-
Notifications
You must be signed in to change notification settings - Fork 3
/
SimpleOverlapCapsulePlus.cs
317 lines (249 loc) · 12.3 KB
/
SimpleOverlapCapsulePlus.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
using UnityEngine;
using System.Collections.Generic;
namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.Physics)]
[Tooltip("Returns hit if an object is hit, returns hitpoint and object- DOES NOT work with Mesh or Terrain colliders")]
public class SimpleOverlapCapsulePlus : FsmStateAction
{
[ActionSection("Overlap Sphere Settings")]
public FsmGameObject scanOrigin;
public FsmVector3 scanOriginV3;
public FsmGameObject capsuleEnd;
public FsmVector3 capsuleEndV3;
[Tooltip("The size of the overlap sphere.")]
public FsmFloat scanRange;
[ActionSection("Filter")]
[UIHint(UIHint.Layer)]
[Tooltip("Pick only from these layers.")]
public FsmInt[] layerMask;
[Tooltip("Invert the mask, so you pick from all layers except those defined above.")]
public FsmBool invertMask;
[Tooltip("Set to true to ignore colliders set to trigger.")]
public FsmBool ignoreTriggerColliders;
public FsmEvent ErrorEvent;
public FsmEvent hitEvent;
public FsmEvent noHitEvent;
public FsmInt repeatInterval;
public FsmGameObject hitObject;
public FsmVector3 hitPoint;
int repeat;
public bool everyFrame;
public override void Reset()
{
ErrorEvent = null;
scanRange = null;
layerMask = new FsmInt[0];
invertMask = false;
ignoreTriggerColliders = false;
}
public override void OnEnter()
{
DoSimpleOverlap();
if (repeatInterval.Value == 0)
{
Finish();
}
}
public override void OnUpdate()
{
repeat--;
if (repeat == 0)
{
DoSimpleOverlap();
}
}
void DoSimpleOverlap()
{
repeat = repeatInterval.Value;
if (scanOrigin.Value != null)
{
scanOriginV3.Value = scanOrigin.Value.transform.position;
}
if (capsuleEnd.Value != null)
{
capsuleEndV3.Value = capsuleEnd.Value.transform.position;
}
if (ignoreTriggerColliders.Value == true)
{
Collider[] colliders = Physics.OverlapCapsule(scanOriginV3.Value, capsuleEndV3.Value, scanRange.Value, ActionHelpers.LayerArrayToLayerMask(layerMask, invertMask.Value), QueryTriggerInteraction.Ignore);
if (colliders.Length == 0)
{
Fsm.Event(noHitEvent);
} else
{
var list = new List<Collider>(colliders);
for (int index = 0; index < list.Count; index++)
{
var i = list[index].gameObject;
if (i == scanOrigin.Value)
{
list.RemoveAt(index);
}
}
if (list.Count != 0)
{
Vector3 contactPoint;
bool contactPointSuccess = ClosestPointOnSurface(list[0], scanOriginV3.Value, 1.0f, out contactPoint);
hitPoint.Value = contactPoint;
hitObject.Value = list[0].gameObject;
Fsm.Event(hitEvent);
} else
{
Fsm.Event(noHitEvent);
}
}
} else
{
Collider[] colliders = Physics.OverlapCapsule(scanOriginV3.Value, capsuleEndV3.Value, scanRange.Value, ActionHelpers.LayerArrayToLayerMask(layerMask, invertMask.Value), QueryTriggerInteraction.Collide);
if (colliders.Length == 0)
{
Fsm.Event(noHitEvent);
} else
{
var list = new List<Collider>(colliders);
//Debug.Log("list count1 " + list.Count);
for (int index = 0; index < list.Count; index++)
{
//Debug.Log("i = " + list[index].gameObject);
//Debug.Log("scan origin" + scanOrigin.Value);
var i = list[index].gameObject;
if (i == scanOrigin.Value)
{
//Debug.Log("remove" + i);
list.RemoveAt(index);
}
//Debug.Log("list count2 " + list.Count);
}
//Debug.Log("list count3 " + list.Count);
if (list.Count != 0)
{
Vector3 contactPoint;
bool contactPointSuccess = ClosestPointOnSurface(list[0], scanOriginV3.Value, 1.0f, out contactPoint);
hitPoint.Value = contactPoint;
hitObject.Value = list[0].gameObject;
Fsm.Event(hitEvent);
} else
{
Fsm.Event(noHitEvent);
}
}
}
}
// following code is from Royston Ross https://github.com/IronWarrior/SuperCharacterController/blob/master/Assets/SuperCharacterController/SuperCharacterController/Core/SuperCollider.cs
public static bool ClosestPointOnSurface(Collider collider, Vector3 to, float radius, out Vector3 closestPointOnSurface)
{
if (collider is BoxCollider)
{
closestPointOnSurface = ClosestPointOnSurface((BoxCollider)collider, to);
return true;
} else if (collider is SphereCollider)
{
closestPointOnSurface = ClosestPointOnSurface((SphereCollider)collider, to);
return true;
} else if (collider is CapsuleCollider)
{
closestPointOnSurface = ClosestPointOnSurface((CapsuleCollider)collider, to);
return true;
} else if (collider is CharacterController)
{
closestPointOnSurface = ClosestPointOnSurface((CharacterController)collider, to);
return true;
}
Debug.Log(string.Format("{0} does not have an implementation for ClosestPointOnSurface; GameObject.Name='{1}'", collider.GetType(), collider.gameObject.name));
closestPointOnSurface = Vector3.zero;
return false;
}
public static Vector3 ClosestPointOnSurface(SphereCollider collider, Vector3 to)
{
Vector3 p;
p = to - (collider.transform.position + collider.center);
p.Normalize();
p *= collider.radius * collider.transform.localScale.x;
p += collider.transform.position + collider.center;
return p;
}
public static Vector3 ClosestPointOnSurface(BoxCollider collider, Vector3 to)
{
// Cache the collider transform
var ct = collider.transform;
// Firstly, transform the point into the space of the collider
var local = ct.InverseTransformPoint(to);
// Now, shift it to be in the center of the box
local -= collider.center;
//Pre multiply to save operations.
var halfSize = collider.size * 0.5f;
// Clamp the points to the collider's extents
var localNorm = new Vector3(
Mathf.Clamp(local.x, -halfSize.x, halfSize.x),
Mathf.Clamp(local.y, -halfSize.y, halfSize.y),
Mathf.Clamp(local.z, -halfSize.z, halfSize.z)
);
//Calculate distances from each edge
var dx = Mathf.Min(Mathf.Abs(halfSize.x - localNorm.x), Mathf.Abs(-halfSize.x - localNorm.x));
var dy = Mathf.Min(Mathf.Abs(halfSize.y - localNorm.y), Mathf.Abs(-halfSize.y - localNorm.y));
var dz = Mathf.Min(Mathf.Abs(halfSize.z - localNorm.z), Mathf.Abs(-halfSize.z - localNorm.z));
// Select a face to project on
if (dx < dy && dx < dz)
{
localNorm.x = Mathf.Sign(localNorm.x) * halfSize.x;
} else if (dy < dx && dy < dz)
{
localNorm.y = Mathf.Sign(localNorm.y) * halfSize.y;
} else if (dz < dx && dz < dy)
{
localNorm.z = Mathf.Sign(localNorm.z) * halfSize.z;
}
// Now we undo our transformations
localNorm += collider.center;
// Return resulting point
return ct.TransformPoint(localNorm);
}
// Courtesy of Moodie
public static Vector3 ClosestPointOnSurface(CapsuleCollider collider, Vector3 to)
{
Transform ct = collider.transform; // Transform of the collider
float lineLength = collider.height - collider.radius * 2; // The length of the line connecting the center of both sphere
Vector3 dir = Vector3.up;
Vector3 upperSphere = dir * lineLength * 0.5f + collider.center; // The position of the radius of the upper sphere in local coordinates
Vector3 lowerSphere = -dir * lineLength * 0.5f + collider.center; // The position of the radius of the lower sphere in local coordinates
Vector3 local = ct.InverseTransformPoint(to); // The position of the controller in local coordinates
Vector3 p = Vector3.zero; // Contact point
Vector3 pt = Vector3.zero; // The point we need to use to get a direction vector with the controller to calculate contact point
if (local.y < lineLength * 0.5f && local.y > -lineLength * 0.5f) // Controller is contacting with cylinder, not spheres
pt = dir * local.y + collider.center;
else if (local.y > lineLength * 0.5f) // Controller is contacting with the upper sphere
pt = upperSphere;
else if (local.y < -lineLength * 0.5f) // Controller is contacting with lower sphere
pt = lowerSphere;
//Calculate contact point in local coordinates and return it in world coordinates
p = local - pt;
p.Normalize();
p = p * collider.radius + pt;
return ct.TransformPoint(p);
}
// Courtesy of Moodie
public static Vector3 ClosestPointOnSurface(CharacterController collider, Vector3 to)
{
Transform ct = collider.transform; // Transform of the collider
float lineLength = collider.height - collider.radius * 2; // The length of the line connecting the center of both sphere
Vector3 dir = Vector3.up;
Vector3 upperSphere = dir * lineLength * 0.5f + collider.center; // The position of the radius of the upper sphere in local coordinates
Vector3 lowerSphere = -dir * lineLength * 0.5f + collider.center; // The position of the radius of the lower sphere in local coordinates
Vector3 local = ct.InverseTransformPoint(to); // The position of the controller in local coordinates
Vector3 p = Vector3.zero; // Contact point
Vector3 pt = Vector3.zero; // The point we need to use to get a direction vector with the controller to calculate contact point
if (local.y < lineLength * 0.5f && local.y > -lineLength * 0.5f) // Controller is contacting with cylinder, not spheres
pt = dir * local.y + collider.center;
else if (local.y > lineLength * 0.5f) // Controller is contacting with the upper sphere
pt = upperSphere;
else if (local.y < -lineLength * 0.5f) // Controller is contacting with lower sphere
pt = lowerSphere;
//Calculate contact point in local coordinates and return it in world coordinates
p = local - pt;
p.Normalize();
p = p * collider.radius + pt;
return ct.TransformPoint(p);
}
}
}