float GetColliderPoints(TCCollider collider) { if (BaseColliders != null && BaseColliders.Contains(collider)) { return(float.MaxValue); } if (!collider.enabled) { return(float.MinValue); } float points = 0.0f; if (collider.transform.parent == SystemComp.transform) { points += 10000; } if (collider.shape == ColliderShape.Terrain) { points += 500000; } points -= (collider.transform.position - SystemComp.transform.position).sqrMagnitude * 100; return(points); }
void DistributeColliders() { if (m_colliderReference == null || MaxColliders == 0) { return; } if (m_collidersList == null) { m_collidersList = new List <TCCollider>(); } else { m_collidersList.Clear(); } for (int i = 0; i < Tracker <TCCollider> .Count; i++) { TCCollider c = Tracker <TCCollider> .All[i]; if (ColliderLayers == (ColliderLayers | (1 << c.gameObject.layer))) { m_collidersList.Add(c); } } if (m_collidersList.Count > MaxColliders) { if (m_colliderSort == null) { m_colliderSort = (c1, c2) => GetColliderPoints(c2).CompareTo(GetColliderPoints(c1)); } //TODO: Better sort that takes size into account m_collidersList.Sort(m_colliderSort); } for (int i = 0; i < m_collidersList.Count; i++) { TCCollider c = m_collidersList[i]; if (i >= MaxColliders) { break; } int objLayerMask = 1 << c.gameObject.layer; if ((ColliderLayers.value & objLayerMask) <= 0) { continue; } m_colliderReference[i] = c; } }
protected override void Bind() { DistributeColliders(); if (MaxColliders == 0 || m_collidersList.Count == 0) { return; } Vector3 parentPosition = Vector3.zero; Transform systTransform = SystemComp.transform; if (systTransform.parent != null) { parentPosition = systTransform.parent.position; } for (int c = 0; c < NumColliders; ++c) { TCCollider col = m_colliderReference[c]; var rc = new Collider { Position = col.Position, Radius = 0.0f, BoxSize = Vector3.zero }; Transform colTransform = col.transform; var lscale = colTransform.localScale; float xzscale = Mathf.Max(lscale.x, lscale.z); float scale = Mathf.Max(Mathf.Max(lscale.x, lscale.y), lscale.z); float yscale = lscale.y; switch (col.shape) { case ColliderShape.PhysxShape: if (col.SphereCollider != null) { rc.Radius = col.SphereCollider.radius * scale; rc.BoxSize = Vector3.zero; rc.Vtype = 0; } else if (col.CapsuleCollider != null) { rc.Radius = col.CapsuleCollider.radius * xzscale; rc.BoxSize = new Vector3(0.0f, Mathf.Max(0, col.CapsuleCollider.height / 2.0f * yscale - rc.Radius * 2.0f), 0.0f); rc.Vtype = 1; } else if (col.BoxCollider != null) { rc.Radius = 0.5f; rc.BoxSize = Vector3.Scale(col.BoxCollider.size * 0.5f, lscale); rc.BoxSize = new Vector3(Mathf.Max(0, rc.BoxSize.x - rc.Radius), Mathf.Max(0, rc.BoxSize.y - rc.Radius), Mathf.Max(0, rc.BoxSize.z - rc.Radius)); rc.Vtype = 2; } break; case ColliderShape.RoundedBox: rc.Radius = Mathf.Max(0.1f, col.rounding); rc.BoxSize = Vector3.Scale(col.boxSize * 0.5f, lscale); rc.BoxSize = new Vector3(Mathf.Max(0, rc.BoxSize.x - rc.Radius), Mathf.Max(0, rc.BoxSize.y - rc.Radius), Mathf.Max(0, rc.BoxSize.z - rc.Radius)); rc.Vtype = 2; break; case ColliderShape.Hemisphere: rc.Radius = 0.05f; rc.BoxSize = new Vector3(col.radius.Max * scale, col.radius.Max * scale, col.radius.Max * scale); rc.Vtype = 3; break; case ColliderShape.Disc: float rMin = col.radius.IsConstant ? 0.0f : col.radius.Min * xzscale; float rMax = col.radius.Max * xzscale; rc.Radius = Mathf.Max(0.1f, col.rounding); rc.BoxSize = new Vector3(rMin, col.discHeight / 2.0f * yscale - col.rounding, rMax); switch (col.discType) { case DiscType.Full: rc.Vtype = 4; break; case DiscType.Half: rc.Vtype = 5; break; case DiscType.Quarter: rc.Vtype = 6; break; } break; case ColliderShape.Terrain: var terrain = col.GetComponent <Terrain>(); if (terrain == null) { rc.BoxSize = Vector3.zero; } else { Vector3 terrainScale = terrain.terrainData.heightmapScale; rc.BoxSize = new Vector3(terrainScale.x * terrain.terrainData.heightmapResolution, terrainScale.y, terrainScale.z * terrain.terrainData.heightmapResolution); } rc.Vtype = 7; break; default: rc.Vtype = 0; break; } rc.AxisX = colTransform.right; rc.AxisY = colTransform.up; rc.AxisZ = colTransform.forward; const float eps = 0.01f; float elasticity = 1.0f + eps + Mathf.Lerp(0.0f, 1.0f - eps * 2.0f, overrideBounciness ? Bounciness : col.Bounciness); rc.Bounciness = elasticity; rc.Velocity = col.Velocity * col.InheritVelocity * 0.5f; rc.LifeLoss = col.ParticleLifeLoss * Emitter.Lifetime.Max * Manager.ParticleTimeDelta; rc.IsInverse = (uint)(col.inverse ? 1 : 0); float s = overrideStickiness ? Stickiness : col.Stickiness; float deltaSticky = Mathf.Clamp01(1.0f - Mathf.Pow(s, 0.05f / Manager.ParticleTimeDelta)); rc.Stickiness = deltaSticky; switch (Manager.SimulationSpace) { case Space.Local: rc.Position = systTransform.InverseTransformPoint(rc.Position); rc.AxisX = systTransform.InverseTransformDirection(rc.AxisX); rc.AxisY = systTransform.InverseTransformDirection(rc.AxisY); rc.AxisZ = systTransform.InverseTransformDirection(rc.AxisZ); rc.Velocity = systTransform.InverseTransformDirection(rc.Velocity); break; case Space.Parent: rc.Position -= parentPosition; break; } m_colliderStruct[c] = rc; } }