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using Unity.Assertions;
using Unity.Burst;
using Unity.Collections;
using Unity.Entities;
using Unity.Jobs;
using Unity.Mathematics;
using Unity.Physics.Systems;
using UnityEngine;
namespace Unity.Physics.Extensions
{
// Attaches a virtual spring to the picked entity
[UpdateInGroup(typeof(AfterPhysicsSystemGroup))]
public partial class MousePickSystem : SystemBase
{
public const float k_MaxDistance = 100.0f;
public NativeReference<SpringData> SpringDataRef;
public JobHandle? PickJobHandle;
public struct SpringData
{
public Entity Entity;
public bool Dragging;
public float3 PointOnBody;
public float MouseDepth;
}
public MousePickSystem()
{
SpringDataRef =
new NativeReference<SpringData>(Allocator.Persistent, NativeArrayOptions.UninitializedMemory);
SpringDataRef.Value = new SpringData();
}
protected override void OnCreate()
{
RequireForUpdate<MousePick>();
}
protected override void OnDestroy()
{
SpringDataRef.Dispose();
}
protected override void OnUpdate()
{
if (Input.GetMouseButtonDown(0) && (Camera.main != null))
{
Vector2 mousePosition = Input.mousePosition;
UnityEngine.Ray unityRay = Camera.main.ScreenPointToRay(mousePosition);
var world = SystemAPI.GetSingleton<PhysicsWorldSingleton>().PhysicsWorld;
// Schedule picking job, after the collision world has been built
Dependency = new Pick
{
CollisionWorld = world.CollisionWorld,
SpringDataRef = SpringDataRef,
RayInput = new RaycastInput
{
Start = unityRay.origin,
End = unityRay.origin + unityRay.direction * k_MaxDistance,
Filter = CollisionFilter.Default,
},
Near = Camera.main.nearClipPlane,
Forward = Camera.main.transform.forward,
IgnoreTriggers = SystemAPI.GetSingleton<MousePick>().IgnoreTriggers,
}.Schedule(Dependency);
PickJobHandle = Dependency;
}
if (Input.GetMouseButtonUp(0))
{
if (PickJobHandle != null)
{
PickJobHandle.Value.Complete();
}
SpringDataRef.Value = new SpringData();
}
}
[BurstCompile]
struct Pick : IJob
{
[ReadOnly] public CollisionWorld CollisionWorld;
public NativeReference<SpringData> SpringDataRef;
public RaycastInput RayInput;
public float Near;
public float3 Forward;
[ReadOnly] public bool IgnoreTriggers;
public void Execute()
{
var mousePickCollector =
new MousePickCollector(1.0f, CollisionWorld.Bodies, CollisionWorld.NumDynamicBodies);
mousePickCollector.IgnoreTriggers = IgnoreTriggers;
if (CollisionWorld.CastRay(RayInput, ref mousePickCollector))
{
float fraction = mousePickCollector.Hit.Fraction;
RigidBody hitBody = CollisionWorld.Bodies[mousePickCollector.Hit.RigidBodyIndex];
Math.MTransform bodyFromWorld = Math.Inverse(new Math.MTransform(hitBody.WorldFromBody));
float3 pointOnBody = Math.Mul(bodyFromWorld, mousePickCollector.Hit.Position);
SpringDataRef.Value = new SpringData
{
Entity = hitBody.Entity,
Dragging = true,
PointOnBody = pointOnBody,
MouseDepth = Near + math.dot(math.normalize(RayInput.End - RayInput.Start), Forward) *
fraction * k_MaxDistance,
};
}
else
{
SpringDataRef.Value = new SpringData
{
Dragging = false
};
}
}
}
}
// A mouse pick collector which stores every hit. Based off the ClosestHitCollector
[BurstCompile]
public struct MousePickCollector : ICollector<RaycastHit>
{
public bool IgnoreTriggers;
public bool IgnoreStatic;
public NativeArray<RigidBody> Bodies;
public int NumDynamicBodies;
public bool EarlyOutOnFirstHit => false;
public float MaxFraction { get; private set; }
public int NumHits { get; private set; }
private RaycastHit m_ClosestHit;
public RaycastHit Hit => m_ClosestHit;
public MousePickCollector(float maxFraction, NativeArray<RigidBody> rigidBodies, int numDynamicBodies)
{
m_ClosestHit = default(RaycastHit);
MaxFraction = maxFraction;
NumHits = 0;
IgnoreTriggers = true;
IgnoreStatic = true;
Bodies = rigidBodies;
NumDynamicBodies = numDynamicBodies;
}
#region ICollector
public bool AddHit(RaycastHit hit)
{
Assert.IsTrue(hit.Fraction <= MaxFraction);
var isAcceptable = true;
if (IgnoreStatic)
{
isAcceptable = isAcceptable && (hit.RigidBodyIndex >= 0) && (hit.RigidBodyIndex < NumDynamicBodies);
}
if (IgnoreTriggers)
{
isAcceptable = isAcceptable &&
hit.Material.CollisionResponse != CollisionResponsePolicy.RaiseTriggerEvents;
}
if (!isAcceptable)
{
return false;
}
MaxFraction = hit.Fraction;
m_ClosestHit = hit;
NumHits = 1;
return true;
}
#endregion
}
}