
}
|
||||
|
||||
// Invalidate all handles:
|
||||
if (colliderHandles != null)
|
||||
foreach (var handle in colliderHandles)
|
||||
handle.Invalidate();
|
||||
|
||||
if (rigidbodyHandles != null)
|
||||
foreach (var handle in rigidbodyHandles)
|
||||
handle.Invalidate();
|
||||
|
||||
if (materialHandles != null)
|
||||
foreach (var handle in materialHandles)
|
||||
handle.Invalidate();
|
||||
|
||||
// Dispose of all lists:
|
||||
implementations = null;
|
||||
colliderHandles = null;
|
||||
rigidbodyHandles = null;
|
||||
materialHandles = null;
|
||||
|
||||
if (colliderShapes != null)
|
||||
colliderShapes.Dispose();
|
||||
if (colliderAabbs != null)
|
||||
colliderAabbs.Dispose();
|
||||
if (colliderTransforms != null)
|
||||
colliderTransforms.Dispose();
|
||||
|
||||
if (collisionMaterials != null)
|
||||
collisionMaterials.Dispose();
|
||||
|
||||
if (rigidbodies != null)
|
||||
rigidbodies.Dispose();
|
||||
|
||||
if (triangleMeshContainer != null)
|
||||
triangleMeshContainer.Dispose();
|
||||
if (edgeMeshContainer != null)
|
||||
edgeMeshContainer.Dispose();
|
||||
if (distanceFieldContainer != null)
|
||||
distanceFieldContainer.Dispose();
|
||||
if (heightFieldContainer != null)
|
||||
heightFieldContainer.Dispose();
|
||||
|
||||
instance = null;
|
||||
}
|
||||
|
||||
private void DestroyIfUnused()
|
||||
{
|
||||
// when there are no implementations and no colliders, the world gets destroyed.
|
||||
if (colliderHandles.Count == 0 && rigidbodyHandles.Count == 0 && materialHandles.Count == 0 && implementations.Count == 0)
|
||||
Destroy();
|
||||
}
|
||||
|
||||
public void RegisterImplementation(IColliderWorldImpl impl)
|
||||
{
|
||||
if (!implementations.Contains(impl))
|
||||
implementations.Add(impl);
|
||||
}
|
||||
|
||||
public void UnregisterImplementation(IColliderWorldImpl impl)
|
||||
{
|
||||
implementations.Remove(impl);
|
||||
DestroyIfUnused();
|
||||
}
|
||||
|
||||
public ObiColliderHandle CreateCollider()
|
||||
{
|
||||
var handle = new ObiColliderHandle(colliderHandles.Count);
|
||||
colliderHandles.Add(handle);
|
||||
|
||||
colliderShapes.Add(new ColliderShape());
|
||||
colliderAabbs.Add(new Aabb());
|
||||
colliderTransforms.Add(new AffineTransform());
|
||||
|
||||
return handle;
|
||||
}
|
||||
|
||||
public ObiRigidbodyHandle CreateRigidbody()
|
||||
{
|
||||
var handle = new ObiRigidbodyHandle(rigidbodyHandles.Count);
|
||||
rigidbodyHandles.Add(handle);
|
||||
|
||||
rigidbodies.Add(new ColliderRigidbody());
|
||||
|
||||
return handle;
|
||||
}
|
||||
|
||||
public ObiCollisionMaterialHandle CreateCollisionMaterial()
|
||||
{
|
||||
var handle = new ObiCollisionMaterialHandle(materialHandles.Count);
|
||||
materialHandles.Add(handle);
|
||||
|
||||
collisionMaterials.Add(new CollisionMaterial());
|
||||
|
||||
return handle;
|
||||
}
|
||||
|
||||
public ObiTriangleMeshHandle GetOrCreateTriangleMesh(Mesh mesh)
|
||||
{
|
||||
return triangleMeshContainer.GetOrCreateTriangleMesh(mesh);
|
||||
}
|
||||
|
||||
public void DestroyTriangleMesh(ObiTriangleMeshHandle meshHandle)
|
||||
{
|
||||
triangleMeshContainer.DestroyTriangleMesh(meshHandle);
|
||||
}
|
||||
|
||||
public ObiEdgeMeshHandle GetOrCreateEdgeMesh(EdgeCollider2D collider)
|
||||
{
|
||||
return edgeMeshContainer.GetOrCreateEdgeMesh(collider);
|
||||
}
|
||||
|
||||
public void DestroyEdgeMesh(ObiEdgeMeshHandle meshHandle)
|
||||
{
|
||||
edgeMeshContainer.DestroyEdgeMesh(meshHandle);
|
||||
}
|
||||
|
||||
public ObiDistanceFieldHandle GetOrCreateDistanceField(ObiDistanceField df)
|
||||
{
|
||||
return distanceFieldContainer.GetOrCreateDistanceField(df);
|
||||
}
|
||||
|
||||
public void DestroyDistanceField(ObiDistanceFieldHandle dfHandle)
|
||||
{
|
||||
distanceFieldContainer.DestroyDistanceField(dfHandle);
|
||||
}
|
||||
|
||||
public ObiHeightFieldHandle GetOrCreateHeightField(TerrainData hf)
|
||||
{
|
||||
return heightFieldContainer.GetOrCreateHeightField(hf);
|
||||
}
|
||||
|
||||
public void DestroyHeightField(ObiHeightFieldHandle hfHandle)
|
||||
{
|
||||
heightFieldContainer.DestroyHeightField(hfHandle);
|
||||
}
|
||||
|
||||
public void DestroyCollider(ObiColliderHandle handle)
|
||||
{
|
||||
if (colliderShapes != null && handle != null && handle.isValid && handle.index < colliderHandles.Count)
|
||||
{
|
||||
int index = handle.index;
|
||||
int lastIndex = colliderHandles.Count - 1;
|
||||
|
||||
// swap all collider info:
|
||||
colliderHandles.Swap(index, lastIndex);
|
||||
colliderShapes.Swap(index, lastIndex);
|
||||
colliderAabbs.Swap(index, lastIndex);
|
||||
colliderTransforms.Swap(index, lastIndex);
|
||||
|
||||
// update the index of the handle we swapped with:
|
||||
colliderHandles[index].index = index;
|
||||
|
||||
// invalidate our handle:
|
||||
// (after updating the swapped one!
|
||||
// in case there's just one handle in the array,
|
||||
// we need to write -1 after 0)
|
||||
handle.Invalidate();
|
||||
|
||||
// remove last index:
|
||||
colliderHandles.RemoveAt(lastIndex);
|
||||
colliderShapes.count--;
|
||||
colliderAabbs.count--;
|
||||
colliderTransforms.count--;
|
||||
|
||||
DestroyIfUnused();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void DestroyRigidbody(ObiRigidbodyHandle handle)
|
||||
{
|
||||
if (rigidbodies != null && handle != null && handle.isValid && handle.index < rigidbodyHandles.Count)
|
||||
{
|
||||
int index = handle.index;
|
||||
int lastIndex = rigidbodyHandles.Count - 1;
|
||||
|
||||
// swap all collider info:
|
||||
rigidbodyHandles.Swap(index, lastIndex);
|
||||
rigidbodies.Swap(index, lastIndex);
|
||||
|
||||
// update the index of the handle we swapped with:
|
||||
rigidbodyHandles[index].index = index;
|
||||
|
||||
// invalidate our handle:
|
||||
// (after updating the swapped one!
|
||||
// in case there's just one handle in the array,
|
||||
// we need to write -1 after 0)
|
||||
handle.Invalidate();
|
||||
|
||||
// remove last index:
|
||||
rigidbodyHandles.RemoveAt(lastIndex);
|
||||
rigidbodies.count--;
|
||||
|
||||
DestroyIfUnused();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void DestroyCollisionMaterial(ObiCollisionMaterialHandle handle)
|
||||
{
|
||||
if (collisionMaterials != null && handle != null && handle.isValid && handle.index < materialHandles.Count)
|
||||
{
|
||||
int index = handle.index;
|
||||
int lastIndex = materialHandles.Count - 1;
|
||||
|
||||
// swap all collider info:
|
||||
materialHandles.Swap(index, lastIndex);
|
||||
collisionMaterials.Swap(index, lastIndex);
|
||||
|
||||
// update the index of the handle we swapped with:
|
||||
materialHandles[index].index = index;
|
||||
|
||||
// invalidate our handle:
|
||||
// (after updating the swapped one!
|
||||
// in case there's just one handle in the array,
|
||||
// we need to write -1 after 0)
|
||||
handle.Invalidate();
|
||||
|
||||
// remove last index:
|
||||
materialHandles.RemoveAt(lastIndex);
|
||||
collisionMaterials.count--;
|
||||
|
||||
DestroyIfUnused();
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateColliders()
|
||||
{
|
||||
// update all colliders:
|
||||
for (int i = 0; i < colliderHandles.Count; ++i)
|
||||
colliderHandles[i].owner.UpdateIfNeeded();
|
||||
<<<<<<< HEAD
|
||||
=======
|
||||
|
||||
for (int i = 0; i < implementations.Count; ++i)
|
||||
{
|
||||
if (implementations[i].referenceCount > 0)
|
||||
{
|
||||
// set arrays:
|
||||
implementations[i].SetColliders(colliderShapes, colliderAabbs, colliderTransforms, colliderShapes.count);
|
||||
implementations[i].SetRigidbodies(rigidbodies);
|
||||
implementations[i].SetCollisionMaterials(collisionMaterials);
|
||||
implementations[i].SetTriangleMeshData(triangleMeshContainer.headers, triangleMeshContainer.bihNodes, triangleMeshContainer.triangles, triangleMeshContainer.vertices);
|
||||
implementations[i].SetEdgeMeshData(edgeMeshContainer.headers, edgeMeshContainer.bihNodes, edgeMeshContainer.edges, edgeMeshContainer.vertices);
|
||||
implementations[i].SetDistanceFieldData(distanceFieldContainer.headers, distanceFieldContainer.dfNodes);
|
||||
implementations[i].SetHeightFieldData(heightFieldContainer.headers, heightFieldContainer.samples);
|
||||
|
||||
// update world implementation:
|
||||
implementations[i].UpdateWorld();
|
||||
}
|
||||
}
|
||||
>>>>>>> 56Hotfix
|
||||
}
|
||||
|
||||
public void UpdateRigidbodies(List<ObiSolver> solvers, float stepTime)
|
||||
{
|
||||
// reset all solver's delta buffers to zero:
|
||||
foreach (ObiSolver solver in solvers)
|
||||
{
|
||||
if (solver != null)
|
||||
{
|
||||
solver.EnsureRigidbodyArraysCapacity(rigidbodyHandles.Count);
|
||||
solver.rigidbodyLinearDeltas.WipeToZero();
|
||||
solver.rigidbodyAngularDeltas.WipeToZero();
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < rigidbodyHandles.Count; ++i)
|
||||
rigidbodyHandles[i].owner.UpdateIfNeeded(stepTime);
|
||||
}
|
||||
|
||||
public void UpdateWorld(float deltaTime)
|
||||
{
|
||||
for (int i = 0; i < implementations.Count; ++i)
|
||||
{
|
||||
// set arrays:
|
||||
implementations[i].SetColliders(colliderShapes, colliderAabbs, colliderTransforms, colliderShapes.count);
|
||||
implementations[i].SetRigidbodies(rigidbodies);
|
||||
implementations[i].SetCollisionMaterials(collisionMaterials);
|
||||
implementations[i].SetTriangleMeshData(triangleMeshContainer.headers, triangleMeshContainer.bihNodes, triangleMeshContainer.triangles, triangleMeshContainer.vertices);
|
||||
implementations[i].SetEdgeMeshData(edgeMeshContainer.headers, edgeMeshContainer.bihNodes, edgeMeshContainer.edges, edgeMeshContainer.vertices);
|
||||
implementations[i].SetDistanceFieldData(distanceFieldContainer.headers, distanceFieldContainer.dfNodes);
|
||||
implementations[i].SetHeightFieldData(heightFieldContainer.headers, heightFieldContainer.samples);
|
||||
|
||||
// update world implementation:
|
||||
implementations[i].UpdateWorld(deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateRigidbodyVelocities(List<ObiSolver> solvers)
|
||||
{
|
||||
int count = 0;
|
||||
foreach (ObiSolver solver in solvers)
|
||||
if (solver != null) count++;
|
||||
|
||||
if (count > 0)
|
||||
{
|
||||
// we want to average the deltas applied by all solvers, so calculate 1/solverCount.
|
||||
float rcpCount = 1.0f / count;
|
||||
|
||||
for (int i = 0; i < rigidbodyHandles.Count; ++i)
|
||||
{
|
||||
Vector4 linearDelta = Vector4.zero;
|
||||
Vector4 angularDelta = Vector4.zero;
|
||||
|
||||
foreach (ObiSolver solver in solvers)
|
||||
{
|
||||
if (solver != null)
|
||||
{
|
||||
linearDelta += solver.rigidbodyLinearDeltas[i] * rcpCount;
|
||||
angularDelta += solver.rigidbodyAngularDeltas[i] * rcpCount;
|
||||
}
|
||||
}
|
||||
|
||||
// update rigidbody velocities
|
||||
rigidbodyHandles[i].owner.UpdateVelocities(linearDelta, angularDelta);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -1,7 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 663bb98786e3a46a3b909fa8d01073f2
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,80 +0,0 @@
|
||||
using UnityEngine;
|
||||
using System;
|
||||
using System.Collections;
|
||||
|
||||
namespace Obi{
|
||||
|
||||
/**
|
||||
* Holds information about the physics properties of a particle or collider, and how it should react to collisions.
|
||||
*/
|
||||
[CreateAssetMenu(fileName = "collision material", menuName = "Obi/Collision Material", order = 180)]
|
||||
public class ObiCollisionMaterial : ScriptableObject
|
||||
{
|
||||
protected ObiCollisionMaterialHandle materialHandle;
|
||||
|
||||
public float dynamicFriction;
|
||||
public float staticFriction;
|
||||
public float stickiness;
|
||||
public float stickDistance;
|
||||
|
||||
public Oni.MaterialCombineMode frictionCombine;
|
||||
public Oni.MaterialCombineMode stickinessCombine;
|
||||
|
||||
[Space]
|
||||
public bool rollingContacts = false;
|
||||
|
||||
[Indent()]
|
||||
[VisibleIf("rollingContacts")]
|
||||
public float rollingFriction;
|
||||
|
||||
public ObiCollisionMaterialHandle handle
|
||||
{
|
||||
get
|
||||
{
|
||||
CreateMaterialIfNeeded();
|
||||
return materialHandle;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
UpdateMaterial();
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
ObiColliderWorld.GetInstance().DestroyCollisionMaterial(materialHandle);
|
||||
}
|
||||
|
||||
private void OnValidate()
|
||||
{
|
||||
// we can't create GameObjects in OnValidate(), so make sure the colliderworld already exists.
|
||||
UpdateMaterial();
|
||||
}
|
||||
|
||||
public void UpdateMaterial()
|
||||
{
|
||||
var world = ObiColliderWorld.GetInstance();
|
||||
var mat = world.collisionMaterials[handle.index];
|
||||
mat.FromObiCollisionMaterial(this);
|
||||
world.collisionMaterials[handle.index] = mat;
|
||||
}
|
||||
|
||||
protected void CreateMaterialIfNeeded()
|
||||
{
|
||||
if (materialHandle == null || !materialHandle.isValid)
|
||||
{
|
||||
var world = ObiColliderWorld.GetInstance();
|
||||
|
||||
// create the material:
|
||||
materialHandle = world.CreateCollisionMaterial();
|
||||
materialHandle.owner = this;
|
||||
|
||||
// copy material data from this material (use materialHandle instead of handle, to not retrigger CreateMaterialIfNeeded)
|
||||
var mat = world.collisionMaterials[materialHandle.index];
|
||||
mat.FromObiCollisionMaterial(this);
|
||||
world.collisionMaterials[materialHandle.index] = mat;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5b9c84cdb747944209b1c8753933c5db
|
||||
timeCreated: 1483360014
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {fileID: 2800000, guid: e101664ae1c454916896aaaa3199221c, type: 3}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,129 +0,0 @@
|
||||
using UnityEngine;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Obi{
|
||||
|
||||
[CreateAssetMenu(fileName = "distance field", menuName = "Obi/Distance Field", order = 181)]
|
||||
[ExecuteInEditMode]
|
||||
public class ObiDistanceField : ScriptableObject
|
||||
{
|
||||
[SerializeProperty("InputMesh")]
|
||||
[SerializeField] private Mesh input = null;
|
||||
|
||||
[HideInInspector][SerializeField] private float minNodeSize = 0;
|
||||
[HideInInspector][SerializeField] private Bounds bounds = new Bounds();
|
||||
[HideInInspector] public List<DFNode> nodes; /**< list of distance field nodes*/
|
||||
|
||||
[Range(0.0000001f,0.1f)]
|
||||
public float maxError = 0.01f;
|
||||
|
||||
[Range(1, 8)]
|
||||
public int maxDepth = 5;
|
||||
|
||||
public bool Initialized{
|
||||
get{return nodes != null;}
|
||||
}
|
||||
|
||||
public Bounds FieldBounds {
|
||||
get{return bounds;}
|
||||
}
|
||||
|
||||
public float EffectiveSampleSize {
|
||||
get{return minNodeSize;}
|
||||
}
|
||||
|
||||
public Mesh InputMesh{
|
||||
set{
|
||||
if (value != input){
|
||||
Reset();
|
||||
input = value;
|
||||
}
|
||||
}
|
||||
get{return input;}
|
||||
}
|
||||
|
||||
public void Reset(){
|
||||
nodes = null;
|
||||
if (input != null)
|
||||
bounds = input.bounds;
|
||||
}
|
||||
|
||||
public IEnumerator Generate(){
|
||||
|
||||
Reset();
|
||||
|
||||
if (input == null)
|
||||
yield break;
|
||||
|
||||
int[] tris = input.triangles;
|
||||
Vector3[] verts = input.vertices;
|
||||
|
||||
nodes = new List<DFNode>();
|
||||
var buildingCoroutine = ASDF.Build(maxError, maxDepth, verts, tris, nodes);
|
||||
|
||||
while (buildingCoroutine.MoveNext())
|
||||
yield return new CoroutineJob.ProgressInfo("Processed nodes: " + nodes.Count, 1);
|
||||
|
||||
// calculate min node size;
|
||||
minNodeSize = float.PositiveInfinity;
|
||||
for (int j = 0; j < nodes.Count; ++j)
|
||||
minNodeSize = Mathf.Min(minNodeSize, nodes[j].center[3] * 2);
|
||||
|
||||
// get bounds:
|
||||
float max = Mathf.Max(bounds.size[0], Mathf.Max(bounds.size[1], bounds.size[2])) + 0.2f;
|
||||
bounds.size = new Vector3(max, max, max);
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Return a volume texture containing a representation of this distance field.
|
||||
*/
|
||||
public Texture3D GetVolumeTexture(int size){
|
||||
|
||||
if (!Initialized)
|
||||
return null;
|
||||
|
||||
// upper bound of the distance from any point inside the bounds to the surface.
|
||||
float maxDist = Mathf.Max(bounds.size.x,bounds.size.y,bounds.size.z);
|
||||
|
||||
float spacingX = bounds.size.x / (float)size;
|
||||
float spacingY = bounds.size.y / (float)size;
|
||||
float spacingZ = bounds.size.z / (float)size;
|
||||
|
||||
Texture3D tex = new Texture3D (size, size, size, TextureFormat.Alpha8, false);
|
||||
|
||||
var cols = new Color[size*size*size];
|
||||
int idx = 0;
|
||||
Color c = Color.black;
|
||||
|
||||
for (int z = 0; z < size; ++z)
|
||||
{
|
||||
for (int y = 0; y < size; ++y)
|
||||
{
|
||||
for (int x = 0; x < size; ++x, ++idx)
|
||||
{
|
||||
Vector3 samplePoint = bounds.min + new Vector3(spacingX * x + spacingX*0.5f,
|
||||
spacingY * y + spacingY*0.5f,
|
||||
spacingZ * z + spacingZ*0.5f);
|
||||
|
||||
float distance = ASDF.Sample(nodes,samplePoint);
|
||||
|
||||
if (distance >= 0)
|
||||
c.a = distance.Remap(0,maxDist*0.1f,0.5f,1);
|
||||
else
|
||||
c.a = distance.Remap(-maxDist*0.1f,0,0,0.5f);
|
||||
|
||||
cols[idx] = c;
|
||||
}
|
||||
}
|
||||
}
|
||||
tex.SetPixels (cols);
|
||||
tex.Apply ();
|
||||
return tex;
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d31207380edf34b1b84ce50af22f2356
|
||||
timeCreated: 1516041748
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {fileID: 2800000, guid: a83ed40096e3a40efa85f35b091e6298, type: 3}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,103 +0,0 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Obi
|
||||
{
|
||||
|
||||
public class ObiDistanceFieldHandle : ObiResourceHandle<ObiDistanceField>
|
||||
{
|
||||
public ObiDistanceFieldHandle(ObiDistanceField field, int index = -1) : base(index) { owner = field; }
|
||||
}
|
||||
|
||||
public struct DistanceFieldHeader //we need to use the header in the backend, so it must be a struct.
|
||||
{
|
||||
public int firstNode;
|
||||
public int nodeCount;
|
||||
|
||||
public DistanceFieldHeader(int firstNode, int nodeCount)
|
||||
{
|
||||
this.firstNode = firstNode;
|
||||
this.nodeCount = nodeCount;
|
||||
}
|
||||
}
|
||||
|
||||
public class ObiDistanceFieldContainer
|
||||
{
|
||||
public Dictionary<ObiDistanceField, ObiDistanceFieldHandle> handles; /**< dictionary indexed by asset, so that we don't generate data for the same distance field multiple times.*/
|
||||
|
||||
public ObiNativeDistanceFieldHeaderList headers; /**< One header per distance field.*/
|
||||
public ObiNativeDFNodeList dfNodes;
|
||||
|
||||
public ObiDistanceFieldContainer()
|
||||
{
|
||||
handles = new Dictionary<ObiDistanceField, ObiDistanceFieldHandle>();
|
||||
headers = new ObiNativeDistanceFieldHeaderList();
|
||||
dfNodes = new ObiNativeDFNodeList();
|
||||
}
|
||||
|
||||
public ObiDistanceFieldHandle GetOrCreateDistanceField(ObiDistanceField source)
|
||||
{
|
||||
ObiDistanceFieldHandle handle;
|
||||
|
||||
if (!handles.TryGetValue(source, out handle))
|
||||
{
|
||||
|
||||
handle = new ObiDistanceFieldHandle(source, headers.count);
|
||||
handles.Add(source, handle);
|
||||
headers.Add(new DistanceFieldHeader(dfNodes.count, source.nodes.Count));
|
||||
|
||||
dfNodes.AddRange(source.nodes);
|
||||
}
|
||||
|
||||
return handle;
|
||||
}
|
||||
|
||||
public void DestroyDistanceField(ObiDistanceFieldHandle handle)
|
||||
{
|
||||
if (handle != null && handle.isValid && handle.index < handles.Count)
|
||||
{
|
||||
var header = headers[handle.index];
|
||||
|
||||
// Update headers:
|
||||
for (int i = 0; i < headers.count; ++i)
|
||||
{
|
||||
var h = headers[i];
|
||||
if (h.firstNode > header.firstNode)
|
||||
{
|
||||
h.firstNode -= header.nodeCount;
|
||||
headers[i] = h;
|
||||
}
|
||||
}
|
||||
|
||||
// update handles:
|
||||
foreach (var pair in handles)
|
||||
{
|
||||
if (pair.Value.index > handle.index)
|
||||
pair.Value.index--;
|
||||
}
|
||||
|
||||
// Remove nodes
|
||||
dfNodes.RemoveRange(header.firstNode, header.nodeCount);
|
||||
|
||||
// remove header:
|
||||
headers.RemoveAt(handle.index);
|
||||
|
||||
// remove the mesh from the dictionary:
|
||||
handles.Remove(handle.owner);
|
||||
|
||||
// Invalidate our handle:
|
||||
handle.Invalidate();
|
||||
}
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
if (headers != null)
|
||||
headers.Dispose();
|
||||
if (dfNodes != null)
|
||||
dfNodes.Dispose();
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e8fb69dfa0ce5432d83da86e05e31e12
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,163 +0,0 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Obi
|
||||
{
|
||||
public struct Edge : IBounded
|
||||
{
|
||||
public int i1;
|
||||
public int i2;
|
||||
|
||||
Aabb b;
|
||||
|
||||
public Edge(int i1, int i2, Vector2 v1, Vector2 v2)
|
||||
{
|
||||
this.i1 = i1;
|
||||
this.i2 = i2;
|
||||
b = new Aabb(v1);
|
||||
b.Encapsulate(v2);
|
||||
}
|
||||
|
||||
public Aabb GetBounds()
|
||||
{
|
||||
return b;
|
||||
}
|
||||
}
|
||||
|
||||
public class ObiEdgeMeshHandle : ObiResourceHandle<EdgeCollider2D>
|
||||
{
|
||||
public ObiEdgeMeshHandle(EdgeCollider2D collider, int index = -1) : base(index) { owner = collider; }
|
||||
}
|
||||
|
||||
public struct EdgeMeshHeader
|
||||
{
|
||||
public int firstNode;
|
||||
public int nodeCount;
|
||||
public int firstEdge;
|
||||
public int edgeCount;
|
||||
public int firstVertex;
|
||||
public int vertexCount;
|
||||
|
||||
public EdgeMeshHeader(int firstNode, int nodeCount, int firstTriangle, int triangleCount, int firstVertex, int vertexCount)
|
||||
{
|
||||
this.firstNode = firstNode;
|
||||
this.nodeCount = nodeCount;
|
||||
this.firstEdge = firstTriangle;
|
||||
this.edgeCount = triangleCount;
|
||||
this.firstVertex = firstVertex;
|
||||
this.vertexCount = vertexCount;
|
||||
}
|
||||
}
|
||||
|
||||
public class ObiEdgeMeshContainer
|
||||
{
|
||||
public Dictionary<EdgeCollider2D, ObiEdgeMeshHandle> handles; /**< dictionary indexed by mesh, so that we don't generate data for the same mesh multiple times.*/
|
||||
|
||||
public ObiNativeEdgeMeshHeaderList headers;
|
||||
public ObiNativeBIHNodeList bihNodes;
|
||||
public ObiNativeEdgeList edges;
|
||||
public ObiNativeVector2List vertices;
|
||||
|
||||
public ObiEdgeMeshContainer()
|
||||
{
|
||||
handles = new Dictionary<EdgeCollider2D, ObiEdgeMeshHandle>();
|
||||
headers = new ObiNativeEdgeMeshHeaderList();
|
||||
bihNodes = new ObiNativeBIHNodeList();
|
||||
edges = new ObiNativeEdgeList();
|
||||
vertices = new ObiNativeVector2List();
|
||||
}
|
||||
|
||||
public ObiEdgeMeshHandle GetOrCreateEdgeMesh(EdgeCollider2D source)
|
||||
{
|
||||
ObiEdgeMeshHandle handle;
|
||||
|
||||
if (!handles.TryGetValue(source, out handle))
|
||||
{
|
||||
Vector2[] sourceVertices = source.points;
|
||||
int[] sourceEdges = new int[source.edgeCount * 2];
|
||||
|
||||
for (int i = 0; i < source.edgeCount; ++i)
|
||||
{
|
||||
sourceEdges[i * 2] = i;
|
||||
sourceEdges[i * 2 + 1] = i + 1;
|
||||
}
|
||||
|
||||
// Build a bounding interval hierarchy from the edges:
|
||||
IBounded[] t = new IBounded[source.edgeCount];
|
||||
for (int i = 0; i < source.edgeCount; ++i)
|
||||
{
|
||||
t[i] = new Edge(i, i+1, sourceVertices[i], sourceVertices[i+1]);
|
||||
}
|
||||
var sourceBih = BIH.Build(ref t);
|
||||
|
||||
Edge[] edgs = Array.ConvertAll(t, x => (Edge)x);
|
||||
|
||||
handle = new ObiEdgeMeshHandle(source, headers.count);
|
||||
handles.Add(source, handle);
|
||||
headers.Add(new EdgeMeshHeader(bihNodes.count, sourceBih.Length, edges.count, edgs.Length, vertices.count, sourceVertices.Length));
|
||||
|
||||
bihNodes.AddRange(sourceBih);
|
||||
edges.AddRange(edgs);
|
||||
vertices.AddRange(sourceVertices);
|
||||
}
|
||||
|
||||
return handle;
|
||||
}
|
||||
|
||||
public void DestroyEdgeMesh(ObiEdgeMeshHandle handle)
|
||||
{
|
||||
if (handle != null && handle.isValid && handle.index < handles.Count)
|
||||
{
|
||||
var header = headers[handle.index];
|
||||
|
||||
// Update headers:
|
||||
for (int i = 0; i < headers.count; ++i)
|
||||
{
|
||||
var h = headers[i];
|
||||
if (h.firstEdge > header.firstEdge)
|
||||
{
|
||||
h.firstNode -= header.nodeCount;
|
||||
h.firstEdge -= header.edgeCount;
|
||||
h.firstVertex -= header.vertexCount;
|
||||
headers[i] = h;
|
||||
}
|
||||
}
|
||||
|
||||
// update handles:
|
||||
foreach (var pair in handles)
|
||||
{
|
||||
if (pair.Value.index > handle.index)
|
||||
pair.Value.index--;
|
||||
}
|
||||
|
||||
// Remove nodes, triangles and vertices
|
||||
bihNodes.RemoveRange(header.firstNode, header.nodeCount);
|
||||
edges.RemoveRange(header.firstEdge, header.edgeCount);
|
||||
vertices.RemoveRange(header.firstVertex, header.vertexCount);
|
||||
|
||||
// remove header:
|
||||
headers.RemoveAt(handle.index);
|
||||
|
||||
// remove the collider from the dictionary:
|
||||
handles.Remove(handle.owner);
|
||||
|
||||
// Invalidate our handle:
|
||||
handle.Invalidate();
|
||||
}
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
if (headers != null)
|
||||
headers.Dispose();
|
||||
if (edges != null)
|
||||
edges.Dispose();
|
||||
if (vertices != null)
|
||||
vertices.Dispose();
|
||||
if (bihNodes != null)
|
||||
bihNodes.Dispose();
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 26d97a1797c5d43a69fc77f77c37a3b6
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,114 +0,0 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Obi
|
||||
{
|
||||
public class ObiHeightFieldHandle : ObiResourceHandle<TerrainData>
|
||||
{
|
||||
public ObiHeightFieldHandle(TerrainData data, int index = -1) : base(index) { owner = data; }
|
||||
}
|
||||
|
||||
public struct HeightFieldHeader //we need to use the header in the backend, so it must be a struct.
|
||||
{
|
||||
public int firstSample;
|
||||
public int sampleCount;
|
||||
|
||||
public HeightFieldHeader(int firstSample, int sampleCount)
|
||||
{
|
||||
this.firstSample = firstSample;
|
||||
this.sampleCount = sampleCount;
|
||||
}
|
||||
}
|
||||
|
||||
public class ObiHeightFieldContainer
|
||||
{
|
||||
public Dictionary<TerrainData, ObiHeightFieldHandle> handles; /**< dictionary indexed by asset, so that we don't generate data for the same distance field multiple times.*/
|
||||
|
||||
public ObiNativeHeightFieldHeaderList headers; /**< One header per distance field.*/
|
||||
public ObiNativeFloatList samples;
|
||||
|
||||
public ObiHeightFieldContainer()
|
||||
{
|
||||
handles = new Dictionary<TerrainData, ObiHeightFieldHandle>();
|
||||
headers = new ObiNativeHeightFieldHeaderList();
|
||||
samples = new ObiNativeFloatList();
|
||||
}
|
||||
|
||||
public ObiHeightFieldHandle GetOrCreateHeightField(TerrainData source)
|
||||
{
|
||||
ObiHeightFieldHandle handle;
|
||||
|
||||
if (!handles.TryGetValue(source, out handle))
|
||||
{
|
||||
// Get the heighfield into a 1d array:
|
||||
int width = source.heightmapResolution;
|
||||
int height = source.heightmapResolution;
|
||||
|
||||
float[,] heights = source.GetHeights(0, 0, width, height);
|
||||
bool[,] holes = source.GetHoles(0, 0, width-1, height-1);
|
||||
|
||||
float[] buffer = new float[width * height];
|
||||
|
||||
for (int y = 0; y < height; ++y)
|
||||
for (int x = 0; x < width; ++x)
|
||||
buffer[y * width + x] = heights[y, x] * (holes[Mathf.Min(y,height - 2), Mathf.Min(x, width - 2)] ? 1:-1);
|
||||
|
||||
handle = new ObiHeightFieldHandle(source, headers.count);
|
||||
handles.Add(source, handle);
|
||||
headers.Add(new HeightFieldHeader(samples.count, buffer.Length));
|
||||
|
||||
samples.AddRange(buffer);
|
||||
}
|
||||
|
||||
return handle;
|
||||
}
|
||||
|
||||
public void DestroyHeightField(ObiHeightFieldHandle handle)
|
||||
{
|
||||
if (handle != null && handle.isValid && handle.index < handles.Count)
|
||||
{
|
||||
var header = headers[handle.index];
|
||||
|
||||
// Update headers:
|
||||
for (int i = 0; i < headers.count; ++i)
|
||||
{
|
||||
var h = headers[i];
|
||||
if (h.firstSample > header.firstSample)
|
||||
{
|
||||
h.firstSample -= header.sampleCount;
|
||||
headers[i] = h;
|
||||
}
|
||||
}
|
||||
|
||||
// update handles:
|
||||
foreach (var pair in handles)
|
||||
{
|
||||
if (pair.Value.index > handle.index)
|
||||
pair.Value.index--;
|
||||
}
|
||||
|
||||
// Remove nodes
|
||||
samples.RemoveRange(header.firstSample, header.sampleCount);
|
||||
|
||||
// remove header:
|
||||
headers.RemoveAt(handle.index);
|
||||
|
||||
// remove the heightfield from the dictionary:
|
||||
handles.Remove(handle.owner);
|
||||
|
||||
// Invalidate our handle:
|
||||
handle.Invalidate();
|
||||
}
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
if (headers != null)
|
||||
headers.Dispose();
|
||||
if (samples != null)
|
||||
samples.Dispose();
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 144f4377b36f741b3af30c9ff572733f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,102 +0,0 @@
|
||||
using UnityEngine;
|
||||
using System;
|
||||
using System.Collections;
|
||||
|
||||
namespace Obi{
|
||||
|
||||
/**
|
||||
* Small helper class that lets you specify Obi-only properties for rigidbodies.
|
||||
*/
|
||||
|
||||
[ExecuteInEditMode]
|
||||
[RequireComponent(typeof(Rigidbody))]
|
||||
public class ObiRigidbody : ObiRigidbodyBase
|
||||
{
|
||||
public Rigidbody unityRigidbody { get; private set; }
|
||||
|
||||
public Vector3 position => unityRigidbody.position;
|
||||
public Quaternion rotation => unityRigidbody.rotation;
|
||||
|
||||
public Vector3 linearVelocity { get; protected set; }
|
||||
public Vector3 angularVelocity { get; protected set; }
|
||||
|
||||
private Quaternion prevRotation;
|
||||
private Vector3 prevPosition;
|
||||
|
||||
protected override void OnEnable()
|
||||
{
|
||||
unityRigidbody = GetComponent<Rigidbody>();
|
||||
ResetPosition();
|
||||
base.OnEnable();
|
||||
}
|
||||
|
||||
public void ResetPosition()
|
||||
{
|
||||
prevPosition = unityRigidbody.position;
|
||||
prevRotation = unityRigidbody.rotation;
|
||||
linearVelocity = unityRigidbody.linearVelocity;
|
||||
angularVelocity = unityRigidbody.angularVelocity;
|
||||
}
|
||||
|
||||
private void CacheVelocities(float stepTime)
|
||||
{
|
||||
// differentiate positions/orientations to get our own velocites for kinematic objects.
|
||||
// also useful for animations.
|
||||
if (unityRigidbody.isKinematic && stepTime > 0)
|
||||
{
|
||||
// differentiate positions to obtain linear velocity:
|
||||
linearVelocity = (unityRigidbody.position - prevPosition) / stepTime;
|
||||
|
||||
// differentiate rotations to obtain angular velocity:
|
||||
Quaternion delta = unityRigidbody.rotation * Quaternion.Inverse(prevRotation);
|
||||
angularVelocity = new Vector3(delta.x, delta.y, delta.z) * 2.0f / stepTime;
|
||||
}
|
||||
else
|
||||
{
|
||||
// if the object is non-kinematic, just copy velocities.
|
||||
linearVelocity = unityRigidbody.linearVelocity;
|
||||
angularVelocity = unityRigidbody.angularVelocity;
|
||||
}
|
||||
|
||||
prevPosition = unityRigidbody.position;
|
||||
prevRotation = unityRigidbody.rotation;
|
||||
}
|
||||
|
||||
public override void UpdateIfNeeded(float stepTime)
|
||||
{
|
||||
// Rigidbody might not exist, as rigidbody deletion is buffered.
|
||||
// This means the unity rigidbody might be deleted before the rigidbody handle is invalidated.
|
||||
// Conversely, rigidbodyHandle might be non-null but invalid.
|
||||
if (unityRigidbody == null || !Handle.isValid) return;
|
||||
|
||||
|
||||
CacheVelocities(stepTime);
|
||||
var world = ObiColliderWorld.GetInstance();
|
||||
|
||||
var rb = world.rigidbodies[Handle.index];
|
||||
rb.FromRigidbody(this);
|
||||
world.rigidbodies[Handle.index] = rb;
|
||||
}
|
||||
|
||||
/**
|
||||
* Reads velocities back from the solver.
|
||||
*/
|
||||
public override void UpdateVelocities(Vector3 linearDelta, Vector3 angularDelta)
|
||||
{
|
||||
// Rigidbody might not exist, as rigidbody deletion is buffered.
|
||||
// This means the unity rigidbody might be deleted before the rigidbody handle is invalidated.
|
||||
if (unityRigidbody == null) return;
|
||||
|
||||
// kinematic rigidbodies are passed to Obi with zero velocity, so we must ignore the new velocities calculated by the solver:
|
||||
if (Application.isPlaying && !(unityRigidbody.isKinematic || kinematicForParticles))
|
||||
{
|
||||
if (Vector3.SqrMagnitude(linearDelta) > 0.00001f || Vector3.SqrMagnitude(angularDelta) > 0.00001f)
|
||||
{
|
||||
unityRigidbody.linearVelocity += linearDelta;
|
||||
unityRigidbody.angularVelocity += angularDelta;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 62359d80fdc0e4315ab6331b78ec5b90
|
||||
timeCreated: 1502137073
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {fileID: 2800000, guid: 1788ce7c914374d949486d9789c9f306, type: 3}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,98 +0,0 @@
|
||||
using UnityEngine;
|
||||
using System;
|
||||
using System.Collections;
|
||||
|
||||
namespace Obi{
|
||||
|
||||
/**
|
||||
* Small helper class that lets you specify Obi-only properties for rigidbodies.
|
||||
*/
|
||||
|
||||
[ExecuteInEditMode]
|
||||
[RequireComponent(typeof(Rigidbody2D))]
|
||||
public class ObiRigidbody2D : ObiRigidbodyBase
|
||||
{
|
||||
public Rigidbody2D unityRigidbody { get; private set; }
|
||||
|
||||
public Vector2 position => unityRigidbody.position;
|
||||
public float rotation => unityRigidbody.rotation;
|
||||
|
||||
public Vector2 linearVelocity { get; protected set; }
|
||||
public float angularVelocity { get; protected set; }
|
||||
|
||||
private Quaternion prevRotation;
|
||||
private Vector3 prevPosition;
|
||||
|
||||
protected override void OnEnable()
|
||||
{
|
||||
unityRigidbody = GetComponent<Rigidbody2D>();
|
||||
ResetPosition();
|
||||
base.OnEnable();
|
||||
}
|
||||
|
||||
public void ResetPosition()
|
||||
{
|
||||
prevPosition = unityRigidbody.position;
|
||||
prevRotation = Quaternion.AngleAxis(unityRigidbody.rotation, Vector3.forward);
|
||||
linearVelocity = unityRigidbody.linearVelocity;
|
||||
angularVelocity = unityRigidbody.angularVelocity;
|
||||
}
|
||||
|
||||
private void CacheVelocities(float stepTime)
|
||||
{
|
||||
// differentiate positions/orientations to get our own velocites for kinematic objects.
|
||||
// when calling Physics.Simulate, MovePosition/Rotation do not work correctly. Also useful for animations.
|
||||
if (unityRigidbody.isKinematic && stepTime > 0)
|
||||
{
|
||||
// differentiate positions to obtain linear velocity:
|
||||
linearVelocity = (transform.position - prevPosition) / stepTime;
|
||||
|
||||
// differentiate rotations to obtain angular velocity:
|
||||
Quaternion delta = transform.rotation * Quaternion.Inverse(prevRotation);
|
||||
angularVelocity = delta.z * Mathf.Rad2Deg * 2.0f / stepTime;
|
||||
}
|
||||
else
|
||||
{
|
||||
// if the object is non-kinematic, just copy velocities.
|
||||
linearVelocity = unityRigidbody.linearVelocity;
|
||||
angularVelocity = unityRigidbody.angularVelocity;
|
||||
}
|
||||
|
||||
prevPosition = transform.position;
|
||||
prevRotation = transform.rotation;
|
||||
}
|
||||
|
||||
public override void UpdateIfNeeded(float stepTime)
|
||||
{
|
||||
// Rigidbody might not exist, as rigidbody deletion is buffered.
|
||||
// This means the unity rigidbody might be deleted before the rigidbody handle is invalidated.
|
||||
if (unityRigidbody == null) return;
|
||||
|
||||
CacheVelocities(stepTime);
|
||||
var world = ObiColliderWorld.GetInstance();
|
||||
|
||||
var rb = world.rigidbodies[Handle.index];
|
||||
rb.FromRigidbody(this);
|
||||
world.rigidbodies[Handle.index] = rb;
|
||||
}
|
||||
|
||||
/**
|
||||
* Reads velocities back from the solver.
|
||||
*/
|
||||
public override void UpdateVelocities(Vector3 linearDelta, Vector3 angularDelta)
|
||||
{
|
||||
// Rigidbody might not exist, as rigidbody deletion is buffered.
|
||||
// This means the unity rigidbody might be deleted before the rigidbody handle is invalidated.
|
||||
if (unityRigidbody == null) return;
|
||||
|
||||
// kinematic rigidbodies are passed to Obi with zero velocity, so we must ignore the new velocities calculated by the solver:
|
||||
if (Application.isPlaying && !(unityRigidbody.isKinematic || kinematicForParticles))
|
||||
{
|
||||
unityRigidbody.linearVelocity += new Vector2(linearDelta.x, linearDelta.y);
|
||||
unityRigidbody.angularVelocity += angularDelta[2] * Mathf.Rad2Deg;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d8e1dfa1dce354ed499bfb5d2b1cd799
|
||||
timeCreated: 1517939164
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {fileID: 2800000, guid: 21e01eb398ab24a7abb1f3b493af6b20, type: 3}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,58 +0,0 @@
|
||||
using UnityEngine;
|
||||
using Unity.Profiling;
|
||||
using System;
|
||||
using System.Collections;
|
||||
|
||||
namespace Obi{
|
||||
|
||||
/**
|
||||
* Small helper class that lets you specify Obi-only properties for rigidbodies.
|
||||
*/
|
||||
|
||||
[ExecuteInEditMode]
|
||||
public abstract class ObiRigidbodyBase : MonoBehaviour
|
||||
{
|
||||
|
||||
public bool kinematicForParticles = false;
|
||||
|
||||
protected ObiRigidbodyHandle rigidbodyHandle;
|
||||
public ObiRigidbodyHandle Handle
|
||||
{
|
||||
get
|
||||
{
|
||||
// don't check rigidbodyHandle.isValid:
|
||||
// CreateRigidbody may defer creation, so we get a non-null, but invalid handle.
|
||||
// If calling handle again right away before it becomes valid, it will call CreateRigidbody() again and create a second handle to the same body.
|
||||
if (rigidbodyHandle == null)
|
||||
{
|
||||
var world = ObiColliderWorld.GetInstance();
|
||||
|
||||
// create the material:
|
||||
rigidbodyHandle = world.CreateRigidbody();
|
||||
rigidbodyHandle.owner = this;
|
||||
}
|
||||
return rigidbodyHandle;
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void OnEnable()
|
||||
{
|
||||
rigidbodyHandle = ObiColliderWorld.GetInstance().CreateRigidbody();
|
||||
rigidbodyHandle.owner = this;
|
||||
}
|
||||
|
||||
public void OnDisable()
|
||||
{
|
||||
ObiColliderWorld.GetInstance().DestroyRigidbody(rigidbodyHandle);
|
||||
}
|
||||
|
||||
public abstract void UpdateIfNeeded(float stepTime);
|
||||
|
||||
/**
|
||||
* Reads velocities back from the solver.
|
||||
*/
|
||||
public abstract void UpdateVelocities(Vector3 linearDelta, Vector3 angularDelta);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8f0adb129c9cf4d978dc5964711503b8
|
||||
timeCreated: 1516131526
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,171 +0,0 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Obi
|
||||
{
|
||||
public struct Triangle : IBounded
|
||||
{
|
||||
public int i1;
|
||||
public int i2;
|
||||
public int i3;
|
||||
|
||||
Aabb b;
|
||||
|
||||
public Triangle(int i1, int i2, int i3, Vector3 v1, Vector3 v2, Vector3 v3)
|
||||
{
|
||||
this.i1 = i1;
|
||||
this.i2 = i2;
|
||||
this.i3 = i3;
|
||||
b = new Aabb(v1);
|
||||
b.Encapsulate(v2);
|
||||
b.Encapsulate(v3);
|
||||
}
|
||||
|
||||
public Aabb GetBounds()
|
||||
{
|
||||
return b;
|
||||
}
|
||||
}
|
||||
|
||||
public class ObiTriangleMeshHandle : ObiResourceHandle<Mesh>
|
||||
{
|
||||
public ObiTriangleMeshHandle(Mesh mesh, int index = -1) : base(index) { owner = mesh; }
|
||||
}
|
||||
|
||||
public struct TriangleMeshHeader //we need to use the header in the backend, so it must be a struct.
|
||||
{
|
||||
public int firstNode;
|
||||
public int nodeCount;
|
||||
public int firstTriangle;
|
||||
public int triangleCount;
|
||||
public int firstVertex;
|
||||
public int vertexCount;
|
||||
|
||||
public TriangleMeshHeader(int firstNode, int nodeCount, int firstTriangle, int triangleCount, int firstVertex, int vertexCount)
|
||||
{
|
||||
this.firstNode = firstNode;
|
||||
this.nodeCount = nodeCount;
|
||||
this.firstTriangle = firstTriangle;
|
||||
this.triangleCount = triangleCount;
|
||||
this.firstVertex = firstVertex;
|
||||
this.vertexCount = vertexCount;
|
||||
}
|
||||
}
|
||||
|
||||
public class ObiTriangleMeshContainer
|
||||
{
|
||||
public Dictionary<Mesh,ObiTriangleMeshHandle> handles; /**< dictionary indexed by mesh, so that we don't generate data for the same mesh multiple times.*/
|
||||
|
||||
public ObiNativeTriangleMeshHeaderList headers; /**< One header per mesh.*/
|
||||
public ObiNativeBIHNodeList bihNodes;
|
||||
public ObiNativeTriangleList triangles;
|
||||
public ObiNativeVector3List vertices;
|
||||
|
||||
public ObiTriangleMeshContainer()
|
||||
{
|
||||
handles = new Dictionary<Mesh, ObiTriangleMeshHandle>();
|
||||
headers = new ObiNativeTriangleMeshHeaderList();
|
||||
bihNodes = new ObiNativeBIHNodeList();
|
||||
triangles = new ObiNativeTriangleList();
|
||||
vertices = new ObiNativeVector3List();
|
||||
}
|
||||
|
||||
public ObiTriangleMeshHandle GetOrCreateTriangleMesh(Mesh source)
|
||||
{
|
||||
ObiTriangleMeshHandle handle = new ObiTriangleMeshHandle(null);
|
||||
|
||||
if (source != null && !handles.TryGetValue(source, out handle))
|
||||
{
|
||||
if (source.isReadable)
|
||||
{
|
||||
var sourceTris = source.triangles;
|
||||
var sourceVertices = source.vertices;
|
||||
|
||||
// Build a bounding interval hierarchy from the triangles:
|
||||
IBounded[] t = new IBounded[sourceTris.Length / 3];
|
||||
for (int i = 0; i < t.Length; ++i)
|
||||
{
|
||||
int t1 = sourceTris[i * 3];
|
||||
int t2 = sourceTris[i * 3 + 1];
|
||||
int t3 = sourceTris[i * 3 + 2];
|
||||
t[i] = new Triangle(t1, t2, t3, sourceVertices[t1], sourceVertices[t2], sourceVertices[t3]);
|
||||
}
|
||||
var sourceBih = BIH.Build(ref t);
|
||||
|
||||
Triangle[] tris = Array.ConvertAll(t, x => (Triangle)x);
|
||||
|
||||
handle = new ObiTriangleMeshHandle(source, headers.count);
|
||||
handles.Add(source, handle);
|
||||
|
||||
headers.Add(new TriangleMeshHeader(bihNodes.count, sourceBih.Length, triangles.count, tris.Length, vertices.count, sourceVertices.Length));
|
||||
bihNodes.AddRange(sourceBih);
|
||||
triangles.AddRange(tris);
|
||||
vertices.AddRange(sourceVertices);
|
||||
}
|
||||
else
|
||||
{
|
||||
handle = new ObiTriangleMeshHandle(source);
|
||||
handles.Add(source, handle);
|
||||
}
|
||||
}
|
||||
|
||||
return handle;
|
||||
}
|
||||
|
||||
public void DestroyTriangleMesh(ObiTriangleMeshHandle handle)
|
||||
{
|
||||
if (handle != null && handle.isValid && handle.index < handles.Count)
|
||||
{
|
||||
var header = headers[handle.index];
|
||||
|
||||
// Update headers:
|
||||
for (int i = 0; i < headers.count; ++i)
|
||||
{
|
||||
var h = headers[i];
|
||||
if (h.firstTriangle > header.firstTriangle)
|
||||
{
|
||||
h.firstNode -= header.nodeCount;
|
||||
h.firstTriangle -= header.triangleCount;
|
||||
h.firstVertex -= header.vertexCount;
|
||||
headers[i] = h;
|
||||
}
|
||||
}
|
||||
|
||||
// update handles:
|
||||
foreach (var pair in handles)
|
||||
{
|
||||
if (pair.Value.index > handle.index)
|
||||
pair.Value.index --;
|
||||
}
|
||||
|
||||
// Remove nodes, triangles and vertices
|
||||
bihNodes.RemoveRange(header.firstNode, header.nodeCount);
|
||||
triangles.RemoveRange(header.firstTriangle, header.triangleCount);
|
||||
vertices.RemoveRange(header.firstVertex, header.vertexCount);
|
||||
|
||||
// remove header:
|
||||
headers.RemoveAt(handle.index);
|
||||
|
||||
// remove the mesh from the dictionary:
|
||||
handles.Remove(handle.owner);
|
||||
|
||||
// Invalidate our handle:
|
||||
handle.Invalidate();
|
||||
}
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
if (headers != null)
|
||||
headers.Dispose();
|
||||
if (triangles != null)
|
||||
triangles.Dispose();
|
||||
if (vertices != null)
|
||||
vertices.Dispose();
|
||||
if (bihNodes != null)
|
||||
bihNodes.Dispose();
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ce6cc2e74afba4793acd378425158828
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user