Exemple #1
0
        /*
         * Provides raycast data based on where a SphereCast would have contacted
         * the specified normal.
         * Raycasting downwards from a point along the controller's bottom sphere,
         * based on the provided normal.
         */
        private bool SimulateSphereCast(CollisionSphere collisionSphere, Vector3 groundNormal, out RaycastHit hit)
        {
            float groundAngle = Vector3.Angle(groundNormal, playerView.Up) * Mathf.Deg2Rad;

            Vector3 secondaryOrigin = playerView.Position + (playerView.Up * settings.tolerance);

            if (!Mathf.Approximately(groundAngle, 0))
            {
                float horizontal = Mathf.Sin(groundAngle) * collisionSphere.Radius;
                float vertical   = (1f - Mathf.Cos(groundAngle)) * collisionSphere.Radius;

                Vector3 upslopeDirection = -CollisionMath.DownslopeDirection(groundNormal, playerView.Down);

                Vector3 horizontalDirection = Math3d.ProjectVectorOnPlane(playerView.Up, upslopeDirection).normalized;
                secondaryOrigin += horizontalDirection * horizontal + playerView.Up * vertical;
            }

            if (SphereCast(secondaryOrigin, settings.epsilon, playerView.Down, out hit))
            {
                hit.distance -= settings.tolerance;
                return(true);
            }

            return(false);
        }
Exemple #2
0
        private void HandleEdgeCollision(CollisionSphere collisionSphere, RaycastHit hit)
        {
            Vector3 towardCenter = Math3d.ProjectVectorOnPlane(
                playerView.Up,
                (playerView.Position - hit.point).normalized * settings.epsilon
                );

            Quaternion planeAwayRotation = Quaternion.AngleAxis(
                settings.edgeCollisionRotateDegree,
                Vector3.Cross(towardCenter, playerView.Up)
                );

            Vector3 awayCenter = planeAwayRotation * -towardCenter;

            Vector3 nearPoint = hit.point + towardCenter + (playerView.Up * settings.epsilon);
            Vector3 farPoint  = hit.point + (awayCenter * settings.edgeCollisionFarPointMultiplier);

            RaycastHit nearHit;
            RaycastHit farHit;

            Raycast(nearPoint, playerView.Down, out nearHit);
            Raycast(farPoint, playerView.Down, out farHit);

            nearGround = new GroundHit(nearHit);
            farGround  = new GroundHit(farHit);

            // If we are standing on surface that should be counted as a
            // wall, attempt to flush against it on the ground
            if (Vector3.Angle(hit.normal, playerView.Up) > collidable.StandAngle)
            {
                FlushGround(collisionSphere, hit);
            }

            // If we are standing on a ledge then face the nearest center of
            // the player view, which should be steep enough to be counted as
            // a wall. Retrieve the ground it is connected to at its base, if
            // there is one.
            if ((Vector3.Angle(nearHit.normal, playerView.Up) > collidable.StandAngle) || (nearHit.distance > settings.tolerance))
            {
                Collidable nearCollidable = GetCollidable(nearHit);

                if (Vector3.Angle(nearHit.normal, playerView.Up) > nearCollidable.StandAngle)
                {
                    Vector3 downslopeDirection = CollisionMath.DownslopeDirection(nearHit.normal, playerView.Down);

                    RaycastHit stepHit;

                    if (Raycast(nearPoint, downslopeDirection, out stepHit))
                    {
                        stepGround = new GroundHit(stepHit);
                    }
                }
                else
                {
                    stepGround = new GroundHit(nearHit);
                }
            }
        }
Exemple #3
0
        private void SlopeLimit(Vector3 initialPosition)
        {
            Vector3 groundNormal = grounding.PrimaryNormal;
            float   groundAngle  = Vector3.Angle(groundNormal, playerView.Up);

            if (groundAngle > grounding.Collidable.SlopeLimit)
            {
                Vector3 absoluteMoveDirection = Math3d.ProjectVectorOnPlane(
                    groundNormal,
                    playerView.Position - initialPosition
                    );

                Vector3 downslopeDirection = CollisionMath.DownslopeDirection(groundNormal, playerView.Down);
                float   slopeAngle         = Vector3.Angle(absoluteMoveDirection, downslopeDirection);

                if (slopeAngle <= settings.slopeLimitUpperBoundAngle)
                {
                    return;
                }

                Vector3 resolvedPosition = Math3d.ProjectPointOnLine(
                    initialPosition,
                    Vector3.Cross(groundNormal, playerView.Down),
                    playerView.Position
                    );
                Vector3 direction = Math3d.ProjectVectorOnPlane(
                    groundNormal,
                    resolvedPosition - playerView.Position
                    );

                RaycastHit hit;

                if (Physics.CapsuleCast(
                        feetSphere.Position,
                        headSphere.Position,
                        maxCollisionSphereRadius,
                        direction.normalized,
                        out hit,
                        direction.magnitude,
                        settings.walkableLayerMask
                        ))
                {
                    playerView.Position += downslopeDirection * hit.distance;
                }
                else
                {
                    playerView.Position += direction;
                }
            }
        }
Exemple #4
0
        private void FlushGround(CollisionSphere collisionSphere, RaycastHit hit)
        {
            Vector3 downslopeDirection = CollisionMath.DownslopeDirection(hit.normal, playerView.Down);

            Vector3 flushOrigin = hit.point + (hit.normal * settings.epsilon);

            RaycastHit flushHit;

            if (Raycast(flushOrigin, downslopeDirection, out flushHit))
            {
                RaycastHit sphereCastHit;

                if (SimulateSphereCast(collisionSphere, flushHit.normal, out sphereCastHit))
                {
                    flushGround = new GroundHit(sphereCastHit);
                }
                else
                {
                    Debug.Log("Failed to flush against ground");
                }
            }
        }