| | 1 | | using DCL.Components; |
| | 2 | | using DCL.Configuration; |
| | 3 | | using DCL.Models; |
| | 4 | | using System.Collections.Generic; |
| | 5 | | using UnityEngine; |
| | 6 | |
|
| | 7 | | namespace DCL |
| | 8 | | { |
| | 9 | | public class CollidersManager : Singleton<CollidersManager> |
| | 10 | | { |
| 1 | 11 | | private Dictionary<Collider, ColliderInfo> colliderInfo = new (); |
| 1 | 12 | | private Dictionary<IDCLEntity, List<Collider>> collidersByEntity = new (); |
| | 13 | | private static CollidersManager instance = null; |
| | 14 | |
|
| | 15 | | public static void Release() |
| | 16 | | { |
| 0 | 17 | | if (instance != null) |
| | 18 | | { |
| 0 | 19 | | using (var iterator = instance.collidersByEntity.Keys.GetEnumerator()) |
| | 20 | | { |
| 0 | 21 | | while (iterator.MoveNext()) |
| 0 | 22 | | iterator.Current.OnCleanupEvent -= instance.OnEntityCleanUpEvent; |
| 0 | 23 | | } |
| | 24 | |
|
| 0 | 25 | | instance = null; |
| | 26 | | } |
| 0 | 27 | | } |
| | 28 | |
|
| | 29 | | void AddOrUpdateColliderInfo(Collider collider, ColliderInfo info) |
| | 30 | | { |
| | 31 | | // Note (Zak): This could be achieved in one line |
| | 32 | | // just by doing colliderInfo[collider] = info; |
| | 33 | | // but nobody likes it that way... :'( |
| 326 | 34 | | if (colliderInfo.ContainsKey(collider)) |
| 0 | 35 | | colliderInfo[collider] = info; |
| | 36 | | else |
| 326 | 37 | | colliderInfo.Add(collider, info); |
| 326 | 38 | | } |
| | 39 | |
|
| | 40 | | void RemoveColliderInfo(Collider collider) |
| | 41 | | { |
| 194 | 42 | | if (colliderInfo.ContainsKey(collider)) |
| 194 | 43 | | colliderInfo.Remove(collider); |
| 194 | 44 | | } |
| | 45 | |
|
| | 46 | | public void RemoveEntityCollider(IDCLEntity entity, Collider collider) |
| | 47 | | { |
| 0 | 48 | | if (entity == null || collider == null || !collidersByEntity.ContainsKey(entity)) |
| 0 | 49 | | return; |
| | 50 | |
|
| 0 | 51 | | collidersByEntity[entity].Remove(collider); |
| 0 | 52 | | RemoveColliderInfo(collider); |
| 0 | 53 | | } |
| | 54 | |
|
| | 55 | | public void AddOrUpdateEntityCollider(IDCLEntity entity, Collider collider) |
| | 56 | | { |
| 333 | 57 | | if (!collidersByEntity.ContainsKey(entity)) |
| 210 | 58 | | collidersByEntity.Add(entity, new List<Collider>()); |
| | 59 | |
|
| 333 | 60 | | List<Collider> collidersList = collidersByEntity[entity]; |
| | 61 | |
|
| 333 | 62 | | if (!collidersList.Contains(collider)) |
| 326 | 63 | | collidersList.Add(collider); |
| | 64 | |
|
| 333 | 65 | | if (!colliderInfo.ContainsKey(collider)) |
| | 66 | | { |
| 326 | 67 | | var info = new ColliderInfo(); |
| 326 | 68 | | info.entity = entity; |
| 326 | 69 | | info.meshName = GetMeshName(collider); |
| 326 | 70 | | info.scene = entity.scene; |
| 326 | 71 | | AddOrUpdateColliderInfo(collider, info); |
| | 72 | | } |
| | 73 | |
|
| | 74 | | // Note (Zak): avoid adding the event multiple times |
| 333 | 75 | | entity.OnCleanupEvent -= OnEntityCleanUpEvent; |
| 333 | 76 | | entity.OnCleanupEvent += OnEntityCleanUpEvent; |
| 333 | 77 | | } |
| | 78 | |
|
| | 79 | | private static string GetMeshName(Collider collider) |
| | 80 | | { |
| 326 | 81 | | string originalName = collider.transform.name.ToLower(); |
| | 82 | |
|
| | 83 | | // Old GLTF |
| 326 | 84 | | if (originalName.Contains("primitive")) { return collider.transform.parent != null ? collider.transform.pare |
| | 85 | |
|
| 326 | 86 | | return collider.transform.name; |
| | 87 | | } |
| | 88 | |
|
| | 89 | | void RemoveAllEntityColliders(IDCLEntity entity) |
| | 90 | | { |
| 149 | 91 | | if (collidersByEntity.ContainsKey(entity)) |
| | 92 | | { |
| 149 | 93 | | List<Collider> collidersList = collidersByEntity[entity]; |
| 149 | 94 | | int count = collidersList.Count; |
| | 95 | |
|
| 686 | 96 | | for (int i = 0; i < count; i++) |
| 194 | 97 | | RemoveColliderInfo(collidersList[i]); |
| | 98 | |
|
| 149 | 99 | | collidersByEntity.Remove(entity); |
| | 100 | | } |
| 149 | 101 | | } |
| | 102 | |
|
| | 103 | | void OnEntityCleanUpEvent(ICleanableEventDispatcher dispatcher) |
| | 104 | | { |
| 149 | 105 | | dispatcher.OnCleanupEvent -= OnEntityCleanUpEvent; |
| | 106 | |
|
| 149 | 107 | | RemoveAllEntityColliders((IDCLEntity)dispatcher); |
| 149 | 108 | | } |
| | 109 | |
|
| | 110 | | public bool GetColliderInfo(Collider collider, out ColliderInfo info) |
| | 111 | | { |
| 6602 | 112 | | if (collider != null && colliderInfo.ContainsKey(collider)) |
| | 113 | | { |
| 6602 | 114 | | info = colliderInfo[collider]; |
| 6602 | 115 | | return true; |
| | 116 | | } |
| 0 | 117 | | else { info = new ColliderInfo(); } |
| | 118 | |
|
| 0 | 119 | | return false; |
| | 120 | | } |
| | 121 | |
|
| | 122 | | public void ConfigureColliders(IDCLEntity entity, bool hasCollision = true, bool filterByColliderName = true) |
| | 123 | | { |
| 1 | 124 | | ConfigureColliders(entity.meshRootGameObject, hasCollision, filterByColliderName, entity); |
| 1 | 125 | | } |
| | 126 | |
|
| | 127 | | public void ConfigureColliders(GameObject meshGameObject, bool hasCollision, bool filterByColliderName = false, |
| | 128 | | { |
| 279 | 129 | | if (meshGameObject == null) |
| 0 | 130 | | return; |
| | 131 | |
|
| 279 | 132 | | if (entity != null) |
| 279 | 133 | | entity.meshesInfo.colliders.Clear(); |
| | 134 | |
|
| 279 | 135 | | if (colliderLayer == -1) |
| 8 | 136 | | colliderLayer = PhysicsLayers.defaultLayer; |
| | 137 | |
|
| | 138 | | Collider collider; |
| 279 | 139 | | int onClickLayer = PhysicsLayers.onPointerEventLayer; // meshes can have an OnPointerEvent child collider th |
| 279 | 140 | | MeshFilter[] meshFilters = meshGameObject.GetComponentsInChildren<MeshFilter>(true); |
| | 141 | |
|
| 1300 | 142 | | for (int i = 0; i < meshFilters.Length; i++) |
| | 143 | | { |
| 371 | 144 | | if (meshFilters[i].gameObject.layer == onClickLayer) |
| | 145 | | continue; |
| | 146 | |
|
| | 147 | | // NOTE(Kinerius): By design every collider shouldn't have a renderer, so if we detect it, we remove it, |
| | 148 | | // but this step should not be done on this domain, we should be able to remove this check safely in the |
| 371 | 149 | | if (filterByColliderName) |
| | 150 | | { |
| 130 | 151 | | if (!IsCollider(meshFilters[i].transform)) |
| | 152 | | continue; |
| | 153 | |
|
| | 154 | | // NOTE(Kinerius): This is dangerous and might cause some null references since some objects like Me |
| 18 | 155 | | Object.Destroy(meshFilters[i].GetComponent<Renderer>()); |
| | 156 | | } |
| | 157 | |
|
| 259 | 158 | | collider = meshFilters[i].GetComponent<Collider>(); |
| | 159 | |
|
| | 160 | | //HACK(Pravus): Hack to bring back compatibility with old builder scenes that have withCollision = false |
| | 161 | | // Remove when we fix this changing the property name or something similar. |
| 259 | 162 | | bool shouldCreateCollider = hasCollision || filterByColliderName; |
| | 163 | |
|
| 259 | 164 | | if (shouldCreateCollider) |
| | 165 | | { |
| 243 | 166 | | if (collider == null) |
| 228 | 167 | | collider = meshFilters[i].gameObject.AddComponent<MeshCollider>(); |
| | 168 | |
|
| 243 | 169 | | if (collider is MeshCollider) |
| 236 | 170 | | ((MeshCollider)collider).sharedMesh = meshFilters[i].sharedMesh; |
| | 171 | |
|
| 243 | 172 | | if (entity != null) |
| 243 | 173 | | AddOrUpdateEntityCollider(entity, collider); |
| | 174 | | } |
| | 175 | |
|
| 259 | 176 | | if (collider != null) |
| | 177 | | { |
| 254 | 178 | | collider.gameObject.layer = colliderLayer; |
| 254 | 179 | | collider.enabled = shouldCreateCollider; |
| | 180 | |
|
| 254 | 181 | | if (entity != null) |
| 254 | 182 | | entity.meshesInfo.colliders.Add(collider); |
| | 183 | | } |
| | 184 | | } |
| 279 | 185 | | } |
| | 186 | |
|
| | 187 | | private static bool IsCollider(Transform transform) |
| | 188 | | { |
| 130 | 189 | | bool transformName = transform.name.ToLower().Contains("_collider"); |
| 130 | 190 | | bool parentName = transform.parent.name.ToLower().Contains("_collider"); |
| | 191 | |
|
| 130 | 192 | | return parentName || transformName; |
| | 193 | | } |
| | 194 | | } |
| | 195 | | } |