| | 1 | | using DCL.Controllers; |
| | 2 | | using DCL.ECS7.InternalComponents; |
| | 3 | | using DCL.ECSComponents.Utils; |
| | 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 | | private const int LAYER_PHYSICS = (int)ColliderLayer.ClPhysics; |
| | 14 | | private const int LAYER_POINTER = (int)ColliderLayer.ClPointer; |
| | 15 | |
|
| | 16 | | private const int SPHERE_COLLIDER_LONGITUDE = 12; |
| | 17 | | private const int SPHERE_COLLIDER_LATITUDE = 6; |
| | 18 | |
|
| | 19 | | internal GameObject colliderGameObject; |
| | 20 | | private Collider collider; |
| | 21 | | private AssetPromise_PrimitiveMesh primitiveMeshPromise; |
| | 22 | | private PBMeshCollider prevModel; |
| | 23 | |
|
| | 24 | | private readonly IInternalECSComponent<InternalColliders> pointerColliderComponent; |
| | 25 | | private readonly IInternalECSComponent<InternalColliders> physicColliderComponent; |
| | 26 | | private readonly IInternalECSComponent<InternalColliders> customLayerColliderComponent; |
| | 27 | |
|
| 8 | 28 | | public MeshColliderHandler( |
| | 29 | | IInternalECSComponent<InternalColliders> pointerColliderComponent, |
| | 30 | | IInternalECSComponent<InternalColliders> physicColliderComponent, |
| | 31 | | IInternalECSComponent<InternalColliders> customLayerColliderComponent) |
| | 32 | | { |
| 8 | 33 | | this.pointerColliderComponent = pointerColliderComponent; |
| 8 | 34 | | this.physicColliderComponent = physicColliderComponent; |
| 8 | 35 | | this.customLayerColliderComponent = customLayerColliderComponent; |
| 8 | 36 | | } |
| | 37 | |
|
| | 38 | | public void OnComponentCreated(IParcelScene scene, IDCLEntity entity) |
| | 39 | | { |
| 8 | 40 | | colliderGameObject = new GameObject("MeshCollider"); |
| 8 | 41 | | colliderGameObject.transform.SetParent(entity.gameObject.transform); |
| 8 | 42 | | colliderGameObject.transform.ResetLocalTRS(); |
| 8 | 43 | | } |
| | 44 | |
|
| | 45 | | public void OnComponentRemoved(IParcelScene scene, IDCLEntity entity) |
| | 46 | | { |
| 7 | 47 | | pointerColliderComponent.RemoveCollider(scene, entity, collider); |
| 7 | 48 | | physicColliderComponent.RemoveCollider(scene, entity, collider); |
| 7 | 49 | | AssetPromiseKeeper_PrimitiveMesh.i.Forget(primitiveMeshPromise); |
| 7 | 50 | | Object.Destroy(colliderGameObject); |
| 7 | 51 | | } |
| | 52 | |
|
| | 53 | | public void OnComponentModelUpdated(IParcelScene scene, IDCLEntity entity, PBMeshCollider model) |
| | 54 | | { |
| 14 | 55 | | if (prevModel != null && prevModel.Equals(model)) |
| 0 | 56 | | return; |
| | 57 | |
|
| 14 | 58 | | bool shouldUpdateMesh = (prevModel?.MeshCase != model.MeshCase) |
| | 59 | | || (model.MeshCase == PBMeshCollider.MeshOneofCase.Cylinder && !prevModel.Cylinder.E |
| | 60 | |
|
| 14 | 61 | | prevModel = model; |
| | 62 | |
|
| 14 | 63 | | if (shouldUpdateMesh) |
| | 64 | | { |
| 8 | 65 | | pointerColliderComponent.RemoveCollider(scene, entity, collider); |
| 8 | 66 | | physicColliderComponent.RemoveCollider(scene, entity, collider); |
| 8 | 67 | | Object.Destroy(collider); |
| 8 | 68 | | collider = null; |
| | 69 | |
|
| 8 | 70 | | CreateCollider(model); |
| | 71 | | } |
| | 72 | |
|
| 14 | 73 | | SetColliderLayer(model); |
| 14 | 74 | | SetInternalColliderComponents(scene, entity, model); |
| 14 | 75 | | } |
| | 76 | |
|
| | 77 | | private void CreateCollider(PBMeshCollider model) |
| | 78 | | { |
| 8 | 79 | | AssetPromise_PrimitiveMesh prevMeshPromise = primitiveMeshPromise; |
| | 80 | |
|
| 8 | 81 | | switch (model.MeshCase) |
| | 82 | | { |
| | 83 | | case PBMeshCollider.MeshOneofCase.Box: |
| 2 | 84 | | collider = colliderGameObject.AddComponent<BoxCollider>(); |
| 2 | 85 | | break; |
| | 86 | | case PBMeshCollider.MeshOneofCase.Plane: |
| 2 | 87 | | BoxCollider box = colliderGameObject.AddComponent<BoxCollider>(); |
| 2 | 88 | | collider = box; |
| 2 | 89 | | box.size = new Vector3(1, 1, 0.01f); |
| 2 | 90 | | break; |
| | 91 | | case PBMeshCollider.MeshOneofCase.Sphere: |
| | 92 | | { |
| | 93 | | // since unity's `SphereCollider` can't be deformed using it parent transform scaling |
| | 94 | | // we a sphere mesh to set as collider |
| 1 | 95 | | MeshCollider meshCollider = colliderGameObject.AddComponent<MeshCollider>(); |
| 1 | 96 | | collider = meshCollider; |
| | 97 | |
|
| 1 | 98 | | primitiveMeshPromise = new AssetPromise_PrimitiveMesh( |
| | 99 | | AssetPromise_PrimitiveMesh_Model.CreateSphere(0.5f, SPHERE_COLLIDER_LONGITUDE, SPHERE_COLLIDER_L |
| | 100 | |
|
| 2 | 101 | | primitiveMeshPromise.OnSuccessEvent += asset => meshCollider.sharedMesh = asset.mesh; |
| 1 | 102 | | primitiveMeshPromise.OnFailEvent += (mesh, exception) => Debug.LogException(exception); |
| 1 | 103 | | AssetPromiseKeeper_PrimitiveMesh.i.Keep(primitiveMeshPromise); |
| 1 | 104 | | break; |
| | 105 | | } |
| | 106 | | case PBMeshCollider.MeshOneofCase.Cylinder: |
| | 107 | | { |
| 3 | 108 | | MeshCollider meshCollider = colliderGameObject.AddComponent<MeshCollider>(); |
| 3 | 109 | | collider = meshCollider; |
| | 110 | |
|
| 3 | 111 | | primitiveMeshPromise = new AssetPromise_PrimitiveMesh( |
| | 112 | | AssetPromise_PrimitiveMesh_Model.CreateCylinder( |
| | 113 | | model.Cylinder.GetTopRadius(), |
| | 114 | | model.Cylinder.GetBottomRadius())); |
| | 115 | |
|
| 6 | 116 | | primitiveMeshPromise.OnSuccessEvent += asset => meshCollider.sharedMesh = asset.mesh; |
| 3 | 117 | | primitiveMeshPromise.OnFailEvent += (mesh, exception) => Debug.LogException(exception); |
| 3 | 118 | | AssetPromiseKeeper_PrimitiveMesh.i.Keep(primitiveMeshPromise); |
| | 119 | | break; |
| | 120 | | } |
| | 121 | | } |
| | 122 | |
|
| 8 | 123 | | AssetPromiseKeeper_PrimitiveMesh.i.Forget(prevMeshPromise); |
| 8 | 124 | | } |
| | 125 | |
|
| | 126 | | private void SetColliderLayer(PBMeshCollider model) |
| | 127 | | { |
| 14 | 128 | | if (collider) |
| | 129 | | { |
| 14 | 130 | | colliderGameObject.SetActive(true); |
| | 131 | | } |
| | 132 | |
|
| 14 | 133 | | uint colliderLayer = model.GetColliderLayer(); |
| 14 | 134 | | int? layer = LayerMaskUtils.SdkLayerMaskToUnityLayer(colliderLayer); |
| | 135 | |
|
| 14 | 136 | | if (layer.HasValue) |
| | 137 | | { |
| 13 | 138 | | colliderGameObject.layer = layer.Value; |
| | 139 | | } |
| | 140 | | else |
| | 141 | | { |
| 1 | 142 | | colliderGameObject.SetActive(false); |
| | 143 | | } |
| 1 | 144 | | } |
| | 145 | |
|
| | 146 | | private void SetInternalColliderComponents(IParcelScene scene, IDCLEntity entity, PBMeshCollider model) |
| | 147 | | { |
| 14 | 148 | | uint colliderLayer = model.GetColliderLayer(); |
| | 149 | |
|
| 14 | 150 | | if ((colliderLayer & LAYER_POINTER) != 0) |
| 11 | 151 | | pointerColliderComponent.AddCollider(scene, entity, collider, colliderLayer); |
| | 152 | | else |
| 3 | 153 | | pointerColliderComponent.RemoveCollider(scene, entity, collider); |
| | 154 | |
|
| 14 | 155 | | if ((colliderLayer & LAYER_PHYSICS) != 0) |
| 11 | 156 | | physicColliderComponent.AddCollider(scene, entity, collider, colliderLayer); |
| | 157 | | else |
| 3 | 158 | | physicColliderComponent.RemoveCollider(scene, entity, collider); |
| | 159 | |
|
| 14 | 160 | | if (LayerMaskUtils.LayerMaskHasAnySDKCustomLayer((uint)colliderLayer)) |
| 0 | 161 | | customLayerColliderComponent.AddCollider(scene, entity, collider, colliderLayer); |
| | 162 | | else |
| 14 | 163 | | customLayerColliderComponent.RemoveCollider(scene, entity, collider); |
| 14 | 164 | | } |
| | 165 | | } |
| | 166 | | } |