| | 1 | | using DCL.Configuration; |
| | 2 | | using DCL.Controllers; |
| | 3 | | using DCL.ECSRuntime; |
| | 4 | | using DCL.Helpers; |
| | 5 | | using DCL.Models; |
| | 6 | | using UnityEngine; |
| | 7 | |
|
| | 8 | | namespace DCL.ECSComponents |
| | 9 | | { |
| | 10 | | public class MeshColliderHandler : IECSComponentHandler<PBMeshCollider> |
| | 11 | | { |
| | 12 | | internal GameObject colliderGameObject; |
| | 13 | | private Collider collider; |
| | 14 | | private AssetPromise_PrimitiveMesh primitiveMeshPromise; |
| | 15 | | private PBMeshCollider prevModel; |
| | 16 | |
|
| | 17 | | public void OnComponentCreated(IParcelScene scene, IDCLEntity entity) |
| | 18 | | { |
| 7 | 19 | | colliderGameObject = new GameObject("MeshCollider"); |
| 7 | 20 | | colliderGameObject.transform.SetParent(entity.gameObject.transform); |
| 7 | 21 | | colliderGameObject.transform.ResetLocalTRS(); |
| 7 | 22 | | } |
| | 23 | |
|
| | 24 | | public void OnComponentRemoved(IParcelScene scene, IDCLEntity entity) |
| | 25 | | { |
| 6 | 26 | | AssetPromiseKeeper_PrimitiveMesh.i.Forget(primitiveMeshPromise); |
| 6 | 27 | | Object.Destroy(colliderGameObject); |
| 6 | 28 | | } |
| | 29 | |
|
| | 30 | | public void OnComponentModelUpdated(IParcelScene scene, IDCLEntity entity, PBMeshCollider model) |
| | 31 | | { |
| 11 | 32 | | if (prevModel != null && prevModel.Equals(model)) |
| 0 | 33 | | return; |
| | 34 | |
|
| 11 | 35 | | bool shouldUpdateMesh = (prevModel?.MeshCase != model.MeshCase) |
| | 36 | | || (model.MeshCase == PBMeshCollider.MeshOneofCase.Cylinder && !prevModel.Cylinder.E |
| 11 | 37 | | prevModel = model; |
| | 38 | |
|
| 11 | 39 | | if (shouldUpdateMesh) |
| | 40 | | { |
| 7 | 41 | | Object.Destroy(collider); |
| 7 | 42 | | collider = null; |
| | 43 | |
|
| 7 | 44 | | CreateCollider(model); |
| | 45 | | } |
| | 46 | |
|
| 11 | 47 | | SetColliderLayer(model); |
| 11 | 48 | | } |
| | 49 | |
|
| | 50 | | private void CreateCollider(PBMeshCollider model) |
| | 51 | | { |
| 7 | 52 | | AssetPromise_PrimitiveMesh prevMeshPromise = primitiveMeshPromise; |
| | 53 | |
|
| | 54 | | switch (model.MeshCase) |
| | 55 | | { |
| | 56 | | case PBMeshCollider.MeshOneofCase.Box: |
| 2 | 57 | | collider = colliderGameObject.AddComponent<BoxCollider>(); |
| 2 | 58 | | break; |
| | 59 | | case PBMeshCollider.MeshOneofCase.Plane: |
| 1 | 60 | | BoxCollider box = colliderGameObject.AddComponent<BoxCollider>(); |
| 1 | 61 | | collider = box; |
| 1 | 62 | | box.size = new UnityEngine.Vector3(1, 1, 0.01f); |
| 1 | 63 | | break; |
| | 64 | | case PBMeshCollider.MeshOneofCase.Sphere: |
| 1 | 65 | | SphereCollider sphere = colliderGameObject.AddComponent<SphereCollider>(); |
| 1 | 66 | | collider = sphere; |
| 1 | 67 | | sphere.radius = 1; |
| 1 | 68 | | break; |
| | 69 | | case PBMeshCollider.MeshOneofCase.Cylinder: |
| 3 | 70 | | MeshCollider meshCollider = colliderGameObject.AddComponent<MeshCollider>(); |
| 3 | 71 | | collider = meshCollider; |
| 3 | 72 | | primitiveMeshPromise = new AssetPromise_PrimitiveMesh( |
| | 73 | | AssetPromise_PrimitiveMesh_Model.CreateCylinder( |
| | 74 | | model.Cylinder.GetTopRadius(), |
| | 75 | | model.Cylinder.GetBottomRadius())); |
| | 76 | |
|
| 6 | 77 | | primitiveMeshPromise.OnSuccessEvent += asset => meshCollider.sharedMesh = asset.mesh; |
| 3 | 78 | | primitiveMeshPromise.OnFailEvent += (mesh, exception) => Debug.LogException(exception); |
| 3 | 79 | | AssetPromiseKeeper_PrimitiveMesh.i.Keep(primitiveMeshPromise); |
| | 80 | | break; |
| | 81 | | } |
| 7 | 82 | | AssetPromiseKeeper_PrimitiveMesh.i.Forget(prevMeshPromise); |
| 7 | 83 | | } |
| | 84 | |
|
| | 85 | | private void SetColliderLayer(PBMeshCollider model) |
| | 86 | | { |
| 11 | 87 | | if (collider) |
| | 88 | | { |
| 11 | 89 | | colliderGameObject.SetActive(true); |
| | 90 | | } |
| | 91 | |
|
| | 92 | | const int physicsLayer = (int)ColliderLayer.Physics; |
| | 93 | | const int pointerLayer = (int)ColliderLayer.Pointer; |
| | 94 | | const int pointerAndPhysicsMask = physicsLayer | pointerLayer; |
| | 95 | |
|
| 11 | 96 | | int colliderLayer = model.GetColliderLayer(); |
| | 97 | |
|
| 11 | 98 | | if ((colliderLayer & pointerAndPhysicsMask) == pointerAndPhysicsMask) |
| | 99 | | { |
| 8 | 100 | | colliderGameObject.layer = PhysicsLayers.defaultLayer; |
| | 101 | | } |
| 3 | 102 | | else if ((colliderLayer & physicsLayer) == physicsLayer) |
| | 103 | | { |
| 1 | 104 | | colliderGameObject.layer = PhysicsLayers.characterOnlyLayer; |
| | 105 | | } |
| 2 | 106 | | else if ((colliderLayer & pointerLayer) == pointerLayer) |
| | 107 | | { |
| 1 | 108 | | colliderGameObject.layer = PhysicsLayers.onPointerEventLayer; |
| | 109 | | } |
| 1 | 110 | | else if (collider != null) |
| | 111 | | { |
| 1 | 112 | | colliderGameObject.SetActive(false); |
| | 113 | | } |
| 1 | 114 | | } |
| | 115 | | } |
| | 116 | | } |