68 lines
3.0 KiB
C#

using NewHorizons.External.Configs;
using NewHorizons.External.Modules;
using UnityEngine;
using Logger = NewHorizons.Utility.Logger;
namespace NewHorizons.Builder.General
{
public static class GravityBuilder
{
public static GravityVolume Make(GameObject planetGO, AstroObject ao, PlanetConfig config)
{
var exponent = config.Base.GravityFallOff == GravityFallOff.Linear ? 1f : 2f;
var GM = config.Base.SurfaceGravity * Mathf.Pow(config.Base.SurfaceSize, exponent);
// Gravity limit will be when the acceleration it would cause is less than 0.1 m/s^2
var gravityRadius = GM / 0.1f;
if (exponent == 2f) gravityRadius = Mathf.Sqrt(gravityRadius);
// To let you actually orbit things the way you would expect we cap this at 4x the diameter if its not a star or black hole (this is what giants deep has)
if (config.Star == null && config.Singularity == null) gravityRadius = Mathf.Min(gravityRadius, 4 * config.Base.SurfaceSize);
else gravityRadius = Mathf.Min(gravityRadius, 15 * config.Base.SurfaceSize);
if (config.Base.SphereOfInfluence != 0f) gravityRadius = config.Base.SphereOfInfluence;
var gravityGO = new GameObject("GravityWell");
gravityGO.transform.parent = planetGO.transform;
gravityGO.transform.localPosition = Vector3.zero;
gravityGO.layer = 17;
gravityGO.SetActive(false);
var SC = gravityGO.AddComponent<SphereCollider>();
SC.isTrigger = true;
SC.radius = gravityRadius;
var owCollider = gravityGO.AddComponent<OWCollider>();
owCollider.SetLODActivationMask(DynamicOccupant.Player);
var owTriggerVolume = gravityGO.AddComponent<OWTriggerVolume>();
var gravityVolume = gravityGO.AddComponent<GravityVolume>();
gravityVolume._cutoffAcceleration = 0.1f;
var falloff = config.Base.GravityFallOff == GravityFallOff.Linear? GravityVolume.FalloffType.linear : GravityVolume.FalloffType.inverseSquared;
gravityVolume._falloffType = falloff;
// Radius where your feet turn to the planet
var alignmentRadius = config.Atmosphere?.Clouds?.OuterCloudRadius ?? 1.5f * config.Base.SurfaceSize;
if (config.Base.SurfaceGravity == 0) alignmentRadius = 0;
gravityVolume._alignmentRadius = alignmentRadius;
gravityVolume._upperSurfaceRadius = config.Base.SurfaceSize;
gravityVolume._lowerSurfaceRadius = 0;
gravityVolume._layer = 3;
gravityVolume._priority = 0;
gravityVolume._alignmentPriority = 0;
gravityVolume._surfaceAcceleration = config.Base.SurfaceGravity;
gravityVolume._inheritable = false;
gravityVolume._isPlanetGravityVolume = true;
gravityVolume._cutoffRadius = 0f;
gravityGO.SetActive(true);
ao._gravityVolume = gravityVolume;
return gravityVolume;
}
}
}