Ejemplo n.º 1
0
        /// <summary>
        /// Sample a bunch of points along a parabolic curve until you hit gnd.  At that point, cut off the parabola
        /// </summary>
        ///
        /// <param name="p0">starting point of parabola</param>
        /// <param name="v0">initial parabola velocity</param>
        /// <param name="a">initial acceleration</param>
        /// <param name="dist">distance between sample points</param>
        /// <param name="points">number of sample points</param>
        /// <param name="tnm">Vive Nav Mesh used to teleport</param>
        /// <param name="outPts">List that will be populated by new points</param>
        /// <param name="normal">normal of hit point</param>
        ///
        /// <returns>true if the the parabole is at the end of the NavMesh</returns>
        private static bool CalculateParabolicCurve(float3 p0, Vector3 v0, Vector3 a, float dist, int points, TeleportNavMesh tnm, int excludedLayer, out NativeArray <Translation> outPts, out float3 normal, out int lastPointIndex, out bool endOnTeleportableLayer)
        {
            // Init new list of points with p0 as the first point
            outPts    = new NativeArray <Translation>(points, Allocator.TempJob);
            outPts[0] = new Translation {
                Value = p0
            };

            float3 last = p0;
            float  t    = 0;

            for (int i = 0; i < points; i++)
            {
                t += dist / ParabolicCurveDeriv(v0, a, t).magnitude;
                float3 next = ParabolicCurve(p0, v0, a, t);

                if (TeleportNavMeshHelper.Linecast(last, next, out bool endOnNavmesh, out endOnTeleportableLayer, excludedLayer, out float3 castHit, out float3 norm, tnm))
                {
                    outPts[i] = new Translation {
                        Value = castHit
                    };
                    normal         = norm;
                    lastPointIndex = i;
                    return(endOnNavmesh);
                }
Ejemplo n.º 2
0
        private bool UserIsOnNavMesh(StepByStepComponent sbs, TeleportNavMesh tnm, VRRaycastOutputs raycastOutputs, LayerMask excludedLayers, out float3 newCameraRigPos, out bool endOnTeleportableLayer)
        {
            // We calculate the direction and the distance Vectors
            var   directionVector = raycastOutputs.RayVar.direction;
            float distanceVector  = _cameraRigTransform.localScale.y * sbs.DistanceStepByStep;

            // Check if we hit a collider on the way. If it's the case, we reduce the distance.
            if (Physics.Raycast(_vrCamTransform.position, directionVector, out RaycastHit hit, distanceVector, ~excludedLayers))
            {
                distanceVector = hit.distance - 0.1f;
            }

            // We multiply the direction vector by the distance to which the user should be going
            directionVector *= distanceVector;

            // We check the theoritic position for the cameraRig
            newCameraRigPos = GetNewTheoriticPos(directionVector, true);
            // We check the theoritic new user pos
            float3 newCameraPos = GetNewTheoriticPos(directionVector, false);

            // We calculate a vector down based on the new Camera Pos.
            var downVectorDistance = Mathf.Abs(_vrCamTransform.localPosition.y + VRDF_Components.FloorOffset.transform.localPosition.y) + sbs.StepHeight;
            var downVector         = newCameraPos + (new float3(0.0f, -1.0f, 0.0f) * downVectorDistance);

            if (sbs.DebugCalculationsRay)
            {
                var direction = new float3(directionVector.x, 0.0f, directionVector.z);
                Debug.DrawRay(_vrCamTransform.position, direction, Color.red, 5.0f);
                Debug.DrawRay(new float3(_vrCamTransform.position) + direction, downVectorDistance * new float3(0.0f, -1.0f, 0.0f), Color.blue, 5.0f);
            }

            // We calculate the linecast between the newUserPos and the downVector and check if it hits the NavMesh
            TeleportNavMeshHelper.Linecast
            (
                newCameraPos,
                downVector,
                out bool endOnNavmesh,
                out endOnTeleportableLayer,
                excludedLayers,
                out newCameraPos,
                out _,
                tnm
            );

            // We set the camera rig pos in y to the camera pos in y
            newCameraRigPos.y = newCameraPos.y;

            return(endOnNavmesh);


            /// <summary>
            /// We get the theoritic position for the CameraRig and the VRCamera based on the scaled direction (direction * distance)
            /// </summary>
            /// <param name="scaledDirection">The direction multiplied by the distance to go to</param>
            /// <param name="isCheckingCameraRig">Whether the check is for the CameraRig or the VRCamera</param>
            /// <returns>The new Theoritic position</returns>
            float3 GetNewTheoriticPos(Vector3 scaledDirection, bool isCheckingCameraRig)
            {
                float3 origin = isCheckingCameraRig ? _cameraRigTransform.position : _vrCamTransform.position;

                return(origin + new float3(scaledDirection.x, 0.0f, scaledDirection.z));
            }
        }