2025-05-08 10:30:32 +02:00

241 lines
8.9 KiB
C#

using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
namespace SceneProfiler.Editor.GUI
{
public class PhysicsProfilerGUI : ProfilerGUI<PhysicsObjectDetails>
{
public PhysicsProfilerGUI(SceneProfiler profiler, Color defColor)
: base(profiler, defColor)
{
InitializeColumns();
InitializeColumnHeader();
}
protected override void InitializeColumns()
{
var columnDefinitions = new (string, float, bool)[]
{
("Rigidbody", 150, false),
("IsActive", 80, false),
("Mass", 60, false),
("Drag", 60, false),
("Angular Drag", 100, false),
("Kinematic", 100, false),
("Interpolation", 100, false),
("Collision Detection", 150, false),
("Collider Type", 100, false)
};
columns = columnDefinitions.Select(def => CreateColumn(def.Item1, def.Item2, def.Item3)).ToArray();
}
protected override List<PhysicsObjectDetails> GetProfilerItems()
{
return profiler.ActivePhysicsObjects;
}
protected override int CompareItems(PhysicsObjectDetails a, PhysicsObjectDetails b, int columnIndex)
{
switch (columnIndex)
{
case 0: return string.Compare(a.rigidbody.name, b.rigidbody.name);
case 1: return CompareState(a, b);
case 2: return a.mass.CompareTo(b.mass);
case 3: return a.drag.CompareTo(b.drag);
case 4: return a.angularDrag.CompareTo(b.angularDrag);
case 5: return a.isKinematic.CompareTo(b.isKinematic);
case 6: return a.interpolation.CompareTo(b.interpolation);
case 7: return a.collisionDetectionMode.CompareTo(b.collisionDetectionMode);
case 8: return string.Compare(a.colliderType, b.colliderType);
default: return 0;
}
}
private int CompareState(PhysicsObjectDetails a, PhysicsObjectDetails b)
{
int aState = (a.isActive ? 1 : 0) + (!a.isKinematic ? 1 : 0);
int bState = (b.isActive ? 1 : 0) + (!b.isKinematic ? 1 : 0);
return aState.CompareTo(bState);
}
public void ListPhysicsObjects()
{
if (buttonStyle == null || labelStyle == null)
{
InitializeStyles();
}
var headerRect = GUILayoutUtility.GetRect(0, columnHeader.height, GUILayout.ExpandWidth(true));
columnHeader.OnGUI(headerRect, scrollPosition.x);
scrollPosition = EditorGUILayout.BeginScrollView(scrollPosition);
foreach (PhysicsObjectDetails obj in profiler.ActivePhysicsObjects)
{
if (obj == null || obj.gameObject == null) continue;
EditorGUILayout.BeginHorizontal();
for (int visibleColumnIndex = 0; visibleColumnIndex < columnHeader.state.visibleColumns.Length; visibleColumnIndex++)
{
int columnIndex = columnHeader.state.visibleColumns[visibleColumnIndex];
Rect cellRect = EditorGUILayout.GetControlRect(GUILayout.Width(columns[columnIndex].width - 3));
cellRect.x += headerRect.x;
switch (columnIndex)
{
case 0:
DrawRigidbodyName(obj, cellRect);
break;
case 1:
DrawIsActive(obj, cellRect);
break;
case 2:
DrawMass(obj, cellRect);
break;
case 3:
DrawDrag(obj, cellRect);
break;
case 4:
DrawAngularDrag(obj, cellRect);
break;
case 5:
DrawKinematic(obj, cellRect);
break;
case 6:
DrawInterpolation(obj, cellRect);
break;
case 7:
DrawCollisionDetection(obj, cellRect);
break;
case 8:
DrawColliderType(obj, cellRect);
break;
}
}
EditorGUILayout.EndHorizontal();
}
EditorGUILayout.EndScrollView();
}
private void DrawRigidbodyName(PhysicsObjectDetails obj, Rect cellRect)
{
if (UnityEngine.GUI.Button(cellRect, obj.rigidbody.name, buttonStyle))
{
profiler.SelectObject(obj.gameObject, profiler.ctrlPressed);
}
}
private void DrawIsActive(PhysicsObjectDetails obj, Rect cellRect)
{
EditorGUI.LabelField(cellRect, obj.isActive ? "Enabled" : "Disabled", labelStyle);
}
private void DrawMass(PhysicsObjectDetails obj, Rect cellRect)
{
EditorGUI.LabelField(cellRect, obj.mass.ToString(), labelStyle);
}
private void DrawDrag(PhysicsObjectDetails obj, Rect cellRect)
{
EditorGUI.LabelField(cellRect, obj.drag.ToString(), labelStyle);
}
private void DrawAngularDrag(PhysicsObjectDetails obj, Rect cellRect)
{
EditorGUI.LabelField(cellRect, obj.angularDrag.ToString(), labelStyle);
}
private void DrawKinematic(PhysicsObjectDetails obj, Rect cellRect)
{
var color = obj.isKinematic ? Color.white : new Color(1f, 0.5f, 0f);
var originalColor = UnityEngine.GUI.color;
UnityEngine.GUI.color = color;
EditorGUI.LabelField(cellRect, obj.isKinematic ? "Is Kinematic" : "Not Kinematic", labelStyle);
UnityEngine.GUI.color = originalColor;
}
private void DrawInterpolation(PhysicsObjectDetails obj, Rect cellRect)
{
var color = GetInterpolationColor(obj.rigidbody);
var originalColor = UnityEngine.GUI.color;
UnityEngine.GUI.color = color;
EditorGUI.LabelField(cellRect, obj.interpolation.ToString(), labelStyle);
UnityEngine.GUI.color = originalColor;
}
private void DrawCollisionDetection(PhysicsObjectDetails obj, Rect cellRect)
{
var color = GetCollisionDetectionColor(obj.rigidbody);
var originalColor = UnityEngine.GUI.color;
UnityEngine.GUI.color = color;
EditorGUI.LabelField(cellRect, obj.collisionDetectionMode.ToString(), labelStyle);
UnityEngine.GUI.color = originalColor;
}
private void DrawColliderType(PhysicsObjectDetails obj, Rect cellRect)
{
var color = GetColliderColor(obj.rigidbody);
var originalColor = UnityEngine.GUI.color;
UnityEngine.GUI.color = color;
EditorGUI.LabelField(cellRect, obj.colliderType, labelStyle);
UnityEngine.GUI.color = originalColor;
}
private Color GetInterpolationColor(Rigidbody rb)
{
switch (rb.interpolation)
{
case RigidbodyInterpolation.None:
return Color.white;
case RigidbodyInterpolation.Interpolate:
return new Color(1f, 0.5f, 0f);
case RigidbodyInterpolation.Extrapolate:
return Color.red;
default:
return Color.white;
}
}
private Color GetCollisionDetectionColor(Rigidbody rb)
{
switch (rb.collisionDetectionMode)
{
case CollisionDetectionMode.Discrete:
return Color.white;
case CollisionDetectionMode.Continuous:
return Color.yellow;
case CollisionDetectionMode.ContinuousSpeculative:
return new Color(1f, 0.65f, 0f);
case CollisionDetectionMode.ContinuousDynamic:
return Color.red;
default:
return Color.white;
}
}
private Color GetColliderColor(Rigidbody rb)
{
Collider collider = rb.GetComponent<Collider>();
if (collider is BoxCollider || collider is SphereCollider || collider is CapsuleCollider)
{
return Color.white;
}
else if (collider is MeshCollider)
{
return Color.red;
}
else
{
return new Color(1f, 0.5f, 0f);
}
}
}
}