Space-Smash-Out/Assets/FishNet/Runtime/Object/Prediction/PredictionRigidbody.cs

377 lines
14 KiB
C#

using FishNet.CodeGenerating;
using FishNet.Managing;
using FishNet.Serializing;
using GameKit.Dependencies.Utilities;
using System.Collections.Generic;
using UnityEngine;
namespace FishNet.Object.Prediction
{
#if !PREDICTION_1
public static class PredictionRigidbodySerializers
{
public static void WriteForceData(this Writer w, PredictionRigidbody.EntryData value)
{
PredictionRigidbody.ForceApplicationType appType = value.Type;
w.WriteByte((byte)appType);
switch (appType)
{
case PredictionRigidbody.ForceApplicationType.AddTorque:
case PredictionRigidbody.ForceApplicationType.AddForce:
case PredictionRigidbody.ForceApplicationType.AddRelativeTorque:
case PredictionRigidbody.ForceApplicationType.AddRelativeForce:
w.Write((PredictionRigidbody.ForceAndTorqueData)value.Data);
break;
case PredictionRigidbody.ForceApplicationType.AddExplosiveForce:
w.Write((PredictionRigidbody.ExplosiveForceData)value.Data);
break;
case PredictionRigidbody.ForceApplicationType.AddForceAtPosition:
w.Write((PredictionRigidbody.PositionForceData)value.Data);
break;
default:
NetworkManagerExtensions.LogError($"ForceApplicationType of {appType} is not supported.");
break;
}
}
public static PredictionRigidbody.EntryData ReadForceData(this Reader r)
{
PredictionRigidbody.EntryData fd = new PredictionRigidbody.EntryData();
PredictionRigidbody.ForceApplicationType appType = (PredictionRigidbody.ForceApplicationType)r.ReadByte();
fd.Type = appType;
switch (appType)
{
case PredictionRigidbody.ForceApplicationType.AddTorque:
case PredictionRigidbody.ForceApplicationType.AddForce:
case PredictionRigidbody.ForceApplicationType.AddRelativeTorque:
case PredictionRigidbody.ForceApplicationType.AddRelativeForce:
fd.Data = r.Read<PredictionRigidbody.ForceAndTorqueData>();
return fd;
case PredictionRigidbody.ForceApplicationType.AddExplosiveForce:
fd.Data = r.Read<PredictionRigidbody.ExplosiveForceData>();
return fd;
case PredictionRigidbody.ForceApplicationType.AddForceAtPosition:
fd.Data = r.Read<PredictionRigidbody.PositionForceData>();
return fd;
default:
NetworkManagerExtensions.LogError($"ForceApplicationType of {appType} is not supported.");
return fd;
}
}
public static void WritePredictionRigidbody(this Writer w, PredictionRigidbody pr)
{
w.WriteList<PredictionRigidbody.EntryData>(pr.GetPendingForces());
}
public static PredictionRigidbody ReadPredictionRigidbody(this Reader r)
{
List<PredictionRigidbody.EntryData> lst = CollectionCaches<PredictionRigidbody.EntryData>.RetrieveList();
r.ReadList<PredictionRigidbody.EntryData>(ref lst);
PredictionRigidbody pr = ResettableObjectCaches<PredictionRigidbody>.Retrieve();
pr.SetPendingForces(lst);
return pr;
}
}
[UseGlobalCustomSerializer]
public class PredictionRigidbody : IResettable
{
#region Types.
public interface IForceData { }
//How the force was applied.
[System.Flags]
public enum ForceApplicationType : byte
{
AddForceAtPosition = 1,
AddExplosiveForce = 2,
AddForce = 4,
AddRelativeForce = 8,
AddTorque = 16,
AddRelativeTorque = 32,
}
public struct ForceAndTorqueData : IForceData
{
public Vector3 Force;
public ForceMode Mode;
public ForceAndTorqueData(Vector3 force, ForceMode mode)
{
Force = force;
Mode = mode;
}
}
public struct PositionForceData : IForceData
{
public Vector3 Force;
public Vector3 Position;
public ForceMode Mode;
public PositionForceData(Vector3 force, Vector3 position, ForceMode mode)
{
Force = force;
Position = position;
Mode = mode;
}
}
public struct ExplosiveForceData : IForceData
{
public float Force;
public Vector3 Position;
public float Radius;
public float UpwardsModifier;
public ForceMode Mode;
public ExplosiveForceData(float force, Vector3 position, float radius, float upwardsModifier, ForceMode mode)
{
Force = force;
Position = position;
Radius = radius;
UpwardsModifier = upwardsModifier;
Mode = mode;
}
}
[UseGlobalCustomSerializer]
public struct EntryData
{
public ForceApplicationType Type;
public IForceData Data;
public EntryData(ForceApplicationType type, IForceData data)
{
Type = type;
Data = data;
}
public EntryData(EntryData fd)
{
Type = fd.Type;
Data = fd.Data;
}
}
#endregion
#region Public.
/// <summary>
/// Rigidbody which force is applied.
/// </summary>
public Rigidbody Rigidbody { get; private set; }
#endregion
#region Private
/// <summary>
/// Forces waiting to be applied.
/// </summary>
[ExcludeSerialization]
private List<EntryData> _pendingForces;
#endregion
~PredictionRigidbody()
{
if (_pendingForces != null)
CollectionCaches<EntryData>.StoreAndDefault(ref _pendingForces);
Rigidbody = null;
}
/// <summary>
/// Rigidbody which force is applied.
/// </summary>
/// <param name="rb"></param>
public void Initialize(Rigidbody rb)
{
Rigidbody = rb;
if (_pendingForces == null)
_pendingForces = CollectionCaches<EntryData>.RetrieveList();
else
_pendingForces.Clear();
}
/// <summary>
/// Adds Velocity force to the Rigidbody.
/// </summary>
public void AddForce(Vector3 force, ForceMode mode = ForceMode.Force)
{
EntryData fd = new EntryData(ForceApplicationType.AddForce,
new ForceAndTorqueData(force, mode));
_pendingForces.Add(fd);
}
public void AddRelativeForce(Vector3 force, ForceMode mode = ForceMode.Force)
{
EntryData fd = new EntryData(ForceApplicationType.AddRelativeForce,
new ForceAndTorqueData(force, mode));
_pendingForces.Add(fd);
}
public void AddTorque(Vector3 force, ForceMode mode = ForceMode.Force)
{
EntryData fd = new EntryData(ForceApplicationType.AddTorque,
new ForceAndTorqueData(force, mode));
_pendingForces.Add(fd);
}
public void AddRelativeTorque(Vector3 force, ForceMode mode = ForceMode.Force)
{
EntryData fd = new EntryData(ForceApplicationType.AddRelativeTorque,
new ForceAndTorqueData(force, mode));
_pendingForces.Add(fd);
}
public void AddExplosiveForce(float force, Vector3 position, float radius, float upwardsModifier = 0f, ForceMode mode = ForceMode.Force)
{
EntryData fd = new EntryData(ForceApplicationType.AddExplosiveForce,
new ExplosiveForceData(force, position, radius, upwardsModifier, mode));
_pendingForces.Add(fd);
}
public void AddForceAtPosition(Vector3 force, Vector3 position, ForceMode mode = ForceMode.Force)
{
EntryData fd = new EntryData(ForceApplicationType.AddForceAtPosition,
new PositionForceData(force, position, mode));
_pendingForces.Add(fd);
}
/// <summary>
/// Sets velocity while clearing pending forces.
/// Simulate should still be called normally.
/// </summary>
public void Velocity(Vector3 force)
{
Rigidbody.velocity = force;
RemoveForces(true);
}
/// <summary>
/// Sets angularVelocity while clearning pending forces.
/// Simulate should still be called normally.
/// </summary>
public void AngularVelocity(Vector3 force)
{
Rigidbody.angularVelocity = force;
RemoveForces(false);
}
/// <summary>
/// Applies pending forces to rigidbody in the order they were added.
/// </summary>
public void Simulate()
{
foreach (EntryData item in _pendingForces)
{
switch (item.Type)
{
case ForceApplicationType.AddTorque:
ForceAndTorqueData e0 = (ForceAndTorqueData)item.Data;
Rigidbody.AddTorque(e0.Force, e0.Mode);
break;
case ForceApplicationType.AddForce:
ForceAndTorqueData e1 = (ForceAndTorqueData)item.Data;
Rigidbody.AddForce(e1.Force, e1.Mode);
break;
case ForceApplicationType.AddRelativeTorque:
ForceAndTorqueData e2 = (ForceAndTorqueData)item.Data;
Rigidbody.AddRelativeTorque(e2.Force, e2.Mode);
break;
case ForceApplicationType.AddRelativeForce:
ForceAndTorqueData e3 = (ForceAndTorqueData)item.Data;
Rigidbody.AddRelativeForce(e3.Force, e3.Mode);
break;
case ForceApplicationType.AddExplosiveForce:
ExplosiveForceData e4 = (ExplosiveForceData)item.Data;
Rigidbody.AddExplosionForce(e4.Force, e4.Position, e4.Radius, e4.UpwardsModifier, e4.Mode);
break;
case ForceApplicationType.AddForceAtPosition:
PositionForceData e5 = (PositionForceData)item.Data;
Rigidbody.AddForceAtPosition(e5.Force, e5.Position, e5.Mode);
break;
}
}
_pendingForces.Clear();
}
/// <summary>
/// Manually clears pending forces.
/// </summary>
/// <param name="velocity">True to clear velocities, false to clear angular velocities.</param>
public void ClearPendingForces(bool velocity)
{
RemoveForces(velocity);
}
/// <summary>
/// Clears pending velocity and angular velocity forces.
/// </summary>
public void ClearPendingForces()
{
_pendingForces.Clear();
}
/// <summary>
/// Reconciles to a state.
/// </summary>
public void Reconcile(PredictionRigidbody pr)
{
_pendingForces.Clear();
if (pr._pendingForces != null)
{
foreach (EntryData item in pr._pendingForces)
_pendingForces.Add(new EntryData(item));
}
ResettableObjectCaches<PredictionRigidbody>.Store(pr);
}
/// <summary>
/// Removes forces from pendingForces.
/// </summary>
/// <param name="velocity">True to remove if velocity, false if to remove angular velocity.</param>
private void RemoveForces(bool velocity)
{
if (_pendingForces.Count > 0)
{
bool shouldExist = velocity;
ForceApplicationType velocityApplicationTypes = (ForceApplicationType.AddRelativeForce | ForceApplicationType.AddForce | ForceApplicationType.AddExplosiveForce);
List<EntryData> newDatas = CollectionCaches<EntryData>.RetrieveList();
foreach (EntryData item in _pendingForces)
{
if (VelocityApplicationTypesContains(item.Type) == !velocity)
newDatas.Add(item);
}
//Add back to _pendingForces if changed.
if (newDatas.Count != _pendingForces.Count)
{
_pendingForces.Clear();
foreach (EntryData item in newDatas)
_pendingForces.Add(item);
}
CollectionCaches<EntryData>.Store(newDatas);
bool VelocityApplicationTypesContains(ForceApplicationType apt)
{
return (velocityApplicationTypes & apt) == apt;
}
}
}
internal List<EntryData> GetPendingForces() => _pendingForces;
internal void SetPendingForces(List<EntryData> lst) => _pendingForces = lst;
public void ResetState()
{
CollectionCaches<EntryData>.StoreAndDefault(ref _pendingForces);
Rigidbody = null;
}
public void InitializeState() { }
}
#endif
}