Files
unity-iso-tools/Assets/IsoTools/Scripts/IsoRigidbody.cs
2015-07-09 00:59:21 +06:00

302 lines
7.3 KiB
C#

using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace IsoTools {
[DisallowMultipleComponent]
[RequireComponent(typeof(IsoObject))]
public class IsoRigidbody : MonoBehaviour {
Rigidbody _realRigidbody = null;
protected Rigidbody RealRigidbody {
get { return _realRigidbody; }
}
protected GameObject IsoFakeObject {
get {
var helper = IsoUtils.GetOrCreateComponent<IsoPhysicHelper>(gameObject);
return helper ? helper.IsoFakeObject : null;
}
}
[SerializeField]
public bool _isKinematic = false;
public bool IsKinematic {
get { return _isKinematic; }
set {
_isKinematic = value;
if ( RealRigidbody ) {
RealRigidbody.isKinematic = value;
}
}
}
[SerializeField]
public RigidbodyInterpolation _interpolation = RigidbodyInterpolation.None;
public RigidbodyInterpolation Interpolation {
get { return _interpolation; }
set {
_interpolation = value;
if ( RealRigidbody ) {
RealRigidbody.interpolation = value;
}
}
}
[SerializeField]
public CollisionDetectionMode _collisionDetectionMode = CollisionDetectionMode.Discrete;
public CollisionDetectionMode CollisionDetectionMode {
get { return _collisionDetectionMode; }
set {
_collisionDetectionMode = value;
if ( RealRigidbody ) {
RealRigidbody.collisionDetectionMode = value;
}
}
}
public Vector3 CenterOfMass {
get { return RealRigidbody ? RealRigidbody.centerOfMass : Vector3.zero; }
set {
if ( RealRigidbody ) {
RealRigidbody.centerOfMass = value;
}
}
}
public float Drag {
get { return RealRigidbody ? RealRigidbody.drag : 0.0f; }
set {
if ( RealRigidbody ) {
RealRigidbody.drag = value;
}
}
}
public Vector3 InertiaTensor {
get { return RealRigidbody ? RealRigidbody.inertiaTensor : Vector3.zero; }
set {
if ( RealRigidbody ) {
RealRigidbody.inertiaTensor = value;
}
}
}
public float Mass {
get { return RealRigidbody ? RealRigidbody.mass : 0.0f; }
set {
if ( RealRigidbody ) {
RealRigidbody.mass = value;
}
}
}
public float MaxDepenetrationVelocity {
get { return RealRigidbody ? RealRigidbody.maxDepenetrationVelocity : 0.0f; }
set {
if ( RealRigidbody ) {
RealRigidbody.maxDepenetrationVelocity = value;
}
}
}
public float SleepThreshold {
get { return RealRigidbody ? RealRigidbody.sleepThreshold : 0.0f; }
set {
if ( RealRigidbody ) {
RealRigidbody.sleepThreshold = value;
}
}
}
public int SolverIterationCount {
get { return RealRigidbody ? RealRigidbody.solverIterationCount : 0; }
set {
if ( RealRigidbody ) {
RealRigidbody.solverIterationCount = value;
}
}
}
public bool UseGravity {
get { return RealRigidbody ? RealRigidbody.useGravity : false; }
set {
if ( RealRigidbody ) {
RealRigidbody.useGravity = value;
}
}
}
public Vector3 Velocity {
get { return RealRigidbody ? RealRigidbody.velocity : Vector3.zero; }
set {
if ( RealRigidbody ) {
RealRigidbody.velocity = value;
}
}
}
public Vector3 worldCenterOfMass {
get { return RealRigidbody ? RealRigidbody.worldCenterOfMass : Vector3.zero; }
}
public void AddExplosionForce(
float explosion_force, Vector3 explosion_position, float explosion_radius)
{
AddExplosionForce(
explosion_force, explosion_position, explosion_radius,
0.0f, ForceMode.Force);
}
public void AddExplosionForce(
float explosion_force, Vector3 explosion_position, float explosion_radius,
float upwards_modifier)
{
AddExplosionForce(
explosion_force, explosion_position, explosion_radius,
upwards_modifier, ForceMode.Force);
}
public void AddExplosionForce(
float explosion_force, Vector3 explosion_position, float explosion_radius,
float upwards_modifier, ForceMode mode)
{
if ( RealRigidbody ) {
RealRigidbody.AddExplosionForce(
explosion_force, explosion_position, explosion_radius,
upwards_modifier, mode);
}
}
public void AddForce(Vector3 force) {
AddForce(force, ForceMode.Force);
}
public void AddForce(Vector3 force, ForceMode mode) {
if ( RealRigidbody ) {
RealRigidbody.AddForce(force, mode);
}
}
public void AddRelativeForce(Vector3 force) {
AddRelativeForce(force, ForceMode.Force);
}
public void AddRelativeForce(Vector3 force, ForceMode mode) {
if ( RealRigidbody ) {
RealRigidbody.AddRelativeForce(force, mode);
}
}
public void AddForceAtPosition(Vector3 force, Vector3 position) {
AddForceAtPosition(force, position, ForceMode.Force);
}
public void AddForceAtPosition(Vector3 force, Vector3 position, ForceMode mode) {
if ( RealRigidbody ) {
RealRigidbody.AddForceAtPosition(force, position, mode);
}
}
public Vector3 ClosestPointOnBounds(Vector3 position) {
return RealRigidbody
? RealRigidbody.ClosestPointOnBounds(position)
: Vector3.zero;
}
public bool IsSleeping() {
return RealRigidbody
? RealRigidbody.IsSleeping()
: false;
}
public void SetDensity(float density) {
if ( RealRigidbody ) {
RealRigidbody.SetDensity(density);
}
}
public void Sleep() {
if ( RealRigidbody ) {
RealRigidbody.Sleep();
}
}
public void WakeUp() {
if ( RealRigidbody ) {
RealRigidbody.WakeUp();
}
}
public bool SweepTest(Vector3 direction, out IsoRaycastHit iso_hit_info) {
return SweepTest(direction, out iso_hit_info, Mathf.Infinity);
}
public bool SweepTest(Vector3 direction, out IsoRaycastHit iso_hit_info, float max_distance) {
RaycastHit hit_info;
var result = RealRigidbody
? RealRigidbody.SweepTest(direction, out hit_info, max_distance)
: false;
iso_hit_info = result ? new IsoRaycastHit(hit_info) : new IsoRaycastHit();
return result;
}
public IsoRaycastHit[] SweepTestAll(Vector3 direction) {
return SweepTestAll(direction, Mathf.Infinity);
}
public IsoRaycastHit[] SweepTestAll(Vector3 direction, float max_distance) {
return RealRigidbody
? IsoUtils.IsoConvertRaycastHits(RealRigidbody.SweepTestAll(direction, max_distance))
: new IsoRaycastHit[0];
}
void Awake() {
IsoFakeObject.AddComponent<IsoFakeRigidbody>().Init(this);
_realRigidbody = IsoFakeObject.AddComponent<Rigidbody>();
_realRigidbody.freezeRotation = true;
_realRigidbody.isKinematic = IsKinematic;
_realRigidbody.interpolation = Interpolation;
_realRigidbody.collisionDetectionMode = CollisionDetectionMode;
}
void OnEnable() {
if ( RealRigidbody ) {
RealRigidbody.detectCollisions = true;
}
}
void OnDisable() {
if ( RealRigidbody ) {
RealRigidbody.detectCollisions = false;
}
}
void OnDestroy() {
if ( _realRigidbody ) {
Destroy(IsoFakeObject.GetComponent<IsoFakeRigidbody>());
Destroy(_realRigidbody);
_realRigidbody = null;
}
}
#if UNITY_EDITOR
void Reset() {
IsKinematic = false;
Interpolation = RigidbodyInterpolation.None;
CollisionDetectionMode = CollisionDetectionMode.Discrete;
EditorUtility.SetDirty(this);
}
void OnValidate() {
if ( RealRigidbody ) {
RealRigidbody.isKinematic = IsKinematic;
RealRigidbody.interpolation = Interpolation;
RealRigidbody.collisionDetectionMode = CollisionDetectionMode;
}
}
#endif
}
} // namespace IsoTools