80 lines
2 KiB
C#
Executable file
80 lines
2 KiB
C#
Executable file
using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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namespace ABI.CCK.Components
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{
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[AddComponentMenu("ChilloutVR/Physics Influencer")]
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[HelpURL("https://developers.abinteractive.net/cck/")]
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[RequireComponent(typeof(Rigidbody), typeof(Collider))]
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public class PhysicsInfluencer : MonoBehaviour, ICCK_Component
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{
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public bool guiCenterOfMassFoldout;
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public bool changeCenterOfMass;
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public Transform centerOfMass;
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public bool updateContinuously;
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public bool guiBuoyancyFoldout;
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public bool enableBuoyancy = false;
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public float density;
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public float volume;
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public float airDrag = 0f;
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public float airAngularDrag = 0.05f;
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public float fluidDrag = 3f;
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public float fluidAngularDrag = 1f;
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public bool guiGravityFoldout;
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public bool enableLocalGravity;
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public bool forceAlignUpright;
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public bool guiMovementParentFoldout;
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public bool enableMovementParent;
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public bool ignoreForcesWhileParented;
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private Rigidbody _rigidbody;
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private Collider[] _colliders;
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private void Reset()
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{
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UpdateDensity();
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}
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public void UpdateDensity()
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{
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_rigidbody = GetComponent<Rigidbody>();
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float mass = _rigidbody.mass;
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_rigidbody.SetDensity(1f);
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volume = _rigidbody.mass;
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density = (mass / 1000f) / volume;
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_rigidbody.mass = mass;
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}
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// Start is called before the first frame update
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void Start()
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{
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_rigidbody = GetComponent<Rigidbody>();
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if (changeCenterOfMass && centerOfMass != null)
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{
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_rigidbody.centerOfMass = transform.InverseTransformPoint(centerOfMass.position);
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}
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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}
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