| | 1 | | using DCL.Configuration; |
| | 2 | | using DCL.Controllers; |
| | 3 | | using DCL.ECS7.InternalComponents; |
| | 4 | | using DCL.ECSRuntime; |
| | 5 | | using DCL.Helpers; |
| | 6 | | using DCL.Models; |
| | 7 | | using UnityEngine; |
| | 8 | |
|
| | 9 | | namespace DCL.ECSComponents |
| | 10 | | { |
| | 11 | | public class MeshColliderHandler : IECSComponentHandler<PBMeshCollider> |
| | 12 | | { |
| | 13 | | internal GameObject colliderGameObject; |
| | 14 | | private Collider collider; |
| | 15 | | private AssetPromise_PrimitiveMesh primitiveMeshPromise; |
| | 16 | | private PBMeshCollider prevModel; |
| | 17 | |
|
| | 18 | | private readonly IInternalECSComponent<InternalColliders> pointerColliderComponent; |
| | 19 | | private readonly IInternalECSComponent<InternalColliders> physicColliderComponent; |
| | 20 | |
|
| 8 | 21 | | public MeshColliderHandler(IInternalECSComponent<InternalColliders> pointerColliderComponent, |
| | 22 | | IInternalECSComponent<InternalColliders> physicColliderComponent) |
| | 23 | | { |
| 8 | 24 | | this.pointerColliderComponent = pointerColliderComponent; |
| 8 | 25 | | this.physicColliderComponent = physicColliderComponent; |
| 8 | 26 | | } |
| | 27 | |
|
| | 28 | | public void OnComponentCreated(IParcelScene scene, IDCLEntity entity) |
| | 29 | | { |
| 8 | 30 | | colliderGameObject = new GameObject("MeshCollider"); |
| 8 | 31 | | colliderGameObject.transform.SetParent(entity.gameObject.transform); |
| 8 | 32 | | colliderGameObject.transform.ResetLocalTRS(); |
| 8 | 33 | | } |
| | 34 | |
|
| | 35 | | public void OnComponentRemoved(IParcelScene scene, IDCLEntity entity) |
| | 36 | | { |
| 7 | 37 | | pointerColliderComponent.RemoveCollider(scene, entity, collider); |
| 7 | 38 | | physicColliderComponent.RemoveCollider(scene, entity, collider); |
| 7 | 39 | | AssetPromiseKeeper_PrimitiveMesh.i.Forget(primitiveMeshPromise); |
| 7 | 40 | | Object.Destroy(colliderGameObject); |
| 7 | 41 | | } |
| | 42 | |
|
| | 43 | | public void OnComponentModelUpdated(IParcelScene scene, IDCLEntity entity, PBMeshCollider model) |
| | 44 | | { |
| 14 | 45 | | if (prevModel != null && prevModel.Equals(model)) |
| 0 | 46 | | return; |
| | 47 | |
|
| 14 | 48 | | bool shouldUpdateMesh = (prevModel?.MeshCase != model.MeshCase) |
| | 49 | | || (model.MeshCase == PBMeshCollider.MeshOneofCase.Cylinder && !prevModel.Cylinder.E |
| 14 | 50 | | prevModel = model; |
| | 51 | |
|
| 14 | 52 | | if (shouldUpdateMesh) |
| | 53 | | { |
| 8 | 54 | | pointerColliderComponent.RemoveCollider(scene, entity, collider); |
| 8 | 55 | | physicColliderComponent.RemoveCollider(scene, entity, collider); |
| 8 | 56 | | Object.Destroy(collider); |
| 8 | 57 | | collider = null; |
| | 58 | |
|
| 8 | 59 | | CreateCollider(model); |
| | 60 | | } |
| | 61 | |
|
| 14 | 62 | | SetColliderLayer(model); |
| 14 | 63 | | SetInternalColliderComponents(scene, entity, model); |
| 14 | 64 | | } |
| | 65 | |
|
| | 66 | | private void CreateCollider(PBMeshCollider model) |
| | 67 | | { |
| 8 | 68 | | AssetPromise_PrimitiveMesh prevMeshPromise = primitiveMeshPromise; |
| | 69 | |
|
| | 70 | | switch (model.MeshCase) |
| | 71 | | { |
| | 72 | | case PBMeshCollider.MeshOneofCase.Box: |
| 2 | 73 | | collider = colliderGameObject.AddComponent<BoxCollider>(); |
| 2 | 74 | | break; |
| | 75 | | case PBMeshCollider.MeshOneofCase.Plane: |
| 2 | 76 | | BoxCollider box = colliderGameObject.AddComponent<BoxCollider>(); |
| 2 | 77 | | collider = box; |
| 2 | 78 | | box.size = new UnityEngine.Vector3(1, 1, 0.01f); |
| 2 | 79 | | break; |
| | 80 | | case PBMeshCollider.MeshOneofCase.Sphere: |
| 1 | 81 | | SphereCollider sphere = colliderGameObject.AddComponent<SphereCollider>(); |
| 1 | 82 | | collider = sphere; |
| 1 | 83 | | sphere.radius = 1; |
| 1 | 84 | | break; |
| | 85 | | case PBMeshCollider.MeshOneofCase.Cylinder: |
| 3 | 86 | | MeshCollider meshCollider = colliderGameObject.AddComponent<MeshCollider>(); |
| 3 | 87 | | collider = meshCollider; |
| 3 | 88 | | primitiveMeshPromise = new AssetPromise_PrimitiveMesh( |
| | 89 | | AssetPromise_PrimitiveMesh_Model.CreateCylinder( |
| | 90 | | model.Cylinder.GetTopRadius(), |
| | 91 | | model.Cylinder.GetBottomRadius())); |
| | 92 | |
|
| 6 | 93 | | primitiveMeshPromise.OnSuccessEvent += asset => meshCollider.sharedMesh = asset.mesh; |
| 3 | 94 | | primitiveMeshPromise.OnFailEvent += (mesh, exception) => Debug.LogException(exception); |
| 3 | 95 | | AssetPromiseKeeper_PrimitiveMesh.i.Keep(primitiveMeshPromise); |
| | 96 | | break; |
| | 97 | | } |
| 8 | 98 | | AssetPromiseKeeper_PrimitiveMesh.i.Forget(prevMeshPromise); |
| 8 | 99 | | } |
| | 100 | |
|
| | 101 | | private void SetColliderLayer(PBMeshCollider model) |
| | 102 | | { |
| 14 | 103 | | if (collider) |
| | 104 | | { |
| 14 | 105 | | colliderGameObject.SetActive(true); |
| | 106 | | } |
| | 107 | |
|
| | 108 | | const int physicsLayer = (int)ColliderLayer.Physics; |
| | 109 | | const int pointerLayer = (int)ColliderLayer.Pointer; |
| | 110 | | const int pointerAndPhysicsMask = physicsLayer | pointerLayer; |
| | 111 | |
|
| 14 | 112 | | int colliderLayer = model.GetColliderLayer(); |
| | 113 | |
|
| 14 | 114 | | if ((colliderLayer & pointerAndPhysicsMask) == pointerAndPhysicsMask) |
| | 115 | | { |
| 9 | 116 | | colliderGameObject.layer = PhysicsLayers.defaultLayer; |
| 9 | 117 | | } |
| 5 | 118 | | else if ((colliderLayer & physicsLayer) == physicsLayer) |
| | 119 | | { |
| 2 | 120 | | colliderGameObject.layer = PhysicsLayers.characterOnlyLayer; |
| 2 | 121 | | } |
| 3 | 122 | | else if ((colliderLayer & pointerLayer) == pointerLayer) |
| | 123 | | { |
| 2 | 124 | | colliderGameObject.layer = PhysicsLayers.onPointerEventLayer; |
| 2 | 125 | | } |
| 1 | 126 | | else if (collider != null) |
| | 127 | | { |
| 1 | 128 | | colliderGameObject.SetActive(false); |
| | 129 | | } |
| 1 | 130 | | } |
| | 131 | |
|
| | 132 | | private void SetInternalColliderComponents(IParcelScene scene, IDCLEntity entity, PBMeshCollider model) |
| | 133 | | { |
| | 134 | | const int physicsLayer = (int)ColliderLayer.Physics; |
| | 135 | | const int pointerLayer = (int)ColliderLayer.Pointer; |
| 14 | 136 | | int colliderLayer = model.GetColliderLayer(); |
| | 137 | |
|
| 14 | 138 | | if ((colliderLayer & pointerLayer) == pointerLayer) |
| | 139 | | { |
| 11 | 140 | | pointerColliderComponent.AddCollider(scene, entity, collider); |
| 11 | 141 | | } |
| | 142 | | else |
| | 143 | | { |
| 3 | 144 | | pointerColliderComponent.RemoveCollider(scene, entity, collider); |
| | 145 | | } |
| | 146 | |
|
| 14 | 147 | | if ((colliderLayer & physicsLayer) == physicsLayer) |
| | 148 | | { |
| 11 | 149 | | physicColliderComponent.AddCollider(scene, entity, collider); |
| 11 | 150 | | } |
| | 151 | | else |
| | 152 | | { |
| 3 | 153 | | physicColliderComponent.RemoveCollider(scene, entity, collider); |
| | 154 | | } |
| 3 | 155 | | } |
| | 156 | | } |
| | 157 | | } |