private void GenerateCurvedHitObjects(ICollection <ICollider> colliders) { var height = _component.PositionZ; var vVertex = DragPoint.GetRgVertex <RenderVertex2D, CatmullCurve2DCatmullCurveFactory>(_component.DragPoints); var count = vVertex.Length; var rgv = new RenderVertex2D[count]; var rgv3D = new float3[count]; for (var i = 0; i < count; i++) { rgv[i] = vVertex[i]; rgv3D[i] = new float3(rgv[i].X, rgv[i].Y, height + (float)(PhysicsConstants.PhysSkin * 2.0)); } ColliderUtils.Generate3DPolyColliders(rgv3D, _api.GetColliderInfo(), colliders); for (var i = 0; i < count; i++) { var pv2 = rgv[i < count - 1 ? i + 1 : 0]; var pv3 = rgv[i < count - 2 ? i + 2 : i + 2 - count]; AddLineSeg(pv2.ToUnityFloat2(), pv3.ToUnityFloat2(), height, colliders); } }
protected override void CreateColliders(List <ICollider> colliders, float margin) { var info = ((IApiColliderGenerator)this).GetColliderInfo(); var meshComp = GameObject.GetComponent <PlayfieldMeshComponent>(); if (meshComp && !meshComp.AutoGenerate) { var mf = GameObject.GetComponent <MeshFilter>(); if (mf && mf.sharedMesh) { ColliderUtils.GenerateCollidersFromMesh(mf.sharedMesh.ToVpMesh(), info, colliders); } } if (ColliderComponent.CollideWithBounds) { // simple outer borders: colliders.Add(new LineCollider( new float2(MainComponent.Right, MainComponent.Top), new float2(MainComponent.Right, MainComponent.Bottom), MainComponent.TableHeight, MainComponent.GlassHeight, info )); colliders.Add(new LineCollider( new float2(MainComponent.Left, MainComponent.Bottom), new float2(MainComponent.Left, MainComponent.Top), MainComponent.TableHeight, MainComponent.GlassHeight, info )); colliders.Add(new LineCollider( new float2(MainComponent.Right, MainComponent.Bottom), new float2(MainComponent.Left, MainComponent.Bottom), MainComponent.TableHeight, MainComponent.GlassHeight, info )); colliders.Add(new LineCollider( new float2(MainComponent.Left, MainComponent.Top), new float2(MainComponent.Right, MainComponent.Top), MainComponent.TableHeight, MainComponent.GlassHeight, info )); } // glass: var rgv3D = new[] { new float3(MainComponent.Left, MainComponent.Top, MainComponent.GlassHeight), new float3(MainComponent.Right, MainComponent.Top, MainComponent.GlassHeight), new float3(MainComponent.Right, MainComponent.Bottom, MainComponent.GlassHeight), new float3(MainComponent.Left, MainComponent.Bottom, MainComponent.GlassHeight) }; ColliderUtils.Generate3DPolyColliders(rgv3D, info, colliders); }