TrueSync
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PhysicsWorldManager.cs
116 TSRigidBodyConstraints constraints = tsRB != null ? tsRB.constraints : TSRigidBodyConstraints.None;
122 if (tsCollider.gameObject.transform.parent != null && tsCollider.gameObject.transform.parent.GetComponentInParent<TSCollider>() != null) {
123 TSCollider parentCollider = tsCollider.gameObject.transform.parent.GetComponentInParent<TSCollider>();
124 world.AddConstraint(new ConstraintHierarchy(parentCollider.Body, tsCollider._body, (tsCollider.GetComponent<TSTransform>().position + tsCollider.ScaledCenter) - (parentCollider.GetComponent<TSTransform>().position + parentCollider.ScaledCenter)));
140 public bool Raycast(TSVector rayOrigin, TSVector rayDirection, RaycastCallback raycast, out IBody body, out TSVector normal, out FP fraction) {
142 bool result = world.CollisionSystem.Raycast(rayOrigin, rayDirection, raycast, out rb, out normal, out fraction);
162 return new TSRaycastHit(bodyComponent, colliderComponent, transformComponent, hitNormal, ray.origin, ray.direction, hitFraction);
171 return new TSRaycastHit(bodyComponent, colliderComponent, transformComponent, hitNormal, ray.origin, direction, hitFraction);
209 private void CollisionDetected(RigidBody body1, RigidBody body2, Contact c, string callbackName) {
221 b1.SendMessage(callbackName, GetCollisionInfo(body1, body2, c), SendMessageOptions.DontRequireReceiver);
222 b2.SendMessage(callbackName, GetCollisionInfo(body2, body1, c), SendMessageOptions.DontRequireReceiver);
278 return LayerCollisionMatrix.CollisionEnabled(gameObjectMap[rigidBody1], gameObjectMap[rigidBody2]);
Manages the collision matrix of physics simulation.
Definition: LayerCollisionMatrix.cs:8
Manages creation of player prefabs and lockstep execution.
Definition: TrueSyncManager.cs:11
Provides a few utilities to be used on TrueSync exposed classes.
Definition: UnityUtils.cs:10
bool IsCollisionEnabled(IBody rigidBody1, IBody rigidBody2)
Check if the collision between two RigidBodies is enabled.
Definition: PhysicsWorldManager.cs:277
A deterministic version of Unity's Transform component for 3D physics.
Definition: TSTransform.cs:9
static IPhysicsManager instance
Returns a proper implementation of IPhysicsManager.
Definition: PhysicsManagerFactory.cs:11
Manages the 3D physics simulation.
Definition: PhysicsWorldManager.cs:11
TSVector ScaledCenter
Returns a version of collider's center scaled by parent's transform.
Definition: TSCollider.cs:80
TSRigidBodyConstraints constraints
Freeze constraints applied to this body.
Definition: TSRigidBody.cs:149
GameObject GetGameObject(IBody rigidBody)
Get the GameObject related to a specific RigidBody.
Definition: PhysicsWorldManager.cs:254
static bool CollisionEnabled(int layerA, int layerB)
Returns true if the given layers can collide.
Definition: LayerCollisionMatrix.cs:16
void Initialize()
Initializes Shape and RigidBody and sets initial values to position and orientation based on Unity's ...
Definition: TSCollider.cs:194
Definition: LayerCollisionMatrix.cs:3
Represents information about a contact between two 3D bodies.
Definition: TSCollision.cs:26
bool SpeculativeContacts
Property access to speculative contacts.
Definition: PhysicsWorldManager.cs:32
void AddBody(ICollider iCollider)
Add a new RigidBody to the world.
Definition: PhysicsWorldManager.cs:102
void UpdateStep()
Goes one step further on the physics simulation.
Definition: PhysicsWorldManager.cs:76
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