public void RaycastNow() { if (pointA != null && pointB != null) { var vector = pointB.position - pointA.position; var maxDistance = vector.magnitude; var ray = new Ray(pointA.position, vector); var hit = default(RaycastHit); if (Physics.Raycast(ray, out hit, maxDistance, layers) == true) { var finalUp = orientation == OrientationType.CameraUp ? P3dHelper.GetCameraUp(_camera) : Vector3.up; var finalPosition = hit.point + hit.normal * offset; var finalNormal = normal == NormalType.HitNormal ? hit.normal : -ray.direction; var finalRotation = Quaternion.LookRotation(finalNormal, finalUp); hitCache.InvokeRaycast(gameObject, null, null, preview, hit, pressure); DispatchHits(preview, hit.collider, finalPosition, finalRotation, pressure, this); fraction = (hit.distance + offset) / maxDistance; UpdatePointAndLine(); } else { BreakHits(this); fraction = 1.0f; UpdatePointAndLine(); } } }
private IEnumerator DelayedOnHit(Vector3 pointA, Vector3 pointB) { var vector = pointB - pointA; var maxDistance = vector.magnitude; var ray = new Ray(pointA, vector); var hit = default(RaycastHit); if (Physics.Raycast(ray, out hit, maxDistance, layers) == true) { var distance01 = Mathf.InverseLerp(0.0f, radius, hit.distance); // Wait based on hit distance yield return(new WaitForSeconds(distance01 * delayMax)); var finalUp = orientation == OrientationType.CameraUp ? P3dHelper.GetCameraUp(_camera) : Vector3.up; var finalPosition = hit.point + hit.normal * offset; var finalNormal = normal == NormalType.HitNormal ? hit.normal : -ray.direction; var finalRotation = Quaternion.LookRotation(-finalNormal, finalUp); var finalPressure = 1.0f - distance01; hitCache.InvokePoint(gameObject, preview, priority, finalPressure, finalPosition, finalRotation); hitCache.InvokeRaycast(gameObject, preview, priority, finalPressure, hit, finalRotation); } }
protected virtual void OnParticleCollision(GameObject hitGameObject) { // Get the collision events array var count = cachedParticleSystem.GetSafeCollisionEventSize(); // Expand collisionEvents list to fit all particles for (var i = particleCollisionEvents.Count; i < count; i++) { particleCollisionEvents.Add(new ParticleCollisionEvent()); } count = cachedParticleSystem.GetCollisionEvents(hitGameObject, particleCollisionEvents); // Calculate up vector ahead of time var finalUp = orientation == OrientationType.CameraUp ? P3dHelper.GetCameraUp(_camera) : Vector3.up; // Paint all locations for (var i = 0; i < count; i++) { var collisionEvent = particleCollisionEvents[i]; var finalPosition = collisionEvent.intersection + collisionEvent.normal * offset; var finalNormal = normal == NormalType.CollisionNormal ? collisionEvent.normal : -collisionEvent.velocity; var finalRotation = finalNormal != Vector3.zero ? Quaternion.LookRotation(finalNormal, finalUp) : Quaternion.identity; hitCache.InvokePoints(gameObject, null, null, false, collisionEvent.colliderComponent as Collider, finalPosition, finalRotation, 1.0f); } }
private void CalcHitData(Vector3 hitPoint, Vector3 hitNormal, Ray ray, out Vector3 finalPosition, out Quaternion finalRotation) { var finalUp = orientation == OrientationType.CameraUp ? P3dHelper.GetCameraUp(_camera) : Vector3.up; var finalNormal = normal == NormalType.HitNormal ? hitNormal : -ray.direction; finalPosition = hitPoint + hitNormal * offset; finalRotation = Quaternion.LookRotation(-finalNormal, finalUp); }
private void CheckCollision(Collision collision) { if (cooldown > 0.0f) { return; } var impulse = collision.impulse.magnitude / Time.fixedDeltaTime; // Only handle the collision if the impact was strong enough if (impulse >= impactMin) { cooldown = delay; // Calculate up vector ahead of time var finalUp = orientation == OrientationType.CameraUp ? P3dHelper.GetCameraUp(_camera) : Vector3.up; var contacts = collision.contacts; var pressure = Mathf.InverseLerp(impactMin, impactPressure, impulse); var finalRoot = root != null ? root : gameObject; for (var i = contacts.Length - 1; i >= 0; i--) { var contact = contacts[i]; if (P3dHelper.IndexInMask(contact.otherCollider.gameObject.layer, layers) == true) { var finalPosition = contact.point + contact.normal * offset; var finalRotation = Quaternion.LookRotation(-contact.normal, finalUp); hitCache.InvokePoint(finalRoot, preview, priority, pressure, finalPosition, finalRotation); if (raycastDistance > 0.0f) { var ray = new Ray(contact.point + contact.normal * raycastDistance, -contact.normal); var hit = default(RaycastHit); if (contact.otherCollider.Raycast(ray, out hit, raycastDistance * 2.0f) == true) { hitCache.InvokeRaycast(finalRoot, preview, priority, pressure, hit, finalRotation); } } if (onlyUseFirstContact == true) { break; } } } } }
protected virtual void OnParticleCollision(GameObject hitGameObject) { // Get the collision events array var count = cachedParticleSystem.GetSafeCollisionEventSize(); // Expand collisionEvents list to fit all particles for (var i = particleCollisionEvents.Count; i < count; i++) { particleCollisionEvents.Add(new ParticleCollisionEvent()); } count = cachedParticleSystem.GetCollisionEvents(hitGameObject, particleCollisionEvents); // Calculate up vector ahead of time var finalUp = orientation == OrientationType.CameraUp ? P3dHelper.GetCameraUp(_camera) : Vector3.up; // Paint all locations for (var i = 0; i < count; i++) { if (skip > 0) { if (skipCounter++ > skip) { skipCounter = 0; } else { continue; } } var collisionEvent = particleCollisionEvents[i]; var finalPosition = collisionEvent.intersection + collisionEvent.normal * offset; var finalNormal = normal == NormalType.CollisionNormal ? -collisionEvent.normal : collisionEvent.velocity; var finalRotation = finalNormal != Vector3.zero ? Quaternion.LookRotation(finalNormal, finalUp) : Quaternion.identity; var finalPressure = pressure; if (pressureMinDistance != pressureMaxDistance) { var distance = Vector3.Distance(transform.position, collisionEvent.intersection); finalPressure *= Mathf.InverseLerp(pressureMinDistance, pressureMaxDistance, distance); } hitCache.InvokePoints(gameObject, preview, priority, collisionEvent.colliderComponent as Collider, finalPosition, finalRotation, finalPressure); } }
private void SubmitHit(bool preview) { if (pointA != null && pointB != null) { var vector = pointB.position - pointA.position; var maxDistance = vector.magnitude; var ray = new Ray(pointA.position, vector); var hit = default(RaycastHit); if (Physics.Raycast(ray, out hit, maxDistance, layers) == true) { var finalUp = orientation == OrientationType.CameraUp ? P3dHelper.GetCameraUp(_camera) : Vector3.up; var finalPosition = hit.point + hit.normal * offset; var finalNormal = normal == NormalType.HitNormal ? hit.normal : -ray.direction; var finalRotation = Quaternion.LookRotation(-finalNormal, finalUp); switch (draw) { case DrawType.PointsIn3D: { SubmitPoint(preview, priority, pressure, finalPosition, finalRotation, this); } break; case DrawType.PointsOnUV: { hitCache.InvokeCoord(gameObject, preview, priority, pressure, new P3dHit(hit), finalRotation); } break; case DrawType.TrianglesIn3D: { hitCache.InvokeTriangle(gameObject, preview, priority, pressure, hit, finalRotation); } break; } fraction = (hit.distance + offset) / maxDistance; } else { BreakHits(this); fraction = 1.0f; } } }
private void CheckCollision(Collision collision) { if (cooldown > 0.0f) { return; } var speed = collision.relativeVelocity.magnitude; // Only handle the collision if the impact was strong enough if (speed >= speedMin) { cooldown = delay; // Calculate up vector ahead of time var finalUp = orientation == OrientationType.CameraUp ? P3dHelper.GetCameraUp(_camera) : Vector3.up; var contacts = collision.contacts; var pressure = Mathf.InverseLerp(speedMin, speedPressure, speed); for (var i = contacts.Length - 1; i >= 0; i--) { var contact = contacts[i]; var finalPosition = contact.point + contact.normal * offset; var finalRotation = Quaternion.LookRotation(-contact.normal, finalUp); hitCache.InvokePoints(gameObject, null, null, false, contact.otherCollider, finalPosition, finalRotation, 1.0f); if (raycastDistance > 0.0f) { var ray = new Ray(contact.point + contact.normal * raycastDistance, -contact.normal); var hit = default(RaycastHit); if (contact.otherCollider.Raycast(ray, out hit, raycastDistance * 2.0f) == true) { hitCache.InvokeRaycast(gameObject, null, null, false, hit, pressure); } } if (onlyUseFirstContact == true) { break; } } } }
private void CheckCollision(Collision collision) { if (cooldown > 0.0f) { return; } var impulse = collision.impulse.magnitude / Time.fixedDeltaTime; // Only handle the collision if the impact was strong enough if (impulse >= pressureMin) { cooldown = delay; // Calculate up vector ahead of time var finalUp = orientation == OrientationType.CameraUp ? P3dHelper.GetCameraUp(_camera) : Vector3.up; var contacts = collision.contacts; var finalPressure = pressureMultiplier; var finalRoot = root != null ? root : gameObject; switch (pressureMode) { case PressureType.Constant: { finalPressure *= pressureConstant; } break; case PressureType.ImpactSpeed: { finalPressure *= Mathf.InverseLerp(pressureMin, pressureMax, impulse); } break; } for (var i = contacts.Length - 1; i >= 0; i--) { var contact = contacts[i]; if (P3dHelper.IndexInMask(contact.otherCollider.gameObject.layer, layers) == true) { var finalPosition = contact.point + contact.normal * offset; var finalRotation = Quaternion.LookRotation(-contact.normal, finalUp); switch (emit) { case EmitType.PointsIn3D: { hitCache.InvokePoint(finalRoot, preview, priority, finalPressure, finalPosition, finalRotation); } break; case EmitType.PointsOnUV: { var hit = default(RaycastHit); if (TryGetRaycastHit(contact, ref hit) == true) { hitCache.InvokeCoord(finalRoot, preview, priority, finalPressure, new P3dHit(hit), finalRotation); } } break; case EmitType.TrianglesIn3D: { var hit = default(RaycastHit); if (TryGetRaycastHit(contact, ref hit) == true) { hitCache.InvokeTriangle(gameObject, preview, priority, finalPressure, hit, finalRotation); } } break; } if (onlyUseFirstContact == true) { break; } } } } }
protected virtual void OnParticleCollision(GameObject hitGameObject) { // Get the collision events array var count = cachedParticleSystem.GetSafeCollisionEventSize(); // Expand collisionEvents list to fit all particles for (var i = particleCollisionEvents.Count; i < count; i++) { particleCollisionEvents.Add(new ParticleCollisionEvent()); } count = cachedParticleSystem.GetCollisionEvents(hitGameObject, particleCollisionEvents); // Calculate up vector ahead of time var finalUp = orientation == OrientationType.CameraUp ? P3dHelper.GetCameraUp(_camera) : Vector3.up; // Paint all locations for (var i = 0; i < count; i++) { if (skip > 0) { if (skipCounter++ > skip) { skipCounter = 0; } else { continue; } } var collisionEvent = particleCollisionEvents[i]; var finalPosition = collisionEvent.intersection + collisionEvent.normal * offset; var finalNormal = normal == NormalType.CollisionNormal ? collisionEvent.normal : -collisionEvent.velocity; var finalRotation = finalNormal != Vector3.zero ? Quaternion.LookRotation(-finalNormal, finalUp) : Quaternion.identity; var finalPressure = pressureMultiplier; switch (pressureMode) { case PressureType.Distance: { var distance = Vector3.Distance(transform.position, collisionEvent.intersection); finalPressure *= Mathf.InverseLerp(pressureMin, pressureMax, distance); } break; case PressureType.Speed: { var speed = Vector3.SqrMagnitude(collisionEvent.velocity); if (speed > 0.0f) { speed = Mathf.Sqrt(speed); } finalPressure *= Mathf.InverseLerp(pressureMin, pressureMax, speed); } break; } if (pressureMin != pressureMax) { } hitCache.InvokePoint(gameObject, preview, priority, finalPressure, finalPosition, finalRotation); } }
protected virtual void OnParticleCollision(GameObject hitGameObject) { if (cachedParticleSystemSet == false) { cachedParticleSystem = GetComponent <ParticleSystem>(); cachedParticleSystemSet = true; } // Get the collision events array var count = cachedParticleSystem.GetSafeCollisionEventSize(); // Expand collisionEvents list to fit all particles for (var i = particleCollisionEvents.Count; i < count; i++) { particleCollisionEvents.Add(new ParticleCollisionEvent()); } count = cachedParticleSystem.GetCollisionEvents(hitGameObject, particleCollisionEvents); // Calculate up vector ahead of time var finalUp = orientation == OrientationType.CameraUp ? P3dHelper.GetCameraUp(_camera) : Vector3.up; var finalRoot = root != null ? root : gameObject; // Paint all locations for (var i = 0; i < count; i++) { var collision = particleCollisionEvents[i]; if (P3dHelper.IndexInMask(collision.colliderComponent.gameObject.layer, layers) == false) { continue; } if (skip > 0) { if (skipCounter++ > skip) { skipCounter = 0; } else { continue; } } var finalPosition = collision.intersection + collision.normal * offset; var finalNormal = normal == NormalType.CollisionNormal ? collision.normal : -collision.velocity; var finalRotation = finalNormal != Vector3.zero ? Quaternion.LookRotation(-finalNormal, finalUp) : Quaternion.identity; var finalPressure = pressureMultiplier; switch (pressureMode) { case PressureType.Constant: { finalPressure *= pressureConstant; } break; case PressureType.Distance: { var distance = Vector3.Distance(transform.position, collision.intersection); finalPressure *= Mathf.InverseLerp(pressureMin, pressureMax, distance); } break; case PressureType.Speed: { var speed = Vector3.SqrMagnitude(collision.velocity); if (speed > 0.0f) { speed = Mathf.Sqrt(speed); } finalPressure *= Mathf.InverseLerp(pressureMin, pressureMax, speed); } break; } switch (emit) { case EmitType.PointsIn3D: { hitCache.InvokePoint(finalRoot, preview, priority, finalPressure, finalPosition, finalRotation); } break; case EmitType.PointsOnUV: { var hit = default(RaycastHit); if (TryGetRaycastHit(collision, ref hit) == true) { hitCache.InvokeCoord(finalRoot, preview, priority, finalPressure, new P3dHit(hit), finalRotation); } } break; case EmitType.TrianglesIn3D: { var hit = default(RaycastHit); if (TryGetRaycastHit(collision, ref hit) == true) { hitCache.InvokeTriangle(gameObject, preview, priority, finalPressure, hit, finalRotation); } } break; } } }