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