88 lines
2.6 KiB
C#
88 lines
2.6 KiB
C#
// ╔════════════════════════════════════════════════════════════════╗
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// ║ Copyright © 2025 NWH Coding d.o.o. All rights reserved. ║
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// ║ Licensed under Unity Asset Store Terms of Service: ║
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// ║ https://unity.com/legal/as-terms ║
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// ║ Use permitted only in compliance with the License. ║
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// ║ Distributed "AS IS", without warranty of any kind. ║
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// ╚════════════════════════════════════════════════════════════════╝
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#region
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using UnityEngine;
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#if UNITY_EDITOR
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using NWH.NUI;
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using UnityEditor;
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#endif
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#endregion
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namespace NWH.Common.CoM
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{
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/// <summary>
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/// Simple mass affector implementation that contributes a fixed mass at its transform position
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/// to the vehicle's center of mass calculations.
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/// </summary>
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/// <remarks>
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/// Use this component for static mass contributions like passengers, cargo, or equipment.
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/// For dynamic masses like fuel tanks, create a custom IMassAffector implementation that
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/// returns varying mass values.
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/// </remarks>
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public class MassAffector : MonoBehaviour, IMassAffector
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{
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/// <summary>
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/// Mass contribution of this affector in kilograms.
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/// </summary>
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public float mass = 100.0f;
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/// <summary>
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/// Returns the mass of this affector.
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/// </summary>
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/// <returns>Mass in kilograms.</returns>
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public float GetMass()
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{
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return mass;
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}
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/// <summary>
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/// Returns the transform of this mass affector.
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/// </summary>
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public Transform GetTransform()
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{
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return transform;
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}
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/// <summary>
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/// Returns the world position of this mass affector's center of mass.
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/// </summary>
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public Vector3 GetWorldCenterOfMass()
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{
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return transform.position;
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}
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}
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}
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#if UNITY_EDITOR
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namespace NWH.Common.CoM
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{
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[CustomEditor(typeof(MassAffector))]
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[CanEditMultipleObjects]
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public class MassAffectorEditor : NUIEditor
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{
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public override bool OnInspectorNUI()
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{
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if (!base.OnInspectorNUI())
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{
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return false;
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}
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drawer.Field("mass", true, "kg");
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drawer.EndEditor(this);
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return true;
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}
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}
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}
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#endif |