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392 lines
10 KiB
C#

3 weeks ago
using UnityEngine;
namespace Fusion.Addons.SimpleKCC
{
internal sealed class KCCData
{
public int Frame;
public int Tick;
public float Alpha;
public float Time;
public float DeltaTime;
public float UpdateDeltaTime;
public bool IsActive = true;
public Vector3 BasePosition;
public Vector3 DesiredPosition;
public Vector3 TargetPosition;
public Vector3 InputDirection;
public Vector3 JumpImpulse;
public Vector3 Gravity;
public float MaxGroundAngle;
public float MaxWallAngle;
public float MaxHangAngle;
public int MaxPenetrationSteps;
public Vector3 ExternalVelocity;
public Vector3 ExternalAcceleration;
public Vector3 ExternalImpulse;
public Vector3 ExternalForce;
public Vector3 ExternalDelta;
public float KinematicSpeed;
public Vector3 KinematicTangent;
public Vector3 KinematicDirection;
public Vector3 KinematicVelocity;
public Vector3 DynamicVelocity;
public float RealSpeed;
public Vector3 RealVelocity;
public int JumpFrames;
public bool HasTeleported;
public bool IsGrounded;
public bool WasGrounded;
public bool IsSteppingUp;
public bool WasSteppingUp;
public bool IsSnappingToGround;
public bool WasSnappingToGround;
public Vector3 GroundNormal;
public Vector3 GroundTangent;
public Vector3 GroundPosition;
public float GroundDistance;
public float GroundAngle;
public readonly KCCHits Hits = new KCCHits();
private float _lookPitch;
private float _lookYaw;
private Quaternion _lookRotation;
private bool _lookRotationCalculated;
private Vector3 _lookDirection;
private bool _lookDirectionCalculated;
private Quaternion _transformRotation;
private bool _transformRotationCalculated;
private Vector3 _transformDirection;
private bool _transformDirectionCalculated;
public float LookPitch
{
get
{
return _lookPitch;
}
set
{
if (_lookPitch != value)
{
_lookPitch = value;
_lookRotationCalculated = false;
_lookDirectionCalculated = false;
}
}
}
public float LookYaw
{
get
{
return _lookYaw;
}
set
{
if (_lookYaw != value)
{
_lookYaw = value;
_lookRotationCalculated = false;
_lookDirectionCalculated = false;
_transformRotationCalculated = false;
_transformDirectionCalculated = false;
}
}
}
public Quaternion LookRotation
{
get
{
if (!_lookRotationCalculated)
{
_lookRotation = Quaternion.Euler(_lookPitch, _lookYaw, 0f);
_lookRotationCalculated = true;
}
return _lookRotation;
}
}
public Vector3 LookDirection
{
get
{
if (!_lookDirectionCalculated)
{
_lookDirection = LookRotation * Vector3.forward;
_lookDirectionCalculated = true;
}
return _lookDirection;
}
}
public Quaternion TransformRotation
{
get
{
if (!_transformRotationCalculated)
{
_transformRotation = Quaternion.Euler(0f, _lookYaw, 0f);
_transformRotationCalculated = true;
}
return _transformRotation;
}
}
public Vector3 TransformDirection
{
get
{
if (!_transformDirectionCalculated)
{
_transformDirection = TransformRotation * Vector3.forward;
_transformDirectionCalculated = true;
}
return _transformDirection;
}
}
public Vector3 DesiredVelocity => KinematicVelocity + DynamicVelocity;
public bool HasJumped => JumpFrames == 1;
public bool IsOnEdge
{
get
{
if (!IsGrounded)
{
return WasGrounded;
}
return false;
}
}
public Vector2 GetLookRotation(bool pitch = true, bool yaw = true)
{
Vector2 result = default(Vector2);
if (pitch)
{
result.x = _lookPitch;
}
if (yaw)
{
result.y = _lookYaw;
}
return result;
}
public void AddLookRotation(float pitchDelta, float yawDelta)
{
if (pitchDelta != 0f)
{
LookPitch = Mathf.Clamp(LookPitch + pitchDelta, -90f, 90f);
}
if (yawDelta != 0f)
{
float num;
for (num = LookYaw + yawDelta; num > 180f; num -= 360f)
{
}
for (; num < -180f; num += 360f)
{
}
LookYaw = num;
}
}
public void AddLookRotation(float pitchDelta, float yawDelta, float minPitch, float maxPitch)
{
if (pitchDelta != 0f)
{
if (minPitch < -90f)
{
minPitch = -90f;
}
if (maxPitch > 90f)
{
maxPitch = 90f;
}
if (maxPitch < minPitch)
{
maxPitch = minPitch;
}
LookPitch = Mathf.Clamp(LookPitch + pitchDelta, minPitch, maxPitch);
}
if (yawDelta != 0f)
{
float num;
for (num = LookYaw + yawDelta; num > 180f; num -= 360f)
{
}
for (; num < -180f; num += 360f)
{
}
LookYaw = num;
}
}
public void AddLookRotation(Vector2 lookRotationDelta)
{
AddLookRotation(lookRotationDelta.x, lookRotationDelta.y);
}
public void AddLookRotation(Vector2 lookRotationDelta, float minPitch, float maxPitch)
{
AddLookRotation(lookRotationDelta.x, lookRotationDelta.y, minPitch, maxPitch);
}
public void SetLookRotation(float pitch, float yaw)
{
KCCUtility.ClampLookRotationAngles(ref pitch, ref yaw);
LookPitch = pitch;
LookYaw = yaw;
}
public void SetLookRotation(Quaternion lookRotation, bool preservePitch = false, bool preserveYaw = false)
{
KCCUtility.GetClampedLookRotationAngles(lookRotation, out var pitch, out var yaw);
if (!preservePitch)
{
LookPitch = pitch;
}
if (!preserveYaw)
{
LookYaw = yaw;
}
}
public void ClearTransientProperties()
{
JumpFrames = 0;
JumpImpulse = default(Vector3);
ExternalVelocity = default(Vector3);
ExternalAcceleration = default(Vector3);
ExternalImpulse = default(Vector3);
ExternalForce = default(Vector3);
}
public void Clear()
{
Hits.Clear();
}
public void CopyFromOther(KCCData other)
{
Frame = other.Frame;
Tick = other.Tick;
Alpha = other.Alpha;
Time = other.Time;
DeltaTime = other.DeltaTime;
UpdateDeltaTime = other.UpdateDeltaTime;
IsActive = other.IsActive;
BasePosition = other.BasePosition;
DesiredPosition = other.DesiredPosition;
TargetPosition = other.TargetPosition;
LookPitch = other.LookPitch;
LookYaw = other.LookYaw;
InputDirection = other.InputDirection;
JumpImpulse = other.JumpImpulse;
Gravity = other.Gravity;
MaxGroundAngle = other.MaxGroundAngle;
MaxWallAngle = other.MaxWallAngle;
MaxHangAngle = other.MaxHangAngle;
MaxPenetrationSteps = other.MaxPenetrationSteps;
ExternalVelocity = other.ExternalVelocity;
ExternalAcceleration = other.ExternalAcceleration;
ExternalImpulse = other.ExternalImpulse;
ExternalForce = other.ExternalForce;
ExternalDelta = other.ExternalDelta;
KinematicSpeed = other.KinematicSpeed;
KinematicTangent = other.KinematicTangent;
KinematicDirection = other.KinematicDirection;
KinematicVelocity = other.KinematicVelocity;
DynamicVelocity = other.DynamicVelocity;
RealSpeed = other.RealSpeed;
RealVelocity = other.RealVelocity;
JumpFrames = other.JumpFrames;
HasTeleported = other.HasTeleported;
IsGrounded = other.IsGrounded;
WasGrounded = other.WasGrounded;
IsSteppingUp = other.IsSteppingUp;
WasSteppingUp = other.WasSteppingUp;
IsSnappingToGround = other.IsSnappingToGround;
WasSnappingToGround = other.WasSnappingToGround;
GroundNormal = other.GroundNormal;
GroundTangent = other.GroundTangent;
GroundPosition = other.GroundPosition;
GroundDistance = other.GroundDistance;
GroundAngle = other.GroundAngle;
Hits.CopyFromOther(other.Hits);
}
}
}