Example #1
0
        public void Repair()
        {
#if RVP
            //Fix damaged parts
            for (int i = 0; i < damageParts.Length; i++)
            {
                if (damageParts[i].GetComponent <Motor>())
                {
                    damageParts[i].GetComponent <Motor>().health = 1;
                }

                if (damageParts[i].GetComponent <Transmission>())
                {
                    damageParts[i].GetComponent <Transmission>().health = 1;
                }
            }
#endif

            if (deformMeshes != null && deformMeshes.Length > 0)
            {
                //Restore deformed meshes
                for (int i = 0; i < deformMeshes.Length; i++)
                {
                    for (int j = 0; j < meshVertices[i].verts.Length; j++)
                    {
                        meshVertices[i].verts[j] = meshVertices[i].initialVerts[j];
                    }

                    tempMeshes[i].vertices = meshVertices[i].verts;
                    tempMeshes[i].RecalculateNormals();
                    tempMeshes[i].RecalculateBounds();

                    //Fix shattered parts
                    ShatterPart fixedShatter = deformMeshes[i].GetComponent <ShatterPart>();
                    if (fixedShatter)
                    {
                        fixedShatter.shattered = false;

                        if (fixedShatter.brokenMaterial)
                        {
                            fixedShatter.rend.sharedMaterial = fixedShatter.initialMat;
                        }
                        else
                        {
                            fixedShatter.rend.enabled = true;
                        }
                    }
                }
            }

            if (deformColliders != null && deformColliders.Length > 0)
            {
                //Restore deformed mesh colliders
                for (int i = 0; i < deformColliders.Length; i++)
                {
                    for (int j = 0; j < colVertices[i].verts.Length; j++)
                    {
                        colVertices[i].verts[j] = colVertices[i].initialVerts[j];
                    }

                    tempCols[i].vertices          = colVertices[i].verts;
                    deformColliders[i].sharedMesh = null;
                    deformColliders[i].sharedMesh = tempCols[i];
                }
            }

#if RVP
            //Fix displaced parts
            Suspension fixedSus;
            Transform  curDisplacePart;
            for (int i = 0; i < displaceParts.Length; i++)
            {
                curDisplacePart = displaceParts[i];
                curDisplacePart.localPosition = initialPartPositions[i];

                if (curDisplacePart.GetComponent <DetachablePart>())
                {
                    curDisplacePart.GetComponent <DetachablePart>().Reattach();
                }
                else if (curDisplacePart.parent.GetComponent <DetachablePart>())
                {
                    curDisplacePart.parent.GetComponent <DetachablePart>().Reattach();
                }

                fixedSus = curDisplacePart.GetComponent <Suspension>();
                if (fixedSus)
                {
                    curDisplacePart.localRotation = fixedSus.initialRotation;
                    fixedSus.jammed = false;

                    foreach (SuspensionPart curPart in fixedSus.movingParts)
                    {
                        if (curPart.connectObj && !curPart.isHub && !curPart.solidAxle)
                        {
                            if (!curPart.connectObj.GetComponent <SuspensionPart>())
                            {
                                curPart.connectPoint = curPart.initialConnectPoint;
                            }
                        }
                    }
                }
            }

            //Fix wheels
            foreach (Wheel curWheel in vp.wheels)
            {
                curWheel.Reattach();
                curWheel.FixTire();
                curWheel.damage = 0;
            }

            //Fix hover wheels
            foreach (HoverWheel curHoverWheel in vp.hoverWheels)
            {
                curHoverWheel.Reattach();
            }
#endif
        }
Example #2
0
        //Where the damage is actually applied
        private void DamageApplication(Vector3 damagePoint, Vector3 damageForce, float damageForceLimit, Vector3 surfaceNormal, ContactPoint colPoint, bool useContactPoint)
        {
            float          colMag        = Mathf.Min(damageForce.magnitude, maxCollisionMagnitude) * (1 - strength) * damageFactor; //Magnitude of collision
            float          clampedColMag = Mathf.Pow(Mathf.Sqrt(colMag) * 0.5f, 1.5f);                                              //Clamped magnitude of collision
            Vector3        clampedVel    = Vector3.ClampMagnitude(damageForce, damageForceLimit);                                   //Clamped velocity of collision
            Vector3        normalizedVel = damageForce.normalized;
            float          surfaceDot;                                                                                              //Dot production of collision velocity and surface normal
            float          massFactor = 1;                                                                                          //Multiplier for damage based on mass of other rigidbody
            Transform      curDamagePart;
            float          damagePartFactor;
            MeshFilter     curDamageMesh;
            Transform      curDisplacePart;
            Transform      seamKeeper = null; //Transform for maintaining seams on shattered parts
            Vector3        seamLocalPoint;
            Vector3        vertProjection;
            Vector3        translation;
            Vector3        clampedTranslation;
            Vector3        localPos;
            float          vertDist;
            float          distClamp;
            DetachablePart detachedPart;

#if RVP
            Suspension damagedSus;
#endif

            //Get mass factor for multiplying damage
            if (useContactPoint)
            {
                damagePoint   = colPoint.point;
                surfaceNormal = colPoint.normal;

                if (colPoint.otherCollider.attachedRigidbody)
                {
                    massFactor = Mathf.Clamp01(colPoint.otherCollider.attachedRigidbody.mass / rb.mass);
                }
            }

            surfaceDot = Mathf.Clamp01(Vector3.Dot(surfaceNormal, normalizedVel)) * (Vector3.Dot((tr.position - damagePoint).normalized, normalizedVel) + 1) * 0.5f;

#if RVP
            //Damage damageable parts
            for (int i = 0; i < damageParts.Length; i++)
            {
                curDamagePart    = damageParts[i];
                damagePartFactor = colMag * surfaceDot * massFactor * Mathf.Min(clampedColMag * 0.01f, (clampedColMag * 0.001f) / Mathf.Pow(Vector3.Distance(curDamagePart.position, damagePoint), clampedColMag));

                //Damage motors
                Motor damagedMotor = curDamagePart.GetComponent <Motor>();
                if (damagedMotor)
                {
                    damagedMotor.health -= damagePartFactor * (1 - damagedMotor.strength);
                }

                //Damage transmissions
                Transmission damagedTransmission = curDamagePart.GetComponent <Transmission>();
                if (damagedTransmission)
                {
                    damagedTransmission.health -= damagePartFactor * (1 - damagedTransmission.strength);
                }
            }
#endif

            if (deformMeshes != null && deformMeshes.Length > 0)
            {
                //Deform meshes
                for (int i = 0; i < deformMeshes.Length; i++)
                {
                    curDamageMesh      = deformMeshes[i];
                    localPos           = curDamageMesh.transform.InverseTransformPoint(damagePoint);
                    translation        = curDamageMesh.transform.InverseTransformDirection(clampedVel);
                    clampedTranslation = Vector3.ClampMagnitude(translation, clampedColMag);

                    //Shatter parts that can shatter
                    ShatterPart shattered = curDamageMesh.GetComponent <ShatterPart>();
                    if (shattered != null)
                    {
                        seamKeeper = shattered.seamKeeper;
                        if (Vector3.Distance(curDamageMesh.transform.position, damagePoint) < colMag * surfaceDot * 0.1f * massFactor && colMag * surfaceDot * massFactor > shattered.breakForce)
                        {
                            shattered.Shatter();
                        }
                    }

                    //Actual deformation
                    if (translation.sqrMagnitude > 0 && strength < 1)
                    {
                        for (int j = 0; j < meshVertices[i].verts.Length; j++)
                        {
                            vertDist  = Vector3.Distance(meshVertices[i].verts[j], localPos);
                            distClamp = (clampedColMag * 0.001f) / Mathf.Pow(vertDist, clampedColMag);

                            if (distClamp > 0.001f)
                            {
                                damagedMeshes[i] = true;
                                if (seamKeeper == null || seamlessDeform)
                                {
                                    vertProjection            = seamlessDeform ? Vector3.zero : Vector3.Project(normalizedVel, meshVertices[i].verts[j]);
                                    meshVertices[i].verts[j] += (clampedTranslation - vertProjection * (usePerlinNoise ? 1 + Mathf.PerlinNoise(meshVertices[i].verts[j].x * 100, meshVertices[i].verts[j].y * 100) : 1)) * surfaceDot * Mathf.Min(clampedColMag * 0.01f, distClamp) * massFactor;
                                }
                                else
                                {
                                    seamLocalPoint            = seamKeeper.InverseTransformPoint(curDamageMesh.transform.TransformPoint(meshVertices[i].verts[j]));
                                    meshVertices[i].verts[j] += (clampedTranslation - Vector3.Project(normalizedVel, seamLocalPoint) * (usePerlinNoise ? 1 + Mathf.PerlinNoise(seamLocalPoint.x * 100, seamLocalPoint.y * 100) : 1)) * surfaceDot * Mathf.Min(clampedColMag * 0.01f, distClamp) * massFactor;
                                }

                                if (damageLogger[i] == null)
                                {
                                    damageLogger[i] = new DamageLogger(meshVertices[i].verts);
                                }
                                else
                                {
                                    damageLogger[i].UpdateVertice(j, meshVertices[i].verts[j]);
                                }

                                // Implemented: Broke light on impact

                                if (lastContact != damagePoint)
                                {
                                    //Debug.Log("Impact from left side: " + (damagePoint - vp.m_frontLeftLight.transform.position).sqrMagnitude);
                                    lastContact = damagePoint;
                                }

                                if (vp.m_frontLeftLightOk && (damagePoint - vp.m_frontLeftLight.transform.position).sqrMagnitude < lightContactDistance)
                                {
                                    vp.m_frontLeftLightOk = false;
                                }

                                if (vp.m_frontRightLightOk && (damagePoint - vp.m_frontRightLight.transform.position).sqrMagnitude < lightContactDistance)
                                {
                                    vp.m_frontRightLightOk = false;
                                }

                                if (vp.m_rearLeftLightOk && (damagePoint - vp.m_rearLeftLight.transform.position).sqrMagnitude < lightContactDistance)
                                {
                                    vp.m_rearLeftLightOk = false;
                                }

                                if (vp.m_rearRightLightOk && (damagePoint - vp.m_rearRightLight.transform.position).sqrMagnitude < lightContactDistance)
                                {
                                    vp.m_rearRightLightOk = false;
                                }
                            }
                        }

                        //Affect handling
                        float avg = damageLogger[i] != null ? damageLogger[i].DamageAverage() : 0;

                        // WIP: Name could be the same
                        // WIP: I will not use "me" more
                        //if (Mathf.Abs(avg) > 0 && curDamageMesh.name.Contains("wheel"))
                        //    Debug.LogFormat("Damage Avg: {0} (Name: {1} from {2})", avg, curDamageMesh.transform.parent.name, vp.name));

                        if (false)
                        {
                            if (Mathf.Abs(avg) > .01f && curDamageMesh.transform.parent != null && curDamageMesh.transform.parent.name.Contains("wheel") && curDamageMesh.GetComponent <MeshCollider>() == null)
                            {
                                curDamageMesh.transform.parent.GetComponent <WheelCollider>().enabled = false;
                                var col = curDamageMesh.gameObject.AddComponent <MeshCollider>();
                                col.convex = true;

                                // WIP: Explode wheel
                            }
                        }
                    }
                }
            }

            seamKeeper = null;

            if (deformColliders != null && deformColliders.Length > 0)
            {
                //Deform mesh colliders
                for (int i = 0; i < deformColliders.Length; i++)
                {
                    localPos           = deformColliders[i].transform.InverseTransformPoint(damagePoint);
                    translation        = deformColliders[i].transform.InverseTransformDirection(clampedVel);
                    clampedTranslation = Vector3.ClampMagnitude(translation, clampedColMag);

                    if (translation.sqrMagnitude > 0 && strength < 1)
                    {
                        for (int j = 0; j < colVertices[i].verts.Length; j++)
                        {
                            vertDist  = Vector3.Distance(colVertices[i].verts[j], localPos);
                            distClamp = (clampedColMag * 0.001f) / Mathf.Pow(vertDist, clampedColMag);

                            if (distClamp > 0.001f)
                            {
                                damagedCols[i]           = true;
                                colVertices[i].verts[j] += clampedTranslation * surfaceDot * Mathf.Min(clampedColMag * 0.01f, distClamp) * massFactor;
                            }
                        }
                    }
                }
            }

            if (displaceParts != null && displaceParts.Length > 0)
            {
                //Displace parts
                for (int i = 0; i < displaceParts.Length; i++)
                {
                    curDisplacePart    = displaceParts[i];
                    translation        = clampedVel;
                    clampedTranslation = Vector3.ClampMagnitude(translation, clampedColMag);

                    if (translation.sqrMagnitude > 0 && strength < 1)
                    {
                        vertDist  = Vector3.Distance(curDisplacePart.position, damagePoint);
                        distClamp = (clampedColMag * 0.001f) / Mathf.Pow(vertDist, clampedColMag);

                        if (distClamp > 0.001f)
                        {
                            curDisplacePart.position += clampedTranslation * surfaceDot * Mathf.Min(clampedColMag * 0.01f, distClamp) * massFactor;

                            //Detach detachable parts
                            if (curDisplacePart.GetComponent <DetachablePart>())
                            {
                                detachedPart = curDisplacePart.GetComponent <DetachablePart>();

                                if (colMag * surfaceDot * massFactor > detachedPart.looseForce && detachedPart.looseForce >= 0)
                                {
                                    detachedPart.initialPos = curDisplacePart.localPosition;
                                    detachedPart.Detach(true);
                                }
                                else if (colMag * surfaceDot * massFactor > detachedPart.breakForce)
                                {
                                    detachedPart.Detach(false);
                                }
                            }
                            //Maybe the parent of this part is what actually detaches, useful for displacing compound colliders that represent single detachable objects
                            else if (curDisplacePart.parent != null && curDisplacePart.parent.GetComponent <DetachablePart>())
                            {
                                detachedPart = curDisplacePart.parent.GetComponent <DetachablePart>();

                                if (!detachedPart.detached)
                                {
                                    if (colMag * surfaceDot * massFactor > detachedPart.looseForce && detachedPart.looseForce >= 0)
                                    {
                                        detachedPart.initialPos = curDisplacePart.parent.localPosition;
                                        detachedPart.Detach(true);
                                    }
                                    else if (colMag * surfaceDot * massFactor > detachedPart.breakForce)
                                    {
                                        detachedPart.Detach(false);
                                    }
                                }
                                else if (detachedPart.hinge)
                                {
                                    detachedPart.displacedAnchor += curDisplacePart.parent.InverseTransformDirection(clampedTranslation * surfaceDot * Mathf.Min(clampedColMag * 0.01f, distClamp) * massFactor);
                                }
                            }

#if RVP
                            //Damage suspensions and wheels
                            damagedSus = curDisplacePart.GetComponent <Suspension>();
                            if (damagedSus)
                            {
                                if ((!damagedSus.wheel.grounded && ignoreGroundedWheels) || !ignoreGroundedWheels)
                                {
                                    curDisplacePart.RotateAround(damagedSus.tr.TransformPoint(damagedSus.damagePivot), Vector3.ProjectOnPlane(damagePoint - curDisplacePart.position, -translation.normalized), clampedColMag * surfaceDot * distClamp * 20 * massFactor);

                                    damagedSus.wheel.damage += clampedColMag * surfaceDot * distClamp * 10 * massFactor;

                                    if (clampedColMag * surfaceDot * distClamp * 10 * massFactor > damagedSus.jamForce)
                                    {
                                        damagedSus.jammed = true;
                                    }

                                    if (clampedColMag * surfaceDot * distClamp * 10 * massFactor > damagedSus.wheel.detachForce)
                                    {
                                        damagedSus.wheel.Detach();
                                    }

                                    foreach (SuspensionPart curPart in damagedSus.movingParts)
                                    {
                                        if (curPart.connectObj && !curPart.isHub && !curPart.solidAxle)
                                        {
                                            if (!curPart.connectObj.GetComponent <SuspensionPart>())
                                            {
                                                curPart.connectPoint += curPart.connectObj.InverseTransformDirection(clampedTranslation * surfaceDot * Mathf.Min(clampedColMag * 0.01f, distClamp) * massFactor);
                                            }
                                        }
                                    }
                                }
                            }

                            //Damage hover wheels
                            HoverWheel damagedHoverWheel = curDisplacePart.GetComponent <HoverWheel>();
                            if (damagedHoverWheel)
                            {
                                if ((!damagedHoverWheel.grounded && ignoreGroundedWheels) || !ignoreGroundedWheels)
                                {
                                    if (clampedColMag * surfaceDot * distClamp * 10 * massFactor > damagedHoverWheel.detachForce)
                                    {
                                        damagedHoverWheel.Detach();
                                    }
                                }
                            }
#endif
                        }
                    }
                }
            }
        }