Prediction: support all Joints

This commit is contained in:
mischa 2024-01-25 11:42:21 +01:00
parent 9f8c801795
commit 2f75bcc913

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@ -10,10 +10,14 @@ public static class PredictionUtils
// move a Rigidbody + settings from one GameObject to another.
public static void MoveRigidbody(GameObject source, GameObject destination)
{
// create a new Rigidbody component on destionation
// create a new Rigidbody component on destination.
// note that adding a Joint automatically adds a Rigidbody.
// so first check if one was added yet.
Rigidbody original = source.GetComponent<Rigidbody>();
if (original == null) throw new Exception($"Prediction: attempted to move {source}'s Rigidbody to the predicted copy, but there was no component.");
Rigidbody rigidbodyCopy = destination.AddComponent<Rigidbody>();
Rigidbody rigidbodyCopy;
if (!destination.TryGetComponent(out rigidbodyCopy))
rigidbodyCopy = destination.AddComponent<Rigidbody>();
// copy all properties
rigidbodyCopy.mass = original.mass;
@ -149,12 +153,230 @@ public static void MoveAllColliders(GameObject source, GameObject destination)
MoveMeshColliders(source, destination);
}
// joints //////////////////////////////////////////////////////////////
// move all CharacterJoints + settings from one GameObject to another.
public static void MoveCharacterJoints(GameObject source, GameObject destination)
{
// colliders may be on children
CharacterJoint[] sourceJoints = source.GetComponentsInChildren<CharacterJoint>();
foreach (CharacterJoint sourceJoint in sourceJoints)
{
// copy the relative transform:
// if joint is on root, it returns destination root.
// if joint is on a child, it creates and returns a child on destination.
GameObject target = CopyRelativeTransform(source, sourceJoint.transform, destination);
CharacterJoint jointCopy = target.AddComponent<CharacterJoint>();
// apply settings, in alphabetical order
jointCopy.anchor = sourceJoint.anchor;
jointCopy.autoConfigureConnectedAnchor = sourceJoint.autoConfigureConnectedAnchor;
jointCopy.axis = sourceJoint.axis;
jointCopy.breakForce = sourceJoint.breakForce;
jointCopy.breakTorque = sourceJoint.breakTorque;
jointCopy.connectedAnchor = sourceJoint.connectedAnchor;
jointCopy.connectedBody = sourceJoint.connectedBody;
jointCopy.connectedArticulationBody = sourceJoint.connectedArticulationBody;
jointCopy.connectedMassScale = sourceJoint.connectedMassScale;
jointCopy.enableCollision = sourceJoint.enableCollision;
jointCopy.enablePreprocessing = sourceJoint.enablePreprocessing;
jointCopy.enableProjection = sourceJoint.enableProjection;
jointCopy.highTwistLimit = sourceJoint.highTwistLimit;
jointCopy.lowTwistLimit = sourceJoint.lowTwistLimit;
jointCopy.massScale = sourceJoint.massScale;
jointCopy.projectionAngle = sourceJoint.projectionAngle;
jointCopy.projectionDistance = sourceJoint.projectionDistance;
jointCopy.swing1Limit = sourceJoint.swing1Limit;
jointCopy.swing2Limit = sourceJoint.swing2Limit;
jointCopy.swingAxis = sourceJoint.swingAxis;
jointCopy.swingLimitSpring = sourceJoint.swingLimitSpring;
jointCopy.twistLimitSpring = sourceJoint.twistLimitSpring;
GameObject.Destroy(sourceJoint);
}
}
// move all ConfigurableJoints + settings from one GameObject to another.
public static void MoveConfigurableJoints(GameObject source, GameObject destination)
{
// colliders may be on children
ConfigurableJoint[] sourceJoints = source.GetComponentsInChildren<ConfigurableJoint>();
foreach (ConfigurableJoint sourceJoint in sourceJoints)
{
// copy the relative transform:
// if joint is on root, it returns destination root.
// if joint is on a child, it creates and returns a child on destination.
GameObject target = CopyRelativeTransform(source, sourceJoint.transform, destination);
ConfigurableJoint jointCopy = target.AddComponent<ConfigurableJoint>();
// apply settings, in alphabetical order
jointCopy.anchor = sourceJoint.anchor;
jointCopy.angularXLimitSpring = sourceJoint.angularXLimitSpring;
jointCopy.angularXDrive = sourceJoint.angularXDrive;
jointCopy.angularXMotion = sourceJoint.angularXMotion;
jointCopy.angularYLimit = sourceJoint.angularYLimit;
jointCopy.angularYMotion = sourceJoint.angularYMotion;
jointCopy.angularYZDrive = sourceJoint.angularYZDrive;
jointCopy.angularYZLimitSpring = sourceJoint.angularYZLimitSpring;
jointCopy.angularZLimit = sourceJoint.angularZLimit;
jointCopy.angularZMotion = sourceJoint.angularZMotion;
jointCopy.autoConfigureConnectedAnchor = sourceJoint.autoConfigureConnectedAnchor;
jointCopy.axis = sourceJoint.axis;
jointCopy.breakForce = sourceJoint.breakForce;
jointCopy.breakTorque = sourceJoint.breakTorque;
jointCopy.configuredInWorldSpace = sourceJoint.configuredInWorldSpace;
jointCopy.connectedAnchor = sourceJoint.connectedAnchor;
jointCopy.connectedBody = sourceJoint.connectedBody;
jointCopy.connectedArticulationBody = sourceJoint.connectedArticulationBody;
jointCopy.connectedMassScale = sourceJoint.connectedMassScale;
jointCopy.enableCollision = sourceJoint.enableCollision;
jointCopy.enablePreprocessing = sourceJoint.enablePreprocessing;
jointCopy.highAngularXLimit = sourceJoint.highAngularXLimit;
jointCopy.linearLimitSpring = sourceJoint.linearLimitSpring;
jointCopy.linearLimit = sourceJoint.linearLimit;
jointCopy.lowAngularXLimit = sourceJoint.lowAngularXLimit;
jointCopy.massScale = sourceJoint.massScale;
jointCopy.projectionAngle = sourceJoint.projectionAngle;
jointCopy.projectionDistance = sourceJoint.projectionDistance;
jointCopy.projectionMode = sourceJoint.projectionMode;
jointCopy.rotationDriveMode = sourceJoint.rotationDriveMode;
jointCopy.secondaryAxis = sourceJoint.secondaryAxis;
jointCopy.slerpDrive = sourceJoint.slerpDrive;
jointCopy.swapBodies = sourceJoint.swapBodies;
jointCopy.targetAngularVelocity = sourceJoint.targetAngularVelocity;
jointCopy.targetPosition = sourceJoint.targetPosition;
jointCopy.targetRotation = sourceJoint.targetRotation;
jointCopy.targetVelocity = sourceJoint.targetVelocity;
jointCopy.xDrive = sourceJoint.xDrive;
jointCopy.xMotion = sourceJoint.xMotion;
jointCopy.yDrive = sourceJoint.yDrive;
jointCopy.yMotion = sourceJoint.yMotion;
jointCopy.zDrive = sourceJoint.zDrive;
jointCopy.zMotion = sourceJoint.zMotion;
GameObject.Destroy(sourceJoint);
}
}
// move all FixedJoints + settings from one GameObject to another.
public static void MoveFixedJoints(GameObject source, GameObject destination)
{
// colliders may be on children
FixedJoint[] sourceJoints = source.GetComponentsInChildren<FixedJoint>();
foreach (FixedJoint sourceJoint in sourceJoints)
{
// copy the relative transform:
// if joint is on root, it returns destination root.
// if joint is on a child, it creates and returns a child on destination.
GameObject target = CopyRelativeTransform(source, sourceJoint.transform, destination);
FixedJoint jointCopy = target.AddComponent<FixedJoint>();
// apply settings, in alphabetical order
jointCopy.anchor = sourceJoint.anchor;
jointCopy.autoConfigureConnectedAnchor = sourceJoint.autoConfigureConnectedAnchor;
jointCopy.axis = sourceJoint.axis;
jointCopy.breakForce = sourceJoint.breakForce;
jointCopy.breakTorque = sourceJoint.breakTorque;
jointCopy.connectedAnchor = sourceJoint.connectedAnchor;
jointCopy.connectedBody = sourceJoint.connectedBody;
jointCopy.connectedArticulationBody = sourceJoint.connectedArticulationBody;
jointCopy.connectedMassScale = sourceJoint.connectedMassScale;
jointCopy.enableCollision = sourceJoint.enableCollision;
jointCopy.enablePreprocessing = sourceJoint.enablePreprocessing;
jointCopy.massScale = sourceJoint.massScale;
GameObject.Destroy(sourceJoint);
}
}
// move all HingeJoints + settings from one GameObject to another.
public static void MoveHingeJoints(GameObject source, GameObject destination)
{
// colliders may be on children
HingeJoint[] sourceJoints = source.GetComponentsInChildren<HingeJoint>();
foreach (HingeJoint sourceJoint in sourceJoints)
{
// copy the relative transform:
// if joint is on root, it returns destination root.
// if joint is on a child, it creates and returns a child on destination.
GameObject target = CopyRelativeTransform(source, sourceJoint.transform, destination);
HingeJoint jointCopy = target.AddComponent<HingeJoint>();
// apply settings, in alphabetical order
jointCopy.anchor = sourceJoint.anchor;
jointCopy.autoConfigureConnectedAnchor = sourceJoint.autoConfigureConnectedAnchor;
jointCopy.axis = sourceJoint.axis;
jointCopy.breakForce = sourceJoint.breakForce;
jointCopy.breakTorque = sourceJoint.breakTorque;
jointCopy.connectedAnchor = sourceJoint.connectedAnchor;
jointCopy.connectedBody = sourceJoint.connectedBody;
jointCopy.connectedArticulationBody = sourceJoint.connectedArticulationBody;
jointCopy.connectedMassScale = sourceJoint.connectedMassScale;
jointCopy.enableCollision = sourceJoint.enableCollision;
jointCopy.enablePreprocessing = sourceJoint.enablePreprocessing;
jointCopy.extendedLimits = sourceJoint.extendedLimits;
jointCopy.limits = sourceJoint.limits;
jointCopy.massScale = sourceJoint.massScale;
jointCopy.motor = sourceJoint.motor;
jointCopy.spring = sourceJoint.spring;
jointCopy.useAcceleration = sourceJoint.useAcceleration;
jointCopy.useLimits = sourceJoint.useLimits;
jointCopy.useMotor = sourceJoint.useMotor;
jointCopy.useSpring = sourceJoint.useSpring;
GameObject.Destroy(sourceJoint);
}
}
// move all SpringJoints + settings from one GameObject to another.
public static void MoveSpringJoints(GameObject source, GameObject destination)
{
// colliders may be on children
SpringJoint[] sourceJoints = source.GetComponentsInChildren<SpringJoint>();
foreach (SpringJoint sourceJoint in sourceJoints)
{
// copy the relative transform:
// if joint is on root, it returns destination root.
// if joint is on a child, it creates and returns a child on destination.
GameObject target = CopyRelativeTransform(source, sourceJoint.transform, destination);
SpringJoint jointCopy = target.AddComponent<SpringJoint>();
// apply settings, in alphabetical order
jointCopy.anchor = sourceJoint.anchor;
jointCopy.autoConfigureConnectedAnchor = sourceJoint.autoConfigureConnectedAnchor;
jointCopy.axis = sourceJoint.axis;
jointCopy.breakForce = sourceJoint.breakForce;
jointCopy.breakTorque = sourceJoint.breakTorque;
jointCopy.connectedAnchor = sourceJoint.connectedAnchor;
jointCopy.connectedBody = sourceJoint.connectedBody;
jointCopy.connectedArticulationBody = sourceJoint.connectedArticulationBody;
jointCopy.connectedMassScale = sourceJoint.connectedMassScale;
jointCopy.damper = sourceJoint.damper;
jointCopy.enableCollision = sourceJoint.enableCollision;
jointCopy.enablePreprocessing = sourceJoint.enablePreprocessing;
jointCopy.massScale = sourceJoint.massScale;
jointCopy.maxDistance = sourceJoint.maxDistance;
jointCopy.minDistance = sourceJoint.minDistance;
jointCopy.spring = sourceJoint.spring;
jointCopy.tolerance = sourceJoint.tolerance;
GameObject.Destroy(sourceJoint);
}
}
// move all Joints + settings from one GameObject to another.
public static void MoveAllJoints(GameObject source, GameObject destination)
{
MoveCharacterJoints(source, destination);
MoveConfigurableJoints(source, destination);
MoveFixedJoints(source, destination);
MoveHingeJoints(source, destination);
MoveSpringJoints(source, destination);
}
// all /////////////////////////////////////////////////////////////////
// move all physics components from one GameObject to another.
public static void MovePhysicsComponents(GameObject source, GameObject destination)
{
MoveRigidbody(source, destination);
// need to move joints first, otherwise we might see:
// 'can't move Rigidbody because a Joint depends on it'
MoveAllJoints(source, destination);
MoveAllColliders(source, destination);
MoveRigidbody(source, destination);
}
}
}