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