using System.IO;
using UnityEngine;
namespace VelNet
{
///
/// A simple class that will sync the position and rotation of a network object with a rigidbody
///
[AddComponentMenu("VelNet/VelNet Sync Rigidbody")]
[RequireComponent(typeof(Rigidbody))]
public class SyncRigidbody : NetworkSerializedObjectStream
{
public bool useLocalTransform;
[Tooltip("0 to disable.")]
public float teleportDistance;
[Tooltip("0 to disable.")]
public float teleportAngle;
public bool syncKinematic;
public bool syncGravity;
public bool syncVelocity;
public bool syncAngularVelocity;
private Vector3 targetPosition;
private Quaternion targetRotation;
private float distanceAtReceiveTime;
private float angleAtReceiveTime;
private Rigidbody rb;
private void Start()
{
rb = GetComponent();
if (useLocalTransform)
{
targetPosition = transform.localPosition;
targetRotation = transform.localRotation;
}
else
{
targetPosition = transform.position;
targetRotation = transform.rotation;
}
}
///
/// This gets called at serializationRateHz when the object is locally owned
///
protected override void SendState(BinaryWriter writer)
{
if (useLocalTransform)
{
writer.Write(transform.localPosition);
writer.Write(transform.localRotation);
}
else
{
writer.Write(transform.position);
writer.Write(transform.rotation);
}
// writer.Write((new bool[] {rb.isKinematic, rb.useGravity}).GetBitmasks());
if (syncKinematic) writer.Write(rb.isKinematic);
if (syncGravity) writer.Write(rb.useGravity);
if (syncVelocity) writer.Write(rb.velocity);
if (syncAngularVelocity) writer.Write(rb.angularVelocity);
}
///
/// This gets called whenever a message about the state of this object is received.
/// Usually at serializationRateHz.
///
protected override void ReceiveState(BinaryReader reader)
{
targetPosition = reader.ReadVector3();
targetRotation = reader.ReadQuaternion();
if (syncKinematic) rb.isKinematic = reader.ReadBoolean();
if (syncGravity) rb.useGravity = reader.ReadBoolean();
if (syncVelocity) rb.velocity = reader.ReadVector3();
if (syncAngularVelocity) rb.angularVelocity = reader.ReadVector3();
// record the distance from the target for interpolation
if (useLocalTransform)
{
distanceAtReceiveTime = Vector3.Distance(targetPosition, transform.localPosition);
angleAtReceiveTime = Quaternion.Angle(targetRotation, transform.localRotation);
if (teleportDistance != 0 && teleportDistance < distanceAtReceiveTime)
{
transform.localPosition = targetPosition;
}
if (teleportAngle != 0 && teleportAngle < angleAtReceiveTime)
{
transform.localRotation = targetRotation;
}
}
else
{
distanceAtReceiveTime = Vector3.Distance(targetPosition, transform.position);
angleAtReceiveTime = Quaternion.Angle(targetRotation, transform.rotation);
if (teleportDistance != 0 && teleportDistance < distanceAtReceiveTime)
{
transform.position = targetPosition;
}
if (teleportAngle != 0 && teleportAngle < angleAtReceiveTime)
{
transform.rotation = targetRotation;
}
}
}
private void Update()
{
if (IsMine) return;
if (useLocalTransform)
{
transform.localPosition = Vector3.MoveTowards(
transform.localPosition,
targetPosition,
Time.deltaTime * distanceAtReceiveTime * serializationRateHz
);
transform.localRotation = Quaternion.RotateTowards(
transform.localRotation,
targetRotation,
Time.deltaTime * angleAtReceiveTime * serializationRateHz
);
}
else
{
transform.position = Vector3.MoveTowards(
transform.position,
targetPosition,
Time.deltaTime * distanceAtReceiveTime * serializationRateHz
);
transform.rotation = Quaternion.RotateTowards(
transform.rotation,
targetRotation,
Time.deltaTime * angleAtReceiveTime * serializationRateHz
);
}
}
}
}