_xiaofang/xiaofang/Assets/Obi/Scripts/Common/Collisions/ObiRigidbody2D.cs
杨号敬 bcc74f0465 add
2024-12-18 02:18:45 +08:00

99 lines
3.5 KiB
C#

using UnityEngine;
using System;
using System.Collections;
namespace Obi{
/**
* Small helper class that lets you specify Obi-only properties for rigidbodies.
*/
[ExecuteInEditMode]
[RequireComponent(typeof(Rigidbody2D))]
public class ObiRigidbody2D : ObiRigidbodyBase
{
public Rigidbody2D unityRigidbody { get; private set; }
public Vector2 position => unityRigidbody.position;
public float rotation => unityRigidbody.rotation;
public Vector2 linearVelocity { get; protected set; }
public float angularVelocity { get; protected set; }
private Quaternion prevRotation;
private Vector3 prevPosition;
protected override void OnEnable()
{
unityRigidbody = GetComponent<Rigidbody2D>();
ResetPosition();
base.OnEnable();
}
public void ResetPosition()
{
prevPosition = unityRigidbody.position;
prevRotation = Quaternion.AngleAxis(unityRigidbody.rotation, Vector3.forward);
linearVelocity = unityRigidbody.velocity;
angularVelocity = unityRigidbody.angularVelocity;
}
private void CacheVelocities(float stepTime)
{
// differentiate positions/orientations to get our own velocites for kinematic objects.
// when calling Physics.Simulate, MovePosition/Rotation do not work correctly. Also useful for animations.
if (unityRigidbody.isKinematic && stepTime > 0)
{
// differentiate positions to obtain linear velocity:
linearVelocity = (transform.position - prevPosition) / stepTime;
// differentiate rotations to obtain angular velocity:
Quaternion delta = transform.rotation * Quaternion.Inverse(prevRotation);
angularVelocity = delta.z * Mathf.Rad2Deg * 2.0f / stepTime;
}
else
{
// if the object is non-kinematic, just copy velocities.
linearVelocity = unityRigidbody.velocity;
angularVelocity = unityRigidbody.angularVelocity;
}
prevPosition = transform.position;
prevRotation = transform.rotation;
}
public override void UpdateIfNeeded(float stepTime)
{
// Rigidbody might not exist, as rigidbody deletion is buffered.
// This means the unity rigidbody might be deleted before the rigidbody handle is invalidated.
if (unityRigidbody == null) return;
CacheVelocities(stepTime);
var world = ObiColliderWorld.GetInstance();
var rb = world.rigidbodies[handle.index];
rb.FromRigidbody(this);
world.rigidbodies[handle.index] = rb;
}
/**
* Reads velocities back from the solver.
*/
public override void UpdateVelocities(Vector3 linearDelta, Vector3 angularDelta)
{
// Rigidbody might not exist, as rigidbody deletion is buffered.
// This means the unity rigidbody might be deleted before the rigidbody handle is invalidated.
if (unityRigidbody == null) return;
// kinematic rigidbodies are passed to Obi with zero velocity, so we must ignore the new velocities calculated by the solver:
if (Application.isPlaying && !(unityRigidbody.isKinematic || kinematicForParticles))
{
unityRigidbody.velocity += new Vector2(linearDelta.x, linearDelta.y);
unityRigidbody.angularVelocity += angularDelta[2] * Mathf.Rad2Deg;
}
}
}
}