57 lines
1.7 KiB
C#
57 lines
1.7 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace BNG {
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public class CustomCenterOfMass : MonoBehaviour {
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[Header("Define Center of Mass")]
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[Tooltip("Local coordinates to use as center of mass if 'CenterOfMassTransform' is not specified.")]
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public Vector3 CenterOfMass = Vector3.zero;
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[Tooltip("Use this Transform's local position for the center of mass if specified.")]
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public Transform CenterOfMassTransform;
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[Header("Debug Options")]
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[Tooltip("If true a red sphere will in the editor show where the center of mass will be positioned")]
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public bool ShowGizmo = true;
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Rigidbody rigid;
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// Start is called before the first frame update
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void Start() {
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rigid = GetComponent<Rigidbody>();
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SetCenterOfMass(getThisCenterOfMass());
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}
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public virtual void SetCenterOfMass(Vector3 center) {
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if (rigid) {
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rigid.centerOfMass = center;
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}
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}
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protected virtual Vector3 getThisCenterOfMass() {
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if (CenterOfMassTransform != null) {
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return CenterOfMassTransform.localPosition;
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}
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else {
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return CenterOfMass;
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}
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}
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void OnDrawGizmos() {
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if(ShowGizmo) {
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Gizmos.color = Color.red;
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if(rigid) {
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Gizmos.DrawSphere(rigid.worldCenterOfMass, 0.02f);
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}
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else {
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Gizmos.DrawSphere(transform.position + transform.TransformVector(getThisCenterOfMass()), 0.02f);
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}
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}
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}
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}
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}
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