Remove 2D physics support.
This commit is contained in:
@@ -1,15 +1,15 @@
|
|||||||
#if COM_UNITY_MODULES_PHYSICS || COM_UNITY_MODULES_PHYSICS2D
|
#if COM_UNITY_MODULES_PHYSICS
|
||||||
using System.Runtime.CompilerServices;
|
using System.Runtime.CompilerServices;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
namespace Unity.Netcode.Components
|
namespace Unity.Netcode.Components
|
||||||
{
|
{
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// NetworkRigidbodyBase is a unified <see cref="Rigidbody"/> and <see cref="Rigidbody2D"/> integration that helps to synchronize physics motion, collision, and interpolation
|
/// NetworkRigidbodyBase is a <see cref="Rigidbody"/> integration that helps to synchronize physics motion, collision, and interpolation
|
||||||
/// when used with a <see cref="NetworkTransform"/>.
|
/// when used with a <see cref="NetworkTransform"/>.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <remarks>
|
/// <remarks>
|
||||||
/// For a customizable netcode Rigidbody, create your own component from this class and use <see cref="Initialize(RigidbodyTypes, NetworkTransform, Rigidbody2D, Rigidbody)"/>
|
/// For a customizable netcode Rigidbody, create your own component from this class and use <see cref="Initialize(NetworkTransform, Rigidbody)"/>
|
||||||
/// during instantiation (i.e. invoked from within the Awake method). You can re-initialize after having initialized but only when the <see cref="NetworkObject"/> is not spawned.
|
/// during instantiation (i.e. invoked from within the Awake method). You can re-initialize after having initialized but only when the <see cref="NetworkObject"/> is not spawned.
|
||||||
/// </remarks>
|
/// </remarks>
|
||||||
public abstract class NetworkRigidbodyBase : NetworkBehaviour
|
public abstract class NetworkRigidbodyBase : NetworkBehaviour
|
||||||
@@ -21,7 +21,7 @@ namespace Unity.Netcode.Components
|
|||||||
#endif
|
#endif
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// When enabled, the associated <see cref="NetworkTransform"/> will use the Rigidbody/Rigidbody2D to apply and synchronize changes in position, rotation, and
|
/// When enabled, the associated <see cref="NetworkTransform"/> will use the Rigidbody to apply and synchronize changes in position, rotation, and
|
||||||
/// allows for the use of Rigidbody interpolation/extrapolation.
|
/// allows for the use of Rigidbody interpolation/extrapolation.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <remarks>
|
/// <remarks>
|
||||||
@@ -44,13 +44,10 @@ namespace Unity.Netcode.Components
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public bool AutoSetKinematicOnDespawn = true;
|
public bool AutoSetKinematicOnDespawn = true;
|
||||||
|
|
||||||
// Determines if this is a Rigidbody or Rigidbody2D implementation
|
|
||||||
private bool m_IsRigidbody2D => RigidbodyType == RigidbodyTypes.Rigidbody2D;
|
|
||||||
// Used to cache the authority state of this Rigidbody during the last frame
|
// Used to cache the authority state of this Rigidbody during the last frame
|
||||||
private bool m_IsAuthority;
|
private bool m_IsAuthority;
|
||||||
|
|
||||||
protected internal Rigidbody m_InternalRigidbody { get; private set; }
|
protected internal Rigidbody m_InternalRigidbody { get; private set; }
|
||||||
protected internal Rigidbody2D m_InternalRigidbody2D { get; private set; }
|
|
||||||
|
|
||||||
internal NetworkTransform NetworkTransform;
|
internal NetworkTransform NetworkTransform;
|
||||||
private float m_TickFrequency;
|
private float m_TickFrequency;
|
||||||
@@ -64,18 +61,6 @@ namespace Unity.Netcode.Components
|
|||||||
}
|
}
|
||||||
private InterpolationTypes m_OriginalInterpolation;
|
private InterpolationTypes m_OriginalInterpolation;
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Used to define the type of Rigidbody implemented.
|
|
||||||
/// <see cref=""/>
|
|
||||||
/// </summary>
|
|
||||||
public enum RigidbodyTypes
|
|
||||||
{
|
|
||||||
Rigidbody,
|
|
||||||
Rigidbody2D,
|
|
||||||
}
|
|
||||||
|
|
||||||
public RigidbodyTypes RigidbodyType { get; private set; }
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Initializes the networked Rigidbody based on the <see cref="RigidbodyTypes"/>
|
/// Initializes the networked Rigidbody based on the <see cref="RigidbodyTypes"/>
|
||||||
/// passed in as a parameter.
|
/// passed in as a parameter.
|
||||||
@@ -83,10 +68,8 @@ namespace Unity.Netcode.Components
|
|||||||
/// <remarks>
|
/// <remarks>
|
||||||
/// Cannot be initialized while the associated <see cref="NetworkObject"/> is spawned.
|
/// Cannot be initialized while the associated <see cref="NetworkObject"/> is spawned.
|
||||||
/// </remarks>
|
/// </remarks>
|
||||||
/// <param name="rigidbodyType">type of rigid body being initialized</param>
|
|
||||||
/// <param name="rigidbody2D">(optional) The <see cref="Rigidbody2D"/> to be used</param>
|
|
||||||
/// <param name="rigidbody">(optional) The <see cref="Rigidbody"/> to be used</param>
|
/// <param name="rigidbody">(optional) The <see cref="Rigidbody"/> to be used</param>
|
||||||
protected void Initialize(RigidbodyTypes rigidbodyType, NetworkTransform networkTransform = null, Rigidbody2D rigidbody2D = null, Rigidbody rigidbody = null)
|
protected void Initialize(NetworkTransform networkTransform = null, Rigidbody rigidbody = null)
|
||||||
{
|
{
|
||||||
// Don't initialize if already spawned
|
// Don't initialize if already spawned
|
||||||
if (IsSpawned)
|
if (IsSpawned)
|
||||||
@@ -94,17 +77,10 @@ namespace Unity.Netcode.Components
|
|||||||
Debug.LogError($"[{name}] Attempting to initialize while spawned is not allowed.");
|
Debug.LogError($"[{name}] Attempting to initialize while spawned is not allowed.");
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
RigidbodyType = rigidbodyType;
|
|
||||||
m_InternalRigidbody2D = rigidbody2D;
|
|
||||||
m_InternalRigidbody = rigidbody;
|
m_InternalRigidbody = rigidbody;
|
||||||
NetworkTransform = networkTransform;
|
NetworkTransform = networkTransform;
|
||||||
|
|
||||||
if (m_IsRigidbody2D && m_InternalRigidbody2D == null)
|
if (m_InternalRigidbody == null)
|
||||||
{
|
|
||||||
m_InternalRigidbody2D = GetComponent<Rigidbody2D>();
|
|
||||||
|
|
||||||
}
|
|
||||||
else if (m_InternalRigidbody == null)
|
|
||||||
{
|
{
|
||||||
m_InternalRigidbody = GetComponent<Rigidbody>();
|
m_InternalRigidbody = GetComponent<Rigidbody>();
|
||||||
}
|
}
|
||||||
@@ -145,11 +121,7 @@ namespace Unity.Netcode.Components
|
|||||||
// Finally, we adjust the threshold based on the body's current velocity
|
// Finally, we adjust the threshold based on the body's current velocity
|
||||||
perTickVelocity.x = Mathf.Clamp(Mathf.Abs(perTickVelocity.x), minThreshold, thresholdMax);
|
perTickVelocity.x = Mathf.Clamp(Mathf.Abs(perTickVelocity.x), minThreshold, thresholdMax);
|
||||||
perTickVelocity.y = Mathf.Clamp(Mathf.Abs(perTickVelocity.y), minThreshold, thresholdMax);
|
perTickVelocity.y = Mathf.Clamp(Mathf.Abs(perTickVelocity.y), minThreshold, thresholdMax);
|
||||||
// 2D Rigidbody only moves on x & y axis
|
|
||||||
if (!m_IsRigidbody2D)
|
|
||||||
{
|
|
||||||
perTickVelocity.z = Mathf.Clamp(Mathf.Abs(perTickVelocity.z), minThreshold, thresholdMax);
|
perTickVelocity.z = Mathf.Clamp(Mathf.Abs(perTickVelocity.z), minThreshold, thresholdMax);
|
||||||
}
|
|
||||||
|
|
||||||
return perTickVelocity;
|
return perTickVelocity;
|
||||||
}
|
}
|
||||||
@@ -164,12 +136,8 @@ namespace Unity.Netcode.Components
|
|||||||
var rotationPerTick = (GetAngularVelocity() * Mathf.Rad2Deg) * m_TickFrequency;
|
var rotationPerTick = (GetAngularVelocity() * Mathf.Rad2Deg) * m_TickFrequency;
|
||||||
var minThreshold = NetworkTransform.RotAngleThreshold * m_TickFrequency;
|
var minThreshold = NetworkTransform.RotAngleThreshold * m_TickFrequency;
|
||||||
|
|
||||||
// 2D Rigidbody only rotates around Z axis
|
|
||||||
if (!m_IsRigidbody2D)
|
|
||||||
{
|
|
||||||
rotationPerTick.x = Mathf.Clamp(Mathf.Abs(rotationPerTick.x), minThreshold, thresholdMax);
|
rotationPerTick.x = Mathf.Clamp(Mathf.Abs(rotationPerTick.x), minThreshold, thresholdMax);
|
||||||
rotationPerTick.y = Mathf.Clamp(Mathf.Abs(rotationPerTick.y), minThreshold, thresholdMax);
|
rotationPerTick.y = Mathf.Clamp(Mathf.Abs(rotationPerTick.y), minThreshold, thresholdMax);
|
||||||
}
|
|
||||||
rotationPerTick.z = Mathf.Clamp(Mathf.Abs(rotationPerTick.z), minThreshold, thresholdMax);
|
rotationPerTick.z = Mathf.Clamp(Mathf.Abs(rotationPerTick.z), minThreshold, thresholdMax);
|
||||||
|
|
||||||
return rotationPerTick;
|
return rotationPerTick;
|
||||||
@@ -178,89 +146,40 @@ namespace Unity.Netcode.Components
|
|||||||
/// <summary>
|
/// <summary>
|
||||||
/// Sets the linear velocity of the Rigidbody.
|
/// Sets the linear velocity of the Rigidbody.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <remarks>
|
|
||||||
/// For <see cref="Rigidbody2D"/>, only the x and y components of the <see cref="Vector3"/> are applied.
|
|
||||||
/// </remarks>
|
|
||||||
public void SetLinearVelocity(Vector3 linearVelocity)
|
public void SetLinearVelocity(Vector3 linearVelocity)
|
||||||
{
|
|
||||||
if (m_IsRigidbody2D)
|
|
||||||
{
|
|
||||||
#if COM_UNITY_MODULES_PHYSICS2D_LINEAR
|
|
||||||
m_InternalRigidbody2D.linearVelocity = linearVelocity;
|
|
||||||
#else
|
|
||||||
m_InternalRigidbody2D.velocity = linearVelocity;
|
|
||||||
#endif
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
{
|
||||||
m_InternalRigidbody.linearVelocity = linearVelocity;
|
m_InternalRigidbody.linearVelocity = linearVelocity;
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Gets the linear velocity of the Rigidbody.
|
/// Gets the linear velocity of the Rigidbody.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <remarks>
|
|
||||||
/// For <see cref="Rigidbody2D"/>, the <see cref="Vector3"/> velocity returned is only applied to the x and y components.
|
|
||||||
/// </remarks>
|
|
||||||
/// <returns><see cref="Vector3"/> as the linear velocity</returns>
|
/// <returns><see cref="Vector3"/> as the linear velocity</returns>
|
||||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||||
public Vector3 GetLinearVelocity()
|
public Vector3 GetLinearVelocity()
|
||||||
{
|
|
||||||
if (m_IsRigidbody2D)
|
|
||||||
{
|
|
||||||
#if COM_UNITY_MODULES_PHYSICS2D_LINEAR
|
|
||||||
return m_InternalRigidbody2D.linearVelocity;
|
|
||||||
#else
|
|
||||||
return m_InternalRigidbody2D.velocity;
|
|
||||||
#endif
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
{
|
||||||
return m_InternalRigidbody.linearVelocity;
|
return m_InternalRigidbody.linearVelocity;
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Sets the angular velocity for the Rigidbody.
|
/// Sets the angular velocity for the Rigidbody.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <remarks>
|
|
||||||
/// For <see cref="Rigidbody2D"/>, the z component of <param name="angularVelocity"/> is only used to set the angular velocity.
|
|
||||||
/// A quick way to pass in a 2D angular velocity component is: <see cref="Vector3.forward"/> * angularVelocity (where angularVelocity is a float)
|
|
||||||
/// </remarks>
|
|
||||||
/// <param name="angularVelocity">the angular velocity to apply to the body</param>
|
/// <param name="angularVelocity">the angular velocity to apply to the body</param>
|
||||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||||
public void SetAngularVelocity(Vector3 angularVelocity)
|
public void SetAngularVelocity(Vector3 angularVelocity)
|
||||||
{
|
|
||||||
if (m_IsRigidbody2D)
|
|
||||||
{
|
|
||||||
m_InternalRigidbody2D.angularVelocity = angularVelocity.z;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
{
|
||||||
m_InternalRigidbody.angularVelocity = angularVelocity;
|
m_InternalRigidbody.angularVelocity = angularVelocity;
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Gets the angular velocity for the Rigidbody.
|
/// Gets the angular velocity for the Rigidbody.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <remarks>
|
|
||||||
/// For <see cref="Rigidbody2D"/>, the z component of the <see cref="Vector3"/> returned is the angular velocity of the object.
|
|
||||||
/// </remarks>
|
|
||||||
/// <returns>angular velocity as a <see cref="Vector3"/></returns>
|
/// <returns>angular velocity as a <see cref="Vector3"/></returns>
|
||||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||||
public Vector3 GetAngularVelocity()
|
public Vector3 GetAngularVelocity()
|
||||||
{
|
|
||||||
if (m_IsRigidbody2D)
|
|
||||||
{
|
|
||||||
return Vector3.forward * m_InternalRigidbody2D.angularVelocity;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
{
|
||||||
return m_InternalRigidbody.angularVelocity;
|
return m_InternalRigidbody.angularVelocity;
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Gets the position of the Rigidbody
|
/// Gets the position of the Rigidbody
|
||||||
@@ -268,16 +187,9 @@ namespace Unity.Netcode.Components
|
|||||||
/// <returns><see cref="Vector3"/></returns>
|
/// <returns><see cref="Vector3"/></returns>
|
||||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||||
public Vector3 GetPosition()
|
public Vector3 GetPosition()
|
||||||
{
|
|
||||||
if (m_IsRigidbody2D)
|
|
||||||
{
|
|
||||||
return m_InternalRigidbody2D.position;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
{
|
||||||
return m_InternalRigidbody.position;
|
return m_InternalRigidbody.position;
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Gets the rotation of the Rigidbody
|
/// Gets the rotation of the Rigidbody
|
||||||
@@ -285,20 +197,9 @@ namespace Unity.Netcode.Components
|
|||||||
/// <returns><see cref="Quaternion"/></returns>
|
/// <returns><see cref="Quaternion"/></returns>
|
||||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||||
public Quaternion GetRotation()
|
public Quaternion GetRotation()
|
||||||
{
|
|
||||||
if (m_IsRigidbody2D)
|
|
||||||
{
|
|
||||||
var quaternion = Quaternion.identity;
|
|
||||||
var angles = quaternion.eulerAngles;
|
|
||||||
angles.z = m_InternalRigidbody2D.rotation;
|
|
||||||
quaternion.eulerAngles = angles;
|
|
||||||
return quaternion;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
{
|
||||||
return m_InternalRigidbody.rotation;
|
return m_InternalRigidbody.rotation;
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Moves the rigid body
|
/// Moves the rigid body
|
||||||
@@ -306,16 +207,9 @@ namespace Unity.Netcode.Components
|
|||||||
/// <param name="position">The <see cref="Vector3"/> position to move towards</param>
|
/// <param name="position">The <see cref="Vector3"/> position to move towards</param>
|
||||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||||
public void MovePosition(Vector3 position)
|
public void MovePosition(Vector3 position)
|
||||||
{
|
|
||||||
if (m_IsRigidbody2D)
|
|
||||||
{
|
|
||||||
m_InternalRigidbody2D.MovePosition(position);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
{
|
||||||
m_InternalRigidbody.MovePosition(position);
|
m_InternalRigidbody.MovePosition(position);
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Directly applies a position (like teleporting)
|
/// Directly applies a position (like teleporting)
|
||||||
@@ -323,34 +217,19 @@ namespace Unity.Netcode.Components
|
|||||||
/// <param name="position"><see cref="Vector3"/> position to apply to the Rigidbody</param>
|
/// <param name="position"><see cref="Vector3"/> position to apply to the Rigidbody</param>
|
||||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||||
public void SetPosition(Vector3 position)
|
public void SetPosition(Vector3 position)
|
||||||
{
|
|
||||||
if (m_IsRigidbody2D)
|
|
||||||
{
|
|
||||||
m_InternalRigidbody2D.position = position;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
{
|
||||||
m_InternalRigidbody.position = position;
|
m_InternalRigidbody.position = position;
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Applies the rotation and position of the <see cref="GameObject"/>'s <see cref="Transform"/>
|
/// Applies the rotation and position of the <see cref="GameObject"/>'s <see cref="Transform"/>
|
||||||
/// </summary>
|
/// </summary>
|
||||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||||
public void ApplyCurrentTransform()
|
public void ApplyCurrentTransform()
|
||||||
{
|
|
||||||
if (m_IsRigidbody2D)
|
|
||||||
{
|
|
||||||
m_InternalRigidbody2D.position = transform.position;
|
|
||||||
m_InternalRigidbody2D.rotation = transform.eulerAngles.z;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
{
|
||||||
m_InternalRigidbody.position = transform.position;
|
m_InternalRigidbody.position = transform.position;
|
||||||
m_InternalRigidbody.rotation = transform.rotation;
|
m_InternalRigidbody.rotation = transform.rotation;
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
// Used for Rigidbody only (see info on normalized below)
|
// Used for Rigidbody only (see info on normalized below)
|
||||||
private Vector4 m_QuaternionCheck = Vector4.zero;
|
private Vector4 m_QuaternionCheck = Vector4.zero;
|
||||||
@@ -361,16 +240,6 @@ namespace Unity.Netcode.Components
|
|||||||
/// <param name="rotation">The rotation expressed as a <see cref="Quaternion"/></param>
|
/// <param name="rotation">The rotation expressed as a <see cref="Quaternion"/></param>
|
||||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||||
public void MoveRotation(Quaternion rotation)
|
public void MoveRotation(Quaternion rotation)
|
||||||
{
|
|
||||||
if (m_IsRigidbody2D)
|
|
||||||
{
|
|
||||||
var quaternion = Quaternion.identity;
|
|
||||||
var angles = quaternion.eulerAngles;
|
|
||||||
angles.z = m_InternalRigidbody2D.rotation;
|
|
||||||
quaternion.eulerAngles = angles;
|
|
||||||
m_InternalRigidbody2D.MoveRotation(quaternion);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
{
|
||||||
// Evidently we need to check to make sure the quaternion is a perfect
|
// Evidently we need to check to make sure the quaternion is a perfect
|
||||||
// magnitude of 1.0f when applying the rotation to a rigid body.
|
// magnitude of 1.0f when applying the rotation to a rigid body.
|
||||||
@@ -385,7 +254,6 @@ namespace Unity.Netcode.Components
|
|||||||
}
|
}
|
||||||
m_InternalRigidbody.MoveRotation(rotation);
|
m_InternalRigidbody.MoveRotation(rotation);
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Applies a rotation to the Rigidbody
|
/// Applies a rotation to the Rigidbody
|
||||||
@@ -393,45 +261,15 @@ namespace Unity.Netcode.Components
|
|||||||
/// <param name="rotation">The rotation to apply expressed as a <see cref="Quaternion"/></param>
|
/// <param name="rotation">The rotation to apply expressed as a <see cref="Quaternion"/></param>
|
||||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||||
public void SetRotation(Quaternion rotation)
|
public void SetRotation(Quaternion rotation)
|
||||||
{
|
|
||||||
if (m_IsRigidbody2D)
|
|
||||||
{
|
|
||||||
m_InternalRigidbody2D.rotation = rotation.eulerAngles.z;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
{
|
||||||
m_InternalRigidbody.rotation = rotation;
|
m_InternalRigidbody.rotation = rotation;
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Sets the original interpolation of the Rigidbody while taking the Rigidbody type into consideration
|
/// Sets the original interpolation of the Rigidbody while taking the Rigidbody type into consideration
|
||||||
/// </summary>
|
/// </summary>
|
||||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||||
private void SetOriginalInterpolation()
|
private void SetOriginalInterpolation()
|
||||||
{
|
|
||||||
if (m_IsRigidbody2D)
|
|
||||||
{
|
|
||||||
switch (m_InternalRigidbody2D.interpolation)
|
|
||||||
{
|
|
||||||
case RigidbodyInterpolation2D.None:
|
|
||||||
{
|
|
||||||
m_OriginalInterpolation = InterpolationTypes.None;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
case RigidbodyInterpolation2D.Interpolate:
|
|
||||||
{
|
|
||||||
m_OriginalInterpolation = InterpolationTypes.Interpolate;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
case RigidbodyInterpolation2D.Extrapolate:
|
|
||||||
{
|
|
||||||
m_OriginalInterpolation = InterpolationTypes.Extrapolate;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
{
|
||||||
switch (m_InternalRigidbody.interpolation)
|
switch (m_InternalRigidbody.interpolation)
|
||||||
{
|
{
|
||||||
@@ -452,58 +290,33 @@ namespace Unity.Netcode.Components
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Wakes the Rigidbody if it is sleeping
|
/// Wakes the Rigidbody if it is sleeping
|
||||||
/// </summary>
|
/// </summary>
|
||||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||||
public void WakeIfSleeping()
|
public void WakeIfSleeping()
|
||||||
{
|
|
||||||
if (m_IsRigidbody2D)
|
|
||||||
{
|
|
||||||
if (m_InternalRigidbody2D.IsSleeping())
|
|
||||||
{
|
|
||||||
m_InternalRigidbody2D.WakeUp();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
{
|
||||||
if (m_InternalRigidbody.IsSleeping())
|
if (m_InternalRigidbody.IsSleeping())
|
||||||
{
|
{
|
||||||
m_InternalRigidbody.WakeUp();
|
m_InternalRigidbody.WakeUp();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Puts the Rigidbody to sleep
|
/// Puts the Rigidbody to sleep
|
||||||
/// </summary>
|
/// </summary>
|
||||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||||
public void SleepRigidbody()
|
public void SleepRigidbody()
|
||||||
{
|
|
||||||
if (m_IsRigidbody2D)
|
|
||||||
{
|
|
||||||
m_InternalRigidbody2D.Sleep();
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
{
|
||||||
m_InternalRigidbody.Sleep();
|
m_InternalRigidbody.Sleep();
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||||
public bool IsKinematic()
|
public bool IsKinematic()
|
||||||
{
|
|
||||||
if (m_IsRigidbody2D)
|
|
||||||
{
|
|
||||||
return m_InternalRigidbody2D.bodyType == RigidbodyType2D.Kinematic;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
{
|
||||||
return m_InternalRigidbody.isKinematic;
|
return m_InternalRigidbody.isKinematic;
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Sets the kinematic state of the Rigidbody and handles updating the Rigidbody's
|
/// Sets the kinematic state of the Rigidbody and handles updating the Rigidbody's
|
||||||
@@ -523,15 +336,8 @@ namespace Unity.Netcode.Components
|
|||||||
/// <param name="isKinematic"></param>
|
/// <param name="isKinematic"></param>
|
||||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||||
public void SetIsKinematic(bool isKinematic)
|
public void SetIsKinematic(bool isKinematic)
|
||||||
{
|
|
||||||
if (m_IsRigidbody2D)
|
|
||||||
{
|
|
||||||
m_InternalRigidbody2D.bodyType = isKinematic ? RigidbodyType2D.Kinematic : RigidbodyType2D.Dynamic;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
{
|
||||||
m_InternalRigidbody.isKinematic = isKinematic;
|
m_InternalRigidbody.isKinematic = isKinematic;
|
||||||
}
|
|
||||||
|
|
||||||
// If we are not spawned, then exit early
|
// If we are not spawned, then exit early
|
||||||
if (!IsSpawned)
|
if (!IsSpawned)
|
||||||
@@ -573,39 +379,18 @@ namespace Unity.Netcode.Components
|
|||||||
switch (interpolationType)
|
switch (interpolationType)
|
||||||
{
|
{
|
||||||
case InterpolationTypes.None:
|
case InterpolationTypes.None:
|
||||||
{
|
|
||||||
if (m_IsRigidbody2D)
|
|
||||||
{
|
|
||||||
m_InternalRigidbody2D.interpolation = RigidbodyInterpolation2D.None;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
{
|
||||||
m_InternalRigidbody.interpolation = RigidbodyInterpolation.None;
|
m_InternalRigidbody.interpolation = RigidbodyInterpolation.None;
|
||||||
}
|
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case InterpolationTypes.Interpolate:
|
case InterpolationTypes.Interpolate:
|
||||||
{
|
|
||||||
if (m_IsRigidbody2D)
|
|
||||||
{
|
|
||||||
m_InternalRigidbody2D.interpolation = RigidbodyInterpolation2D.Interpolate;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
{
|
||||||
m_InternalRigidbody.interpolation = RigidbodyInterpolation.Interpolate;
|
m_InternalRigidbody.interpolation = RigidbodyInterpolation.Interpolate;
|
||||||
}
|
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case InterpolationTypes.Extrapolate:
|
case InterpolationTypes.Extrapolate:
|
||||||
{
|
|
||||||
if (m_IsRigidbody2D)
|
|
||||||
{
|
|
||||||
m_InternalRigidbody2D.interpolation = RigidbodyInterpolation2D.Extrapolate;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
{
|
||||||
m_InternalRigidbody.interpolation = RigidbodyInterpolation.Extrapolate;
|
m_InternalRigidbody.interpolation = RigidbodyInterpolation.Extrapolate;
|
||||||
}
|
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -688,12 +473,10 @@ namespace Unity.Netcode.Components
|
|||||||
// Alternately, users can affix the fixed joint to a child GameObject (without a rigid body) of the parent NetworkObject
|
// Alternately, users can affix the fixed joint to a child GameObject (without a rigid body) of the parent NetworkObject
|
||||||
// and then add a NetworkTransform to that in order to get the parented child NetworkObject to move around in "local space"
|
// and then add a NetworkTransform to that in order to get the parented child NetworkObject to move around in "local space"
|
||||||
public FixedJoint FixedJoint { get; private set; }
|
public FixedJoint FixedJoint { get; private set; }
|
||||||
public FixedJoint2D FixedJoint2D { get; private set; }
|
|
||||||
|
|
||||||
internal System.Collections.Generic.List<NetworkRigidbodyBase> NetworkRigidbodyConnections = new System.Collections.Generic.List<NetworkRigidbodyBase>();
|
internal System.Collections.Generic.List<NetworkRigidbodyBase> NetworkRigidbodyConnections = new System.Collections.Generic.List<NetworkRigidbodyBase>();
|
||||||
internal NetworkRigidbodyBase ParentBody;
|
internal NetworkRigidbodyBase ParentBody;
|
||||||
|
|
||||||
private bool m_FixedJoint2DUsingGravity;
|
|
||||||
private bool m_OriginalGravitySetting;
|
private bool m_OriginalGravitySetting;
|
||||||
private float m_OriginalGravityScale;
|
private float m_OriginalGravityScale;
|
||||||
|
|
||||||
@@ -706,44 +489,6 @@ namespace Unity.Netcode.Components
|
|||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// When using a custom <see cref="NetworkRigidbodyBase"/>, this virtual method is invoked when the
|
|
||||||
/// <see cref="FixedJoint2D"/> is created in the event any additional adjustments are needed.
|
|
||||||
/// </summary>
|
|
||||||
protected virtual void OnFixedJoint2DCreated()
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
||||||
private void ApplyFixedJoint2D(NetworkRigidbodyBase bodyToConnect, Vector3 position, float connectedMassScale = 0.0f, float massScale = 1.0f, bool useGravity = false, bool zeroVelocity = true)
|
|
||||||
{
|
|
||||||
transform.position = position;
|
|
||||||
m_InternalRigidbody2D.position = position;
|
|
||||||
m_OriginalGravitySetting = bodyToConnect.m_InternalRigidbody.useGravity;
|
|
||||||
m_FixedJoint2DUsingGravity = useGravity;
|
|
||||||
|
|
||||||
if (!useGravity)
|
|
||||||
{
|
|
||||||
m_OriginalGravityScale = m_InternalRigidbody2D.gravityScale;
|
|
||||||
m_InternalRigidbody2D.gravityScale = 0.0f;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (zeroVelocity)
|
|
||||||
{
|
|
||||||
#if COM_UNITY_MODULES_PHYSICS2D_LINEAR
|
|
||||||
m_InternalRigidbody2D.linearVelocity = Vector2.zero;
|
|
||||||
#else
|
|
||||||
m_InternalRigidbody2D.velocity = Vector2.zero;
|
|
||||||
#endif
|
|
||||||
m_InternalRigidbody2D.angularVelocity = 0.0f;
|
|
||||||
}
|
|
||||||
|
|
||||||
FixedJoint2D = gameObject.AddComponent<FixedJoint2D>();
|
|
||||||
FixedJoint2D.connectedBody = bodyToConnect.m_InternalRigidbody2D;
|
|
||||||
OnFixedJoint2DCreated();
|
|
||||||
}
|
|
||||||
|
|
||||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||||
private void ApplyFixedJoint(NetworkRigidbodyBase bodyToConnectTo, Vector3 position, float connectedMassScale = 0.0f, float massScale = 1.0f, bool useGravity = false, bool zeroVelocity = true)
|
private void ApplyFixedJoint(NetworkRigidbodyBase bodyToConnectTo, Vector3 position, float connectedMassScale = 0.0f, float massScale = 1.0f, bool useGravity = false, bool zeroVelocity = true)
|
||||||
{
|
{
|
||||||
@@ -769,7 +514,6 @@ namespace Unity.Netcode.Components
|
|||||||
/// When invoked and not already attached to a fixed joint, this will connect two rigid bodies with <see cref="UseRigidBodyForMotion"/> enabled.
|
/// When invoked and not already attached to a fixed joint, this will connect two rigid bodies with <see cref="UseRigidBodyForMotion"/> enabled.
|
||||||
/// Invoke this method on the rigid body you wish to attach to another (i.e. weapon to player, sticky bomb to player/object, etc).
|
/// Invoke this method on the rigid body you wish to attach to another (i.e. weapon to player, sticky bomb to player/object, etc).
|
||||||
/// <seealso cref="FixedJoint"/>
|
/// <seealso cref="FixedJoint"/>
|
||||||
/// <seealso cref="FixedJoint2D"/>
|
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <remarks>
|
/// <remarks>
|
||||||
/// Parenting relative:
|
/// Parenting relative:
|
||||||
@@ -777,7 +521,7 @@ namespace Unity.Netcode.Components
|
|||||||
/// - The <param name="objectToConnectTo"/> can be viewed as the parent.
|
/// - The <param name="objectToConnectTo"/> can be viewed as the parent.
|
||||||
/// <br/>
|
/// <br/>
|
||||||
/// This is the recommended way, as opposed to parenting, to attached/detatch two rigid bodies to one another when <see cref="UseRigidBodyForMotion"/> is enabled.
|
/// This is the recommended way, as opposed to parenting, to attached/detatch two rigid bodies to one another when <see cref="UseRigidBodyForMotion"/> is enabled.
|
||||||
/// For more details on using <see cref="UnityEngine.FixedJoint"/> and <see cref="UnityEngine.FixedJoint2D"/>.
|
/// For more details on using <see cref="UnityEngine.FixedJoint"/>.
|
||||||
/// <br/>
|
/// <br/>
|
||||||
/// This provides a simple joint solution between two rigid bodies and serves as an example. You can add different joint types by creating a customized/derived
|
/// This provides a simple joint solution between two rigid bodies and serves as an example. You can add different joint types by creating a customized/derived
|
||||||
/// version of <see cref="NetworkRigidbodyBase"/>.
|
/// version of <see cref="NetworkRigidbodyBase"/>.
|
||||||
@@ -805,15 +549,8 @@ namespace Unity.Netcode.Components
|
|||||||
}
|
}
|
||||||
|
|
||||||
if (objectToConnectTo != null)
|
if (objectToConnectTo != null)
|
||||||
{
|
|
||||||
if (m_IsRigidbody2D)
|
|
||||||
{
|
|
||||||
ApplyFixedJoint2D(objectToConnectTo, positionOfConnection, connectedMassScale, massScale, useGravity, zeroVelocity);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
{
|
||||||
ApplyFixedJoint(objectToConnectTo, positionOfConnection, connectedMassScale, massScale, useGravity, zeroVelocity);
|
ApplyFixedJoint(objectToConnectTo, positionOfConnection, connectedMassScale, massScale, useGravity, zeroVelocity);
|
||||||
}
|
|
||||||
|
|
||||||
ParentBody = objectToConnectTo;
|
ParentBody = objectToConnectTo;
|
||||||
ParentBody.NetworkRigidbodyConnections.Add(this);
|
ParentBody.NetworkRigidbodyConnections.Add(this);
|
||||||
@@ -835,7 +572,7 @@ namespace Unity.Netcode.Components
|
|||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Authority Only:
|
/// Authority Only:
|
||||||
/// When invoked and already connected to an object via <see cref="FixedJoint"/> or <see cref="FixedJoint2D"/> (depending upon the type of rigid body),
|
/// When invoked and already connected to an object via <see cref="FixedJoint"/>,
|
||||||
/// this will detach from the fixed joint and destroy the fixed joint component.
|
/// this will detach from the fixed joint and destroy the fixed joint component.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <remarks>
|
/// <remarks>
|
||||||
@@ -848,23 +585,6 @@ namespace Unity.Netcode.Components
|
|||||||
Debug.LogError($"[{name}] Only authority can invoke {nameof(DetachFromFixedJoint)}!");
|
Debug.LogError($"[{name}] Only authority can invoke {nameof(DetachFromFixedJoint)}!");
|
||||||
}
|
}
|
||||||
if (UseRigidBodyForMotion)
|
if (UseRigidBodyForMotion)
|
||||||
{
|
|
||||||
if (m_IsRigidbody2D)
|
|
||||||
{
|
|
||||||
if (FixedJoint2D != null)
|
|
||||||
{
|
|
||||||
if (!m_FixedJoint2DUsingGravity)
|
|
||||||
{
|
|
||||||
FixedJoint2D.connectedBody.gravityScale = m_OriginalGravityScale;
|
|
||||||
}
|
|
||||||
FixedJoint2D.connectedBody = null;
|
|
||||||
Destroy(FixedJoint2D);
|
|
||||||
FixedJoint2D = null;
|
|
||||||
ResetInterpolation();
|
|
||||||
RemoveFromParentBody();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
{
|
||||||
if (FixedJoint != null)
|
if (FixedJoint != null)
|
||||||
{
|
{
|
||||||
@@ -878,7 +598,6 @@ namespace Unity.Netcode.Components
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
}
|
}
|
||||||
#endif // COM_UNITY_MODULES_PHYSICS
|
#endif // COM_UNITY_MODULES_PHYSICS
|
||||||
|
|
||||||
|
|||||||
@@ -17,7 +17,7 @@ namespace Unity.Netcode.Components
|
|||||||
|
|
||||||
protected virtual void Awake()
|
protected virtual void Awake()
|
||||||
{
|
{
|
||||||
Initialize(RigidbodyTypes.Rigidbody);
|
Initialize();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -26,5 +26,8 @@
|
|||||||
"description": "A lightweight sample to get started",
|
"description": "A lightweight sample to get started",
|
||||||
"path": "Samples~/Bootstrap"
|
"path": "Samples~/Bootstrap"
|
||||||
}
|
}
|
||||||
]
|
],
|
||||||
|
"author": {
|
||||||
|
"name": "Unity"
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user