148 lines
4.8 KiB
C#

using UnityEngine;
namespace Lightbug.Utilities
{
/// <summary>
/// An implementation of RigidbodyComponent for 3D rigidbodies.
/// </summary>
public sealed class RigidbodyComponent3D : RigidbodyComponent
{
Rigidbody _rigidbody = null;
protected override bool IsUsingContinuousCollisionDetection => _rigidbody.collisionDetectionMode > 0;
public override HitInfo Sweep(Vector3 position, Vector3 direction, float distance)
{
var p = Position;
Position = position;
_rigidbody.SweepTest(direction, out RaycastHit raycastHit, distance);
Position = p;
return new HitInfo(ref raycastHit, direction);
}
protected override void Awake()
{
base.Awake();
_rigidbody = gameObject.GetOrAddComponent<Rigidbody>();
_rigidbody.hideFlags = HideFlags.NotEditable;
previousContinuousCollisionDetection = IsUsingContinuousCollisionDetection;
}
public override bool Is2D => false;
public override float Mass
{
get => _rigidbody.mass;
set => _rigidbody.mass = value;
}
public override float LinearDrag
{
#if UNITY_6000_0_OR_NEWER
get => _rigidbody.linearDamping;
set => _rigidbody.linearDamping = value;
#else
get => _rigidbody.drag;
set => _rigidbody.drag = value;
#endif
}
public override float AngularDrag
{
#if UNITY_6000_0_OR_NEWER
get => _rigidbody.angularDamping;
set => _rigidbody.angularDamping = value;
#else
get => _rigidbody.angularDrag;
set => _rigidbody.angularDrag = value;
#endif
}
public override bool IsKinematic
{
get => _rigidbody.isKinematic;
set
{
if (value == IsKinematic)
return;
// Since CCD can't be true for kinematic bodies, the body type must change to dynamic before setting CCD
if (value)
{
ContinuousCollisionDetection = false;
_rigidbody.isKinematic = true;
}
else
{
_rigidbody.isKinematic = false;
ContinuousCollisionDetection = previousContinuousCollisionDetection;
}
InvokeOnBodyTypeChangeEvent();
}
}
public override bool UseGravity
{
get => _rigidbody.useGravity;
set => _rigidbody.useGravity = value;
}
public override bool UseInterpolation
{
get => _rigidbody.interpolation == RigidbodyInterpolation.Interpolate;
set => _rigidbody.interpolation = value ? RigidbodyInterpolation.Interpolate : RigidbodyInterpolation.None;
}
public override bool ContinuousCollisionDetection
{
get => _rigidbody.collisionDetectionMode == CollisionDetectionMode.Continuous;
set => _rigidbody.collisionDetectionMode = value ? CollisionDetectionMode.Continuous : CollisionDetectionMode.Discrete;
}
public override RigidbodyConstraints Constraints
{
get => _rigidbody.constraints;
set => _rigidbody.constraints = value;
}
public override Vector3 Position
{
get => _rigidbody.position;
set => _rigidbody.position = value;
}
public override Quaternion Rotation
{
get => _rigidbody.rotation;
set => _rigidbody.rotation = value;
}
public override Vector3 Velocity
{
#if UNITY_6000_0_OR_NEWER
get => _rigidbody.linearVelocity;
set => _rigidbody.linearVelocity = value;
#else
get => _rigidbody.velocity;
set => _rigidbody.velocity = value;
#endif
}
public override Vector3 AngularVelocity
{
get => _rigidbody.angularVelocity;
set => _rigidbody.angularVelocity = value;
}
public override void Interpolate(Vector3 position) => _rigidbody.MovePosition(position);
public override void Interpolate(Quaternion rotation) => _rigidbody.MoveRotation(rotation);
public override Vector3 GetPointVelocity(Vector3 point) => _rigidbody.GetPointVelocity(point);
public override void AddForceToRigidbody(Vector3 force, ForceMode forceMode = ForceMode.Force) => _rigidbody.AddForce(force, forceMode);
public override void AddExplosionForceToRigidbody(float explosionForce, Vector3 explosionPosition, float explosionRadius, float upwardsModifier = 0) => _rigidbody.AddExplosionForce(explosionForce, explosionPosition, explosionRadius, upwardsModifier);
}
}