コード例 #1
0
        public static bool ClosestPointOnSurface(Collider collider, Vector3 to, float radius, out Vector3 closestPointOnSurface)
        {
            if (collider is BoxCollider)
            {
                closestPointOnSurface = SuperCollider.ClosestPointOnSurface((BoxCollider)collider, to);
                return(true);
            }
            else if (collider is SphereCollider)
            {
                closestPointOnSurface = SuperCollider.ClosestPointOnSurface((SphereCollider)collider, to);
                return(true);
            }
            else if (collider is CapsuleCollider)
            {
                closestPointOnSurface = SuperCollider.ClosestPointOnSurface((CapsuleCollider)collider, to);
                return(true);
            }
            else if (collider is MeshCollider)
            {
                BSPTree bsp = collider.GetComponent <BSPTree>();

                if (bsp != null)
                {
                    closestPointOnSurface = bsp.ClosestPointOn(to, radius);
                    return(true);
                }

                BruteForceMesh bfm = collider.GetComponent <BruteForceMesh>();

                if (bfm != null)
                {
                    closestPointOnSurface = bfm.ClosestPointOn(to);
                    return(true);
                }
            }
            else if (collider is TerrainCollider)
            {
                closestPointOnSurface = SuperCollider.ClosestPointOnSurface((TerrainCollider)collider, to, radius, false);
                return(true);
            }

            Debug.LogError(string.Format("{0} does not have an implementation for ClosestPointOnSurface; GameObject.Name='{1}'", collider.GetType(), collider.gameObject.name));
            closestPointOnSurface = Vector3.zero;
            return(false);
        }
コード例 #2
0
        public static Vector3 ClosestPointOnSurface(TerrainCollider collider, Vector3 to, float radius, bool debug = false)
        {
            var terrainData = collider.terrainData;

            var local = collider.transform.InverseTransformPoint(to);

            // Calculate the size of each tile on the terrain horizontally and vertically
            float pixelSizeX = terrainData.size.x / (terrainData.heightmapResolution - 1);
            float pixelSizeZ = terrainData.size.z / (terrainData.heightmapResolution - 1);

            var percentZ = Mathf.Clamp01(local.z / terrainData.size.z);
            var percentX = Mathf.Clamp01(local.x / terrainData.size.x);

            float positionX = percentX * (terrainData.heightmapResolution - 1);
            float positionZ = percentZ * (terrainData.heightmapResolution - 1);

            // Calculate our position, in tiles, on the terrain
            int pixelX = Mathf.FloorToInt(positionX);
            int pixelZ = Mathf.FloorToInt(positionZ);

            // Calculate the distance from our point to the edge of the tile we are in
            float distanceX = (positionX - pixelX) * pixelSizeX;
            float distanceZ = (positionZ - pixelZ) * pixelSizeZ;

            // Find out how many tiles we are overlapping on the X plane
            float radiusExtentsLeftX  = radius - distanceX;
            float radiusExtentsRightX = radius - (pixelSizeX - distanceX);

            int overlappedTilesXLeft  = radiusExtentsLeftX > 0 ? Mathf.FloorToInt(radiusExtentsLeftX / pixelSizeX) + 1 : 0;
            int overlappedTilesXRight = radiusExtentsRightX > 0 ? Mathf.FloorToInt(radiusExtentsRightX / pixelSizeX) + 1 : 0;

            // Find out how many tiles we are overlapping on the Z plane
            float radiusExtentsLeftZ  = radius - distanceZ;
            float radiusExtentsRightZ = radius - (pixelSizeZ - distanceZ);

            int overlappedTilesZLeft  = radiusExtentsLeftZ > 0 ? Mathf.FloorToInt(radiusExtentsLeftZ / pixelSizeZ) + 1 : 0;
            int overlappedTilesZRight = radiusExtentsRightZ > 0 ? Mathf.FloorToInt(radiusExtentsRightZ / pixelSizeZ) + 1 : 0;

            // Retrieve the heights of the pixels we are testing against
            int startPositionX = pixelX - overlappedTilesXLeft;
            int startPositionZ = pixelZ - overlappedTilesZLeft;

            int numberOfXPixels = overlappedTilesXRight + overlappedTilesXLeft + 1;
            int numberOfZPixels = overlappedTilesZRight + overlappedTilesZLeft + 1;

            // Account for if we are off the terrain
            if (startPositionX < 0)
            {
                numberOfXPixels -= Mathf.Abs(startPositionX);
                startPositionX   = 0;
            }

            if (startPositionZ < 0)
            {
                numberOfZPixels -= Mathf.Abs(startPositionZ);
                startPositionZ   = 0;
            }

            if (startPositionX + numberOfXPixels + 1 > terrainData.heightmapResolution)
            {
                numberOfXPixels = terrainData.heightmapResolution - startPositionX - 1;
            }

            if (startPositionZ + numberOfZPixels + 1 > terrainData.heightmapResolution)
            {
                numberOfZPixels = terrainData.heightmapResolution - startPositionZ - 1;
            }

            // Retrieve the heights of the tile we are in and all overlapped tiles
            var heights = terrainData.GetHeights(startPositionX, startPositionZ, numberOfXPixels + 1, numberOfZPixels + 1);

            // Pre-scale the heights data to be world-scale instead of 0...1
            for (int i = 0; i < numberOfXPixels + 1; i++)
            {
                for (int j = 0; j < numberOfZPixels + 1; j++)
                {
                    heights[j, i] *= terrainData.size.y;
                }
            }

            // Find the shortest distance to any triangle in the set gathered
            float shortestDistance = float.MaxValue;

            Vector3 shortestPoint = Vector3.zero;

            for (int x = 0; x < numberOfXPixels; x++)
            {
                for (int z = 0; z < numberOfZPixels; z++)
                {
                    // Build the set of points that creates the two triangles that form this tile
                    Vector3 a = new Vector3((startPositionX + x) * pixelSizeX, heights[z, x], (startPositionZ + z) * pixelSizeZ);
                    Vector3 b = new Vector3((startPositionX + x + 1) * pixelSizeX, heights[z, x + 1], (startPositionZ + z) * pixelSizeZ);
                    Vector3 c = new Vector3((startPositionX + x) * pixelSizeX, heights[z + 1, x], (startPositionZ + z + 1) * pixelSizeZ);
                    Vector3 d = new Vector3((startPositionX + x + 1) * pixelSizeX, heights[z + 1, x + 1], (startPositionZ + z + 1) * pixelSizeZ);

                    Vector3 nearest;

                    BSPTree.ClosestPointOnTriangleToPoint(ref a, ref d, ref c, ref local, out nearest);

                    float distance = (local - nearest).sqrMagnitude;

                    if (distance <= shortestDistance)
                    {
                        shortestDistance = distance;
                        shortestPoint    = nearest;
                    }

                    BSPTree.ClosestPointOnTriangleToPoint(ref a, ref b, ref d, ref local, out nearest);

                    distance = (local - nearest).sqrMagnitude;

                    if (distance <= shortestDistance)
                    {
                        shortestDistance = distance;
                        shortestPoint    = nearest;
                    }

                    if (debug)
                    {
                        DebugDraw.DrawTriangle(a, d, c, Color.cyan);
                        DebugDraw.DrawTriangle(a, b, d, Color.red);
                    }
                }
            }

            return(collider.transform.TransformPoint(shortestPoint));
        }