Ejemplo n.º 1
0
    //Is compatible with compound-colliders
    public static ThicknessData FindThickness(Vector3 origin, Vector3 direction, Func <RaycastHit, bool> isColliderValid, float maxDist = 100, int layerMask = int.MaxValue)
    {
        //Damn Linq can be beautiful
        RaycastHit[] casts =
            Physics.RaycastAll(origin, direction, maxDist, layerMask)                                             //Forward cast
            .Union(Physics.RaycastAll(origin + (direction.normalized * maxDist), -direction, maxDist, layerMask)) //Reverse cast
            .Where(n => isColliderValid(n))                                                                       //Only valid colliders
            .OrderBy(n => Vector3.Distance(origin, n.point))                                                      //Order by distance
            .ToArray();

        Debug.Log($"Num: {casts.Length}");

        foreach (var cast in casts)
        {
            DrawingFuncs.DrawStar(cast.point, Color.blue, 0.1f, 10);
        }

        //Find exit
        int depth = 0;         //For the depth in the colliders

        for (int i = 0; i < casts.Length; i++)
        {
            //We use Vector3.Dot to tell which direction the face is pointing relative to our fire direction
            depth += (int)Mathf.Sign(Vector3.Dot(direction, -casts[i].normal));             //Damn I love one-liners
            if (depth == 0)
            {
                return(new ThicknessData(Vector3.Distance(origin, casts[i].point), casts[i].point));
            }
        }

        Debug.Log("Could not find thickness");
        //If a proper exit is not found
        return(default(ThicknessData));
    }
Ejemplo n.º 2
0
    public void RenderDebug(decimal deltaTime = -1m, decimal duration = 0.0m, decimal afterDrawDuration = 0.0m)
    {
        deltaTime = deltaTime < 0.0m ? (decimal)Time.deltaTime : deltaTime;

        Debug.DrawRay(Position, Velocity, new Color(0.5f, 0.5f, 0.5f, 1.0f), (float)duration);         //Velocity
        Debug.DrawRay(Position, (Velocity - PrevVelocity) / deltaTime, Color.yellow, (float)duration); //Acceleration
        Debug.DrawLine(PrevPosition, Position, Color.white, (float)afterDrawDuration);                 //Delta Position

        DrawingFuncs.DrawStar(PrevPosition, Color.magenta, 0.5f, (float)afterDrawDuration);            //Iteration positions

        //Directions
        Debug.DrawRay(Position, Right, Color.red, (float)duration);        //X-Direction
        Debug.DrawRay(Position, Up, Color.green, (float)duration);         //Y-Direction
        Debug.DrawRay(Position, Forward, Color.blue, (float)duration);     //Z-Direction
    }
Ejemplo n.º 3
0
    public void RenderDebug(float deltaTime = float.NaN, float duration = 0.0f, float afterDrawDuration = 0.0f)
    {
        deltaTime = float.IsNaN(deltaTime) ? Time.deltaTime : deltaTime;

        Debug.DrawRay(Position, Velocity, new Color(0.5f, 0.5f, 0.5f, 1.0f), duration);         //Velocity
        Debug.DrawRay(Position, (Velocity - PrevVelocity) / deltaTime, Color.yellow, duration); //Acceleration
        Debug.DrawLine(PrevPosition, Position, Color.white, afterDrawDuration);                 //Delta Position

        DrawingFuncs.DrawStar(PrevPosition, Color.magenta, 0.5f, afterDrawDuration);            //Iteration positions

        //Directions
        Debug.DrawRay(Position, Right, Color.red, duration);        //X-Direction
        Debug.DrawRay(Position, Up, Color.green, duration);         //Y-Direction
        Debug.DrawRay(Position, Forward, Color.blue, duration);     //Z-Direction
    }
    public void Tick(float deltaTime)
    {
        //"target is ticking".Log();

        velocity += acceleration * deltaTime;
        position += velocity * deltaTime;



        //acceleration.Log();
        //velocity.Log();
        //position.Log();
        //deltaTime.Log();

        DrawingFuncs.DrawStar(position, Color.red, 5);
    }