using System;
using Svelto.ECS;
using Unity.Mathematics;
using UnityEngine;
using Gamecraft.Damage;
using RobocraftX.Common;
using RobocraftX.Physics;
namespace GamecraftModdingAPI
{
///
/// A rigid body (like a chunk of connected blocks) during simulation.
///
public class SimBody : IEquatable, IEquatable
{
public EGID Id { get; }
///
/// The cluster this chunk belongs to, or null if the chunk doesn't exist. Get the SimBody from a Block if possible for good performance here.
///
public Cluster Cluster => cluster ?? (cluster = clusterId == uint.MaxValue ? Block.BlockEngine.GetCluster(Id.entityID) : new Cluster(clusterId));
private Cluster cluster;
private uint clusterId;
public SimBody(EGID id)
{
Id = id;
}
public SimBody(uint id) : this(new EGID(id, CommonExclusiveGroups.SIMULATION_BODIES_GROUP))
{
}
internal SimBody(uint id, uint clusterID) : this(id)
{
clusterId = clusterID;
}
///
/// The position of this body. When setting the position, update the position of the connected bodies as well,
/// otherwise unexpected forces may arise.
///
public float3 Position
{
get => GetStruct().position;
set => GetStruct().position = value;
}
public float3 Velocity
{
get => GetStruct().velocity;
set => GetStruct().velocity = value;
}
public float3 AngularVelocity
{
get => GetStruct().angularVelocity;
set => GetStruct().angularVelocity = value;
} //Delta versions are used internally, can't be set or get
public float3 Rotation
{
get => ((Quaternion) GetStruct().rotation).eulerAngles;
set
{
ref var str = ref GetStruct();
Quaternion quaternion = str.rotation;
quaternion.eulerAngles = value;
str.rotation = quaternion;
}
}
public float Mass
{
get => math.rcp(GetStruct().physicsMass.InverseMass);
//set => GetStruct().physicsMass.InverseMass = math.rcp(value);
}
public float3 CenterOfMass
{
get => GetStruct().physicsMass.CenterOfMass;
//set => GetStruct().physicsMass.CenterOfMass = value;
}
public float Volume
{
get => GetStruct().volume;
}
public float InitialHealth
{
get => Block.BlockEngine.GetBlockInfo(Id).initialHealth;
set => Block.BlockEngine.GetBlockInfo(Id).initialHealth = value;
}
public float CurrentHealth
{
get => Block.BlockEngine.GetBlockInfo(Id).currentHealth;
set => Block.BlockEngine.GetBlockInfo(Id).currentHealth = value;
}
public float HealthMultiplier
{
get => Block.BlockEngine.GetBlockInfo(Id).healthMultiplier;
set => Block.BlockEngine.GetBlockInfo(Id).healthMultiplier = value;
}
///
/// Whether the body can be moved or static.
///
public bool Static => Block.BlockEngine.GetBlockInfo(Id).isStatic; //Setting it doesn't have any effect
///
/// The rigid bodies connected to this one via functional joints (broken ones don't count).
///
public SimBody[] GetConnectedBodies()
{
return Block.BlockEngine.GetConnectedSimBodies(Id.entityID);
}
private ref RigidBodyEntityStruct GetStruct()
{
return ref Block.BlockEngine.GetBlockInfo(Id);
}
public override string ToString()
{
return $"{nameof(Id)}: {Id}, {nameof(Position)}: {Position}, {nameof(Mass)}: {Mass}, {nameof(Static)}: {Static}";
}
public bool Equals(SimBody other)
{
if (ReferenceEquals(null, other)) return false;
if (ReferenceEquals(this, other)) return true;
return Id.Equals(other.Id);
}
public bool Equals(EGID other)
{
return Id.Equals(other);
}
public override bool Equals(object obj)
{
if (ReferenceEquals(null, obj)) return false;
if (ReferenceEquals(this, obj)) return true;
if (obj.GetType() != this.GetType()) return false;
return Equals((SimBody) obj);
}
public override int GetHashCode()
{
return Id.GetHashCode();
}
///
/// Returns the object identified by the given ID (A-Z).
/// This has the same result as calling ObjectIdentifier.GetByID(id) and then GetRigidBody() with the duplicates filtered out.
///
/// The alphabetical ID
/// An array that may be empty
public static SimBody[] GetFromObjectID(char id) => Block.BlockEngine.GetSimBodiesFromID((byte) (id - 'A'));
}
}