140 lines
4.5 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Lightbug.Utilities
{
/// <summary>
/// An implementation of a ColliderComponent for 2D colliders.
/// </summary>
public abstract class ColliderComponent2D : ColliderComponent
{
protected Collider2D Collider = null;
public RaycastHit2D[] UnfilteredHits { get; protected set; } = new RaycastHit2D[20];
public List<RaycastHit2D> FilteredHits { get; protected set; } = new List<RaycastHit2D>(10);
public Collider2D[] UnfilteredOverlaps { get; protected set; } = new Collider2D[20];
public List<Collider2D> FilteredOverlaps { get; protected set; } = new List<Collider2D>(10);
protected ContactFilter2D ContactFilter;
public PhysicsMaterial2D Material
{
get => Collider.sharedMaterial;
set => Collider.sharedMaterial = value;
}
protected abstract int InternalOverlapBody(Vector3 position, Quaternion rotation, Collider2D[] unfilteredResults, List<Collider2D> filteredResults, OverlapFilterDelegate2D filter);
public sealed override int OverlapBody(Vector3 position, Quaternion rotation)
{
return InternalOverlapBody(position, rotation, UnfilteredOverlaps, FilteredOverlaps, null);
}
public override bool ComputePenetration(ref Vector3 position, ref Quaternion rotation, PenetrationDelegate Action)
{
return ComputePenetrationVector(ref position, ref rotation, Action) != Vector3.zero;
}
public override Vector3 ComputePenetrationVector(ref Vector3 position, ref Quaternion rotation, PenetrationDelegate Action)
{
int overlaps = OverlapBody(position, rotation);
if (overlaps == 0)
return Vector3.zero;
Vector2 penetration = Vector2.zero;
for (int i = 0; i < overlaps; i++)
{
var otherCollider = FilteredOverlaps[i];
if (otherCollider.transform.IsChildOf(Collider.transform))
continue;
if (otherCollider.isTrigger)
continue;
var colliderDistance2D = Physics2D.Distance(Collider, otherCollider);
if (!colliderDistance2D.isOverlapped) // only negative distances (overlaps) are allowed
continue;
penetration += -colliderDistance2D.normal * colliderDistance2D.distance;
Action?.Invoke(ref position, ref rotation, otherCollider.transform, -colliderDistance2D.normal, colliderDistance2D.distance);
}
return penetration;
}
protected bool InternalHitFilter(RaycastHit2D raycastHit)
{
if (raycastHit.collider == Collider)
return false;
if (raycastHit.collider.isTrigger)
return false;
return true;
}
protected bool InternalOverlapFilter(Collider2D collider)
{
if (collider == this.Collider)
return false;
if (collider.isTrigger)
return false;
return true;
}
protected int FilterValidOverlaps(int hits, Collider2D[] overlapsBuffer, List<Collider2D> filteredOverlaps, OverlapFilterDelegate2D Filter)
{
filteredOverlaps.Clear();
for (int i = 0; i < hits; i++)
{
Collider2D collider = overlapsBuffer[i];
// User-defined filter
if (Filter != null)
{
bool validHit = Filter(collider);
if (!validHit)
continue;
}
filteredOverlaps.Add(collider);
}
return filteredOverlaps.Count;
}
protected override void Awake()
{
base.Awake();
ContactFilter = (new ContactFilter2D()).NoFilter();
ContactFilter.useLayerMask = true;
PhysicsMaterial2D material = new PhysicsMaterial2D("Frictionless 2D");
material.friction = 0f;
material.bounciness = 0f;
Collider.sharedMaterial = material;
Collider.hideFlags = HideFlags.NotEditable;
}
protected override void OnEnable()
{
Collider.enabled = true;
}
protected override void OnDisable()
{
Collider.enabled = false;
}
}
}