// Crest Water System // Copyright © 2024 Wave Harmonic. All rights reserved. using UnityEngine; namespace WaveHarmonic.Crest { /// /// Samples water surface shape - displacement, height, normal, velocity. /// sealed class CollisionQuery : QueryBase, ICollisionProvider { public CollisionQuery(WaterRenderer water) : base(water) { } protected override int Kernel => 0; public int Query(int ownerHash, float minSpatialLength, Vector3[] queryPoints, Vector3[] resultDisplacements, Vector3[] resultNormals, Vector3[] resultVelocities, CollisionLayer layer = CollisionLayer.Everything) { var result = (int)QueryStatus.OK; if (!UpdateQueryPoints(ownerHash, minSpatialLength, queryPoints, resultNormals != null ? queryPoints : null)) { result |= (int)QueryStatus.PostFailed; } if (!RetrieveResults(ownerHash, resultDisplacements, null, resultNormals)) { result |= (int)QueryStatus.RetrieveFailed; } if (resultVelocities != null) { result |= CalculateVelocities(ownerHash, resultVelocities); } return result; } public int Query(int ownerHash, float minimumSpatialLength, Vector3[] queryPoints, float[] resultHeights, Vector3[] resultNormals, Vector3[] resultVelocities, CollisionLayer layer = CollisionLayer.Everything) { var result = (int)QueryStatus.OK; if (!UpdateQueryPoints(ownerHash, minimumSpatialLength, queryPoints, resultNormals != null ? queryPoints : null)) { result |= (int)QueryStatus.PostFailed; } if (!RetrieveResults(ownerHash, null, resultHeights, resultNormals)) { result |= (int)QueryStatus.RetrieveFailed; } if (resultVelocities != null) { result |= CalculateVelocities(ownerHash, resultVelocities); } return result; } } sealed class CollisionQueryWithPasses : ICollisionProvider, IQueryable { readonly CollisionQuery _AnimatedWaves; readonly CollisionQuery _DynamicWaves; readonly CollisionQuery _Displacement; readonly WaterRenderer _Water; public int ResultGuidCount => _AnimatedWaves.ResultGuidCount + _DynamicWaves.ResultGuidCount + _Displacement.ResultGuidCount; public int RequestCount => _AnimatedWaves.RequestCount + _DynamicWaves.RequestCount + _Displacement.RequestCount; public int QueryCount => _AnimatedWaves.QueryCount + _DynamicWaves.QueryCount + _Displacement.QueryCount; public CollisionQueryWithPasses(WaterRenderer water) { _Water = water; _AnimatedWaves = new(water); _DynamicWaves = new(water); _Displacement = new(water); } // Gets the provider for the given layer, falling back to previous layer when needed. CollisionQuery GetProvider(CollisionLayer layer) { var layers = _Water.AnimatedWavesLod._CollisionLayers; // Displacement is the fallback if there are no layers (ie single layer). if (layers == CollisionLayers.Nothing) { return _Displacement; } var everything = layer == CollisionLayer.Everything; // Displacement is the final layer, if present. if (everything && layers.HasFlag(CollisionLayers.Displacement)) { return _Displacement; } // Chosen/fallback to Dynamic Waves. if ((everything || layer >= CollisionLayer.AfterDynamicWaves) && layers.HasFlag(CollisionLayers.DynamicWaves) && _Water.DynamicWavesLod.Enabled) { return _DynamicWaves; } // If not single layer, this is always present. return _AnimatedWaves; } public int Query(int hash, float minimumLength, Vector3[] points, float[] heights, Vector3[] normals, Vector3[] velocities, CollisionLayer layer = CollisionLayer.Everything) { return GetProvider(layer).Query(hash, minimumLength, points, heights, normals, velocities); } public int Query(int hash, float minimumLength, Vector3[] points, Vector3[] displacements, Vector3[] normals, Vector3[] velocities, CollisionLayer layer = CollisionLayer.Everything) { return GetProvider(layer).Query(hash, minimumLength, points, displacements, normals, velocities); } public void UpdateQueries(WaterRenderer water, CollisionLayer layer) { switch (layer) { case CollisionLayer.Everything: _Displacement.UpdateQueries(water); break; case CollisionLayer.AfterAnimatedWaves: _AnimatedWaves.UpdateQueries(water); break; case CollisionLayer.AfterDynamicWaves: _DynamicWaves.UpdateQueries(water); break; } } public void UpdateQueries(WaterRenderer water) { _Displacement.UpdateQueries(water); } public void SendReadBack(WaterRenderer water, CollisionLayers layers) { // Will only submit readback if there are queries. _AnimatedWaves.SendReadBack(water); _DynamicWaves.SendReadBack(water); _Displacement.SendReadBack(water); } public void SendReadBack(WaterRenderer water) { _Displacement.SendReadBack(water); } public void CleanUp() { _AnimatedWaves.CleanUp(); _DynamicWaves.CleanUp(); _Displacement.CleanUp(); } } static partial class Extensions { public static void UpdateQueries(this ICollisionProvider self, WaterRenderer water, CollisionLayer layer) => (self as CollisionQueryWithPasses)?.UpdateQueries(water, layer); public static void UpdateQueries(this ICollisionProvider self, WaterRenderer water) => (self as IQueryable)?.UpdateQueries(water); public static void SendReadBack(this ICollisionProvider self, WaterRenderer water, CollisionLayers layer) => (self as CollisionQueryWithPasses)?.SendReadBack(water, layer); public static void CleanUp(this ICollisionProvider self) => (self as IQueryable)?.CleanUp(); } }