|
| 1 | +using Unity.Collections; |
| 2 | +using UnityEngine; |
| 3 | +using UnityEngine.LowLevelPhysics2D; |
| 4 | +using UnityEngine.UIElements; |
| 5 | + |
| 6 | +public class Compound : MonoBehaviour |
| 7 | +{ |
| 8 | + private SandboxManager m_SandboxManager; |
| 9 | + private SceneManifest m_SceneManifest; |
| 10 | + private UIDocument m_UIDocument; |
| 11 | + private CameraManipulator m_CameraManipulator; |
| 12 | + |
| 13 | + private PhysicsWorld m_PhysicsWorld; |
| 14 | + private Button m_IntrudeShapeButton; |
| 15 | + |
| 16 | + private PhysicsBody m_Table1; |
| 17 | + private PhysicsBody m_Table2; |
| 18 | + private PhysicsBody m_Ship1; |
| 19 | + private PhysicsBody m_Ship2; |
| 20 | + |
| 21 | + private void OnEnable() |
| 22 | + { |
| 23 | + m_SandboxManager = FindFirstObjectByType<SandboxManager>(); |
| 24 | + m_SceneManifest = FindFirstObjectByType<SceneManifest>(); |
| 25 | + m_UIDocument = GetComponent<UIDocument>(); |
| 26 | + |
| 27 | + m_CameraManipulator = FindFirstObjectByType<CameraManipulator>(); |
| 28 | + m_CameraManipulator.CameraSize = 15; |
| 29 | + m_CameraManipulator.CameraPosition = new Vector2(0f, 9f); |
| 30 | + |
| 31 | + // Set up the scene reset action. |
| 32 | + m_SandboxManager.SceneResetAction = SetupScene; |
| 33 | + |
| 34 | + // Set Overrides. |
| 35 | + m_SandboxManager.SetOverrideColorShapeState(false); |
| 36 | + |
| 37 | + m_PhysicsWorld = PhysicsWorld.defaultWorld; |
| 38 | + |
| 39 | + SetupOptions(); |
| 40 | + |
| 41 | + SetupScene(); |
| 42 | + } |
| 43 | + |
| 44 | + private void OnDisable() |
| 45 | + { |
| 46 | + // Reset overrides. |
| 47 | + m_SandboxManager.ResetOverrideColorShapeState(); |
| 48 | + } |
| 49 | + |
| 50 | + private void SetupOptions() |
| 51 | + { |
| 52 | + var root = m_UIDocument.rootVisualElement; |
| 53 | + |
| 54 | + { |
| 55 | + // Menu Region (for camera manipulator). |
| 56 | + var menuRegion = root.Q<VisualElement>("menu-region"); |
| 57 | + menuRegion.RegisterCallback<PointerEnterEvent>(_ => ++m_CameraManipulator.OverlapUI); |
| 58 | + menuRegion.RegisterCallback<PointerLeaveEvent>(_ => --m_CameraManipulator.OverlapUI); |
| 59 | + |
| 60 | + // Intrude Shape. |
| 61 | + m_IntrudeShapeButton = root.Q<Button>("intrude-shape"); |
| 62 | + m_IntrudeShapeButton.clicked += IntrudeShape; |
| 63 | + |
| 64 | + // Reset Scene. |
| 65 | + var resetScene = root.Q<Button>("reset-scene"); |
| 66 | + resetScene.clicked += SetupScene; |
| 67 | + |
| 68 | + // Fetch the scene description. |
| 69 | + var sceneDescription = root.Q<Label>("scene-description"); |
| 70 | + sceneDescription.text = $"\"{m_SceneManifest.LoadedSceneName}\"\n{m_SceneManifest.LoadedSceneDescription}"; |
| 71 | + } |
| 72 | + } |
| 73 | + |
| 74 | + private void SetupScene() |
| 75 | + { |
| 76 | + // Reset the scene state. |
| 77 | + m_SandboxManager.ResetSceneState(); |
| 78 | + |
| 79 | + var bodies = m_SandboxManager.Bodies; |
| 80 | + |
| 81 | + // Ground. |
| 82 | + { |
| 83 | + var body = m_PhysicsWorld.CreateBody(); |
| 84 | + bodies.Add(body); |
| 85 | + using var vertices = new NativeList<Vector2>(Allocator.Temp) |
| 86 | + { |
| 87 | + new(-25f, 0f), |
| 88 | + new(-25f, 23f), |
| 89 | + new(25f, 23f), |
| 90 | + new(25f, 0f) |
| 91 | + }; |
| 92 | + body.CreateChain(new ChainGeometry(vertices.AsArray()), PhysicsChainDefinition.defaultDefinition); |
| 93 | + } |
| 94 | + |
| 95 | + // Table 1. |
| 96 | + { |
| 97 | + m_Table1 = m_PhysicsWorld.CreateBody(new PhysicsBodyDefinition { bodyType = RigidbodyType2D.Dynamic, position = new Vector2(-15f, 1f) }); |
| 98 | + bodies.Add(m_Table1); |
| 99 | + |
| 100 | + m_Table1.CreateShape(PolygonGeometry.CreateBox(new Vector2(6f, 1f), 0f, new Vector2(0f, 3.5f))); |
| 101 | + m_Table1.CreateShape(PolygonGeometry.CreateBox(new Vector2(1f, 3f), 0f, new Vector2(-2.5f, 1.5f))); |
| 102 | + m_Table1.CreateShape(PolygonGeometry.CreateBox(new Vector2(1f, 3f), 0f, new Vector2(2.5f, 1.5f))); |
| 103 | + } |
| 104 | + |
| 105 | + // Table 2. |
| 106 | + { |
| 107 | + m_Table2 = m_PhysicsWorld.CreateBody(new PhysicsBodyDefinition { bodyType = RigidbodyType2D.Dynamic, position = new Vector2(-5f, 1f) }); |
| 108 | + bodies.Add(m_Table2); |
| 109 | + |
| 110 | + m_Table2.CreateShape(PolygonGeometry.CreateBox(new Vector2(6f, 1f), 0f, new Vector2(0f, 3.5f))); |
| 111 | + m_Table2.CreateShape(PolygonGeometry.CreateBox(new Vector2(1f, 4f), 0f, new Vector2(-2.5f, 2f))); |
| 112 | + m_Table2.CreateShape(PolygonGeometry.CreateBox(new Vector2(1f, 4f), 0f, new Vector2(2.5f, 2f))); |
| 113 | + } |
| 114 | + |
| 115 | + // Spaceship 1. |
| 116 | + { |
| 117 | + m_Ship1 = m_PhysicsWorld.CreateBody(new PhysicsBodyDefinition { bodyType = RigidbodyType2D.Dynamic, position = new Vector2(5f, 1f) }); |
| 118 | + bodies.Add(m_Ship1); |
| 119 | + |
| 120 | + { |
| 121 | + using var vertices = new NativeList<Vector2>(Allocator.Temp) |
| 122 | + { |
| 123 | + new(-2f, 0f), |
| 124 | + new(0f, 4f / 3f), |
| 125 | + new(0f, 4f) |
| 126 | + }; |
| 127 | + m_Ship1.CreateShape(PolygonGeometry.Create(vertices.AsArray())); |
| 128 | + } |
| 129 | + |
| 130 | + { |
| 131 | + using var vertices = new NativeList<Vector2>(Allocator.Temp) |
| 132 | + { |
| 133 | + new(2f, 0f), |
| 134 | + new(0f, 4f / 3f), |
| 135 | + new(0f, 4f) |
| 136 | + }; |
| 137 | + m_Ship1.CreateShape(PolygonGeometry.Create(vertices.AsArray())); |
| 138 | + } |
| 139 | + } |
| 140 | + |
| 141 | + // Spaceship 2. |
| 142 | + { |
| 143 | + m_Ship2 = m_PhysicsWorld.CreateBody(new PhysicsBodyDefinition { bodyType = RigidbodyType2D.Dynamic, position = new Vector2(15f, 1f) }); |
| 144 | + bodies.Add(m_Ship2); |
| 145 | + |
| 146 | + { |
| 147 | + using var vertices = new NativeList<Vector2>(Allocator.Temp) |
| 148 | + { |
| 149 | + new(-2f, 0f), |
| 150 | + new(1f, 2f), |
| 151 | + new(0f, 4f) |
| 152 | + }; |
| 153 | + m_Ship2.CreateShape(PolygonGeometry.Create(vertices.AsArray())); |
| 154 | + } |
| 155 | + |
| 156 | + { |
| 157 | + using var vertices = new NativeList<Vector2>(Allocator.Temp) |
| 158 | + { |
| 159 | + new(2f, 0f), |
| 160 | + new(-1f, 2f), |
| 161 | + new(0f, 4f) |
| 162 | + }; |
| 163 | + m_Ship2.CreateShape(PolygonGeometry.Create(vertices.AsArray())); |
| 164 | + } |
| 165 | + } |
| 166 | + } |
| 167 | + |
| 168 | + private void IntrudeShape() |
| 169 | + { |
| 170 | + var bodies = m_SandboxManager.Bodies; |
| 171 | + |
| 172 | + // Table 1 intrusion. |
| 173 | + { |
| 174 | + var body = m_PhysicsWorld.CreateBody(new PhysicsBodyDefinition { bodyType = RigidbodyType2D.Dynamic, position = m_Table1.position, rotation = m_Table1.rotation }); |
| 175 | + bodies.Add(body); |
| 176 | + body.CreateShape(PolygonGeometry.CreateBox(new Vector2(8f, 0.2f), 0f, new Vector2(0f, 3.0f))); |
| 177 | + } |
| 178 | + |
| 179 | + // Table 2 intrusion. |
| 180 | + { |
| 181 | + var body = m_PhysicsWorld.CreateBody(new PhysicsBodyDefinition { bodyType = RigidbodyType2D.Dynamic, position = m_Table2.position, rotation = m_Table2.rotation }); |
| 182 | + bodies.Add(body); |
| 183 | + body.CreateShape(PolygonGeometry.CreateBox(new Vector2(8f, 0.2f), 0f, new Vector2(0f, 3.0f))); |
| 184 | + } |
| 185 | + |
| 186 | + // Ship 1 intrusion. |
| 187 | + { |
| 188 | + var body = m_PhysicsWorld.CreateBody(new PhysicsBodyDefinition { bodyType = RigidbodyType2D.Dynamic, position = m_Ship1.position, rotation = m_Ship1.rotation }); |
| 189 | + bodies.Add(body); |
| 190 | + body.CreateShape(new CircleGeometry { center = new Vector2(0f, 2f), radius = 0.5f }); |
| 191 | + } |
| 192 | + |
| 193 | + // Ship 2 intrusion. |
| 194 | + { |
| 195 | + var body = m_PhysicsWorld.CreateBody(new PhysicsBodyDefinition { bodyType = RigidbodyType2D.Dynamic, position = m_Ship2.position, rotation = m_Ship2.rotation }); |
| 196 | + bodies.Add(body); |
| 197 | + body.CreateShape(new CircleGeometry { center = new Vector2(0f, 2f), radius = 0.5f }); |
| 198 | + } |
| 199 | + } |
| 200 | + |
| 201 | + private void Update() |
| 202 | + { |
| 203 | + DrawBodyBounds(m_Table1, Color.red); |
| 204 | + DrawBodyBounds(m_Table2, Color.cyan); |
| 205 | + DrawBodyBounds(m_Ship1, Color.red); |
| 206 | + DrawBodyBounds(m_Ship2, Color.cyan); |
| 207 | + } |
| 208 | + |
| 209 | + private void DrawBodyBounds(PhysicsBody body, Color color) |
| 210 | + { |
| 211 | + if (!body.isValid) |
| 212 | + return; |
| 213 | + |
| 214 | + // Calculate the body AABB. |
| 215 | + var aabb = body.GetAABB(); |
| 216 | + |
| 217 | + // Draw the AABB. |
| 218 | + m_PhysicsWorld.DrawBox(aabb.center, aabb.extents * 2f, 0f, color); |
| 219 | + } |
| 220 | +} |
0 commit comments