コード例 #1
0
    void Update()
    {
        for (int it = 0; it < 1; it++)
        {
            //Move toward main target
            for (int j = 0; j < joints.Length; j++)
            {
                joints[j].Evaluate(Tooltip, Target, false);// j < 2);
            }

            //Find the closest point
            for (int j = joints.Length - 1; j >= 0; j--)
            {
                Vector3 jointPoint = Constraints.ClosestPointOnCapsule(environment.transform.position, joints[j].GetComponent <Collider>() as CapsuleCollider);
                Vector3 offset     = jointPoint - environment.transform.position;
                if (offset.magnitude < environment.radius * environment.transform.lossyScale.x)
                {
                    nearestPoint.parent         = joints[j].transform;
                    nearestPoint.position       = jointPoint;
                    displacementTarget.position = nearestPoint.transform.position + (offset.normalized * ((environment.radius * environment.transform.lossyScale.x) - offset.magnitude));
                    Debug.DrawLine(nearestPoint.position, displacementTarget.position);

                    //Move away from environment
                    for (int k = j; k < joints.Length; k++)
                    {
                        joints[k].Evaluate(nearestPoint, displacementTarget);
                    }
                }
            }
        }
    }
コード例 #2
0
    //Returns the signed distance between the nearest joint and the nearest obstructor for this configuration (sphere and ground plane in this instance)
    float distanceToNearestObstructor()
    {
        float distance = 100f;

        for (int j = joints.Length - 1; j >= 0; j--)
        {
            float jointDistance = 100f;

            //Closest point on Sphere
            Vector3 jointPoint = Constraints.ClosestPointOnCapsule(sphere.transform.position, joints[j].GetComponent <Collider>() as CapsuleCollider);
            Vector3 offset     = jointPoint - sphere.transform.position;
            float   tempDist   = offset.magnitude - (sphere.radius * sphere.transform.lossyScale.x);
            jointDistance = (jointDistance > tempDist) ? tempDist : jointDistance;

            //Closest point on Plane
            tempDist      = distanceCapsuleToPlane(joints[j].GetComponent <Collider>() as CapsuleCollider, floor.position, -floor.forward.normalized);
            jointDistance = (jointDistance > tempDist) ? tempDist : jointDistance;

            //Color the colliding joint appropriately
            joints[j].transform.GetChild(1).GetComponent <Renderer>().material.color = Color.Lerp(Color.red, Color.green, jointDistance * 30f);

            //Update the minimum distance
            distance = (distance > jointDistance) ? jointDistance : distance;
        }
        return(distance - inflation);
    }