Ejemplo n.º 1
0
 void OnCollisionStay(Collision collision)
 {
     foreach (var contact in collision.contacts)
     {
         deformableMesh.AddDepression(contact.point, collisionRadius);
     }
 }
Ejemplo n.º 2
0
 private void OnCollisionStay(Collision collision)
 {
     if (collision.collider.gameObject.layer != 8)
     {
         return;
     }
     foreach (var contact in collision.contacts)
     {
         deformableMesh.AddDepression(contact.point, collision.collider.bounds.extents.x / 8);
     }
     particleManager.PlayParticleAtLocation(collision.GetContact(0).point);
 }
    // Update is called once per frame
    void Update()
    {
        //Debug.Log(initRaycastPoint.transform.forward);

        // Debug.Log(Vector3.Distance(initRaycastPoint.position, prevPos));

        Vector3 diff = initRaycastPoint.position - prevPos;

        prevPos = initRaycastPoint.position;

        /*for(int i =1; i < divisionNumber; i++)
         * {
         *
         *  foreach (Vector3 pos in rayCastPos)
         *  {
         *      RaycastHit hit;
         *      Ray ray = new Ray(initRaycastPoint.position + pos - (diff / divisionNumber * i), Vector3.down);
         *      //Debug.DrawRay(initRaycastPoint.position + pos, Vector3.down, Color.red, 1f);
         *      if (Physics.Raycast(ray, out hit, 0.3f))
         *      {
         *          float deformRate = 1 - (Vector3.Distance(initRaycastPoint.position, initRaycastPoint.position + pos) / rayCastFieldRadius);
         *          deformableMesh.AddDepression(hit.triangleIndex, deformRate);
         *      }
         *  }
         * }*/

        Vector3 diffNorm = diff.normalized;
        int     index    = 0;


        while (diff.magnitude > (diffNorm * deltaRate * index).magnitude)
        {
            foreach (Vector3 pos in rayCastPos)
            {
                RaycastHit hit;
                Ray        ray = new Ray(initRaycastPoint.position + pos - diff + diffNorm * deltaRate * index, Vector3.down);
                //Debug.DrawRay(initRaycastPoint.position + pos, Vector3.down, Color.red, 1f);
                if (Physics.Raycast(ray, out hit, 0.3f))
                {
                    float deformRate = 1 - (Vector3.Distance(initRaycastPoint.position, initRaycastPoint.position + pos) / rayCastFieldRadius);
                    deformableMesh.AddDepression(hit.triangleIndex, deformRate);
                }
            }

            index++;
        }
    }