Ejemplo n.º 1
0
        /// <summary>
        /// Returns the planet at a given position if it exists. Null otherwise.
        /// </summary>
        /// <param name="position">The position to look for a planet</param>
        /// <returns>The planet at given position</returns>
        public static Planet GetPlanetAtPosition(Vector3 position)
        {
            RaycastHit hitInfo;
            Ray        rayhit = Camera.main.ScreenPointToRay(position);

            // Raycast only on PLANET layer and ignore triggers
            Physics.Raycast(rayhit, out hitInfo, 1000, 1 << LayerManager.ToInt(LAYER.PLANET), QueryTriggerInteraction.Ignore);

            if (hitInfo.collider != null)
            {
                return(hitInfo.collider.GetComponent <Planet>());
            }

            return(null);
        }
Ejemplo n.º 2
0
        /// <summary>
        /// Returns the world position of the mouse along the (0,0,0) plane
        /// </summary>
        /// <returns>The mouse position in the world</returns>
        public static Vector3 GetMousePositionInWorld()
        {
            RaycastHit hitInfo;
            Ray        rayhit = Camera.main.ScreenPointToRay(Input.mousePosition);

            // Raycast only on the FLOOR layer and ignore triggers
            Physics.Raycast(rayhit, out hitInfo, 1000, 1 << LayerManager.ToInt(LAYER.FLOOR), QueryTriggerInteraction.Ignore);

            if (hitInfo.collider != null)
            {
                return(hitInfo.point);
            }

            return(Vector3.zero);
        }
Ejemplo n.º 3
0
        /// <summary>
        /// Draws a prediction of the planet's trajectory
        /// </summary>
        private void DrawPrediction()
        {
            float timeStep = PredictionTime / PredictionSteps;

            LineRenderer lr = GetComponent <LineRenderer>();

            if (lr == null)
            {
                return;
            }

            lr.numPositions = PredictionSteps;
            // First point is current position
            lr.SetPosition(0, transform.position);

            // These will hold last prediction's values
            Vector3 lastVelocity = Velocity;
            Vector3 lastPosition = transform.position;

            for (int i = 1; i < PredictionSteps; i++)
            {
                // Get all the forces
                Vector3 forcesThisStep = GetSumForcesApplyingToMe(lastPosition);
                // Calculate velocity at given time
                Vector3 velocityThisStep = lastVelocity + forcesThisStep * timeStep * i; // (timeStep * i) is the equivalent of Time.deltaTime in the prediction
                // Deduce positin
                Vector3 positionThisStep = lastPosition + velocityThisStep * timeStep * i;

                lr.SetPosition(i, positionThisStep);

                // Raycast from last point to new point to check if the prediction is crossing a planet
                RaycastHit hitInfo;
                Ray        rayhit = new Ray(lastPosition, positionThisStep - lastPosition);
                Physics.Raycast(rayhit, out hitInfo, Vector3.Distance(positionThisStep, lastPosition) * 2f, 1 << LayerManager.ToInt(LAYER.PLANET), QueryTriggerInteraction.Ignore);
                // If we hit something stop drawing the prediction
                if (hitInfo.collider != null)
                {
                    lr.numPositions = i + 1;
                    i = PredictionSteps - 1;
                }

                lastPosition = positionThisStep;
                lastVelocity = velocityThisStep;
            }
        }