/// <summary>
 ///     Initialize this passthrough scanner
 /// </summary>
 /// <param name="passthrough">the "parent" scanner</param>
 public void Initialize(PhysicsPassthrough passthrough)
 {
     _passthrough     = passthrough;
     Collider         = gameObject.GetComponent <BoxCollider>();
     Collider.enabled = true;
     Collider.attachedRigidbody.WakeUp();
     UpdateBounds();
 }
Ejemplo n.º 2
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 /// <summary>
 ///     External class keeps track of the physics duplicates for clean, consistent physical passthrough
 /// </summary>
 public void FixedUpdate()
 {
     //if (GlobalPortalSettings.PhysicsPassthrough)
     //_headInPortalTrigger = false;
     if (NearTeleportables.Count >= 1 || ((Portal)Target).NearTeleportables.Count >= 1)
     {
         PhysicsPassthrough.UpdatePhysics();
     }
 }
Ejemplo n.º 3
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        /// <summary>
        ///     Setup for the Portal
        /// </summary>
        private new void OnEnable()
        {
            base.OnEnable();

            NearTeleportables    = new HashSet <Teleportable>();
            PassthroughColliders = new Dictionary <Collider, Collider>();
            //Add the buffer colliders to the collection
            BufferWall = new List <Collider>();
            foreach (Transform tran in BufferWallObj.transform)
            {
                var c = tran.GetComponent <Collider>();
                BufferWall.Add(c);
                c.enabled = false;
            }
            BufferWall.Add(FloorSegment);
            PhysicsPassthrough.Initialize(this);
        }
Ejemplo n.º 4
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        /// <summary>
        /// Setup for the Portal
        /// </summary>
        private void OnEnable()
        {
            NearTeleportables    = new List <Teleportable>();
            PassthroughColliders = new Dictionary <Collider, Collider>();
            SetupCamera();

            //Add the buffer colliders to the collection
            BufferWall = new List <Collider>();
            foreach (Transform tran in BufferWallObj.transform)
            {
                Collider c = tran.GetComponent <Collider>();
                BufferWall.Add(c);
                c.enabled = false;
            }

            PhysicsPassthrough.Initialize(this);

            //Set up things to keep the seamless recursion fix updated
            SeamlessRecursionRenderer.sharedMaterial = PortalMaterial;
            _seamlessRecursionBlock = new MaterialPropertyBlock();
            StartCoroutine(KeepSeamlessFixUpdated());
        }
Ejemplo n.º 5
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        /// <summary>
        ///     Teleports the given teleportable, making passthrough and image effects seamless.
        /// </summary>
        /// <param name="teleportable">Teleportable to teleport</param>
        /// <param name="col">Associated Collider</param>
        private void TryTeleportTeleporable(Teleportable teleportable, Collider col)
        {
            if (!SKSGeneralUtils.IsBehind(teleportable.TeleportableBounds.center, Origin.position, Origin.forward) ||
                teleportable.VisOnly)
            {
                return;
            }
            //if (!PortalUtils.IsBehind(col.transform.position, Origin.position, Origin.forward) || teleportable.VisOnly) return;
            if (teleportable.TeleportedLastFrame)
            {
                return;
            }

            teleportable.TeleportedLastFrame = true;
            RemoveTeleportable(teleportable);

            //Makes objects not with invisible buffer bounds in the case of portals being too close
            foreach (var c in BufferWall)
            {
#if !DISABLE_PHYSICS_IGNORE
                teleportable.CollisionManager.IgnoreCollision(this, c, true);
#endif
            }

            var targetPortal = (Portal)Target;


            teleportable.StartTeleport(this);

            PortalUtils.TeleportObject(teleportable.Root.gameObject, Origin, ArrivalTarget, teleportable.Root, null,
                                       true,
                                       !SKSGlobalRenderSettings.NonScaledRenderers);

            targetPortal.FixedUpdate();
            teleportable.Teleport(this, targetPortal);

            targetPortal.PhysicsPassthrough.UpdatePhysics();
            var teleportableColliders = teleportable.CollisionManager.Colliders.ToArray();
            targetPortal.PhysicsPassthrough.ForceRescanOnColliders(teleportableColliders);
            PhysicsPassthrough.ForceRescanOnColliders(teleportableColliders);
            targetPortal.E_OnTriggerStay(col);

            teleportable.FinishTeleport(this);

            if (teleportable == GlobalPortalSettings.PlayerTeleportable)
            {
            }

            targetPortal.UpdateDopplegangers(true);
            UpdateDopplegangers(true);

            //Un-register head as being in portal trigger to prevent flash
            if (teleportable == GlobalPortalSettings.PlayerTeleportable)
            {
                _headInPortalTrigger = false;
                targetPortal.UpdateDopplegangers(true);
                targetPortal.IncomingCamera();
                CheeseActivated = -1;
                //Resets the vis depth of the Portal volume
                if (!Is3D)
                {
                    transform.localScale = new Vector3(1f, 1f, FudgeFactor);
                }
            }

            Rigidbody body;
            if ((body = col.attachedRigidbody) && SKSGlobalRenderSettings.PhysStyleB)
            {
                var colliderEnabled      = PortalCollider.enabled;
                var otherColliderEnabled = targetPortal.PortalCollider.enabled;

                PortalCollider.enabled = true;
                targetPortal.PortalCollider.enabled = true;

                var portalBody = PortalCollider.attachedRigidbody;
                var targetBody = targetPortal.PortalCollider.attachedRigidbody;

                PortalCollider.enabled = colliderEnabled;
                targetPortal.PortalCollider.enabled = otherColliderEnabled;

                if (portalBody != null &&
                    targetBody != null)
                {
                    var relativeVelocity = Quaternion.Inverse(portalBody.rotation) * portalBody.velocity;
                    relativeVelocity += Quaternion.Inverse(targetBody.rotation) * targetBody.velocity;
                    relativeVelocity  = targetBody.rotation * relativeVelocity;
                    body.AddForce(relativeVelocity, ForceMode.Impulse);
                }
            }

            if (OnTeleportObject != null)
            {
                OnTeleportObject.Invoke(teleportable, (Portal)Target);
            }

            if (targetPortal.OnObjectArrived != null)
            {
                targetPortal.OnObjectArrived.Invoke(teleportable, this);
            }
        }
 /// <summary>
 /// Initialize this passthrough scanner
 /// </summary>
 /// <param name="passthrough">the "parent" scanner</param>
 public void Initialize(PhysicsPassthrough passthrough)
 {
     _passthrough     = passthrough;
     Collider         = gameObject.GetComponent <BoxCollider>();
     Collider.enabled = true;
 }
Ejemplo n.º 7
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        /// <summary>
        /// Teleports the given teleportable, making passthrough and image effects seamless.
        /// </summary>
        /// <param name="teleportable">Teleportable to teleport</param>
        /// <param name="col">Associated Collider</param>
        private void TryTeleportTeleporable(Teleportable teleportable, Collider col)
        {
            if (!PortalUtils.IsBehind(teleportable.TeleportableBounds.center, Origin.position, Origin.forward) || teleportable.VisOnly)
            {
                return;
            }
            //if (!PortalUtils.IsBehind(col.transform.position, Origin.position, Origin.forward) || teleportable.VisOnly) return;
            if (teleportable.TeleportedLastFrame)
            {
                return;
            }

            teleportable.TeleportedLastFrame = true;
            RemoveTeleportable(teleportable);
            //Makes objects not with invisible buffer bounds in the case of portals being too close
            foreach (Collider c in BufferWall)
            {
                teleportable.IgnoreCollision(this, c, true);
            }

            PortalUtils.TeleportObject(teleportable.root.gameObject, Origin, ArrivalTarget, teleportable.root, null, true,
                                       !SKSGlobalRenderSettings.NonScaledRenderers);
            TargetPortal.FixedUpdate();
            teleportable.Teleport();
            //TargetPortal.UpdateDopplegangers();
            TargetPortal.PhysicsPassthrough.UpdatePhysics();
            //teleportable.SetClipPlane(Vector3.zero, Vector3.zero, teleportable.Renderers.Keys);

            TargetPortal.PhysicsPassthrough.ForceRescanOnColliders(teleportable.Colliders.Values);

            PhysicsPassthrough.ForceRescanOnColliders(teleportable.Colliders.Values);
            TargetPortal.E_OnTriggerStay(col);

            //TargetPortal.UpdateDopplegangers(true);

            if (teleportable == GlobalPortalSettings.PlayerTeleportable)
            {
                TargetPortal.UpdateDopplegangers(true);
                TargetPortal.IncomingCamera();
                _cheeseActivated     = -1;
                _headInPortalTrigger = false;
                //Resets the vis depth of the Portal volume
                if (!Is3D)
                {
                    transform.localScale = new Vector3(1f, 1f, FudgeFactor);
                }
            }

            //teleportable.EnableDoppleganger();
            //teleportable.SetClipPlane();
            //Applies relative velocity
            if (!SKSGlobalRenderSettings.PhysStyleB)
            {
                return;
            }

            Rigidbody body;

            if (body = col.attachedRigidbody)
            {
                bool colliderEnabled      = PortalCollider.enabled;
                bool otherColliderEnabled = TargetPortal.PortalCollider.enabled;

                PortalCollider.enabled = true;
                TargetPortal.PortalCollider.enabled = true;

                Rigidbody portalBody = PortalCollider.attachedRigidbody;
                Rigidbody targetBody = TargetPortal.PortalCollider.attachedRigidbody;

                PortalCollider.enabled = colliderEnabled;
                TargetPortal.PortalCollider.enabled = otherColliderEnabled;

                if ((portalBody) != null &&
                    (targetBody) != null)
                {
                    Vector3 relativeVelocity = Quaternion.Inverse(portalBody.rotation) * portalBody.velocity;
                    relativeVelocity += Quaternion.Inverse(targetBody.rotation) * targetBody.velocity;
                    relativeVelocity  = targetBody.rotation * relativeVelocity;
                    body.AddForce(relativeVelocity, ForceMode.Impulse);
                }
            }
            TargetPortal.UpdateDopplegangers(true);
            UpdateDopplegangers(true);
        }
Ejemplo n.º 8
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 /// <summary>
 /// External class keeps track of the physics duplicates for clean, consistent physical passthrough
 /// </summary>
 public void FixedUpdate()
 {
     //if (GlobalPortalSettings.PhysicsPassthrough)
     _headInPortalTrigger = false;
     PhysicsPassthrough.UpdatePhysics();
 }