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SetPhysicsMassBehaviourSystem.cs
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24 lines (23 loc) · 1.25 KB
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using Unity.Entities;
using Unity.Physics;
using Unity.Physics.Authoring;
[UpdateAfter(typeof(PhysicsBodyBakingSystem))]
[UpdateAfter(typeof(RigidbodyBakingSystem))]
[UpdateAfter(typeof(EndJointBakingSystem))]
[WorldSystemFilter(WorldSystemFilterFlags.BakingSystem)]
public partial struct SetPhysicsMassBehaviourSystem : ISystem
{
public void OnUpdate(ref SystemState state)
{
// Fill in the MassProperties based on the potential calculated value by BuildCompoundColliderBakingSystem
foreach (var(mass, setPhysicsMass)
in SystemAPI.Query<RefRW<PhysicsMass>, RefRO<PhysicsMassBehaviourAuthoring.SetPhysicsMassBaking>>()
.WithOptions(EntityQueryOptions.IncludePrefab | EntityQueryOptions.IncludeDisabledEntities))
{
mass.ValueRW.InverseInertia[0] = setPhysicsMass.ValueRO.InfiniteInertiaX ? 0 : mass.ValueRW.InverseInertia[0];
mass.ValueRW.InverseInertia[1] = setPhysicsMass.ValueRO.InfiniteInertiaY ? 0 : mass.ValueRW.InverseInertia[1];
mass.ValueRW.InverseInertia[2] = setPhysicsMass.ValueRO.InfiniteInertiaZ ? 0 : mass.ValueRW.InverseInertia[2];
mass.ValueRW.InverseMass = setPhysicsMass.ValueRO.InfiniteMass ? 0 : mass.ValueRW.InverseMass;
}
}
}