projectEli/Assets/KinematicCharacterController/Core/KinematicCharacterSystem.cs

294 lines
10 KiB
C#

using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using UnityEngine;
namespace KinematicCharacterController
{
/// <summary>
/// The system that manages the simulation of KinematicCharacterMotor and PhysicsMover
/// </summary>
[DefaultExecutionOrder(-100)]
public class KinematicCharacterSystem : MonoBehaviour
{
private static KinematicCharacterSystem _instance;
public static List<KinematicCharacterMotor> CharacterMotors = new List<KinematicCharacterMotor>();
public static List<PhysicsMover> PhysicsMovers = new List<PhysicsMover>();
private static float _lastCustomInterpolationStartTime = -1f;
private static float _lastCustomInterpolationDeltaTime = -1f;
public static KCCSettings Settings;
/// <summary>
/// Creates a KinematicCharacterSystem instance if there isn't already one
/// </summary>
public static void EnsureCreation()
{
if (_instance == null)
{
GameObject systemGameObject = new GameObject("KinematicCharacterSystem");
_instance = systemGameObject.AddComponent<KinematicCharacterSystem>();
systemGameObject.hideFlags = HideFlags.NotEditable;
_instance.hideFlags = HideFlags.NotEditable;
Settings = ScriptableObject.CreateInstance<KCCSettings>();
GameObject.DontDestroyOnLoad(systemGameObject);
}
}
/// <summary>
/// Gets the KinematicCharacterSystem instance if any
/// </summary>
/// <returns></returns>
public static KinematicCharacterSystem GetInstance()
{
return _instance;
}
/// <summary>
/// Sets the maximum capacity of the character motors list, to prevent allocations when adding characters
/// </summary>
/// <param name="capacity"></param>
public static void SetCharacterMotorsCapacity(int capacity)
{
if (capacity < CharacterMotors.Count)
{
capacity = CharacterMotors.Count;
}
CharacterMotors.Capacity = capacity;
}
/// <summary>
/// Registers a KinematicCharacterMotor into the system
/// </summary>
public static void RegisterCharacterMotor(KinematicCharacterMotor motor)
{
CharacterMotors.Add(motor);
}
/// <summary>
/// Unregisters a KinematicCharacterMotor from the system
/// </summary>
public static void UnregisterCharacterMotor(KinematicCharacterMotor motor)
{
CharacterMotors.Remove(motor);
}
/// <summary>
/// Sets the maximum capacity of the physics movers list, to prevent allocations when adding movers
/// </summary>
/// <param name="capacity"></param>
public static void SetPhysicsMoversCapacity(int capacity)
{
if (capacity < PhysicsMovers.Count)
{
capacity = PhysicsMovers.Count;
}
PhysicsMovers.Capacity = capacity;
}
/// <summary>
/// Registers a PhysicsMover into the system
/// </summary>
public static void RegisterPhysicsMover(PhysicsMover mover)
{
PhysicsMovers.Add(mover);
mover.Rigidbody.interpolation = RigidbodyInterpolation.None;
}
/// <summary>
/// Unregisters a PhysicsMover from the system
/// </summary>
public static void UnregisterPhysicsMover(PhysicsMover mover)
{
PhysicsMovers.Remove(mover);
}
// This is to prevent duplicating the singleton gameobject on script recompiles
private void OnDisable()
{
Destroy(this.gameObject);
}
private void Awake()
{
_instance = this;
}
private void FixedUpdate()
{
if (Settings.AutoSimulation)
{
float deltaTime = Time.deltaTime;
if (Settings.Interpolate)
{
PreSimulationInterpolationUpdate(deltaTime);
}
Simulate(deltaTime, CharacterMotors, PhysicsMovers);
if (Settings.Interpolate)
{
PostSimulationInterpolationUpdate(deltaTime);
}
}
}
private void LateUpdate()
{
if (Settings.Interpolate)
{
CustomInterpolationUpdate();
}
}
/// <summary>
/// Remembers the point to interpolate from for KinematicCharacterMotors and PhysicsMovers
/// </summary>
public static void PreSimulationInterpolationUpdate(float deltaTime)
{
// Save pre-simulation poses and place transform at transient pose
for (int i = 0; i < CharacterMotors.Count; i++)
{
KinematicCharacterMotor motor = CharacterMotors[i];
motor.InitialTickPosition = motor.TransientPosition;
motor.InitialTickRotation = motor.TransientRotation;
motor.Transform.SetPositionAndRotation(motor.TransientPosition, motor.TransientRotation);
}
for (int i = 0; i < PhysicsMovers.Count; i++)
{
PhysicsMover mover = PhysicsMovers[i];
mover.InitialTickPosition = mover.TransientPosition;
mover.InitialTickRotation = mover.TransientRotation;
mover.Transform.SetPositionAndRotation(mover.TransientPosition, mover.TransientRotation);
mover.Rigidbody.position = mover.TransientPosition;
mover.Rigidbody.rotation = mover.TransientRotation;
}
}
/// <summary>
/// Ticks characters and/or movers
/// </summary>
public static void Simulate(float deltaTime, List<KinematicCharacterMotor> motors, List<PhysicsMover> movers)
{
int characterMotorsCount = motors.Count;
int physicsMoversCount = movers.Count;
#pragma warning disable 0162
// Update PhysicsMover velocities
for (int i = 0; i < physicsMoversCount; i++)
{
movers[i].VelocityUpdate(deltaTime);
}
// Character controller update phase 1
for (int i = 0; i < characterMotorsCount; i++)
{
motors[i].UpdatePhase1(deltaTime);
}
// Simulate PhysicsMover displacement
for (int i = 0; i < physicsMoversCount; i++)
{
PhysicsMover mover = movers[i];
mover.Transform.SetPositionAndRotation(mover.TransientPosition, mover.TransientRotation);
mover.Rigidbody.position = mover.TransientPosition;
mover.Rigidbody.rotation = mover.TransientRotation;
}
// Character controller update phase 2 and move
for (int i = 0; i < characterMotorsCount; i++)
{
KinematicCharacterMotor motor = motors[i];
motor.UpdatePhase2(deltaTime);
motor.Transform.SetPositionAndRotation(motor.TransientPosition, motor.TransientRotation);
}
#pragma warning restore 0162
}
/// <summary>
/// Initiates the interpolation for KinematicCharacterMotors and PhysicsMovers
/// </summary>
public static void PostSimulationInterpolationUpdate(float deltaTime)
{
_lastCustomInterpolationStartTime = Time.time;
_lastCustomInterpolationDeltaTime = deltaTime;
// Return interpolated roots to their initial poses
for (int i = 0; i < CharacterMotors.Count; i++)
{
KinematicCharacterMotor motor = CharacterMotors[i];
motor.Transform.SetPositionAndRotation(motor.InitialTickPosition, motor.InitialTickRotation);
}
for (int i = 0; i < PhysicsMovers.Count; i++)
{
PhysicsMover mover = PhysicsMovers[i];
if (mover.MoveWithPhysics)
{
mover.Rigidbody.position = mover.InitialTickPosition;
mover.Rigidbody.rotation = mover.InitialTickRotation;
mover.Rigidbody.MovePosition(mover.TransientPosition);
mover.Rigidbody.MoveRotation(mover.TransientRotation);
}
else
{
mover.Rigidbody.position = (mover.TransientPosition);
mover.Rigidbody.rotation = (mover.TransientRotation);
}
}
}
/// <summary>
/// Handles per-frame interpolation
/// </summary>
private static void CustomInterpolationUpdate()
{
float interpolationFactor = Mathf.Clamp01((Time.time - _lastCustomInterpolationStartTime) / _lastCustomInterpolationDeltaTime);
// Handle characters interpolation
for (int i = 0; i < CharacterMotors.Count; i++)
{
KinematicCharacterMotor motor = CharacterMotors[i];
motor.Transform.SetPositionAndRotation(
Vector3.Lerp(motor.InitialTickPosition, motor.TransientPosition, interpolationFactor),
Quaternion.Slerp(motor.InitialTickRotation, motor.TransientRotation, interpolationFactor));
}
// Handle PhysicsMovers interpolation
for (int i = 0; i < PhysicsMovers.Count; i++)
{
PhysicsMover mover = PhysicsMovers[i];
mover.Transform.SetPositionAndRotation(
Vector3.Lerp(mover.InitialTickPosition, mover.TransientPosition, interpolationFactor),
Quaternion.Slerp(mover.InitialTickRotation, mover.TransientRotation, interpolationFactor));
Vector3 newPos = mover.Transform.position;
Quaternion newRot = mover.Transform.rotation;
mover.PositionDeltaFromInterpolation = newPos - mover.LatestInterpolationPosition;
mover.RotationDeltaFromInterpolation = Quaternion.Inverse(mover.LatestInterpolationRotation) * newRot;
mover.LatestInterpolationPosition = newPos;
mover.LatestInterpolationRotation = newRot;
}
}
}
}