Esempio n. 1
0
    public bool IsInFloor()
    {
        Vector3 localPosition        = _planet.ConvertToLocalPosition(_host.transform.position);
        Vector3 surfaceLocalPosition = _planet.GetSurfaceLocalPosition(localPosition + localPosition.normalized * 4f);

        return(Mathf.Abs(localPosition.sqrMagnitude - surfaceLocalPosition.sqrMagnitude) < 1e-1f);
    }
Esempio n. 2
0
    void Update()
    {
        _planet = FindClosestPlanet();

        Vector3 localPosition = _planet.ConvertToLocalPosition(_host.position);

        float dt = Time.deltaTime;

        Vector3 deltaPosition = _currentVelocity * dt;

        deltaPosition += _planet.GetGravity(localPosition) * _gravityFactor * dt;

        Vector3 targetLocalPosition = localPosition + deltaPosition;

        //CheckCollisions(_host.transform.position, deltaPosition, ref targetLocalPosition, ref _currentVelocity);
        Vector3 fixedPosition;

        if (SetOverTheSuface(targetLocalPosition, out fixedPosition))
        {
            Vector3 diff         = fixedPosition - localPosition;
            Vector3 forwardDelta = Vector3.Dot(diff, _host.forward) * _host.forward;
            Vector3 rightDelta   = Vector3.Dot(diff, _host.right) * _host.right;
            Vector3 upDelta      = Vector3.Dot(diff, _host.up) * _host.up;
            upDelta = Vector3.Slerp(Vector3.zero, upDelta, Time.deltaTime * 16f);

            Vector3 nextPosition = localPosition + forwardDelta + rightDelta + upDelta;
            _host.transform.position = nextPosition;
        }
        else
        {
            _host.transform.position = _planet.ConvertToWorldPosition(targetLocalPosition);
        }

        UpdateOrientation();

        ApplyDrag();
    }
    void Update()
    {
        _planet = FindClosestPlanet();

        Vector3 localPosition = _planet.ConvertToLocalPosition(_host.position);

        float dt = Time.deltaTime;

        Vector3 deltaPosition = _currentVelocity * dt;
        deltaPosition += _planet.GetGravity(localPosition) * _gravityFactor * dt;

        Vector3 targetLocalPosition = localPosition + deltaPosition;

        //CheckCollisions(_host.transform.position, deltaPosition, ref targetLocalPosition, ref _currentVelocity);
        Vector3 fixedPosition;
        if(SetOverTheSuface(targetLocalPosition, out fixedPosition))
        {
            Vector3 diff = fixedPosition - localPosition;
            Vector3 forwardDelta = Vector3.Dot(diff, _host.forward) * _host.forward;
            Vector3 rightDelta = Vector3.Dot(diff, _host.right) * _host.right;
            Vector3 upDelta = Vector3.Dot(diff, _host.up) * _host.up;
            upDelta = Vector3.Slerp(Vector3.zero, upDelta, Time.deltaTime * 16f);

            Vector3 nextPosition = localPosition + forwardDelta + rightDelta + upDelta;
            _host.transform.position = nextPosition;
        }
        else
        {
            _host.transform.position = _planet.ConvertToWorldPosition(targetLocalPosition);
        }

        UpdateOrientation();

        ApplyDrag();
    }