447 lines
16 KiB
C#
447 lines
16 KiB
C#
using FishNet.CodeGenerating;
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using FishNet.Component.Prediction;
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using FishNet.Managing;
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using FishNet.Serializing;
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using GameKit.Dependencies.Utilities;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Scripting;
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namespace FishNet.Object.Prediction
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{
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public static class PredictionRigidbody2DSerializers
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{
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public static void WriteForceData(this Writer w, PredictionRigidbody2D.EntryData value)
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{
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PredictionRigidbody2D.ForceApplicationType appType = value.Type;
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w.WriteUInt8Unpacked((byte)appType);
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PredictionRigidbody2D.AllForceData data = value.Data;
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switch (appType)
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{
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case PredictionRigidbody2D.ForceApplicationType.AddForce:
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case PredictionRigidbody2D.ForceApplicationType.AddRelativeForce:
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w.WriteVector3(data.Vector3Force);
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w.WriteInt32((byte)data.Mode);
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break;
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case PredictionRigidbody2D.ForceApplicationType.AddTorque:
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w.WriteSingle(data.FloatForce);
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w.WriteInt32((byte)data.Mode);
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break;
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case PredictionRigidbody2D.ForceApplicationType.AddForceAtPosition:
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w.WriteVector3(data.Vector3Force);
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w.WriteVector3(data.Position);
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w.WriteInt32((byte)data.Mode);
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break;
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case PredictionRigidbody2D.ForceApplicationType.MovePosition:
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w.WriteVector3(data.Position);
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break;
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case PredictionRigidbody2D.ForceApplicationType.MoveRotation:
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w.WriteUInt8Unpacked((byte)data.RotationPacking);
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w.WriteQuaternion(data.Rotation, data.RotationPacking);
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break;
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default:
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w.NetworkManager.LogError($"ForceApplicationType of {appType} is not supported.");
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break;
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}
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}
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public static PredictionRigidbody2D.EntryData ReadForceData(this Reader r)
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{
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PredictionRigidbody2D.EntryData fd = new();
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PredictionRigidbody2D.ForceApplicationType appType = (PredictionRigidbody2D.ForceApplicationType)r.ReadUInt8Unpacked();
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fd.Type = appType;
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PredictionRigidbody2D.AllForceData data = new();
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switch (appType)
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{
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case PredictionRigidbody2D.ForceApplicationType.AddForce:
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case PredictionRigidbody2D.ForceApplicationType.AddRelativeForce:
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data.Vector3Force = r.ReadVector3();
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data.Mode = (ForceMode2D)r.ReadUInt8Unpacked();
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break;
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case PredictionRigidbody2D.ForceApplicationType.AddTorque:
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data.FloatForce = r.ReadSingle();
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data.Mode = (ForceMode2D)r.ReadUInt8Unpacked();
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break;
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case PredictionRigidbody2D.ForceApplicationType.AddForceAtPosition:
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data.Vector3Force = r.ReadVector3();
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data.Position = r.ReadVector3();
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data.Mode = (ForceMode2D)r.ReadUInt8Unpacked();
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break;
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case PredictionRigidbody2D.ForceApplicationType.MovePosition:
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data.Position = r.ReadVector3();
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break;
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case PredictionRigidbody2D.ForceApplicationType.MoveRotation:
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AutoPackType apt = (AutoPackType)r.ReadUInt8Unpacked();
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data.Rotation = r.ReadQuaternion(apt);
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break;
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default:
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r.NetworkManager.LogError($"ForceApplicationType of {appType} is not supported.");
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break;
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}
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fd.Data = data;
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return fd;
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}
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public static void WritePredictionRigidbody2D(this Writer w, PredictionRigidbody2D pr)
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{
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w.Write(pr.Rigidbody2D.GetState(pr.RotationPacking));
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/* This used to write pr.GetPendingForces() but is no longer needed, assuming the user properly
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* reconciles everything that modifies the predictionRigidbody. */
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w.WriteList<PredictionRigidbody2D.EntryData>(null);
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}
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public static PredictionRigidbody2D ReadPredictionRigidbody2D(this Reader r)
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{
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Rigidbody2DState rs = r.Read<Rigidbody2DState>();
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List<PredictionRigidbody2D.EntryData> lst = CollectionCaches<PredictionRigidbody2D.EntryData>.RetrieveList();
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r.ReadList(ref lst);
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PredictionRigidbody2D pr = ResettableObjectCaches<PredictionRigidbody2D>.Retrieve();
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pr.SetReconcileData(rs, lst);
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pr.SetPendingForces(lst);
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return pr;
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}
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}
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[UseGlobalCustomSerializer]
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[Preserve]
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public class PredictionRigidbody2D : IResettable
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{
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#region Types.
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// How the force was applied.
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[System.Flags]
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public enum ForceApplicationType : byte
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{
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AddForceAtPosition = 1 << 0,
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AddForce = 1 << 1,
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AddRelativeForce = 1 << 2,
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AddTorque = 1 << 3,
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MovePosition = 1 << 4,
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MoveRotation = 1 << 5,
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}
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public struct AllForceData
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{
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public Vector3 Vector3Force;
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public float FloatForce;
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public Vector3 Position;
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public Quaternion Rotation;
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[ExcludeSerialization]
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public readonly AutoPackType RotationPacking;
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public ForceMode2D Mode;
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public AllForceData(Vector3 position) : this()
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{
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Position = position;
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}
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public AllForceData(Quaternion rotation, AutoPackType rotationPacking) : this()
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{
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Rotation = rotation;
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RotationPacking = rotationPacking;
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}
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public AllForceData(Vector3 force, ForceMode2D mode) : this()
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{
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Vector3Force = force;
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Mode = mode;
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}
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public AllForceData(float force, ForceMode2D mode) : this()
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{
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FloatForce = force;
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Mode = mode;
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}
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public AllForceData(Vector3 force, Vector3 position, ForceMode2D mode) : this()
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{
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Vector3Force = force;
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Position = position;
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Mode = mode;
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}
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}
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[UseGlobalCustomSerializer]
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public struct EntryData
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{
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public ForceApplicationType Type;
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public AllForceData Data;
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public EntryData(ForceApplicationType type, AllForceData data)
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{
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Type = type;
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Data = data;
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}
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public EntryData(EntryData fd)
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{
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Type = fd.Type;
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Data = fd.Data;
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}
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}
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#endregion
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#region Internal.
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/// <summary>
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/// Rigidbody2DState set only as reconcile data.
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/// </summary>
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[System.NonSerialized]
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internal Rigidbody2DState Rigidbody2DState;
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/// <summary>
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/// How much to pack rotation.
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/// </summary>
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[ExcludeSerialization]
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internal AutoPackType RotationPacking = AutoPackType.Packed;
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#endregion
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#region Public.
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/// <summary>
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/// Rigidbody which force is applied.
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/// </summary>
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public Rigidbody2D Rigidbody2D { get; private set; }
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/// <summary>
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/// Returns if there are any pending forces.
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/// </summary>
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public bool HasPendingForces => _pendingForces != null && _pendingForces.Count > 0;
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#endregion
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#region Private
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/// <summary>
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/// Forces waiting to be applied.
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/// </summary>
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[ExcludeSerialization]
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private List<EntryData> _pendingForces;
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/// <summary>
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/// Returns current pending forces.
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/// Modifying this collection could cause undesirable results.
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/// </summary>
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public List<EntryData> GetPendingForces() => _pendingForces;
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#endregion
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~PredictionRigidbody2D()
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{
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if (_pendingForces != null)
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CollectionCaches<EntryData>.StoreAndDefault(ref _pendingForces);
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Rigidbody2D = null;
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}
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/// <summary>
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/// Rigidbody which force is applied.
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/// </summary>
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/// <param name = "rb"></param>
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public void Initialize(Rigidbody2D rb, AutoPackType rotationPacking = AutoPackType.Packed)
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{
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Rigidbody2D = rb;
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RotationPacking = rotationPacking;
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if (_pendingForces == null)
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_pendingForces = CollectionCaches<EntryData>.RetrieveList();
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else
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_pendingForces.Clear();
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}
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/// <summary>
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/// Adds Velocity force to the Rigidbody.
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/// </summary>
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public void AddForce(Vector3 force, ForceMode2D mode = ForceMode2D.Force)
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{
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EntryData fd = new(ForceApplicationType.AddForce, new(force, mode));
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_pendingForces.Add(fd);
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}
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public void AddRelativeForce(Vector3 force, ForceMode2D mode = ForceMode2D.Force)
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{
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EntryData fd = new(ForceApplicationType.AddRelativeForce, new(force, mode));
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_pendingForces.Add(fd);
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}
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public void AddTorque(float force, ForceMode2D mode = ForceMode2D.Force)
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{
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EntryData fd = new(ForceApplicationType.AddTorque, new(force, mode));
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_pendingForces.Add(fd);
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}
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public void AddForceAtPosition(Vector3 force, Vector3 position, ForceMode2D mode = ForceMode2D.Force)
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{
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EntryData fd = new(ForceApplicationType.AddForceAtPosition, new(force, position, mode));
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_pendingForces.Add(fd);
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}
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/// <summary>
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/// Sets velocity while clearing pending forces.
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/// Simulate should still be called normally.
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/// </summary>
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public void Velocity(Vector3 force)
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{
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#if UNITY_6000_1_OR_NEWER
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Rigidbody2D.linearVelocity = force;
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#else
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Rigidbody2D.velocity = force;
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#endif
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RemoveForces(true);
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}
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/// <summary>
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/// Sets angularVelocity while clearning pending forces.
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/// Simulate should still be called normally.
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/// </summary>
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public void AngularVelocity(float force)
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{
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Rigidbody2D.angularVelocity = force;
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RemoveForces(false);
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}
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/// <summary>
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/// Moves the kinematic Rigidbody towards position.
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/// </summary>
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/// <param name="position">Next position.</param>
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public void MovePosition(Vector3 position)
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{
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EntryData fd = new(ForceApplicationType.MovePosition, new(position));
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_pendingForces.Add(fd);
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}
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/// <summary>
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/// Moves the kinematic Rigidbody towards rotation.
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/// </summary>
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/// <param name="position">Next position.</param>
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public void MoveRotation(Quaternion rotation)
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{
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EntryData fd = new(ForceApplicationType.MoveRotation, new(rotation, RotationPacking));
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_pendingForces.Add(fd);
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}
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/// <summary>
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/// Applies pending forces to rigidbody in the order they were added.
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/// </summary>
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public void Simulate()
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{
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foreach (EntryData item in _pendingForces)
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{
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AllForceData data = item.Data;
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switch (item.Type)
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{
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case ForceApplicationType.AddTorque:
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Rigidbody2D.AddTorque(data.FloatForce, data.Mode);
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break;
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case ForceApplicationType.AddForce:
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Rigidbody2D.AddForce(data.Vector3Force, data.Mode);
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break;
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case ForceApplicationType.AddRelativeForce:
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Rigidbody2D.AddRelativeForce(data.Vector3Force, data.Mode);
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break;
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case ForceApplicationType.AddForceAtPosition:
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Rigidbody2D.AddForceAtPosition(data.Vector3Force, data.Position, data.Mode);
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break;
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case ForceApplicationType.MovePosition:
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Rigidbody2D.MovePosition(data.Position);
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break;
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case ForceApplicationType.MoveRotation:
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Rigidbody2D.MoveRotation(data.Rotation);
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break;
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}
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}
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_pendingForces.Clear();
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}
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/// <summary>
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/// Clears current and pending forces for velocity and angularVelocity.
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/// </summary>
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public void ClearVelocities()
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{
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Velocity(Vector3.zero);
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AngularVelocity(0f);
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}
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/// <summary>
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/// Clears pending forces for velocity, or angular velocity.
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/// </summary>
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/// <param name = "nonRotational">True to clear velocities, false to clear angular velocities.</param>
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public void ClearPendingForces(bool nonRotational)
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{
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RemoveForces(nonRotational);
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}
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/// <summary>
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/// Clears pending forces for velocity and angularVelocity.
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/// </summary>
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public void ClearPendingForces()
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{
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_pendingForces.Clear();
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}
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/// <summary>
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/// Reconciles to a state.
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/// </summary>
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public void Reconcile(PredictionRigidbody2D pr)
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{
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_pendingForces.Clear();
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if (pr._pendingForces != null)
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{
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foreach (EntryData item in pr._pendingForces)
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_pendingForces.Add(new(item));
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}
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Rigidbody2D.SetState(pr.Rigidbody2DState);
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ResettableObjectCaches<PredictionRigidbody2D>.Store(pr);
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}
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/// <summary>
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/// Removes forces from pendingForces.
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/// </summary>
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/// <param name = "nonAngular">True to remove if velocity, false if to remove angular velocity.</param>
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private void RemoveForces(bool nonAngular)
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{
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if (_pendingForces.Count > 0)
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{
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ForceApplicationType velocityApplicationTypes = ForceApplicationType.AddRelativeForce | ForceApplicationType.AddForce;
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List<EntryData> datasToKeep = CollectionCaches<EntryData>.RetrieveList();
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foreach (EntryData item in _pendingForces)
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{
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if (VelocityApplicationTypesContains(item.Type) == !nonAngular || item.Type == ForceApplicationType.MovePosition || item.Type == ForceApplicationType.MoveRotation)
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datasToKeep.Add(item);
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}
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// Add back to _pendingForces if changed.
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if (datasToKeep.Count != _pendingForces.Count)
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{
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_pendingForces.Clear();
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foreach (EntryData item in datasToKeep)
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_pendingForces.Add(item);
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}
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CollectionCaches<EntryData>.Store(datasToKeep);
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bool VelocityApplicationTypesContains(ForceApplicationType apt)
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{
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return (velocityApplicationTypes & apt) == apt;
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}
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}
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}
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internal void SetPendingForces(List<EntryData> lst) => _pendingForces = lst;
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internal void SetReconcileData(Rigidbody2DState rs, List<EntryData> lst)
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{
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Rigidbody2DState = rs;
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_pendingForces = lst;
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}
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public void ResetState()
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{
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CollectionCaches<EntryData>.StoreAndDefault(ref _pendingForces);
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Rigidbody2D = null;
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}
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public void InitializeState() { }
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}
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} |